Wut1969 Posted August 20, 2021 Posted August 20, 2021 1 hour ago, Lestat1627 said: Another small question: Since we can't carry weapons, what do we do in the despicable case of a vampire attack ???? Do we let ourselves be killed so as not to be punished? There is a mod out there that stops the random Vampire attacks, but I have installed Danwdgaurd Sentries Plus, which adds Dwanguards in cities. You could also install a mod that adds extra normal guards. Both mods make sense, with all the vampires on the loose and a civil war going on. Besides, more people means more customers and more options to be arrested. So a win/win/win. 1
Dorabella Posted August 20, 2021 Posted August 20, 2021 3 hours ago, Wut1969 said: Besides, more people means more customers For that matter, I used More people to Skyrim (or something like that). My whore, she did in 2 days what it would take 7, and became a nympho 1
Andy14 Posted August 20, 2021 Posted August 20, 2021 12 hours ago, Lestat1627 said: Another small question: Since we can't carry weapons, what do we do in the despicable case of a vampire attack ???? Do we let ourselves be killed so as not to be punished? You can deactivate this rule in the MCM. Magic is also available.
Dorabella Posted August 20, 2021 Posted August 20, 2021 (edited) 1 hour ago, Andy14 said: You can deactivate this rule in the MCM. Magic is also available. Thank's Another question. There are also children to break up by asking for sexual performance. Since SLSF doesn't remove them from me, is there a way to rule them out? Edited August 20, 2021 by Lestat1627
Andy14 Posted August 21, 2021 Posted August 21, 2021 (edited) 6 hours ago, Lestat1627 said: Thank's Another question. There are also children to break up by asking for sexual performance. Since SLSF doesn't remove them from me, is there a way to rule them out? Children? From which mod? One should use the SexLab Int function ValidateActor (Actor) to prevent this. There it is checked whether the actor is allowed or prohibited and 10 further parameters are checked. Alternatively, the bool function IsValidActor (Actor) from Sexlab can be used. Edited August 21, 2021 by Andy14 completed
Dorabella Posted August 21, 2021 Posted August 21, 2021 11 hours ago, Andy14 said: Children? From which mod? I'll check out the configurations of Sexlab. It has already happened several times but, thinking (wrongly) SLSF would get them out of the way, I probably have to configure Sexlab to eliminate the event
sello23 Posted August 21, 2021 Posted August 21, 2021 I have an issue where my charcter stops when farangar takes me to the jarl. Npcs move and the game runs but i cant do anything
Horus_04 Posted August 21, 2021 Posted August 21, 2021 36 minutes ago, sello23 said: Ich habe ein Problem, bei dem mein Charakter aufhört, wenn Farangar mich zum Jarl bringt. Npcs bewegen sich und das Spiel läuft, aber ich kann nichts tun Your character should now do exactly what Farengar says, since the spell is supposed to make you "compliant".
JaYmZeE Posted August 22, 2021 Posted August 22, 2021 On 8/16/2021 at 4:09 PM, BlueTouchPaper said: Installing slavetats seemed to fix the problem Thank you very much for this fix - It was doing my tits in! Cheers, JaYmZeE
Dorabella Posted August 22, 2021 Posted August 22, 2021 On 8/21/2021 at 7:12 AM, Andy14 said: One should use the SexLab Int function ValidateActor (Actor) to prevent this. There it is checked whether the actor is allowed or prohibited and 10 further parameters are checked. Alternatively, the bool function IsValidActor (Actor) from Sexlab can be used. Excuse my ignorance but, is it a configuration to do, or do you need to modify some files?
Seeker999 Posted August 22, 2021 Posted August 22, 2021 An interesting thing happened in Windhelm. I was taken to the PW thane, given my quota, collared, tattooed and sent on my way. Then Galmor(?) (Stormcloak guy in the palace) said 'hey baby, be my personal bitch and I'll buy out your contract with the city.' I said yes and my quota was paid off. All good. One teensy detail, the popup box said something about a handoff to SD+, but I don't have SD+ installed. I tried talking to G, but all he kept saying was that I shouldn't be there. I was able to leave and go about my business, no bounty, no quota, no nothing. I am free and clear. While I enjoyed it, if you want a possible SD+ handoff, you should probably make sure it doesn't run if SD+ isn't installed. Since it didn't break anything, afaik, it's a low priority as far as I'm concerned. Just thought I'd let you know. btw, I do like the idea of somebody swooping in like that.
Naps-On-Dirt Posted August 22, 2021 Posted August 22, 2021 18 minutes ago, Seeker999 said: the popup box said something about a handoff to SD+, but I don't have SD+ installed. There's an option in the MCM to disable that possibility.
Seeker999 Posted August 22, 2021 Posted August 22, 2021 (edited) I'll look for it. Maybe I missed it, or maybe I misunderstood what it was for. Edit: Found it. Now I remember, I just ignored it before because w/o SD+ I didn't think anything would happen. ? It's off now. Edited August 23, 2021 by Seeker999
Dorabella Posted August 23, 2021 Posted August 23, 2021 On 8/21/2021 at 7:12 AM, Andy14 said: Children? An example Spoiler
sshar22 Posted August 23, 2021 Posted August 23, 2021 9 hours ago, Lestat1627 said: An example Reveal hidden contents You must have a mod in your load order that disables/bypasses SL children check by a) overwriting SL script with an edited one or b) changing the class of the (Actor) btw does SLSF option make the children disappear? if no probably it's the b) option Cheers
Dorabella Posted August 24, 2021 Posted August 24, 2021 14 hours ago, sshar22 said: You must have a mod in your load order that disables/bypasses I think not, I'll check. 14 hours ago, sshar22 said: btw does SLSF option make the children disappear? In fact it is what I expect it to do but, it does not happen . I also tried to modify the ESM but nothing seems to have any effect
sshar22 Posted August 24, 2021 Posted August 24, 2021 2 hours ago, Lestat1627 said: I think not, I'll check. In fact it is what I expect it to do but, it does not happen . I also tried to modify the ESM but nothing seems to have any effect If you use something like mod-organizer 1/2 you can see if some SL script gets changed/overwritten And if you use a mod that introduces custom races that might be one way of altering the (Actor) value In game you can click on the kid and see what mod was the one to instance the character, write down name and ID and then use XEdit to load your load order and see if the character is classed as child good luck in the hunt Cheers
tygct Posted August 24, 2021 Posted August 24, 2021 (edited) 2 hours ago, Lestat1627 said: I think not, I'll check. In fact it is what I expect it to do but, it does not happen . I also tried to modify the ESM but nothing seems to have any effect Since SLSF fails to remove vanilla children for you it's highly likely you have some mod like "Killable Children" that removes children race flag from children npcs thus they get affected by this mod. Edited August 24, 2021 by tygct 1
Andy14 Posted August 24, 2021 Posted August 24, 2021 5 hours ago, Lestat1627 said: I think not, I'll check. In fact, no halfway solid mod should cross that line. And I don't think that this mod is (only) responsible for it here. I had already posted the functions that SexLab has for this purpose. Unfortunately there are many mods whose authors are not very good at thinking - and only check whether the actor is in the faction. Such mods should be rewritten (yourself) and the author of the mod should be notified.
Dorabella Posted August 24, 2021 Posted August 24, 2021 3 hours ago, sshar22 said: If you use something like mod-organizer 1/2 you can see if some SL script gets changed/overwritten I use NMM 3 hours ago, tygct said: mod like "Killable Children" I doubt but, I have more people to skyrim, open city, populated city 22 minutes ago, Andy14 said: author of the mod should be notified. Already made the report in the appropriate office but, I have never received any kind of help / suggestion to remove the problem. In addition to this I had also reported other problems of SLSF, also never resolved 3 hours ago, sshar22 said: And if you use a mod that introduces custom races I don't have custom breeds. I'll look, as you suggested, in TES5Edit if they can be manipulated without compromising a mod
tornado77 Posted August 28, 2021 Posted August 28, 2021 From the torture room in Dawnstar, the character is thrown into a strange area, similar to the outskirts of Whiterun. Because of this, the punishment grows and, as a result, the character is hanged. Is this a mistake or was it planned?
NismoMan Posted September 2, 2021 Posted September 2, 2021 (edited) I took some liberties with the settings, choosing clients based quotas, 20 min to 100 max clients over 7 days and acted defiant like an idiot, getting punished, missing the deadline and repeat a couple of times... by the end the mod literally broke me... by the time I realized what's going on, I had a quota of about 400 that I had to complete in less than 4 days... in Riften... of all places... fuck. Between CTDs (literally mashing my way through SL scenes) and punishments for not having the collar equipped... I got executed 4 times where I had to redo the quotas all over again. At the end I almost got my clients count covered when time ran out... this time I couldn't go through the whole ordeal again, loaded a save right before the deadline, used console and added enough gold to buy my way out... I've never done this before... I thought I had principles... a code for doing things... rules... but... but... now I feel... empty... broken ? Drama aside, this was a blast, a very punishing fun in a way ? A couple of things to improve in my opinion: - A fix for the eligibility conditions, the guards loop was a nightmare and unchecking heroic/sexual fame start didn't fix things. I'd rather have the mod start through simple slavery or any form of prison system to be honest instead of being recruited off the street. - For a mod that relies heavily on mass satisfaction. gangbangs and public humiliation, the lack of multiple assailants (mmf/mmmf/mmmmf/mmmmmf+) was very evident. - More creature scenarios as punishments / random events would do wonders here imo. All in all, a very fun mod that ,going forward, I have to be very careful when setting up so I wouldn't spend, literally, a week trying to complete again, lol. I think me and my toon need some rehab period before engaging in any further sexual encounters... I'd probably read some books, cook something or hunt nearby mudcrabs to make me forget >.<; Here's a screenshot of my poor, broken PC trying hard to meet her quota ? Spoiler EDIT: In the cell where the dragonborn gets punished, any way to fix the player character in place when punished? for some reason, the pillory/x-frame pose always break when whipped. Edited September 2, 2021 by NismoMan More Suggestions 1
Someone92 Posted September 2, 2021 Posted September 2, 2021 (edited) A small thing I noticed is when you are brought to the jarl. One of the popup windows describes how you are lead through the city and you noticing several men leering at you. As you can freely switch the aggressors the description should keep it ambiguous and use "several people", "several of the town folk" or something similar instead. EDIT: Bug? Male PC, items are kept by the guard, get into "enforced mode" => Mod gives me the restraining device, but then takes it away Edited September 2, 2021 by Someone92 1
MrChen Posted September 3, 2021 Posted September 3, 2021 Hey guys. New person here. I have been using this mod for like nearly 3 weeks without any issues. Everything functions as intended, and I have yet to encounter any game-breaking issues. My only concern is that in spite of downloading the SE version (I play on SSE), i am getting a warning on Vortex that the mod is intended for a different game. I have re-downloaded and re-installed the mod several times already but the warning persists. LOOT doesn't show any errors as well. Should I be worried about this? Is there a plausible explanation behind this issue? As I haven't encountered any major issues in-game, I haven't given it much thought. But I am still concerned nevertheless given how fragile Skyrim is. Any help or feedback is greatly appreciated.
NismoMan Posted September 3, 2021 Posted September 3, 2021 2 hours ago, MrChen said: Hey guys. New person here. I have been using this mod for like nearly 3 weeks without any issues. Everything functions as intended, and I have yet to encounter any game-breaking issues. My only concern is that in spite of downloading the SE version (I play on SSE), i am getting a warning on Vortex that the mod is intended for a different game. I have re-downloaded and re-installed the mod several times already but the warning persists. LOOT doesn't show any errors as well. Should I be worried about this? Is there a plausible explanation behind this issue? As I haven't encountered any major issues in-game, I haven't given it much thought. But I am still concerned nevertheless given how fragile Skyrim is. Any help or feedback is greatly appreciated. Hello New person, welcome to the forums! Should be perfectly fine, the mod runs with an older Form 43 plug-in (using LE's 32bit Creation Kit) but as long as all assets, animations.. etc are converted then there's nothing to worry about. If you want the warning gone, just load up the plugin with SSE's 64bit Creation Kit and save, you'll have an SSE-certified Form 44 Plug-in and Vortex's warning should go away. HOWEVER, Some say that "converting" some LE plug-ins to SSE might cause some issue, so I personally ignore the conversion process all-together if the mod author gave the all-green as is the case here. I currently have 33 "Form 43" plug-ins running in my SSE with no issues whatsoever, but as a rule of thumb just keep an eye on the support pages for older mods that are no longer maintained to see what the community recommend. So to summarize: - Form 43 (LE Plug-ins) should for most cases work as is in SSE without issues. - LE Animation files, meshes and behavior files MUST be converted to work in SSE. - Always a good idea to keep an eye on mod support pages/forums for old, abandoned or unmaintained mods to see what's what, people usually leave feedback there regarding their experiences using the mod with SSE. Good luck! 2
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