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Posted
13 hours ago, cold burn said:

so, with the ability to add consequences to failing to escape I am interested in making it so this can trigger Sanguine's Debauchery slavery as one of it's potential consequences. How would I go about doing that? I have made mods before, but for only Fallout 3, New Vegas and Morrowind, so I've used the construction kit before. Is there a specific quest I need to trigger or something like that?

Edit: I am blind, and missed the part of the description where you already went and gave this to me and anyone else who feels like trying mods to yours. I guess I have a project.

Second Edit: Ah, you have code for triggering Battle Fuck, but not for being included as a consequence. Darn. Oh well, I figure you intend to put that in the description it just hasn't happened yet.

The following page shows you how to add Consequences.

 

Posted

there seem to be a problem with the animation, it tells me that there is an error in the MCM menu for animation, and I can't seem to fix it with the latest version, I used SexLab Framework SE beta 9, does it have to be beta 8? could it be some other required mod that updated and thus broke it? 

Posted

Bug report:

 

1) When switching actor after first aggressor has climaxed, I have to open console a few times. In other places this is done automatically. This is just when starting another scene where the PC is resisting after the first one.

 

2) I was trying to test the new riekling consequence but couldn't get a battle fuck! scene to trigger from rieklings. I was testing with knockdown. The player gets knocked down, black screen fade, then gets back up. Rieklings are left non-aggressive to PC but no scenes play.

Posted
2 minutes ago, unknown-number said:

there seem to be a problem with the animation, it tells me that there is an error in the MCM menu for animation, and I can't seem to fix it with the latest version, I used SexLab Framework SE beta 9, does it have to be beta 8? could it be some other required mod that updated and thus broke it? 

 

You may need to register animations in SLAL. I didn't have any issue with SL beta 9. Try running the clean up option in SL and then reregistering SL anims in SLAL maybe.

Posted
1 hour ago, RMCW said:

 

You may need to register animations in SLAL. I didn't have any issue with SL beta 9. Try running the clean up option in SL and then reregistering SL anims in SLAL maybe.

 I tried that but SLAL couldn't find any animations, is there a file I could be missing?

Posted
On 7/6/2021 at 4:16 AM, Sylia666 said:

Like others said: this mod is reaaally nice. Concept, design and implementation is very well thought out!

I also really like the MCM settings which lets you fine-tune your encounters.

When using this mod and the player character was being overwhelmed, I encountered an issue where the screen went black and never recovered.
This was solved by disabling the "Fade to black" option in the menu (like I said - really well thought out!) - just in case someone else encounters this issue.

However, for now I had to disable the mod for one major and a few minor reasons:

Major issue:
I'm not only using SLSO but also when being either overwhelmed or after a few seconds of the QTE, my followers started attacking again (or were attacked by the other enemies nearby) and broke the encounter.
I'm using Nether's Follower Framework (NFF) for managing my followers - so maybe they don't go so well together. So in order to have a full encounter, I needed to either tell my followers to stay behind or tell them to "disengage/retreat".


Minor issues:
I'm not using a controller and the only other non-controller options in the HUD-Settings were "U/D/R/L" (which I guess is fine for up/down/right/left) or [ ]/[ ]/[ ]/[ ] (I assume the keys should have been shown here but they weren't working for me). Both options make it somewhat difficult in the QTE to quickly react (the latter one makes it impossible).

After being overwhelmed, I always forgot which button does what (call for help, prevent, escape, etc.) - so it would be nice to have my keybindings in the status HUD or something so I know what to press now.

After an encounter the enemy was sometimes still lying on the floor, helplessly rotating in my direction and glowing which was kind of weird.

After an encounter, the other enemies immediately attacked me again - I managed to run away naked and without weapons but it would be nice if they wouldn't perceive me as a threat for some time so I can get my things back in order.


However, all of the issues above might be because of some other mods that might be interfering since I have a pretty extensive list of mods running ( I recently needed to learn how to merge mods for the first time because I hit the esp-limit 
? )


Anyway, this is a reaaally promising mod and will keep a close eye on it.
素晴らしい! 
❤️

(version tested: 20210704)

 

 

 

I don’t see this mod on my mcm , i tried to taking off other mods , it doesn’t register 

Posted
6 hours ago, RMCW said:

Bug report:

 

1) When switching actor after first aggressor has climaxed, I have to open console a few times. In other places this is done automatically. This is just when starting another scene where the PC is resisting after the first one.

 

2) I was trying to test the new riekling consequence but couldn't get a battle fuck! scene to trigger from rieklings. I was testing with knockdown. The player gets knocked down, black screen fade, then gets back up. Rieklings are left non-aggressive to PC but no scenes play.

A1.

In my environment, when the aggressor takes over, the process proceeds without opening the console, so I didn't add the process to open the console.

It seems that some people cannot proceed without opening the console, so I will add the process.

 

A2.

Make sure that Riekling is checked on the Creature page of MCM.

In the bleedout process, the spell for NPC scanning is spread before the scan is done.

However, sometimes the scan will start before the spell has been spread, and the NPC will not be found, and you will just lose consciousness.

Posted

Having to open the console to make scripts progress is typically a sign of too much script load in your game, isn't it? I remember it being explained in topics that it only helps because it pauses all processes to allow time for your scripts to catch up.

Posted
29 minutes ago, Mud said:

Having to open the console to make scripts progress is typically a sign of too much script load in your game, isn't it? I remember it being explained in topics that it only helps because it pauses all processes to allow time for your scripts to catch up.

 

I found that the process stops at the timing of accessing properties of the sslSystemConfig script, as shown below for example.

sslSystemConfig Property SexLabConfig Auto

bool Function SomeFunc()
	; some codes

	; script stops here.
	if !SexLabConfig.AllowCreatures
		return false
	endi

	; some codes
EndFunction

 

The properties of sslSystemConfig are also accessed by other scripts in the SexLab Framework. This may cause the process to stop when the animation starts.

In my environment, this happens after the player enters the bleedout state.

This does not happen if Battle Fuck starts after the player is attacked by a pink aura enemy.

 

Posted (edited)
13 hours ago, unknown-number said:

 I tried that but SLAL couldn't find any animations, is there a file I could be missing?

So I managed to get the file for the animation (they show up in the SLAL now) but Battle Fuck! still can't find the animation. Is there something that I'm suppose to do to get them to work? Also nexus tells me that Jcontainers.dll isn't valid could that be the problem?

Edited by unknown-number
Posted

Came wondering about compatibility with Fill Her Up and Apropos 2. The orgasm events in the mod don't seem to trigger the effects of inflation or wear & tear. I'm guessing the mid assault orgasms don't trigger the end of Sexlab event for either mod to trigger. 

Posted
On 7/31/2021 at 6:51 PM, Suzutsuki said:

I read the source of Fertility Mode.

Fertility Mode does not handle the "SexLabOrgasm" event. Therefore, orgasms of male NPCs is ignored.

I made a patch to fix this.

FertilityMode_SexLabOrgasm_patch.7z 18.68 kB · 68 downloads


Sorry for a double post, I'm assuming this is for basic Fertility Mode 3, not the FM v3 Fixes and Tweaks?
https://www.nexusmods.com/skyrimspecialedition/mods/46820?tab=description
Looking at the same script in FM3 F&T it's basically blank.

Posted

So when you are kidnapped by rieklings(rieklings consequence) to the cave, how long does it take for adventurer to show up ?

 

There were so many rieklings, I canceled dozen of animations just to see how quest ends, but it just never ends, after one riekling finishes, another comes and starts again, no ending.

I don't have that optional mod "goblin slayer", but if I understood correct, it's just some outfit mod and it's not required.

Posted

I got a little problem, the QTE prompts do not show up at the beginning of encounter and anywhere during the events, I do have all the required mods installed and both animation packs

Posted
On 8/15/2021 at 7:11 PM, Papersword said:

Sorry for a double post, I'm assuming this is for basic Fertility Mode 3, not the FM v3 Fixes and Tweaks?
https://www.nexusmods.com/skyrimspecialedition/mods/46820?tab=description
Looking at the same script in FM3 F&T it's basically blank.

Adding an option to throw events such as OrgasmStart or SexLabOrgasmSeparate seems easier than making patches for various mods...

Posted
4 hours ago, Suzutsuki said:

Adding an option to throw events such as OrgasmStart or SexLabOrgasmSeparate seems easier than making patches for various mods...


Sorry, I didn't mean to imply you should take on the burden of patching compatibility for each and every mod that comes up in the thread. I'm not overly familiar with papyrus scripting. Does your response mean that an update to BattleFuck might resolve issues triggering various mods by altering code in your mod or that the issue lies with external mods and their coding?

Posted (edited)

I'm having a little problem when installing the mod. After checking animations it shows an error. I've run FNIS, I have all the required mods and they show an OK in the MCM. What am I missing?

 

Spoiler

enb2021_8_16_21_14_11.jpg

 

Edited by Inception
Posted

I know early in the topic you said this only works with SE because of the skse plugin dll file used, but is there any hope to be made for LE? Also as well as a male MC option, would go great with the Jail Rape mod of yours in my opinion. I am excited to try this though in SE I think it would be quite the cool addon for combat style sex.

Posted (edited)

When I'm defeated by a riekling I just die and nothing else happens. Is there something in the MCM you need to enable for creature support? I can't see anything except the option for different creatures where I left it at default. Attached papyrus log if it helps.

Papyrus.0.log

Edited by Inception
Posted
1 hour ago, Inception said:

When I'm defeated by a riekling I just die and nothing else happens. Is there something in the MCM you need to enable for creature support? I can't see anything except the option for different creatures where I left it at default. Attached papyrus log if it helps.

Papyrus.0.log 1.23 MB · 1 download

To output the debug log, you need to check the "Debug Output Enabled" checkbox in the MCM.

If "Bleedout Enabled" is unchecked, you will die when your health reaches 0.

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