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Posted
5 hours ago, bved2 said:

Could someone help explain how to add the keywords to armors. I have sseedit but just don't know where to start. Using BD's armor and clothes replacer if that makes a difference

Here's a guide I use to tag armors


If doing it one by one is too much for you, be like me and take one of the babo nodes (skimp armor, bikin armor,etc.) apply the erotic armor keyword to it and change its armor slot to something that's rarely used. That way you can have "skimpy armor" for anything you want.

Posted
1 hour ago, ChungusPPgoHard said:

Here's a guide I use to tag armors


If doing it one by one is too much for you, be like me and take one of the babo nodes (skimp armor, bikin armor,etc.) apply the erotic armor keyword to it and change its armor slot to something that's rarely used. That way you can have "skimpy armor" for anything you want.

Haven't gotten a chance to start adding the keywords yet but since your way sounds much faster/easier could you explain how to do that, like what mods i need to have enabled in sseedit?

Posted
5 hours ago, ChungusPPgoHard said:

Here's a guide I use to tag armors


If doing it one by one is too much for you, be like me and take one of the babo nodes (skimp armor, bikin armor,etc.) apply the erotic armor keyword to it and change its armor slot to something that's rarely used. That way you can have "skimpy armor" for anything you want.

Also, what do you actually use for your armors because BDs armor replacer doesn't seem to actually add any of the armors to which i might add keywords to

Posted
12 hours ago, bved2 said:

Could someone help explain how to add the keywords to armors. I have sseedit but just don't know where to start. Using BD's armor and clothes replacer if that makes a difference

 

Check this

 

Posted
9 hours ago, bved2 said:

Also, what do you actually use for your armors because BDs armor replacer doesn't seem to actually add any of the armors to which i might add keywords to

 

personally i don't use replacers because i like to atleast keep my base game armors looking like the origional sets which is why i use unp spice gear due to being able to have a standalone set. but if your replacer isn't altering your clothing armor to the mods visiuals then its possible you will need to build them via bodyslide. 

 

as for keywords 

 

once you have done one or 2 armor/clothing peices it becomes rather simple to add keywords.  note that the one keyword babo will always accept to trigger an event based on your percentages in its mcm is eroticarmor. but some other sla keywords can also be accepted. how long it will take is down to quantity of armor/clothing items annd how many keywords you intend to use on the whole 

 

open sseedit uncheck all find and check sexlab aroused +your armor/clothing mod you intend to add keywords to and let them load

right click on your armor mod and select add masters and set sexab aroused as a master.

open the armor/clothing mod and open armor a list of all armor peices will show 

click on any clothing/armor peice (slot 32) and scroll down until you find keywords

right click in the box next to keywords and choose add a new keyword called null will be added

double click null and just type either erotic or sla and choose the keyword you want  to use (sla and eroticarmor will show up so long as sla is a master)

once you have selected your desired keyword just hit enter and repeat the process with the next armor/clothing peice until you've done them all

 

you dont need to put these keywords onto boots gloves or helmets. you can but you dnt need to 

Posted

At this point, neither this mod nor SLHH seem to be working for me. i installed all the prerequisites and should have the keywords attached to the armors but the most i am able to do is talk to NPCS like Hulda, who give me the event dialoged, but then the orcs never show up. Any help diagnosing the problem would be appreciated.

Posted (edited)

I test this from time to time, it's getting a little better because it doesn't need anymore the mcm patch which was posted in this thread quite a long time ago.

But sadly it still makes my save unstable : I had my 1st crash on loading a save in this playthrough about 2 hours after installing this mod, maybe a little more.

It was at the end of a dwemer ruin, just before a fight against a giant robot, nothing related to this mod. It crashed 4 or 5 times on load, and when I finally succeeded to load it by pure luck, it crashed when I exited this cell !

Then I tried to remove the mod, despite the fact that's not something advised in skyrim, and tried to load this save which crashed all the time : no problem ! And I could exit the cell without crashing.

Too bad... maybe one day, but not today !

 

by the way I decided to test it once more because I have slax (UnOfficial 2021-07-31 SLAX SE - 2019) with its skse optimization test, I wanted to know if this skse optimization test could help... apparently not. It has the armor keywords patch, maybe not all the keywords but enough for testing.

Edited by zelurker
Posted
8 hours ago, bved2 said:

At this point, neither this mod nor SLHH seem to be working for me. i installed all the prerequisites and should have the keywords attached to the armors but the most i am able to do is talk to NPCS like Hulda, who give me the event dialoged, but then the orcs never show up. Any help diagnosing the problem would be appreciated.

 

for SLHH - usually this gets triggered after you sprint into sombody but its hit and miss as not all npcs will get overly angry enough to rape the pc. only other time it will take control of a scene is when anouther mod tells it to. 

 

orcs scene - it can take a bit of time between hulda telling you about them and them showing up outside breezehome. once you speak with hulda and she gives the event exit the bannered mare and instead of going to breezehome run towards the prisons. as the prison is the starting point for them. they will walk down the stairs toward the eldergreen tree turn right and go to a open space next to the hall of the dead were they will have a small conversation with eachother, once they are done they will head for breezehome by heading towards the the smiths place and turning left on the main road.

 

there are ways to test if the mod is working generally tho some events seem to get messed up with each new update. option 1. starting from hunningbrew meadery run to the east following the road towards rorickstead/riften and a road event could play around the fort you need to take for the imperials from the stromcloaks. or run north toowards dawnstar and an event can spawn near dawnstars hearthfire home.  option 2. set morthals inn encounter to 100% and go to the inns in either dragonbridge morthal or rorickstead at night and you will encounter 2 npcs you will know them when you see them and there speachcraft will give them away. 3.try the nightgate in were you kill the orc for the dark brotherhood. you can either go into the basement direct or you can talk to the innkeeper were he will tell you it would be best if you leave. or option 4. use the babobadend test and if its working you should find your self tied up to some zaz style furniture be warned you might get raped by a troll with this method.

Posted
2 hours ago, destroyer1012 said:

 

for SLHH - usually this gets triggered after you sprint into sombody but its hit and miss as not all npcs will get overly angry enough to rape the pc. only other time it will take control of a scene is when anouther mod tells it to. 

 

orcs scene - it can take a bit of time between hulda telling you about them and them showing up outside breezehome. once you speak with hulda and she gives the event exit the bannered mare and instead of going to breezehome run towards the prisons. as the prison is the starting point for them. they will walk down the stairs toward the eldergreen tree turn right and go to a open space next to the hall of the dead were they will have a small conversation with eachother, once they are done they will head for breezehome by heading towards the the smiths place and turning left on the main road.

 

there are ways to test if the mod is working generally tho some events seem to get messed up with each new update. option 1. starting from hunningbrew meadery run to the east following the road towards rorickstead/riften and a road event could play around the fort you need to take for the imperials from the stromcloaks. or run north toowards dawnstar and an event can spawn near dawnstars hearthfire home.  option 2. set morthals inn encounter to 100% and go to the inns in either dragonbridge morthal or rorickstead at night and you will encounter 2 npcs you will know them when you see them and there speachcraft will give them away. 3.try the nightgate in were you kill the orc for the dark brotherhood. you can either go into the basement direct or you can talk to the innkeeper were he will tell you it would be best if you leave. or option 4. use the babobadend test and if its working you should find your self tied up to some zaz style furniture be warned you might get raped by a troll with this method.

No troll, but i tested bad end and it did work (adventurer npc showed up)

Posted (edited)
11 hours ago, destroyer1012 said:

 

for SLHH - usually this gets triggered after you sprint into sombody but its hit and miss as not all npcs will get overly angry enough to rape the pc. only other time it will take control of a scene is when anouther mod tells it to. 

 

orcs scene - it can take a bit of time between hulda telling you about them and them showing up outside breezehome. once you speak with hulda and she gives the event exit the bannered mare and instead of going to breezehome run towards the prisons. as the prison is the starting point for them. they will walk down the stairs toward the eldergreen tree turn right and go to a open space next to the hall of the dead were they will have a small conversation with eachother, once they are done they will head for breezehome by heading towards the the smiths place and turning left on the main road.

 

there are ways to test if the mod is working generally tho some events seem to get messed up with each new update. option 1. starting from hunningbrew meadery run to the east following the road towards rorickstead/riften and a road event could play around the fort you need to take for the imperials from the stromcloaks. or run north toowards dawnstar and an event can spawn near dawnstars hearthfire home.  option 2. set morthals inn encounter to 100% and go to the inns in either dragonbridge morthal or rorickstead at night and you will encounter 2 npcs you will know them when you see them and there speachcraft will give them away. 3.try the nightgate in were you kill the orc for the dark brotherhood. you can either go into the basement direct or you can talk to the innkeeper were he will tell you it would be best if you leave. or option 4. use the babobadend test and if its working you should find your self tied up to some zaz style furniture be warned you might get raped by a troll with this method.

I've tried testing again and it just looks like the orcs are never spawning at all, and in fact almost no actors unique to the mod are. From what i have tested there is never anybody in the Morthal inn, and i never got more guards to spawn in markarth either. I feel like it's a conflict with another mod at this point, but i have no idea what that mod would be.

Edited by bved2
Posted

Hello, I have read that this mod is incompatiable with sexlab defeat, but you have done a Baka edition of sexlab defeat, so is baboDialogue compatible with Sexlab Defeat Baka Edition or not? Thanks in advance.

Posted

Having an odd issue with this mod, despite having run it successfully in the past. Everything appears to be working--dialogue, road events, etc--but the MCM never updates the character stats page (lewdness, corruption, etc) and using the key for merchant seduction isn't working after getting the quest / instruction at the temple of Dibella. Anyone else run into this problem?

Posted (edited)
1 hour ago, Selena Glazer said:

Hello, I have read that this mod is incompatiable with sexlab defeat, but you have done a Baka edition of sexlab defeat, so is baboDialogue compatible with Sexlab Defeat Baka Edition or not? Thanks in advance.

 

Did you read the description of Defeat Baka Edition

Spoiler

◎ What changes?

 

- Revamped overall old Defeat motions and boring vanilla motions

- Removed unnecessary required mods(Like...Breakable Undies)

- Solved the compatibility issues with BaboDialogue

- Some minor tweaks for personal preference.

- Independent creature struggle motions support (WIP) - 1.1V supports wolf, skeever, draugr

 

There is also a BaneMaster version of Defeat that has a lot of very good quality fixes, but do not yet has the Babodialogue aware integration.  Bane Master commented a while back that he wants to try to port his fixes to BakaFactory version of Defeat, but that looks like has not happened yet.  Sadly.

 

 

Edited by safado
Posted
16 minutes ago, safado said:

 

Did you read the description of Defeat Baka Edition

  Hide contents

◎ What changes?

 

- Revamped overall old Defeat motions and boring vanilla motions

- Removed unnecessary required mods(Like...Breakable Undies)

- Solved the compatibility issues with BaboDialogue

- Some minor tweaks for personal preference.

- Independent creature struggle motions support (WIP) - 1.1V supports wolf, skeever, draugr

 

There is also a BaneMaster version of Defeat that has a lot of very good quality fixes, but do not yet has the Babodialogue aware integration.  Bane Master commented a while back that he wants to try to port his fixes to BakaFactory version of Defeat, but that looks like has not happened yet.  Sadly.

 

 

ohhh Great News, Thanks ?

Posted (edited)
On 8/19/2022 at 1:11 AM, bved2 said:

I've tried testing again and it just looks like the orcs are never spawning at all, and in fact almost no actors unique to the mod are. From what i have tested there is never anybody in the Morthal inn, and i never got more guards to spawn in markarth either. I feel like it's a conflict with another mod at this point, but i have no idea what that mod would be.

 

hmmm.... there are a few causes i know of right of the bat....

 

1. keywords being missing so mod can't trigger anything

2.keywords used isn't used as an identifier by the mod (list of keywords babo looks for is in the pdf you can download that gives a brief description of each event)

3. not wearing outfit with selected keywords 

4 mod causeing a conflict of interest

 

for number 4 how to determine this will depend on you but it will require alot of open play close kinda situation as you will ned to go through a process of elimination 

if you have a mod manger that gives a profile system were you can set-up different set-ups then this will help alot 

simply create a new profile and set up the bare bones of what you need to play babodialogue and see if it works with its requirements. if not then the issue iss with this mod  for you or one of the above is the issue.  if this mod works fine then you just need to add around 3-5 mods that you currently use at a time until you get to the one thats conflicting 

 

Edit: just came to me but have you set the beaauty breast and butt slders to high possitions cos i got beaty at 100 breast 96 and butt 100. i believe these vaslues contribute aswel 

Edited by destroyer1012
Posted

I'm running 4.71.

 

I think I see a new title available called "They know I'm an easy target" that reads: "You were pushed around and sexually harassed in Whiterun"
 

Does anyone know what encounter this title is related to? How do you 'earn' it?

Posted (edited)

Anyone having problems with the orc event in 4.71? I can trigger the event just fine, but the sex scene never actually starts. The game almost skips past it for some reason.

Edited by KUROLizard
Posted

Hey, I finally found why this mod is usually unusable with my usual setup : just because it's super heavy in the number of scripts ! I have a configuration where skyrim runs without any slowdowns so I was confident this would run without problem, but the number of scripts suddenly added here is huge, and there is a bug in skyrim which makes that instead of getting some slowed down animation and a lower fps when the script load becomes too high, it just crashes or freezes ! Thanks again bethesda for something so stable !

 

So the solution is not easy, either remove some mods which eat a lot of resources or lower graphics details to get more space for the scripts. I did both, and the mod is finally usable, now I don't say there are not other problems elsewhere, this mod would be in the dangerous category because of its script load if it was in a detailed installation guide, but I have been using it for quite some time now without any crash or freeze to report (no event neither, but it's another problem, and yeah I added some tag to my outfit, and filled the description of the player in the mcm. I also had to use the setstage ski_configmanagerinstance 1 to finally see the mcm, it seemed to take forever to initialize).

Posted

Does anyone have a problem with the Orc Visitor's event? Specifically, it works fine up until the orcs are in Breezehome. But when I talk with them and the sex scene is supposed to start, I get the prompt to use the bed or not as usual and the game prevents me from moving the camera like it's beginning to start the scene. But then I can move my camera and character like normal and nothing happens

Posted (edited)
5 hours ago, conquerer1999 said:

Weird issue, the dialogues and reactions work fine but the road events simply don't trigger at all. Here is my modlist-https://modwat.ch/u/modlist

 

 

 

Too many weird mods.  ?

Noticed that Lux is everywhere with some kind of patch.  I think it has road/exterior reworks that will conflict with other exterior reworks like JK mods.  Maybe Navmesh is conflicting between mod overrides and NPC can not find their way around near roads.   Not really sure.  Do you see some road NPC stopped mid-road and not moving at all?

 

Also, noticed that you are not using a "bash" or "merge" patch, is not a plugin merge.   The bash/merge patch is a plugin that will try to merge conflicting mods changes into one form and try to make the edit compatible between mods.  Emphasis in "try".  

 

The tools used to create the patch are not "perfect" but it is mush better than doing it manually.  Many of the Lux patches are "merged" patches, created specifically to prioritize Lux edits in conflict with other mods, but you need something for your other mods that do not have patches, not because of Lux but because of conflicts that you may have not noticed yet.

 

Recommend creating a merged/bash patch using Unofficial MatorSmash.  I think you are using many "ESL" light-plug-ins that are special for SkyrimSE, because of that the created Smashed plugin needs to be manually flagged "ESL" so it can load really last in the list, being last will not load last if is not ESL.  ESL always load last based on it own order.   You can change the plugin header to ESL flag with xEdit or use Mod manager Vortex's "Mark as Light" feature.

 

The merge patch will absolutely help with the armor keywords if there's a conflict between mods, like having the keywords override plugin, but loading a cloth replacement with a plug-in that will remove the keywords if loaded after it.  The merge will detect the conflict and merge the replacement plugin with the keyword plugin automatically.  It will also try to work out the Navmesh conflict overrides, but no miracles there, that a complex fix.

 

Make sure the Smashed patch is last in the order before trying it.  Create a save, before enabling the smash patch and test.

 

 Good Luck.

 

 

 

Edited by safado
Posted (edited)
14 hours ago, AETea said:

Hey can you guys help me figure out how to seduce? Never seen that option in dialogues

 

point your crosshairs to  mercs and shop keepers and push the hotkey provided (hotkey can be set to any keybinding via the mcm menu, yes that hotkey isn't relly for debugging or anything) 

 

Edit:forgot to mention you neeed to also have a high speachcraft skill and i think certain beauty set then you need to go to the temple of dibella were a priestess will teach you

Edited by destroyer1012
Posted (edited)

After some testing, it's really some horrible mod just to make it work !

What I found : having slhh + sexlab approach installed vastly increases the chances that the mcm will initialize correctly despite the fact that these 2 mods are supposed to be optional and not mandatory.

By the way you get a message at the top of the screen saying "mcm started" if everything went right.

 

The problem : slhh is probably from the same author and has the same kind of stability issues, having the 3 mods together is probably not a good idea at all, but if you do that you'd better lighten your number of mods as much as possible !

That's the main issue here, this mod adds too many scripts, it makes the whole game unstable if you have already a good quantity of mods installed. I searched the web about ways to make skyrim to accept more "script load" since that's what it's called, and the general answer is that it's not a good idea : there are ways to make mods so that the load doesn't increase that much, if you get instability issues at the installation, you should probably give up on this mod and think it's a good thing because it's better now than later, when you realize it broke completely your save after a few hours of play !

I had also a case where the mcm started, the monologue happened sometimes, but never saw any npc from this mod anywhere in the game (except the guy from the shark gang in the winking skeever but he had no specific dialog which I found strange), after a few days I had to give up on it (it was without slhh and without sexlab approach).

Another case which happens a lot : you finally lighten the number of your mods, succeed to initialize the mod apparently correctly, start the game, then quit. Later you try load this save, and it crashes skyrim ! Well you might be able to load this save anyway by loading 1st another save (if you have one which can still load without crashing), and then load this one just after that, but it means your setup is still too unstable and you should remove more mods !

 

Well that's really not the way normal mods work, I'd call this a total disaster, and I don't want to make a super light setup just to be able to test this, so I'll just give up on that... !

Edited by zelurker

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