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Posted (edited)
4 hours ago, wareware said:

Does the Brabikini keyword work on its own or does it need to be supplemented with Eroticarmor keyword?

Short version:

SLA_brabini on it own, without other Baka keywords, will be considered "Bottomless" armor for the exhibition calculation (multiplier 1.4 boost). It will not trigger comments or scenes that use keywords.   EroticArmor is part of the "slot32" list and will trigger scenes.  It has a 1.1 exhibition stat boost.  Any keyword that is not part of the slot32 list will not trigger scenes and comments on it own, and are considered supplementary.

 

Samples from Nexus pictures in TAWOBA post.

Spoiler

 

SLA_ArmorHalfNaked. 

Spoiler

83383-0-1492927239.jpg

 

SLA_ArmorHalfNakedBikini+SLA_Brabikini (top present), bottomless

Spoiler

83383-0-1492926501.jpg

 


 

Long version:

When "armor" items are equipped on the player, their keywords are added to a WornKeyword list. 

When SLA_Brabikini is detected in the list and not other bottom (panties) keyword are present, the exhibitionist Stat calculation gets a little boost. The boost is around 140%, because the player is bottomless.  Normally, SLA_brabikini is part of SLA_ArmorHalfNakedBikini in the sense that is the top part of a bikini armor that do not have a bottom included in the mesh.

 

I have not found any entry where SLA_brabikini is alone or combined with other keyword that is not SLA_ArmorHalfNakedBikini. This combination will be considered bottomless during calculations, unless an "armor" with one of the bottom keyword is also equipped. Because is not combined with SLA_ArmorHalfNakedBikini the boost for the other stats is less, but still something.  If no main(slot32) keyword is found during calculation, then the bikini experience and other stat is considered as a "calculation loss" and the stats will decrease. 

 

Other than that, is not important for the main triggers.  The keywords are to "tell" the monitoring scripts what is the current dress state of the player, during exhibitionist, reputation, and lewdness calculations.  There are a few guard comments that also track brabikini without panties.

 

Exhibition and lewdness calculation get boosted if a Male NPC is present, doubled with 2 and tripled with more than two.

 

Main keywords labeled Slot32 in the manual are the ones that also trigger scenes, calculation boost, and many more comments. 

The slot32 is just a recommendation and can be used in other slots if the outfit is segmented in parts that do not have a slot32 item.

 

Edited by safado
Posted (edited)
2 hours ago, wareware said:

Speaking of Bottom and Top parts, is the SLA_ArmorPartTop and SLA_ArmorPartBottom used for anything?

 

Not used in FactoryClose mods.

FactoryClose currently mainly support the keywords listed in his babodialogue manual. 

 

SLA_armorubber, SLA_ArmorPartTop, SLA_ArmorPartBottom, SLA_Stockings, SLA_HasLeggings, SLA_HasSleeves were used by Monoman1's Bikinifier, but it is abandoned/unsupported.  Used for outfit distribution scripts.

 

Other keywords

Currently unused.

SLA_ArmorHarness, SLA_Earrings, SLA_PiercingNose, SLA_PiercingLips, SLA_PiercingBelly, SLA_PiercingVulva, SLA_ArmorIllegal, SLA_KillerHeels, SLA_ImpossibleClothes, SLA_ArmorFemaleOnly, SLA_BootsHeels

 
Used but rare.

SLA_ArmorRubber: 3 comments in SLHH, 1 monologue comments in babodialogue if fillherup-baka inflation is > 3; better use SLA_ArmorSpendex to get same and more comments.

SLA_ArmorBondage: 3 comments in SLHH

SLA_PastiesNipple: 4 comment in Babodialogue, monitored by SLHH

SLA_PastiesCrotch: 6 comment in Babodialogue, monitored by SLHH

 

SLA_PiercingClit: 1 comment in SL approach.

SLA_VaginalDildo: 1 comment in SL approach.

SLA_VaginalBeads: 1 comment in SL approach, monitored by Fillherup Baka.

SLA_AnalPlugBeads: 1 comment in SL approach, monitored by Fillherup Baka.

SLA_AnalPlugTail: 1 comment in SL approach, monitored by Fillherup Baka.

SLA_AnalPlug: 1 comment in SL approach, monitored by Fillherup Baka.


 

 

Edited by safado
Posted

I wish I could use this, but about 90% of the time I try to load a game that has its scripts now in a save file, I CTD. I can start a new game with it just fine, I can add it to my load order mid-playthrough just fine, but loading a save game with its scripts already included is almost a guaranteed CTD.

 

Best I can figure it's an MCM issue (from the crash log), and it affects most of Baka's other mods for me too, though strangely not BaboFollowers. That one I never have an issue with. But SLHH, SL Approach, and BaboDialogue consistently will CTD my game if I load a save that has their scripts now baked in.

 

I have to wonder if it's some kind of incompatibility with MCM Helper? Do those of you who have it working also have that? If I just knew what mod it is that prevents me from being able to use this, maybe I could patch it.

Posted

I've been having trouble with events completing.  I'm still a bit early in the playthrough, but every time I've had the Enslaved knight event trigger, I kill the bandits and then select the [Free Her] option in the dialogue, but after she says her lines the dialogue hangs until I back out, and then speaking and freeing her again just repeats lines.  From the debug menu, I can see that I got the reputation bump, but not the Rescue Whole Count update, and checking on the quest value in console says that it's at 255, which checking in xEdit is the end of the quest.  At that point however, I keep playing, but never see that event again.  I'm guessing there's some problem with the quest completing successfully?  I'm running 4.401 btw.  I'm also using NFF, which I'm wondering if it isn't contributing to the problem.

Posted (edited)
On 5/30/2022 at 8:31 AM, oca13293 said:

whta's the trigger if you free the vice captain from dragon's reach? he speaks about setting up decoys and to wait a day, but nothing happens if I stay in breezehome or try to retrigger events by leaving/entering a cell.

Yeah, I'm also wondering that. It could simply not be implemented yet or just there for immersion. I'd love to know if there is more to it though. :)

 

Btw. could anyone post the changelog for version 4.5 that was just posted on Patreon? I want to know if it's worth paying to download.

Edited by krafs
Posted
3 hours ago, krafs said:

Btw. could anyone post the changelog for version 4.5 that was just posted on Patreon? I want to know if it's worth paying to download.

 

I don't think it's worth paying to access new versions on Baka's Patreon unless you're actively helping with bug testing or just want to support him. Baka has consistently added more content to BaboDialogue but not bug fixing known issues (such as Noble event not ending right, Dibella seduction not working correctly, Bad End events keeping you stuck in place, etc.).

 

If you don't mind paying $7 a month for previews to public versions, then sure. Otherwise, I would wait until next month.

Posted

 

4.x change log

Spoiler

4.0V

  • Organized strings for the most of quests
  • Bug Fix: Road Encounter 11(Devious Noble) didn't stop even though you got away from the scene.
  • Bug Fix: Riverwood quest(A Lovely Letter Quest) didn't work as intended.
  • Added missing cummesh and textures for torturepole.

4.1V

  • Bug Fix: Some stats were not updated after sex
  • Bug Fix: OnCellLoad Event was not called and changelocation monologue didn't play because of it.
  • Different sex stats for different creature races.(They are used as dialogue condition)(Support SLSO)
  • Added monologue lines about creature sex(depending on the creature sex stats)
  • Bug Fix: Road Encounter 08 Defeat scene didn't trigger restrained motions.
  • Bug Fix: A falmer's slave kept following her master.
  • Bug Fix: Road Encounter 04 scene didn't end. And AI got messed up.
  • Bug Fix: Road Encounter 08 / Two separate commands played the motion simultaneously which leads to no motion play.

4.2V

  • If you have ever experienced assault, you can tell guards about the night crimes(Change Location Event 06). If he's convinced, that city will be free of night crimes. If he's not convinced because of your low reputation or your unproper dress, they might ask you for something(you-know-what) for return. Either way, if the guard
  • decide to help you, the night crimes will never happen unless you ask a guard for lowering security.
  • Now you have a chance to escape from Nords in Road Encounte 02 if SLHH expansion is installed. SLHH Expansion 3.65V is required.
  • You can meet Sylvia at Dibella Temple in Markarth. She sells special potions related to arousal.
  • Now at the end of LoanShark sex scens, if you have Fill Her Up baka Edition is installed, your belly will be bloated with cum.
  • Increase the chance that merchants ask you for sex if you seduce them.
  • Bug Fix: Troll's Essence didn't work properly.
  • Bug Fix: Seduced mercenaries didn't have dismiss dialogue option.

4.3V

  • Rename the titles with simple descriptions
  • Bug fix: Change Location Event 06 didn’t work in Whiterun
  • Added Change Location Event 07 – The event starts in Morthal’s inn. Two travellers notice your visit while they are drinking. You can join them for a drink.
  • Spoiler Change Location Event 07 – There is a chance that travellers have bad intention in their minds. You can see the difference with the way they talk to you. Also, if they are bad guys, you can see few skoomas in their inventory.
  • Once you decline their offer and they started to assault you, QTE starts and you will be able to resist. If you fail to escape, the event links to ‘Kidnap Sequence’.
  • If the travellers happen to be good guys, they will take you to a bed after you are completely blacked out.
  • If you have a follower with you, the follower will stop them from taking you to somewhere else for malicious intention.

4.4V

  • Added new dialogues(new 350 lines): New dialogues for Morthal Guards / New dialogues for Self Comments
  • Added two new scenarioes for Bad Ends: Farmer and Guard encounters
  • Made Change Location Self Comments to function regularly and more often.
  • Farmer(Villager) has one of 4 characters in random and these charaters affect how farmer reacts to Player. Farmer could just run out of fear or help you or call guards. Also he might think of something nasty in his mind...

4.5V

  • A new road event added. Road Encounter 13: The mercenaries hired by Loanshark syndicate threaten a farmer who borrowed money from them. You can help the farmer or just pass by and ignore the farmer. There are several ways to help the farmer. Intimidating the merceanries, paying the debt instead, simply killing the mercenaries, or ignoring the entire situation.

 

Posted
1 hour ago, ebbluminous said:

I keep getting an issue where I cannot see the MCM menu for this mod. Everything else is working ok. Has anyone encountered this and if so know the fix?

I don't get it either when starting a new game unless my load or is the following

 

SL Horrible Harassment

SL Approach

Baka Defeat

Babo Dialogue 

EFF Followers

Populated Skyrim

 

Sometimes when starting a new game I have to start a new game, do racemenu, quit, start new game and racemenu, repeating this process three times for all the mods to load properly

Posted

I have a problem with Markarth guard event. All my stuff gets confiscated and my character is now naked, I go to the guard tower behind Dibella's Shrine, but it's just a regular guard tower, no chest with my stuff and there are no guards with any dialogue option to get my stuff back. If I use console to coc babomarkarthguardtower then I'm transported into a different tower, empty of all guards (except a Stormcloak at the entrance) and not one chest that would have my stuff. I can't leave the tower either to find out exactly where it is, the door doesn't work.

 

How do I get my stuff back?

Posted
2 hours ago, u543764509 said:

I have a problem with Markarth guard event. All my stuff gets confiscated and my character is now naked, I go to the guard tower behind Dibella's Shrine, but it's just a regular guard tower, no chest with my stuff and there are no guards with any dialogue option to get my stuff back. If I use console to coc babomarkarthguardtower then I'm transported into a different tower, empty of all guards (except a Stormcloak at the entrance) and not one chest that would have my stuff. I can't leave the tower either to find out exactly where it is, the door doesn't work.

 

How do I get my stuff back?

after having your stuff get confiscated 

wait 24h and a message will say that your stuff will be in the chest

Posted
1 hour ago, dannyel.nm said:

after having your stuff get confiscated 

wait 24h and a message will say that your stuff will be in the chest

 

Ah, okay, thank you very much! :)

Posted
10 hours ago, incesikurity said:

I thought that The amazing world of bikini will be supported out of the box since bobo done (port) both of them. Anyone maybe configured it already?

 

Factoryclose version of TAWOBA is called Bikini Quest.

You do not need it if you have a patch that adds the keywords for your version of TAWOBA.

 

You can not use the keyword patch for original TAWOBA on TAWOBA Remastered or TAWOBA Extended, you can only use the patch designed specifically for those.  The same goes for other versions. 

 

If you are requesting help finding a keyword patch, you need to specify your version of TAWOBA and maybe the link to it.

 

Not related to keywords but relevant, some version of TAWOBA have changed the slot assigment to make it more compatible with loverslab mods like Devious Devices.  Original TAWOBA slot assignment will conflict with other mods slot assignments.

 

Posted

given OSL Aroused can apply the keywords in its mcm would it work with this mod?

Posted (edited)

I've been trying out this mod the last couple of days, and I would like to ask a quick question regarding the expectations in relation to to the road event where we have 3 "bandits" (Imperial Lawman, Nord Mercenary and Nord Scout) that has captured a Thalmor Soldier. (Event 10, I think?)

 

When starting a dialog with them, you are given the choice of either submitting or fighting. Submitting seems to be working just fine. However, fighting seems to cause issues for me. If you lose, you simply die if you do not have SexLab Defeat (Baka Edition) bleedout defeat (essential) enabled. If you do have it enabled no scenes or anything are triggered on defeat, the bandits simply will either stop attacking you or keep attacking you, once you get back up (which I seem to do immediately).

 

Also, to me it seems that these bandits basically cannot be defeated, as I tried beating on them for a very long time with godmode, but they simply flee and regenerate and using the "kill" command basically just resets them instead. (so I am not sure they are meant to be defeated).

 

On the other hand, before I started my playthough with this mod, I wanted to ensure that the mod was working properly in my setup, so I tried various events, including the Nightgate Inn bandits event. This also includes a "Defeat" event. However, this seems to work just fine. If you get defeated there you get a long scene implemented in BaboDialogue (not just standard defeat scene, very nice by the way).

 

So my question is: Am I wrong in assuming there should be some sort of event triggering when you lose to those 3 bandits on the road?

 

Additional bonus question:

 

Is there a write-up somewhere where I can read about how these events are supposed to play out, so I can determine if there is an issue with my setup?

 

Also in the MCM tab "Event Settings" of BaboDialogue there is an "Essential Switch" with a max/min health percentage settings. It has a description that includes "You will faint below this value while in combat in certaint events.". I assumed my issue could be related to my issue above, so I tried enabling this with/without Sexlab defeat, but the result remains the same. Could someone tell me what this mysterious option is used for?

Edited by leakim
Posted
On 6/10/2022 at 8:01 AM, RandomKhajiit said:

given OSL Aroused can apply the keywords in its mcm would it work with this mod?

Yes they do work. It is missing a bunch of keywords tho but erotic armor is there so its no biggie

 

Posted
20 hours ago, leakim said:

I've been trying out this mod the last couple of days, and I would like to ask a quick question regarding the expectations in relation to to the road event where we have 3 "bandits" (Imperial Lawman, Nord Mercenary and Nord Scout) that has captured a Thalmor Soldier. (Event 10, I think?)

 

When starting a dialog with them, you are given the choice of either submitting or fighting. Submitting seems to be working just fine. However, fighting seems to cause issues for me. If you lose, you simply die if you do not have SexLab Defeat (Baka Edition) bleedout defeat (essential) enabled. If you do have it enabled no scenes or anything are triggered on defeat, the bandits simply will either stop attacking you or keep attacking you, once you get back up (which I seem to do immediately).

 

Also, to me it seems that these bandits basically cannot be defeated, as I tried beating on them for a very long time with godmode, but they simply flee and regenerate and using the "kill" command basically just resets them instead. (so I am not sure they are meant to be defeated).

 

On the other hand, before I started my playthough with this mod, I wanted to ensure that the mod was working properly in my setup, so I tried various events, including the Nightgate Inn bandits event. This also includes a "Defeat" event. However, this seems to work just fine. If you get defeated there you get a long scene implemented in BaboDialogue (not just standard defeat scene, very nice by the way).

 

So my question is: Am I wrong in assuming there should be some sort of event triggering when you lose to those 3 bandits on the road?

 

Additional bonus question:

 

Is there a write-up somewhere where I can read about how these events are supposed to play out, so I can determine if there is an issue with my setup?

 

Also in the MCM tab "Event Settings" of BaboDialogue there is an "Essential Switch" with a max/min health percentage settings. It has a description that includes "You will faint below this value while in combat in certaint events.". I assumed my issue could be related to my issue above, so I tried enabling this with/without Sexlab defeat, but the result remains the same. Could someone tell me what this mysterious option is used for?

Babodialogue uses that settings for those events you are mentioning. At least yours is working together my game just freezes when hitting the threshold with defeat and babodialogue.

Posted (edited)
47 minutes ago, osculim said:

Babodialogue uses that settings for those events you are mentioning. At least yours is working together my game just freezes when hitting the threshold with defeat and babodialogue.

 

Alright. But if your game just crashes, how do you know this?

 

Either way, I am not one to give up, so I've been doing a lot of additional testing.

 

I seem to be having the same type of issue with "Road Event 01" where a single crazy criminal is chasing the player.

 

However, in this case, submitting was not working either.

 

Then I tried loading a previous save, resetting the BaboDialogue quest (MCM) and waiting to try the event again. This time submitting actually worked.

 

I also tried starting a new game with all mods initially loaded. In such a situation I have the same problem occurred (submit/fight back not working). However, if I start the game without BaboDialogue and load it after I have initalized my other mods it seems to behave as if I reset the quest (as I mentioned in the sentence above). This leads me to believe the mod may have some sort of initialization issue. But that can be fixed with resetting the quest in the MCM.

 

However, I still have issues with the "fighting back" option. In the Deafeat MCM you have list of compatible mods. If "BaboDialogue" is checked in that list, getting defeated by this individual will not trigger a defeat scene, and will simply get you back on your feet immediately. In this case he seemingly goes "neutral" for a split second, only to go straight back into combat with me (correction: sometimes he will keep attacking me, other times he simply goes neutral again and walks away from me as if nothing happend). This means he will basically be endlessly "defeating" me. I am sure there must be something in my setup that causes him to aggro again immediately afterwards. Figuring out what this is, is a massive pain. Especially since there is no way to easily trigger these random events, forcing me to walk around for often a long time. Sigh...

Edited by leakim
Posted

Been playing around with the "Essential Switch" but frankly, to me it seems that it does nothing. If Defeat essential is not enabled I *will* end up dyring if defeated regardless of what that is set to.

 

Either way, what are those health percentages below it supposed to do? Their description is very confusing.

"Maximum Health Percentage": This is the maximum health limit you won't fall. You will faint below this value while combat in certain events.

"Minimum Health Percentage": This is the minimum  health limit. You will not faint below this value while in combat in certain events.

 

So what does that mean? If my health is between "Min" and "Max" am I supposed to blackout or something? And if it goes straight past both of those values in a single hit, I guess I am supposed to die instead?

 

Either way those settings seems to do nothing with "Road Event 01", tried with all sorts of different values.

Posted (edited)

So, I'm starting to think there may actually be a bug in the mod itself.

 

I am using the LE version, by the way.

 

I tried starting a new game with basically all behavior mods removed, leaving only armor mods, etc. and the requirements to this mod (including Sexlab Survival and Sexlab Defeat (Baka Edition) as the only major mods with behavior (but these are listed as compatible/recommended)).

 

Result? Exactly the same as above. I have no idea what to do, but I am left with an idea that this is either intended behavior or a bug.

 

During this testing, I did get to try a new event that I hadn't tried before. An "Outlaw" attacked me. In this event you do not get to choose whether you submit/fight. You have to fight. Suprisingly, this specific event's defeat sequence worked just fine and I ended up getting into the "Bad End" scenario.

 

This leaves the following buggy defeat scenarios (for me):

  • Event where a single NPC keeps following and rapding you. After doing so 2 times he will try to kill you, I think, ending in the same type of defeat scenario problem.
  • Road Event 04: Thalmor slave
  • Road Event 09: Falmer sex slave (these falmers are somehow 10x weaker than every other NPC, so perhaps not the biggest issue as they can easily be defeated)
  • EDIT: Event with "Crazy Serial Killer"

The defeat scenarios for these events all end in the same way. You can "workaround" it by using the "surrender" hotkey for Sexlab defeat. This will end it with a standard SexLab Defeat scene, which I think is an OK substitution.

 

I did found that you can use the command `coc babomisccell` which will teleport you to a cell where you can test most events. Haven't tried all yet, but did not find any other than the one I mentioned above that caused issues.

 

Would be a good idea to include information about this in the description of the mod so people can test and see if it works.

Edited by leakim
Posted

Is the completion of "Battle of Whiterun" mandatory for the vice-captain quest? In Baka's manual, it states "raped by Orc many times/complete battle of whiterun". Was wondering if it means AND or OR? I can't seem to start the vice-captain without completing battle of whiterun. Wanted to confirm with you guys.

Posted

Can anyone tell me why everytime play any event and done, then the next save for game not work and when I make resave I found some scripts from this mod missing

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