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Ostim Solutions - A Sexlab Solutions Revisited Port


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Ostim Solutions - A Sexlab Solutions Revisited Port

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A mostly feature complete port of Sexlab Solutions Revisited SE to the OStim framework. Posted with the permission of Janbui, the author of Sexlab Solutions Revisited.

 

This port has already gone through some private testing, and most functionality is there. However, there are limitations related to either functionality I could be bothered adding or features from Sexlab that don't have an analogue in Ostim.

 

Requirements:

  • You do not need Sexlab, Sexlab Solutions or Sexlab Solutions Revisited installed for this mod to work. It is standalone.
  • Fuz Ro D-oh SE - By Shadme.
  • OStim - OSex overhaul and API (And ALL its' requirements.) - By Sairion.

 

Reccomended, but not needed:

  • All the offical OSA animation packs.
  • All the OStim animation packs. (If you want Lesbian and Threesome animations.)
  • OStrap (A OStim addon that I created to add strapon support to Ostim.)
  • DoubleCheeseBurger's xVASynth Voicepack Addon. (Install the "Sexlab Solutions Revisited" version, not the regular Sexlab Solutions version.)

 

Known Issues:

  • Sometimes starting a scene can be a little slow, depending on how fast my animation sorting code is running. (This will hopefully be fixed in the future.)
  • Creature animations are unsupported by OStim at this time, so creature animations will not be run.
  • Some MCM functionality has been disabled until I get around to replicating the functionailty with code that works with OStim.
  • I need to go through and remove some hanging script properties that are no longer linked to existing code, so there may be limited Papyrus log spam until I get around to that.

 

Reporting Bugs:
If you notice anything strange, or errors that you are pretty sure are related to OStim Solutions then please report them in the support thread, and I'll try and work them out. When doing so, please let me know exactly which NPC you had the problem with, so I can try and recreate the issue.

 

If you have any feature requests, QOL improvements or suggestions go ahead and post them. I give absolutely no promise I'll do them, but you might have such a good idea I'll have no choice?.
 

No LE version coming ever, sorry.


 

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Thank you for the hard work. Just got a couple questions.  Safe to install mid playthrough? I know you said animal stuff doesn't work (Not really heart broken about that lol), but are there any of the other "Solutions" that currently don't work? Any preference for where the esp should go in load order? Like is there anything that it absolutely has to go above or below? (MO2 user)

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11 hours ago, TriggerHappyYesIam said:

Thank you for the hard work. Just got a couple questions.  Safe to install mid playthrough? I know you said animal stuff doesn't work (Not really heart broken about that lol), but are there any of the other "Solutions" that currently don't work? Any preference for where the esp should go in load order? Like is there anything that it absolutely has to go above or below? (MO2 user)

I'm unsure about a mid-playthrough install, this adds a bunch of dialogue and I think adds extra stages to a existing quests which might get broken if you're in the middle of them? In theory it should be fine though, but I'd highly reccomend either a new save or keeping a backup of a good save just in case.

 

You'll want it to be below Ostim & OSA in your plugin list, because Ostim is a master for the plugin. Lower is probably better in general for this, just so it's more likely to win conflicts. If you know how to use xedit, you could check for conflicts and ensure it wins just to be sure all options appear, but that's probably not required unless you're running a bunch of quest mods that change vanilla dialogue.

 

Oh, one other thing. If you want the threesome animations to work, you'll need to make sure you download OSex DualWield. All threesome animation packs for Ostim require that OSex pack to work. I can't remember if that's in their description on the nexus or not.

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On 5/15/2021 at 4:57 AM, osmosis-wrench said:

I'm unsure about a mid-playthrough install, this adds a bunch of dialogue and I think adds extra stages to a existing quests which might get broken if you're in the middle of them? In theory it should be fine though, but I'd highly reccomend either a new save or keeping a backup of a good save just in case.

 

You'll want it to be below Ostim & OSA in your plugin list, because Ostim is a master for the plugin. Lower is probably better in general for this, just so it's more likely to win conflicts. If you know how to use xedit, you could check for conflicts and ensure it wins just to be sure all options appear, but that's probably not required unless you're running a bunch of quest mods that change vanilla dialogue.

 

Oh, one other thing. If you want the threesome animations to work, you'll need to make sure you download OSex DualWield. All threesome animation packs for Ostim require that OSex pack to work. I can't remember if that's in their description on the nexus or not.

 

Ty for the reply (and port). Finally have enough time off work to using this addition now.

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I don't know if this is a general issue, but in my version of the game, at least, the beggar interaction doesn't realize Lucia is a child. Other mods affecting children that I have installed are RS' Children and Killable Children, don't think there are any others.

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On 5/29/2021 at 8:09 PM, Leyrann said:

I don't know if this is a general issue, but in my version of the game, at least, the beggar interaction doesn't realize Lucia is a child. Other mods affecting children that I have installed are RS' Children and Killable Children, don't think there are any others.

 

I think Killable Children removes the "Child" flag from child races so they are no longer considered as children by the game. Instead you might want to use Slayable Offspring SKSE which makes children damageable and killable by patching out the child checks in the game's damage/kill code.

Edited by Tiress
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Does anyone else have an issue with this mod where having a sex scene breaks your saves? Basically, an hour or two after a sex scene with this mod, my game CTDs every time I try to save. I have to go back to my last save file before the sex scene in order to solve this.

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On 6/4/2021 at 10:05 PM, juanvaljuan said:

Does anyone else have an issue with this mod where having a sex scene breaks your saves? Basically, an hour or two after a sex scene with this mod, my game CTDs every time I try to save. I have to go back to my last save file before the sex scene in order to solve this.

Same problem here. It happens with any npc with dialogue from the mod. From what I saw, it keeps trying to search for some animations in the database and doesn't find it.
Afterwards, it starts looping a warning access to non-existing object with id. If you save, the save is created normally. However, loading that save and trying to save again will lead to CTD. I tried cleaning the save, LOOT for mod order, searched for conflicts and nothing. 
Also tried with new characters and the issue still persists.
Maybe @osmosis-wrench can offer some insight as what could cause this? 
@juanvaljuan for a small fix to keep playing, go to dirge into the ragged flaggon and trigger his dialogue. Afterwards you can save. The only issue is that you can only save after you trigger a solutions dialogue. Trying to save without triggering it will result in CTD. 

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On 6/5/2021 at 5:05 AM, juanvaljuan said:

Does anyone else have an issue with this mod where having a sex scene breaks your saves? Basically, an hour or two after a sex scene with this mod, my game CTDs every time I try to save. I have to go back to my last save file before the sex scene in order to solve this.

 

On 6/6/2021 at 10:02 PM, Magazin132 said:

Same problem here. It happens with any npc with dialogue from the mod. From what I saw, it keeps trying to search for some animations in the database and doesn't find it.
Afterwards, it starts looping a warning access to non-existing object with id. If you save, the save is created normally. However, loading that save and trying to save again will lead to CTD. I tried cleaning the save, LOOT for mod order, searched for conflicts and nothing. 
Also tried with new characters and the issue still persists.
Maybe @osmosis-wrench can offer some insight as what could cause this? 
@juanvaljuan for a small fix to keep playing, go to dirge into the ragged flaggon and trigger his dialogue. Afterwards you can save. The only issue is that you can only save after you trigger a solutions dialogue. Trying to save without triggering it will result in CTD. 

Hey, I did some research into this and there was an infinite loop bug in Ostim itself that Ostim Solutions was triggering. If you update to the latest version of Ostim (download the Ostim Artifact at the bottom of the page), perform a save clean procedure that issue should be fixed.

 

If you continue to get CTD on save issues after the update please let me know.

Edited by osmosis-wrench
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On 6/7/2021 at 5:22 PM, osmosis-wrench said:

 

Hey, I did some research into this and there was an infinite loop bug in Ostim itself that Ostim Solutions was triggering. If you update to the latest version of Ostim (download the Ostim Artifact at the bottom of the page), perform a save clean procedure that issue should be fixed.

 

If you continue to get CTD on save issues after the update please let me know.

Thank you for the answer!
Now it works perfectly :)
Great conversion btw

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Unfortunately this is straight up not working for me. Bummer because SL Solutions is one of my favorite mods. I have all dependencies, the MCM loads just fine. But in game there is no dialogue option at the usual places (guard gates in Whiterun and Riften is where I was testing). Is there anything I'm doing wrong? Here's my modlist. I do have Fuz Ro D'oh installed btw

 

Quote

-(vr) [edited no holsters] MageVR
-(vr) Auto Sneak and Jump VR
-(vr) Left-handed Settings (also enable Left Handed Mode in in-game settings)
-(vr) VR Menu Mouse Cursor
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-(vr) Hidden location info and more VR
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-Optional - Graphics_separator
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-Italian for Tullius (for all Imperials, actually)
-Frenchsworn
-Nords Speak Deutsch
-Kitties Speak Spanish
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-Blade and Blunt - Timed Block Module
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+End Times
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+BodySlide Output
+BodySlide and Outfit Studio
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+SPID_Merge
+(se) ENB Light Spell Patch
+New Theme - Jeremy Soule
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+Navmesh_Merge_1
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+Facegen_Merge
+AlgePatch
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+DynDOLOD_Output
+xLODGen_Output
-SSE-Terrain-Tamriel
+(se) PapyrusUtil SE - Scripting Utility Functions
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+The_Sequel
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-(VR)_merge
+(se) Spell Perk Item Distributor
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+(se) Actor Limit Fix
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+Insignificant Object Remover
+(se) Synthesis
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-Patches_separator
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-Followers_separator
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-[jd's edit] Coral Atronachs- Mihail Monsters and Animals (MIHAIL SSE PORT)
-[jd's edit] Golden Saints - Mihail Monsters and Animals (MIHAIL SSE PORT)
-Leshens and Nekkers- Mihail Monsters and Animals (MIHAIL SSE PORT)
-The Mudcrab Merchant- Easter Eggs (MIHAIL SSE PORT)
-[jd's edit] Rotten Maidens- Mihail Monsters and Animals (MIHAIL SSE PORT)
-[jd's edit] Flesh Golems- Mihail Monsters and Animals (MIHAIL SSE PORT)
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-The Falkreath Hauntings - mask replacer
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-Creatures_separator
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-Skyrim Underground - esm
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-Dungeons_separator
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-Quests_separator
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Edited by Sw1gg1nPrivate
Link to comment
6 hours ago, Sw1gg1nPrivate said:

Unfortunately this is straight up not working for me. Bummer because SL Solutions is one of my favorite mods. I have all dependencies, the MCM loads just fine. But in game there is no dialogue option at the usual places (guard gates in Whiterun and Riften is where I was testing). Is there anything I'm doing wrong? Here's my modlist. I do have Fuz Ro D'oh installed btw

 

 

Try saving and loading, not sure why but the mod doesn't seem to wake up until after a save load. I'll look into why when I get a bit of time, as I don't remember the SL version being like that.

Link to comment
  • Mod doesn't start populating dialogue options until after a save / load. I'm unsure why this is, I don't remember the SL version working this way so it's probably the fault of my changes. It will be fixed eventually.

 

This sounds like it might be a problem with the SEQ file. You may want to try regenerating the SEQ file in xEdit and see if this fixes the problem.

Link to comment
15 hours ago, gregaaz said:
  • Mod doesn't start populating dialogue options until after a save / load. I'm unsure why this is, I don't remember the SL version working this way so it's probably the fault of my changes. It will be fixed eventually.

 

This sounds like it might be a problem with the SEQ file. You may want to try regenerating the SEQ file in xEdit and see if this fixes the problem.

That was it, thank you so much :)

I doubt I would have thought of that for quite a while.

Link to comment
  • 2 weeks later...
12 hours ago, zergface said:

Are the scenes suposed to be always in auto mode? cant even acces the ostim menu

In theory it should depend on the scene, some scenes are flagged as "Aggressive" which will be full auto, while other scenes without the flag should not be full auto.

I've been thinking of removing that stuff for the next release, as the full auto stuff kinda gets in the way of the main point of OStim and seems to trigger far more often than not.

Link to comment
12 hours ago, osmosis-wrench said:

In theory it should depend on the scene, some scenes are flagged as "Aggressive" which will be full auto, while other scenes without the flag should not be full auto.

I've been thinking of removing that stuff for the next release, as the full auto stuff kinda gets in the way of the main point of OStim and seems to trigger far more often than not.

 

The automatic mode doesnt fit quite well since the animations are not agressive enought also the auto mode makes the transitions go too fast.

Edited by zergface
Link to comment
  • 3 weeks later...

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