azureazureazure Posted March 13, 2025 Posted March 13, 2025 Ah never mind I think I borked something unrelated to SLP+ Papyrus.0.log Not that I can immediately make heads or tails of this..
Nymra Posted March 13, 2025 Author Posted March 13, 2025 7 minutes ago, Burensc said: Everything takes forever on your mod, im not trying to be hurtful. But if its taking forever its taking forever. Just what it is. Why is there nothing for Skyrim that is as good as PSE? PSE doesn't just out class your mod, it out classes SD, Defeat, all the stuff that has Archeon and your money or your life, Peril, Submit! go on my patreon and throw money at me and I might try to ease your suffering. I also think there are good reasons for you not to be on oblivion anymore. Also also I know no other mod out there that try to utilize the vast resources we have on Loverslab in terms of sexy stuff. In fact most new mods just try to make it all obsolete. 7 minutes ago, Burensc said: Why is a Oblivion mod which was last updated in 2018 doing circles around Everything Skyrim has to offer? And yes I used the MCM lag fix Upload a papyrus.0.log "Long" is a very subjective thing. If you have like 100 NPC in each combat, yeah, I guess it can happen. If not, I m here in the support thread to solve problems. But I need users willing to work with me here and you seem to just be in a mood for crying. And I get you there. I m currently building an SE build and I want to scream at my PC and at all the modders that think beautiful scripts and pages of technobabble and THOUSANDS of different versions of all the shit are normal while their mods add nothing to the game even remotely worth that trouble.
Nymra Posted March 13, 2025 Author Posted March 13, 2025 6 minutes ago, azureazureazure said: Ah never mind I think I borked something unrelated to SLP+ Papyrus.0.log Not that I can immediately make heads or tails of this.. hmm, strange. I saw something similar when I overloaded my configquest with variables, but that is not the case at the moment. make sure the ESP is at the correct spot and not overwritten or disabled by some "Form 43" check or something from your mod organizer. because that is the only guess I can make from your papyrus, that somehow the ESP is not recognized/loaded 1
BaDante Posted March 14, 2025 Posted March 14, 2025 Nymra? What are those things happening in defeat sometimes? Like "your captors decide to draw on you" or similar ive seen once These like mini events in capture? Is there a way to configure chances for them?
BaDante Posted March 14, 2025 Posted March 14, 2025 and another question: Does ND mess with player speed values somewhere during the defeat scenario?
Nymra Posted March 14, 2025 Author Posted March 14, 2025 2 minutes ago, BaDante said: Nymra? What are those things happening in defeat sometimes? Like "your captors decide to draw on you" or similar ive seen once These like mini events in capture? Is there a way to configure chances for them? each time you try to break free you have a chance for an event happening. Sex, Whip, Bukkake are just the most obvious. you can be forced to wear more punishment gear, low chance to be sold as slave, or "draw on you" slaps on some Tattoos. 2 minutes ago, BaDante said: and another question: Does ND mess with player speed values somewhere during the defeat scenario? yes. It changed movement speed for a long time now, but somehow my attempt to improve the feature broke other stuff. as a habit in my game nothing changes movement speed that I cannot control because if two mods do it, stuff goes sideways all the time... Check the thread for the latest fix/patch. (speedmult fix).. in that patch Naked Defeat only adds back the movement speed it removed before (during crawling). New patch is in the making with an option to disable it alltogether but migrating to AE kind of eats all my time (and gives me more grey hair ^^) ... In the papyrus log you can check for the "speed", Naked Defeat prints the value before and after applying it. 1
BaDante Posted March 14, 2025 Posted March 14, 2025 1 hour ago, Nymra said: each time you try to break free you have a chance for an event happening. Sex, Whip, Bukkake are just the most obvious. you can be forced to wear more punishment gear, low chance to be sold as slave, or "draw on you" slaps on some Tattoos. yes. It changed movement speed for a long time now, but somehow my attempt to improve the feature broke other stuff. as a habit in my game nothing changes movement speed that I cannot control because if two mods do it, stuff goes sideways all the time... Check the thread for the latest fix/patch. (speedmult fix).. in that patch Naked Defeat only adds back the movement speed it removed before (during crawling). New patch is in the making with an option to disable it alltogether but migrating to AE kind of eats all my time (and gives me more grey hair ^^) ... In the papyrus log you can check for the "speed", Naked Defeat prints the value before and after applying it. Thanks for the great elaboration, the patch and your work! Is there a way to configure *all* the event chances?
Nymra Posted March 14, 2025 Author Posted March 14, 2025 3 minutes ago, BaDante said: Thanks for the great elaboration, the patch and your work! Is there a way to configure *all* the event chances? no / not yet. I will not MCM options for them all, way too much work. But I m working on an external JSON config file for "deep customization" like that and much more. 1
Nymra Posted March 14, 2025 Author Posted March 14, 2025 14 minutes ago, BaDante said: Thanks for the great elaboration, the patch and your work! Is there a way to configure *all* the event chances? ah, and please keep me posted how the speedmult changes from the last patch affect your game. I cannot test this myself currently (meaning for me it works perfect, but that is also because only Naked Defeat changes speed). And I want this to work in different environments too and I need feedback for that.
Nymra Posted March 14, 2025 Author Posted March 14, 2025 (edited) Well.... 2 days and 180 mods later I seem to have the very basis of my first AE/SE LO. I focussed on getting all the requirements and basics first instead of polishing stuff, but I m already quite curious about the possibilities of all those hundreds of SKSE mods that are now in existence. I think one of the first things that I ll focus on is DAR/OAR since it offers alot of possibilities and seems to be capable of making my life alot easier indeed. Is it more or less a common mod now? I will not add dozens of new dependencies, I will check each of them with care. The only thing that I postponed for now is SexlabP+. While the biggest obstacles seem out of the way (SLATE is integrated into the SLAL conversion process), I am trying to start with the regular Sexlab environment and then consider testing P+ later, while also working on compatibility. Ok, bla bla bla. I m still alive, I did not uninstall Skyrim and I hope I will soon make my first foray into the Pre-DynDolod, half Parallaxed world of TAEmriel. (to get fucked ofc...) EDIT: ah, and I need to figure out why my RaceMenu 3BA CBBE Morph sliders have no effect on the body, hmm. Edited March 14, 2025 by Nymra
BigOnes69 Posted March 14, 2025 Posted March 14, 2025 43 minutes ago, Nymra said: Well.... 2 days and 180 mods later I seem to have the very basis of my first AE/SE LO. I focussed on getting all the requirements and basics first instead of polishing stuff, but I m already quite curious about the possibilities of all those hundreds of SKSE mods that are now in existence. I think one of the first things that I ll focus on is DAR/OAR since it offers alot of possibilities and seems to be capable of making my life alot easier indeed. Is it more or less a common mod now? I will not add dozens of new dependencies, I will check each of them with care. The only thing that I postponed for now is SexlabP+. While the biggest obstacles seem out of the way (SLATE is integrated into the SLAL conversion process), I am trying to start with the regular Sexlab environment and then consider testing P+ later, while also working on compatibility. Ok, bla bla bla. I m still alive, I did not uninstall Skyrim and I hope I will soon make my first foray into the Pre-DynDolod, half Parallaxed world of TAEmriel. (to get fucked ofc...) EDIT: ah, and I need to figure out why my RaceMenu 3BA CBBE Morph sliders have no effect on the body, hmm. If your using mod organizer more than likely your Bodyslide outputs are in the wrong folder. I had put my files on another drive so had to change that path in Organizers setup.
BaDante Posted March 14, 2025 Posted March 14, 2025 7 hours ago, Nymra said: ah, and please keep me posted how the speedmult changes from the last patch affect your game. I cannot test this myself currently (meaning for me it works perfect, but that is also because only Naked Defeat changes speed). And I want this to work in different environments too and I need feedback for that. i will when i get time to play
Talesien Posted March 14, 2025 Posted March 14, 2025 (edited) 19 hours ago, Nymra said: I focussed on getting all the requirements and basics first instead of polishing stuff, but I m already quite curious about the possibilities of all those hundreds of SKSE mods that are now in existence. I think one of the first things that I ll focus on is DAR/OAR since it offers alot of possibilities and seems to be capable of making my life alot easier indeed. Is it more or less a common mod now? I will not add dozens of new dependencies, I will check each of them with care. Don't bother with DAR, use OAR only, it's fully backwards compatible, but offers a lot more options and above all a good interface/GUI. OAR is a pretty common mod. I think OAR, Skypatcher and SPID are basically a requirement for most modern builds (together with their dependencies). True Directional Movement not far behind, many authors of movesets don't even bother with all the minute directional hkx files anymore, as TDM takes care of it anyway. Also, don't forget to install Papyrus Tweaks and set bSpeedUpNativeCalls to true. You can thank me later. ^^ Oh, and while at it, set iMaxOpsPerFrame to 1000 or 1500 or so. Edited March 15, 2025 by Talesien 1
mnonyhc Posted March 14, 2025 Posted March 14, 2025 The age of SKSE trully is here. Personally I advise people to let go of FNIS+NEMESIS and hop on the Pandora train. Use the latest version on nexusmod, their latest github borked dog animations, getting fnis+nemesis to work together has always been a multiple hour journey of slamming against the wall, which pandora takes care of in 3seconds. The vast majority of mods are handled by it, I think at the current time only some extremely old ZAZ stuff isn't working properly. OAR, Skypatcher and SPID definitely revolutionize the way mods work together. With how many mods use them there is no need for a bash patches as cooperation between mods in the animation and Leveled Lists is finally properly handled. If only people updated old mods for it -_- Community shaders has been a great step up. All the prettiness of ENB with none of the GPU melting. Another 10/10 mod I recomend for everyone is Modex - A Mod Explorer Menu (AddItemMenu) It's basically easier additemmenu with a ton of useful features like finding/moving NPCs, especially useful for modders I imagine As for p+ I'm mostly for it, it has its issues that are still being worked on but they are being worked on, same as pandora having active development and support beats searching for a hidden patch made 5y ago that no longer works. I honestly can't go back to non-p+ when I would stand still 30sec waiting to see of a scene was gonna start or it was gonna bug again but their futa handling still leaves issues in my book (they dont allow futas to use malexfemale animations, I had to manually compile my own SLSB pack with a flag that did it, when it should clearly just be a MCM toggle imo) As for body mods, personally I'm partial to 3BA for the big booba but I also use at the same time UBE, just for custom followers. UBE bodies and character look absolutely stunning, my only issue with them is because they are a different race and entirely different body every armor has to be duplicated and bodyslided to work for them which would take way too much disc space for my taste, hence why I stay with 3BA for my main character as I like having a lot of clothing options. (also for compatibilities with devourment), and have UBE for followers and let them remain either naked or with their limited selection of UBE outfits. UBE and sexlab do play well enough together from what I understand if your goal is maximum quality instead of maximum compatibility. Other mods I highly recomend: DBVO (despite it being sometimes a big jank) for the immense immersion it provides. (careful with some filenames too big in optional packs cause CTD on launch without errors) MCM recorder for saving me hours setting up my MCM on every new playthrough. better messagebox controls+ dialogue movement enabler to make conversation easier than ever Too many SKSE bugfixes On a couple of trap mods I recommend NOT using. SSE display tweaks And dont use the latest amputator framework version, it doesn't work, use these instead.
BaDante Posted March 15, 2025 Posted March 15, 2025 8 hours ago, mnonyhc said: The age of SKSE trully is here. Personally I advise people to let go of FNIS+NEMESIS and hop on the Pandora train. Use the latest version on nexusmod, their latest github borked dog animations, getting fnis+nemesis to work together has always been a multiple hour journey of slamming against the wall, which pandora takes care of in 3seconds. The vast majority of mods are handled by it, I think at the current time only some extremely old ZAZ stuff isn't working properly. OAR, Skypatcher and SPID definitely revolutionize the way mods work together. With how many mods use them there is no need for a bash patches as cooperation between mods in the animation and Leveled Lists is finally properly handled. If only people updated old mods for it -_- Community shaders has been a great step up. All the prettiness of ENB with none of the GPU melting. Another 10/10 mod I recomend for everyone is Modex - A Mod Explorer Menu (AddItemMenu) It's basically easier additemmenu with a ton of useful features like finding/moving NPCs, especially useful for modders I imagine As for p+ I'm mostly for it, it has its issues that are still being worked on but they are being worked on, same as pandora having active development and support beats searching for a hidden patch made 5y ago that no longer works. I honestly can't go back to non-p+ when I would stand still 30sec waiting to see of a scene was gonna start or it was gonna bug again but their futa handling still leaves issues in my book (they dont allow futas to use malexfemale animations, I had to manually compile my own SLSB pack with a flag that did it, when it should clearly just be a MCM toggle imo) As for body mods, personally I'm partial to 3BA for the big booba but I also use at the same time UBE, just for custom followers. UBE bodies and character look absolutely stunning, my only issue with them is because they are a different race and entirely different body every armor has to be duplicated and bodyslided to work for them which would take way too much disc space for my taste, hence why I stay with 3BA for my main character as I like having a lot of clothing options. (also for compatibilities with devourment), and have UBE for followers and let them remain either naked or with their limited selection of UBE outfits. UBE and sexlab do play well enough together from what I understand if your goal is maximum quality instead of maximum compatibility. Other mods I highly recomend: DBVO (despite it being sometimes a big jank) for the immense immersion it provides. (careful with some filenames too big in optional packs cause CTD on launch without errors) MCM recorder for saving me hours setting up my MCM on every new playthrough. better messagebox controls+ dialogue movement enabler to make conversation easier than ever Too many SKSE bugfixes On a couple of trap mods I recommend NOT using. SSE display tweaks And dont use the latest amputator framework version, it doesn't work, use these instead. What Mods are you using that make use of amp framework? if i may ask?
Nymra Posted March 15, 2025 Author Posted March 15, 2025 10 hours ago, mnonyhc said: On a couple of trap mods I recommend NOT using. SSE display tweaks thanks alot. I added many of your points to my ToDo or ToLook at list. My head slowly wraps around all the new stuff and possibilities and info like that helps alot. BUT one important question: SSE display tweaks <<<- you recommend NOT using this mod? (trap?) I just looked and it is indeed in my LO and was suggested by the AE for beginners thread, hence the question what the issue is? Also not sure if that is a requiremend of some other mod. Dependencies: I feel like if I miss a dependency with a dll instead of ESP I wont know? Or would I?
Talesien Posted March 15, 2025 Posted March 15, 2025 7 hours ago, Nymra said: thanks alot. I added many of your points to my ToDo or ToLook at list. My head slowly wraps around all the new stuff and possibilities and info like that helps alot. BUT one important question: SSE display tweaks <<<- you recommend NOT using this mod? (trap?) I just looked and it is indeed in my LO and was suggested by the AE for beginners thread, hence the question what the issue is? Also not sure if that is a requiremend of some other mod. Dependencies: I feel like if I miss a dependency with a dll instead of ESP I wont know? Or would I? I use it and I recommend adding it. I would not recommend pushing your rendered frame rate beyond 60 though. More frames = less time per frame for papyrus. While in theory this levels out by more frames, the papyrus engine has been created with 60 FPS in mind and there have been numerous indications that indeed the game engine may struggle with high FPS settings becoming more likely to dump stacks, during high stress phases, etc. Display Tweaks also recommends Engine Fixes (as do I). Just make sure you get the right version, for some reason it still lists the 1.5.97 version on top. Older (AE) versions of Engine Fixes may (or may not, might have been other mods blame landing at Engine Fixes feet, probably a bit of both) required disabling achievements and screenshot saving, this is no longer needed with 1170 and its specific version of Engine Fixes.
mnonyhc Posted March 15, 2025 Posted March 15, 2025 10 hours ago, BaDante said: What Mods are you using that make use of amp framework? if i may ask? For the Amputator Framework I'm using only Slaverun atm which isn't using it correctly(I just manually amputated who was supposed to be), but I did have it working with Practical defeat on my previous saved before I moved on to only ND instead of acheron+PD+YK 7 hours ago, Nymra said: thanks alot. I added many of your points to my ToDo or ToLook at list. My head slowly wraps around all the new stuff and possibilities and info like that helps alot. BUT one important question: SSE display tweaks <<<- you recommend NOT using this mod? (trap?) I just looked and it is indeed in my LO and was suggested by the AE for beginners thread, hence the question what the issue is? Also not sure if that is a requiremend of some other mod. Dependencies: I feel like if I miss a dependency with a dll instead of ESP I wont know? Or would I? SSE display tweaks on my PC and others caused the game to straight up crash the display driver, especially when using ALT+TAB. I tried fiddling with it's configurations but couldn't stop it from happening even when I was keeping game locked at 60 fps. A comment said it might be due to not being compatible with community shaders but since the mod hasn't gotten any updates in over a year by now and CS is way more important and for the health of my PC it had to go.
Talesien Posted March 15, 2025 Posted March 15, 2025 1 hour ago, mnonyhc said: SSE display tweaks on my PC and others caused the game to straight up crash the display driver, especially when using ALT+TAB. I tried fiddling with it's configurations but couldn't stop it from happening even when I was keeping game locked at 60 fps. A comment said it might be due to not being compatible with community shaders but since the mod hasn't gotten any updates in over a year by now and CS is way more important and for the health of my PC it had to go. Ok, community shaders might be different, altough I had no such problems when I last tested them late Dec. I still prefer ENB, I like LUX as my lighting mod and that still look pretty awful with CS.
noctred Posted March 15, 2025 Posted March 15, 2025 8 hours ago, Talesien said: Ok, community shaders might be different, altough I had no such problems when I last tested them late Dec. I still prefer ENB, I like LUX as my lighting mod and that still look pretty awful with CS. Doodlum recommends not using SSE Display Tweaks as of the latest CS release (1.2.0), but for a different reason - it seems to not play well with frame generation. Haven't seen any official acknowledgement of crashing issues. That said, I also prefer ENB and fully recommend SSE Display Tweaks.
BaDante Posted March 16, 2025 Posted March 16, 2025 On 3/14/2025 at 3:02 AM, Nymra said: ah, and please keep me posted how the speedmult changes from the last patch affect your game. I cannot test this myself currently (meaning for me it works perfect, but that is also because only Naked Defeat changes speed). And I want this to work in different environments too and I need feedback for that. Speedmult seems to be working fine, tested around a bit with 1) my existing character and 2) a character i made just for testing. No issues with patch anymore. What was the issue at hand? Wrong speedmult with previous version sometimes after defeat. What mods am i using that otherwise affect speed/speedmult? 1) Erin Race which comes with +% speedeffect the smaller your char 2) Fill Her Up with its encumbrance setting depending on how full of cum your char is 3) MME with its encumbrance based on how full breasts are of milk Just for your insights. but yeah, seems to be working fine.
cafziel Posted March 16, 2025 Posted March 16, 2025 On 3/14/2025 at 7:24 AM, Nymra said: I focussed on getting all the requirements and basics first instead of polishing stuff, but I m already quite curious about the possibilities of all those hundreds of SKSE mods that are now in existence. SKSE commonlib mods rock. It made me switch from ENB to Community Shaders and I'm quite happy about it. Looks good enough and the development is very active. As other mentioned, the benefits compatibility wise are a main factor. As for DynDoLOD, I got myself a stable nice looking setup of mods first and then went into LOD last. There are some small steps to consider, esp. with grass LOD and flat maps framework, but it is just great in the end. I use freaks floral fields and a mix of ulvenwald and nature of the wild lands. The only thing that I have yet to get nice looking is the distant LOD water, maybe me using Water for END is the issue. Also an aspect to keep in mind is the option to use mods with Skyblivion. 2
Talesien Posted March 17, 2025 Posted March 17, 2025 On 3/15/2025 at 12:18 PM, mnonyhc said: For the Amputator Framework I'm using only Slaverun atm which isn't using it correctly(I just manually amputated who was supposed to be), but I did have it working with Practical defeat on my previous saved before I moved on to only ND instead of acheron+PD+YK SSE display tweaks on my PC and others caused the game to straight up crash the display driver, especially when using ALT+TAB. I tried fiddling with it's configurations but couldn't stop it from happening even when I was keeping game locked at 60 fps. A comment said it might be due to not being compatible with community shaders but since the mod hasn't gotten any updates in over a year by now and CS is way more important and for the health of my PC it had to go. Just came upon this: https://www.nexusmods.com/skyrimspecialedition/mods/144637 Perhaps that fixes your problem.
mnonyhc Posted March 17, 2025 Posted March 17, 2025 (edited) 1 hour ago, Talesien said: Just came upon this: https://www.nexusmods.com/skyrimspecialedition/mods/144637 Perhaps that fixes your problem. probably not since I wasn't using any frame generation but I'll give a try to the CS mod it list as a requirement to see if I can get some 120fps gaming working edit: Very nice, managed to get 120fps gaming using the frame generation mod on its own(https://www.nexusmods.com/skyrimspecialedition/mods/140199), that's kinda the only reason I wanted SSE display tweaks in the first place. Edited March 17, 2025 by mnonyhc
Nymra Posted March 17, 2025 Author Posted March 17, 2025 so, a historic moment! Just 10 minutes ago I started Naked Defeats Scenario for the first time on SE/AE I was so frightened to test ANYTHING just because I was afraid of just seeing more problems and bugs... But it started all well and worked well. Really stunning. Base Sexlab, no P+ (yet, I postponed that, was already so much to do). Had a CTD but it seems that came from the Fuz Roh Bork mod that is not working correctly yet.... But, yeah, I guess I arrived in the future... I mean the present ^^ And I made the misstake of installing the XPMSE scripts so my logs get spammed now But. I can finally test some stuff on SE. First thing on the list (also for my own sake) is adressing the ESL issue with Naked Loot/Naked Defeat outfits not beeing saved correctly. Cant wait to explore the possibilities of the gazillion of SKSE mods and papyurs extenders and whatnot that are out there now ^^ I also see that not so much changed apart of that, I still get all the frankenstein mods containing of 2-3 mods patched together, use this, delete that, this is not here, this is not there, download from XYZ, yay! But indeed its a great relieve to just have no lag at all. Still not looking as good as my last LE setup and the teeth ofc also suck, but hey, its WIP 4
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