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Posted
12 hours ago, cap_wacky said:

With the most recent patch the author made a change to not allow for tracking of generated actors, e.g. the method Paradise Halls uses for cloning actors. Apparently an inherent instability in temporary actors eg those with FF on their ref id. My suggestion is any integration should limit the "I want to have master's baby" to Unique non-cloned slaves.

Yes, I do not know why author did this, so am using previous version of Fertility Mode Enhanced which allow pregnancy of all actors. For me it works fine with all cloned npc.

Posted
59 minutes ago, kenis19 said:

I can't get slaves to use house idles. Any suggestions on this? Which wait option?

The "wait here" option is the sandbox you want. The "stand still" means no sandboxing.

Posted (edited)
5 hours ago, wower2345 said:

Is there a way to disable the tear effect (I think it's from SlaveTats, right?) for certain races but not all? It doesn't always line up properly. 

It's in the MCM gender tab. You can disable it for females or males or both, not by race.

 

But if you find better tears for specific races I will gladly include them.

Edited by TrollAutokill
Posted
22 hours ago, サマエル said:

 

This MCM options should fix your redress problems:

 

ScreenShot370.png.c92363cd3dcb72cad78a1f8f290b3241.png

 

I had stop managing slaves outfits with DoM, now I'm using Dress Up Lover's NPC Outfit Changer - SE to manage outfits and it is working pretty good for me, now slaves stop undressing when no one ask for it, just a little tip

 

Thanks for the tip but it didn't work unfortunately. Now I regret having updated the mod, I'll try to downgrade it but it'll be yet another headache...

Too bad though because a lot of other things work better than they used to.

Posted (edited)
4 hours ago, TrollAutokill said:

The "wait here" option is the sandbox you want. The "stand still" means no sandboxing.

 

Didn't seem to work. Any ideas? This has been consistent for me, with multiple houses.

Edited by kenis19
Posted
On 10/15/2023 at 12:07 AM, aravis7 said:

I upgraded to the latest version and I can confirm I also have the bug mentionned a few pages ago about actors redressing during animations. Even if I undress them with console they redress a few seconds after. Did someone found a fix?

Which actors exactly? I need their refID and your mod list to check for the mods affecting actors.

 

You should also check the scripts attached to those actors using "More informative console" and make sure only the 2 DoM scripts are present.

 

Posted

Is there a way to have more variation in the generated traits for unique NPCS?

 

I checked the "seed unique actors" option but even with this the unique NPCs rarely have extreme values in traits like bandits have.

 

I also looked to the "Maximum trait variation" but if I understand weel it only concerns what happens in some events.

 

Due to the way the initial traits are calculated (bonuses to races, class,...) the result is that most unique NPCs often have the same traits when you start a new game and if for example if you enslave the unique girls in Riverwood you don't have any surprise and you get a bunch of clones.

 

The idea is to make interesting the search of named NPCs with "unique" traits and some more random in the generation could be good :

 

 1/ Having more random in the base trait generation before applying the basic rules (races, classes,..)

 

 2/ Having a % of NPCs seeding not using the basic rules (races, classes,..) and with more extreme variation in traits

 

 3/ Having a completly random generation with extreme variation in traits

 

For now, except for the bandits you have too much unique NPCs with approximatively the same traits (except if you tune the .json files) and in each new game you will start by recruiting Orgnar and Embry as trainer if you start in riverwood.

 

 

Posted
43 minutes ago, Strec2 said:

Is there a way to have more variation in the generated traits for unique NPCS?

 

I checked the "seed unique actors" option but even with this the unique NPCs rarely have extreme values in traits like bandits have.

 

I also looked to the "Maximum trait variation" but if I understand weel it only concerns what happens in some events.

 

Due to the way the initial traits are calculated (bonuses to races, class,...) the result is that most unique NPCs often have the same traits when you start a new game and if for example if you enslave the unique girls in Riverwood you don't have any surprise and you get a bunch of clones.

 

The idea is to make interesting the search of named NPCs with "unique" traits and some more random in the generation could be good :

 

 1/ Having more random in the base trait generation before applying the basic rules (races, classes,..)

 

 2/ Having a % of NPCs seeding not using the basic rules (races, classes,..) and with more extreme variation in traits

 

 3/ Having a completly random generation with extreme variation in traits

 

For now, except for the bandits you have too much unique NPCs with approximatively the same traits (except if you tune the .json files) and in each new game you will start by recruiting Orgnar and Embry as trainer if you start in riverwood.

 

 

I could add a variable modifier for class gender and race bonus and a flat generation option.

Posted (edited)
14 hours ago, kenis19 said:

 

Didn't seem to work. Any ideas? This has been consistent for me, with multiple houses.

"Wait here" through the wheel menu.

But "Entertain me" -> "Wait here and keep yourself busy" through the dialogue. Not to be mistaken with "Wait here and don't move".

 

The slave message should say "X will mind her/his/their business".

The slave info spell should report the slave as "busying around". If the slave is to stand still the info spell will report  "waiting".

 

Again, if it doesn't happen you need to use "More informative console" and check the package the slave is running. It might be this particular package is badly setup (in this case report the package number here) or it might be another mod package taking over.

 

Edited by TrollAutokill
Posted
3 hours ago, TrollAutokill said:

"Wait here" through the wheel menu.

But "Entertain me" -> "Wait here and keep yourself busy" through the dialogue. Not to be mistaken with "Wait here and don't move".

 

The slave message should say "X will mind her/his/their business".

The slave info spell should report the slave as "busying around". If the slave is to stand still the info spell will report  "waiting".

 

Again, if it doesn't happen you need to use "More informative console" and check the package the slave is running. It might be this particular package is badly setup (in this case report the package number here) or it might be another mod package taking over.

 

 

Tried both methods, no idle use. Sent a slave to PAH and they used the idle.

 

How do I get to this "More informative console"?

Posted
41 minutes ago, kenis19 said:

 

Yes, I did receive that message

 

will get the console from Nexus

Also to be sure there is not a problem with the place, go to an inn and put your slave in sandbox mode ("wait here and keep yourself busy"). The slave should go and sit to the closest table, almost immediately.

Posted
On 10/10/2023 at 2:55 PM, TrollAutokill said:

It's something on my to-do list. I will have to interface with a pregnancy mod which can apply to NPCs.

 

So what's your favourite?

I personally use fertility mode mod and it works with ALL npc. It give the option for gems as well as kids, pretty versatile I think  

Posted (edited)

would like to mention that I'm currently dealing with a bug involving the punishment system regarding posing for instance if the slave is crying she'll be stuck crying even if I've already punished them for it it happens when I try to train them in posture specifically even tried the abuse wheel only for it to comeback that there is no reason to punish them

image.png

Skyrim Special Edition 10_17_2023 2_02_53 PM.png

Edited by Superfart2000
forgot photos
Posted
1 hour ago, Superfart2000 said:

would like to mention that I'm currently dealing with a bug involving the punishment system regarding posing for instance if the slave is crying she'll be stuck crying even if I've already punished them for it it happens when I try to train them in posture specifically even tried the abuse wheel only for it to comeback that there is no reason to punish them

image.png

Skyrim Special Edition 10_17_2023 2_02_53 PM.png

It's not a bug it's a feature. You can not whip for posture if you have a valid punishment reason.

Posted
7 hours ago, Superfart2000 said:

huh okay

 

It is inconsistent though? The dialogue says "you can punish me for ...", but the wheel says that there is no reason to punish.

 

I am jumping on this because I have seen similar situations, e.g. the dialogue saying "you can punish me for being angry" but then the wheel does not give that option and claims that there is no reason to punish. Are these two (the dialogue and the wheel) using different state variables that are getting out of sync?

Posted (edited)
5 hours ago, Kharos said:

 

It is inconsistent though? The dialogue says "you can punish me for ...", but the wheel says that there is no reason to punish.

 

I am jumping on this because I have seen similar situations, e.g. the dialogue saying "you can punish me for being angry" but then the wheel does not give that option and claims that there is no reason to punish. Are these two (the dialogue and the wheel) using different state variables that are getting out of sync?

You can always punish crying, angry or posing slaves. Those reasons might not be in the wheel because they are not the consequence of an event, and as such are not registered in the punishment reason list. Hitting the slave without a registered reason will automatically fall back to those reasons.

 

The dialogue is different because it also checks for the slave status on top of the punishment reason list. It's just a faction check so it's easy. For the wheel it would need to create a separate list and add those reasons, so more coding.

Edited by TrollAutokill
Posted
3 hours ago, TrollAutokill said:

You can always punish crying, angry or posing slaves. Those reasons might not be in the wheel because they are not the consequence of an event, and as such are not registered in the punishment reason list. Hitting the slave without a registered reason will automatically fall back to those reasons.

 

The dialogue is different because it also checks for the slave status on top of the punishment reason list. It's just a faction check so it's easy. For the wheel it would need to create a separate list and add those reasons, so more coding.

 

Ok, so in other words I cannot depend on the wheel to check if punishing the slave right now would count as "punishing without a reason". Not that I always need a reason...

Posted

New in version 5.0.3: SE only!

 

It is recommended to use POISE and PRECISION for hit effect when using the spank tool and the whip. See pictures below.

 

  • Corrected actors alignment for all kissing animations.
  • Punishment wheel menu now lists behavior reasons if there is room for them: "crying", "angry", "posture correction".
  • Added option in MCM debug tab for flat random generation of traits. Default is pseudo-Gaussian.
  • Added option in MCM debug tab to adjust personality race/class/job/gender/age/AI-data bonus.
  • Fixed the "fix tattoos" option in MCM slave list.
  • In love mood is only available after a certain days in broken mood. Number of days is between 0 and 7 and depends on manipulation modifier.
  • Same for loyal mood but with different numbers.

Selena is not in the mood:

Spoiler

 

ScreenShot473.jpg.0280a440649b2a7f549acd21825f2824.jpg

 

ScreenShot505.jpg.4c92809188fa0f19973108faabbe9d3d.jpg

 

ScreenShot503.jpg.22c6744d43461265e92ade25612b7620.jpg

 

 

Something in her eyes tells me Ria is still learning:

Spoiler

 

ScreenShot514.jpg.a64ea6ff163c74d5a59cd913da954702.jpg

 

 

ScreenShot525.jpg.8fa98a93228985deef8defc8b1e49fe4.jpg

 

ScreenShot515.jpg.c3b3a994bfd8133b0b0b31edc0d34213.jpg

 

 

Posted

I have a question / request / idea.

 

For enslaving requirements I mostly disable the health threshhold because its kinda unimmersive and also a bit cheating if you can skip enemys half way through. And if you set it to low it gets impossible to use. So I stick to paralized and fleeing for doing so. Defeat had a lot of really well implemented abduction features. Like knockdown and tieup from were you can do stuff like loot, undress, rape, kidnap (put in a sack), just leave them tied up for the creatures of skyrim to take or take with you (import to pahe). So a nice little immersive in between state that lets not everthing in skyrim end up in you killing. you could also use the key in not combat and based on some stats the person surrenders to you. Which is also pretty immersive. The thing is defeat is a really no well taken care of and huge mod which you may dont really want in your mod list for an immersive playthrough. So since pretty much all the features (tie up, rape, put in a sack) are already included in this mod how hard would it be to make a little add on from it that lets you caputure ppl in a more immersive way than right now?

 

Also Devious Devices doing a step in the right direction with now supporting OAR in the NG version couldnt test it yet but it should fix the animation problems in future. Could also be easier in future to make compatiblity for it than.

 

And did someone had a look at the wrong AYGES slave selling prices could someone replicate it or is it just for me?

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