Guest Posted October 2, 2024 Posted October 2, 2024 On 9/30/2024 at 11:52 AM, JyJyporridge said: Is Apropos still a thing? I don't really care about the T&W function but the sex descriptions were a nice addition to SL. I'm looking for a simple mod to turn hostiles NPCs into slaves but can't get one without a lot of prerequisites or without editing cells. It's not part of the guide so don't want to take up space here but there was a discussion and file earlier this year that works for me. Some suggestions on settings as well. Around February I think.
Halo Wonder Posted October 2, 2024 Posted October 2, 2024 (edited) 13 hours ago, Aylis said: Big pictures belong in spoilers! owh yeah sorry, my bad thanks for the respon @Simpossible_xx@Aylis Edit: trying verifying integrity files not working. I guess i have check the mod one by one Edit 2: Ok find the culprit it's SLaWF parallax meshes Edited October 3, 2024 by Halo Wonder
Aylis Posted October 3, 2024 Author Posted October 3, 2024 @Halo Wonder Maybe you should start to install the textures for the landscapes first. The guide is layered and lower groups often fix issues in the mods above them. ________________________________________________ DynDOLOD got 'a few' internal changes and nobody bothered to update their instructions to reflect that (mod authors often even link to outdated guides). Same on youtube. I only found two(!) guidess that are working now, the rest will lead to corrupted results (broken map or even CTD). The instructions to use 'LodGen' are now utter BS and you don't want to know how many reruns i had because of that alone. It now creates meshes that will completely bork the map. This is already reflected in the DynDOLOD section of the guide here. Roads and paths are not working atm. Without LodGen you can't create the textures for them and i'm working on a fix now. The aspen, which worked fine before, can now cause mesh issues in the distance. Spoiler As you can imagine i'm not happy with that. Removing 'Aspen Ablaze' works but thats not a permanent solution. The Riften area looks good but is also quite boring with only having the yellow trees in there. __________________________________________________ On the plus side i'll add optional 'Beavers and Raccoons'. Having a few more fluffy non-hostile animals in the game sounds like a good idea. Spoiler 1
deff. Posted October 3, 2024 Posted October 3, 2024 I noticed that there are two skin complexions....Fair and Lovergirl...May I ask why need both? Previous I used BnP...
Aylis Posted October 3, 2024 Author Posted October 3, 2024 (edited) 8 minutes ago, deff_lv said: I noticed that there are two skin complexions....Fair and Lovergirl...May I ask why need both? Previous I used BnP... Quote Nexus requirements Mod name Notes Fair Skin Complexion The option file uses the teeth texture of this MOD. Quote Nexus requirements Mod name Notes dw's CBBE 3BA with UBE Anus Must have this mod and ALL DEPENDENCIES! LOVERGIRL Skin - HD Complexion for Women Must have this mod One for the teeth - one for the textures. Edited October 3, 2024 by Aylis 1
deff. Posted October 4, 2024 Posted October 4, 2024 I have problems with Sexlab defeat - constantly dying and I can't figure out where is problem. Checked already all MCM settings. Allow creature animations is checked, Pandora launched, Sexlab defeat enabled...What I'm missing?
Aylis Posted October 4, 2024 Author Posted October 4, 2024 For those who have a Ryzen 9000: Spoiler 1
hardcoremanuel Posted October 4, 2024 Posted October 4, 2024 If anyone is interested I've remade the Sisterhood of Dibella - TGT Karthwasten / Jk's Blue Palace patches into a Base Object Swapper file Spoiler [Transforms] ;Jks Blue Palace - SoD 0x3764A~SexLab_DibellaCult.esp|posA(-2267.942871,-2049.747070,589.000000),rot(0.0000,0.0000,90),scale(0.90) ;TGT Karthwasten - SoD 0x2CDAF~SexLab_DibellaCult.esp|posA(-3070.777100,-425.255005,57.180199) 0x35AF0~SexLab_DibellaCult.esp|posA(-3094.943604,-415.585266,-7.684302) [References] ;Disabled Clutter from TGT Karthwasten - SoD 0xE33B5~Skyrim.esm|0x3B~Skyrim.esm|posA(-1000.630005,99.038963,-30000.0) 0xE33C7~Skyrim.esm|0x3B~Skyrim.esm|posA(-939.843262,98.560120,-30000.0) 0xE33D9~Skyrim.esm|0x3B~Skyrim.esm|posA(-1563.567627,-72.453003,-30000.0) 0xE3402~Skyrim.esm|0x3B~Skyrim.esm|posA(-892.032166,61.669281,-30000.0) 0xE3403~Skyrim.esm|0x3B~Skyrim.esm|posA(-931.836487,46.896282,-30000.0) 0xE3416~Skyrim.esm|0x3B~Skyrim.esm|posA(-1199.663208,77.291161,-30000.0) 0xE3447~Skyrim.esm|0x3B~Skyrim.esm|posA(-1050.859131,82.195076,-30000.0) ;Disabled Child bed from TGT Karthwasten - SoD 0x26C81~SexLab_DibellaCult.esp|0x3B~Skyrim.esm|posA(-1650.850342,-61.016590,-30000.0) Copy the text above into a file ending with _SWAP.ini (eg. SoD_Patches_SWAP.ini) and place it in an empty mod in MO2. Redundant with "Sexlab Dibella - TGT Karthwasten.esp" and "Sexlab Dibella - Jk's Blue Palace.esp" 1
Simpossible_xx Posted October 5, 2024 Posted October 5, 2024 (edited) 11 minutes ago, Halo Wonder said: it's just work Exactly. Also the "Bugfixes" and "Patches" categories are at the very end of the list and they fix most of those issues, so don't worry and just keep going. Edited October 5, 2024 by Simpossible_xx
Halo Wonder Posted October 5, 2024 Posted October 5, 2024 22 minutes ago, Simpossible_xx said: Exactly Well it's kinda embarrassing to admit but its not working, haha that why i delete the reply but yeah I hope it's get fix later
Simpossible_xx Posted October 5, 2024 Posted October 5, 2024 On 9/27/2024 at 10:42 PM, Kusoneko said: There was a conversation on that earlier, essentially, for DD, you want to use Devious Devices NG, it's still actively in development but most things work fine, and it supports 3BA, but you won't get support from Aylis on it. As for other specific SL mods, I don't think we're there yet list-wise, I think listing SL mods that are compatible but unsupported by Aylis will be sort of a group effort after Aylis is done with making the list entirely. I personally haven't added a single SL quest mod outside of what's in the list, perhaps only a few frameworks for specific things that annoyed me, but yeah. I think for specific sex mods, it's more like, when you're done setting everything up, start adding the ones that interest you one by one and see if they work, that's probably how I'll be playing around myself. Regarding DD NG, there is a Sexlab Inflation Framework in soft requirements for DD NG. Are you personally using that Inflation Framework? Is that something similar to P.A.I.A? 1
Kusoneko Posted October 5, 2024 Posted October 5, 2024 1 minute ago, Simpossible_xx said: Are you personally using that Inflation Framework? Yes. It works just fine, Fill Her Up and Fertility Mode can both hook into it to let it manage inflating the belly for too much cum and pregnancy respectively. 2 minutes ago, Simpossible_xx said: Is that something similar to P.A.I.A? No, P.A.I.A provides animations for pregnant or inflated characters, namely the one where they touch their belly and other similar pregnancy animations, but it doesn't provide inflation for pregnancy. Generally, FHU and FM+ can do it by themselves, but they don't communicate with each other which can lead to conflicts if say your character is pregnant by FM+ but then gets inflated by FHU and then deflated, I'm uncertain if they'd play properly together to handle the belly size. With SLIF there's no possibility of conflict cause they'll both be telling SLIF "The belly should grow/shrink by X points" and it's up to SLIF to both apply that and decide when the max belly size is and such. 11 minutes ago, Simpossible_xx said: Regarding DD NG, there is a Sexlab Inflation Framework in soft requirements for DD NG. Note that soft requirements mean "I can use or handle it if it's there and doing stuff, but can work just fine without." vs hard requirements meaning "I will either crash the game or complain endlessly or refuse to work if it's not there.", in other words, you don't have to use it if you don't want to, and still DD NG should still work. I'm honestly not quite sure what DD wants SLIF for though. Most if not all of the outfits will properly inflate thanks to 3BA bodyslides... Maybe it's to prevent you from putting on corsets as that would presumably prevent pregnant/inflated bellies? Anyways, idk. On the other hand, FHU can use DD NG's plugs and gags to prevent you from being able to expel cum from any of the 3 holes if they're equipped. It's particularly useful when you're actively trying for pregnancy as sometimes even with max cum amount in FHU + potion of increased fertility + ovulation period in FM+, it somehow doesn't make you pregnant, but if you put a plug in it prevents the cum from slowly draining by itself, presuming you've got that turned on, so it stays full long enough for FHU to update FM+ and say "make pregnant pls" which is a thing FHU says it should do if the vaginal cum amount is maxed out for long enough. 1
Aylis Posted October 6, 2024 Author Posted October 6, 2024 Floating plate with candles in Falkreath is fixed. Floating moss in Falkreath is fixed. Aspen on the map are fixed. Aspen meshes in the game are fixed. Left are the roads on the map now (first attempt failed). Hopefully the next run with FOLIP finally works out. The mod 'Fortified Morthal' looks great but the required patches sadly got a few visual bugs.
Simpossible_xx Posted October 6, 2024 Posted October 6, 2024 11 hours ago, Kusoneko said: No, P.A.I.A provides animations for pregnant or inflated characters, namely the one where they touch their belly and other similar pregnancy animations, but it doesn't provide inflation for pregnancy. Generally, FHU and FM+ can do it by themselves, but they don't communicate with each other which can lead to conflicts if say your character is pregnant by FM+ but then gets inflated by FHU and then deflated, I'm uncertain if they'd play properly together to handle the belly size. With SLIF there's no possibility of conflict cause they'll both be telling SLIF "The belly should grow/shrink by X points" and it's up to SLIF to both apply that and decide when the max belly size is and such. So it is better to install SLIF that will communicate with both of them, or it doesn't really matter? Also, thanks for the detailed explanation of how pregnancy in Skyrim works >w<
Simpossible_xx Posted October 6, 2024 Posted October 6, 2024 @Aylis @Kusoneko I've finally completed the modlist, installed almost everything according to the guide plus a bit of SL animations and frameworks. You probably have bigger modlists and less ESM + ESP plugins, so can you please tell from your experience what plugins are safe to flag as ESL? I already flagged everything with green note from the list and I've been checking the ESL Qualification of other files in Wrye Bash. Still I have a feeling that flagging everything green as ESL might be not the brightest idea.
Kusoneko Posted October 6, 2024 Posted October 6, 2024 36 minutes ago, Simpossible_xx said: So it is better to install SLIF that will communicate with both of them, or it doesn't really matter? Also, thanks for the detailed explanation of how pregnancy in Skyrim works >w< It doesn't really matter in that unless you go fuck around a billion people, or some especially large creatures, the default for FHU cum amounts is extremely low (iirc about 0.30 for most races, out of a max of 3.00 for vaginal, 3.00 for anal and 1.50 for oral I believe, if I remember correctly? If I'm not wrong only dragons give over 1.00 per sexual encounter and honestly, I haven't actually ever had a mod let me get some -- usually with the mods we have at most I get draugrs/skeletons/other variants of those, because yes most of the undead you meet, from the ones in Meridia's Temple, to the ones in the Soul Cairn, to regular, although rare skeletons, and for sure boss level draugrs such as the red eagle, all count as draugrs for sex mods, I am unsure why that is, but every time one of those has gotten me through sexlab defeat, I got raped by a draugr, which after the thing turned back into whatever it was supposed to be --, which is honestly impressive considering they show up every 2-3 days in cities to harass you and really all they need based on my defeat settings is just to knock me down, normally should be kill you, but I often play with `tgm` on, especially during testing playthroughs, so I usually tweak the defeat settings to work when I get knocked down instead.) On an unrelated note, I have tried to get dogs or wolves, to get me through defeat, or even through dialogue invitation, which I apparently have some mod letting me ask, but so far, it just doesn't do anything at all. I haven't tried other creatures yet though, I have a feeling that it might be a challenging thing to get working though considering the canine experience I've been having thus far. On the other hand considering how frequently the draugrs get me, it should really be easy, so I'm a bit confused there. 1
Kusoneko Posted October 6, 2024 Posted October 6, 2024 13 minutes ago, Simpossible_xx said: @Aylis @Kusoneko I've finally completed the modlist, installed almost everything according to the guide plus a bit of SL animations and frameworks. You probably have bigger modlists and less ESM + ESP plugins, so can you please tell from your experience what plugins are safe to flag as ESL? I already flagged everything with green note from the list and I've been checking the ESL Qualification of other files in Wrye Bash. Still I have a feeling that flagging everything green as ESL might be not the brightest idea. Personally I just did what you did, mark every green esp in wrye bash as esl. Haven't tried the ones who aren't automatically marked green, I was already afraid it might bork something to mark just those green ones as esl. It didn't as far as I can tell, but kinda don't wanna look for trouble. As for the plugins, I'm usually between E0 and FA I believe, for the mod index, so it's a bit of a tight fit, and I'm not sure how I'll deal with adding stuff after the modlist is finished. Problem for later me, I guess. 1
Bigglsby Posted October 6, 2024 Posted October 6, 2024 7 hours ago, Simpossible_xx said: So it is better to install SLIF that will communicate with both of them, or it doesn't really matter? Also, thanks for the detailed explanation of how pregnancy in Skyrim works >w< SLIF isn't really necessary for morph handling anymore. Long ago, it was developed because mods would fight over which morph was applied to a body node. For quite a while now though, Racemenu will handle this. There is a setting in the skee64.ini (racemenu) that allows you to configure how multiple morphs behave on a node (additive, average, and highest). Now you might still see some value from SLIF - but I've seen that it can have some configuration headaches as well. I think it gives you better visibility over what mods are applying which morph values, and basically gives a bit more control. But unless you're tossing lots of different morph handling mods into play, its value has depreciated a lot since its development. 1
Simpossible_xx Posted October 6, 2024 Posted October 6, 2024 I've finished the mod list and ran the Pandora, have a few questions about the Final category: 1. Config Folder for all the MCM settings and mod configuration files. How to create that folder? Are there any pre-made config files available? 2. DO NOT RUN DYNDOLOD ATM! Should I skip the DynDOLOD (and Grass Cache) and deactivate DynDOLOD resources in MO2 for now? 3. Wrye Bash asks me to deactivate these plugins, should I deactivate or just skip them and build a patch? 4. Have a problem with Growl, I'm not sure what file is overwriting cause it doesn't shown in MO2, but I believe it may be one of the sex mods that affect werewolves bodies. Should I just move Growl down in the list or do you know what mod may cause this conflict? 5. After completing the "Final" category, what should I do next? I mean, build the outfits in Bodyslide Studio, manually configure settings in MCM or anything else I might forget. Thanks in advance!!!
Simpossible_xx Posted October 6, 2024 Posted October 6, 2024 And one more thing, I also receive this "Fill Her Up Update" notification, but I have the latest version.
Kusoneko Posted October 6, 2024 Posted October 6, 2024 4 hours ago, Simpossible_xx said: I've finished the mod list and ran the Pandora, have a few questions about the Final category: 1. Config Folder for all the MCM settings and mod configuration files. How to create that folder? Are there any pre-made config files available? 2. DO NOT RUN DYNDOLOD ATM! Should I skip the DynDOLOD (and Grass Cache) and deactivate DynDOLOD resources in MO2 for now? 3. Wrye Bash asks me to deactivate these plugins, should I deactivate or just skip them and build a patch? 4. Have a problem with Growl, I'm not sure what file is overwriting cause it doesn't shown in MO2, but I believe it may be one of the sex mods that affect werewolves bodies. Should I just move Growl down in the list or do you know what mod may cause this conflict? Reveal hidden contents 5. After completing the "Final" category, what should I do next? I mean, build the outfits in Bodyslide Studio, manually configure settings in MCM or anything else I might forget. Thanks in advance!!! 3 hours ago, Simpossible_xx said: And one more thing, I also receive this "Fill Her Up Update" notification, but I have the latest version. 1. When you go in MCM menus, some of them offer options to save "presets" or the configuration through JContainer or FISSES (I think, probably got the acronym wrong but it's close enough you should be able to guess what I meant?), when you do that it'll create a MCM folder to store those in, or just dump them in the SKSE folder, personally, I just put both in a SKSE Output "mod" so that everything that relies on SKSE or MCM always puts their output there, which solves the issue of having to organize it further, since even if you delete a mod/SKSE plugin that provides either a MCM or SKSE output, well, it doesn't really matter if it's still there, as those files tend to be very tiny. 2. Yes, for now. You can theoretically attempt it if you want, but you may find LOD issues. I believe Aylis is in the process of trying to iron those issues out. 3. I deactivate them personally, you can reactivate some later if you find a mod that requires one as master, but in general if Wrye Bash tells you to untick the plugin it's cause the Bashed Patch will entirely replace (aka merge it's contents into the patch to the point the contents of the plugin will be redundant with the contents of the patch) whatever the mod does, so while you should leave the mod activated on MO2's left pane for the resources and such, the plugin can be unticked in the right pane, which Wrye Bash will do itself in that instance. 4. I'm not too sure, personally I haven't had that issue? Perhaps try reinstalling Growl, maybe you missed something somewhere? Even with the MNC and other creatures stuff, I still get functional growl stuff and no such error. 5. I mean, I personally took the predone bodyslides, built my own for the things I added myself (such as DD NG's bodyslides), aside from that there's not much to do, considering right now you should skip DynDOLOD, which is frankly the most time consuming part of the Final section, and possibly of most of the modlist in general. You can configure MCM's if you want but I generally create my character, configure the MCM for all the mods, saving presets or configs where possible, and then I play. I think you can shorten the operation even further on new characters if you also use MCM recorder, which I haven't done, which supposedly lets you record yourself setting up the MCM's and then it will do it itself on future playthroughs. I haven't done it though, so I don't know how it works or if there's anything to look out for. 6. That's okay, FHU does that once or twice every time I start a new game, I'm not sure why but it doesn't prevent the mod from working, and there is no newer update, I think this is possibly something like "updating internal variables" or something like that. Just very badly worded and honestly unnecessary popup as it could just log it to console or a text file, like most other mods do, instead of forcing a popup in your face like this. 1
Bigglsby Posted October 7, 2024 Posted October 7, 2024 4 hours ago, Simpossible_xx said: And one more thing, I also receive this "Fill Her Up Update" notification, but I have the latest version. As great a mod as it is, FHU has... difficulties. :) Not game breaking, but oddities. As Kusoneko mentioned above, this box isn't a problem and doesn't indicate there is a new version available. This started popping up a few versions ago. There is a user made fix in the support thread for FHU, and I think (?) this is one of several fixes made... not sure it's been a bit since I started a new game (but I've been reworking my load order in preparation). One of the other things you might wanna do when you're playing with the MCM, is there is a sound bug. The mod doesn't play the "expel" sounds as intended. The fix is to toggle off, then toggle back on the sound settings in the MCM to get them to work correctly. 2
Simpossible_xx Posted October 7, 2024 Posted October 7, 2024 28 minutes ago, Kusoneko said: 1. When you go in MCM menus, some of them offer options to save "presets" or the configuration through JContainer or FISSES (I think, probably got the acronym wrong but it's close enough you should be able to guess what I meant?), when you do that it'll create a MCM folder to store those in, or just dump them in the SKSE folder, personally, I just put both in a SKSE Output "mod" so that everything that relies on SKSE or MCM always puts their output there, which solves the issue of having to organize it further, since even if you delete a mod/SKSE plugin that provides either a MCM or SKSE output, well, it doesn't really matter if it's still there, as those files tend to be very tiny. 2. Yes, for now. You can theoretically attempt it if you want, but you may find LOD issues. I believe Aylis is in the process of trying to iron those issues out. 3. I deactivate them personally, you can reactivate some later if you find a mod that requires one as master, but in general if Wrye Bash tells you to untick the plugin it's cause the Bashed Patch will entirely replace (aka merge it's contents into the patch to the point the contents of the plugin will be redundant with the contents of the patch) whatever the mod does, so while you should leave the mod activated on MO2's left pane for the resources and such, the plugin can be unticked in the right pane, which Wrye Bash will do itself in that instance. 4. I'm not too sure, personally I haven't had that issue? Perhaps try reinstalling Growl, maybe you missed something somewhere? Even with the MNC and other creatures stuff, I still get functional growl stuff and no such error. 5. I mean, I personally took the predone bodyslides, built my own for the things I added myself (such as DD NG's bodyslides), aside from that there's not much to do, considering right now you should skip DynDOLOD, which is frankly the most time consuming part of the Final section, and possibly of most of the modlist in general. You can configure MCM's if you want but I generally create my character, configure the MCM for all the mods, saving presets or configs where possible, and then I play. I think you can shorten the operation even further on new characters if you also use MCM recorder, which I haven't done, which supposedly lets you record yourself setting up the MCM's and then it will do it itself on future playthroughs. I haven't done it though, so I don't know how it works or if there's anything to look out for. 6. That's okay, FHU does that once or twice every time I start a new game, I'm not sure why but it doesn't prevent the mod from working, and there is no newer update, I think this is possibly something like "updating internal variables" or something like that. Just very badly worded and honestly unnecessary popup as it could just log it to console or a text file, like most other mods do, instead of forcing a popup in your face like this. As for Growl, I carefully followed the guide, and that issue didn’t appear until I installed the “Sex Mods” category. It must be some sex mod overwriting it, probably an animation mod that has meshes for werewolves. Anyway, I moved the werewolf mods under the Sex Mods category for now, and the notification has disappeared, seems it worked. Thank you so much for explaining! I'm so glad that the hard part is finally done, and there are only a few adjustments left before the actual gameplay.
Simpossible_xx Posted October 7, 2024 Posted October 7, 2024 3 minutes ago, Bigglsby said: As great a mod as it is, FHU has... difficulties. Not game breaking, but oddities. As Kusoneko mentioned above, this box isn't a problem and doesn't indicate there is a new version available. This started popping up a few versions ago. There is a user made fix in the support thread for FHU, and I think (?) this is one of several fixes made... not sure it's been a bit since I started a new game (but I've been reworking my load order in preparation). One of the other things you might wanna do when you're playing with the MCM, is there is a sound bug. The mod doesn't play the "expel" sounds as intended. The fix is to toggle off, then toggle back on the sound settings in the MCM to get them to work correctly. Just tested the fix, works fine. Too bad it takes the ESP slot, but on the other hand it supports femboys and have other nice adjustments, so I'm gonna keep it for now. Thank you! 1
Aylis Posted October 7, 2024 Author Posted October 7, 2024 Still reworking DynDOLOD. Testing a different ENB and weather mod: Spoiler Had to restart (and can test new ears for elves): Spoiler
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