Lenore Posted October 17, 2023 Posted October 17, 2023 I just downloaded this mod and have to ask, is it true you can only set crime options for one hold, unless you want randomized, which i do not. If this is true will it be fixed?
Naps-On-Dirt Posted October 17, 2023 Posted October 17, 2023 1 hour ago, Lenore said: I just downloaded this mod and have to ask, is it true you can only set crime options for one hold, unless you want randomized, which i do not. If this is true will it be fixed? One hold at a time, which you can then save as a .json and apply to each other hold (but yes, still only one at a time.) The author said they were looking into an easier way to apply to all holds iirc. 1
Lenore Posted October 17, 2023 Posted October 17, 2023 9 minutes ago, Naps-On-Dirt said: One hold at a time, which you can then save as a .json and apply to each other hold (but yes, still only one at a time.) The author said they were looking into an easier way to apply to all holds iirc. Thanks!
Guest Posted October 18, 2023 Posted October 18, 2023 19 hours ago, Lenore said: I just downloaded this mod and have to ask, is it true you can only set crime options for one hold, unless you want randomized, which i do not. If this is true will it be fixed? To add to the above. While moving around Skyrim the Hold changes based upon where you are at. I have the randomization set between 7 and 14 days and they all do randomize. Some don't change but that is normal for me. When I see the text that I am now firmly under this Hold's laws but still far enough away from entering the city or where guards are I open the MCM and check what the current laws are. Would be great if the laws kind of upper left texted what Laws are currently in effect.....maybe by a key press? Please? Hahaha. For now the MCM works okay. My current settings are about identical to the 7Zip settings I provided earlier. I do change from time to time what the randomizer is allowed to randomize. Usually it is the Curfew Law that I toggle.....I like to keep it on though since it forces me to camp out if I will arrive to the city/town later than 22:00. They were real and kind of a pain in the ass but I am ending up liking them toggled on. Enjoy! @Teutonic To split this out of the text above. Maybe a slight improvement request? Would be great if the laws kind of upper left texted what Laws are currently in effect.....maybe by a key press? Please?
Lenore Posted October 19, 2023 Posted October 19, 2023 On 10/18/2023 at 11:02 AM, krixost said: To add to the above. While moving around Skyrim the Hold changes based upon where you are at. I have the randomization set between 7 and 14 days and they all do randomize. Some don't change but that is normal for me. When I see the text that I am now firmly under this Hold's laws but still far enough away from entering the city or where guards are I open the MCM and check what the current laws are. Would be great if the laws kind of upper left texted what Laws are currently in effect.....maybe by a key press? Please? Hahaha. For now the MCM works okay. My current settings are about identical to the 7Zip settings I provided earlier. I do change from time to time what the randomizer is allowed to randomize. Usually it is the Curfew Law that I toggle.....I like to keep it on though since it forces me to camp out if I will arrive to the city/town later than 22:00. They were real and kind of a pain in the ass but I am ending up liking them toggled on. Enjoy! Thanks for the info, for now I just disabled that feature.
kfunkftw Posted October 20, 2023 Posted October 20, 2023 this is a really cool mod but could the roles be swapped like in order for the player to initiate the gang rape or molest sleeping npcs and also compatible with ostim standalone
ebbluminous Posted October 20, 2023 Posted October 20, 2023 6 minutes ago, kfunkftw said: this is a really cool mod but could the roles be swapped like in order for the player to initiate the gang rape or molest sleeping npcs and also compatible with ostim standalone That's not really the point of the mod
kfunkftw Posted October 23, 2023 Posted October 23, 2023 On 10/20/2023 at 10:01 PM, ebbluminous said: On 10/20/2023 at 10:01 PM, ebbluminous said: That's not really the point of the mod Would be cool tho, for a dominant role playthrough
Guest Posted October 24, 2023 Posted October 24, 2023 Does Sexy Adventures have the same 'spell casting increases arousal' as Sexlab Adventures? And if not, do you know a mod that adds that? Thank you so much!
ButchDiavolo Posted October 25, 2023 Posted October 25, 2023 8 hours ago, laylajack said: Does Sexy Adventures have the same 'spell casting increases arousal' as Sexlab Adventures? And if not, do you know a mod that adds that? Thank you so much! You answered your own question If Sexlab Adventures has that feature, use it in combination with Sexy Adventures. You can use them both at the same time. Just be sure to disable Sexlab Adventures overlapping features, so the newer features of Sexy Adventures will work.
Guest Posted October 25, 2023 Posted October 25, 2023 50 minutes ago, ButchDiavolo said: You answered your own question If Sexlab Adventures has that feature, use it in combination with Sexy Adventures. You can use them both at the same time. Just be sure to disable Sexlab Adventures overlapping features, so the newer features of Sexy Adventures will work. Oh ok! I saw that Sexy Adventures 'replaced' Sexlab Adventures so I thought it wasn't recommended to run both at the same time. Sorry for the misunderstanding!
ebbluminous Posted October 25, 2023 Posted October 25, 2023 Reminds me. Will Sexy Adventures eventually have the always sleep naked option? MAkes sense as other parts of the mod have modifiers for sleeping naked...
xMrZwiggyx Posted October 27, 2023 Posted October 27, 2023 (edited) On 10/6/2023 at 9:57 AM, ButchDiavolo said: *looks at the image of Resaver...* ? Um, you have a problem there... With the amount of unattached instances and other mentions, cleaning your save will most likely cause save corruption. It looks like you uninstalled a script heavy mod before. (Don't EVER do that mid-game). You can add scripted mods during a playthrough, but NOT uninstall them. If you want to try out a new mod, always keep a save from before adding the new mod. So you basically have 2 options now: 1. Continue playing with your current save without cleaning it (because cleaning will most likely cause the save to become corrupted/ unplayable). Given that you already have issues with dialogue (and most likely other malfunctions you aren't even aware of), I would not recommend that. But, that is up to you. And stop uninstalling mods mid-game... 2. Start a new playthrough. Before you do, check/ adjust your mod list. Add or remove mods, check for updates on all mods and patches you want to keep, check if there are new versions of mods (for example NG(= New Generation) versions of SKSE mods) and check your load order in the left pane of MO2. The load order there decides how mods/ resources are loaded into the game. once you are happy with the load order and mod list, run LOOT and then check with xEdit if everything plays nice together. Only then start a new game. It will probably be a lot of work, but always make sure you base is solid before starting. As for updating Sexy Adventures and other mods during a playthrough: generally updates are save to install, unless the mod author specifically states you shouldn't. Always head the mod authors advice. They make the mods, so they know best. A final tip: Check out the STEP Guide. It is a mod list designed to make Skyrim SE/AE as stable as possible. Of course you don't HAVE to follow the mod list, that is entirely up to you, but the start of the guide also includes important (essential?) information about general modding and tools you can use. To Teutonic and everyone, pardon me for sorta hijacking this thread. I thought maybe this information could be useful for others as well. On 10/9/2023 at 2:17 PM, xMrZwiggyx said: I also didn't test out the no dialogue bug at the moment, which was a deal breaker to me still but I will test it out and let you know soon. Hey man, after testing for awhile... I just wanted to let you know that I fixed the no dialogue mod. I currently use Dragonborn Voice Over SE and I didn't install it correctly, which was weird since before it worked fine with no issues while being installed correctly (idk its totally weird), then I managed to update the mod once again which, now I'm currently using the latest patch that was released this October. Since DVO has the PC talking to others, the script wouldn't let me continue the conversation back then, but now it runs smoothly without any issues. As for Sexy Adventures. I just decided just to ditch and move on from the old version of Sexlab Adventures, most features from the old Sexlab Adventures have improved way better/stable in Sexy Adventures in my current opinion and I haven't had any problems with anything in the mod settings, everything just runs smooth at the moment, which is going great so far! Edited October 27, 2023 by xMrZwiggyx Quick Update.. 1
LustyWolf0721 Posted October 28, 2023 Posted October 28, 2023 Hi. Really like your mod. Please keep up the great work! Just a few suggestions. 1. Always sleep naked option like someone else mentioned above. 2. Crime law setting with an option to apply current setting to all holds instead of ticking them one by one Thanks again for this great mod!
invisible_rodent Posted October 28, 2023 Posted October 28, 2023 Thanks for continuing to work on this mod! Always in my load order. Have you thought about allowing gang rape to work on hostile actors as a lite defeat option?
Teutonic Posted October 28, 2023 Author Posted October 28, 2023 On 10/25/2023 at 11:38 AM, ebbluminous said: Reminds me. Will Sexy Adventures eventually have the always sleep naked option? MAkes sense as other parts of the mod have modifiers for sleeping naked... I assumed this was an unnecessary option since one can just increase the default chances in order to automatically have a higher chance of an event happening. But I suppose actually sleeping naked increases immersion a little, so I'll put this back in. On 10/26/2023 at 9:40 AM, Bruhskyrim said: the Fertility Mode setting for sleep creep does not seem to work no matter what I do. No sperm appears in the Fertility Mode MCM after the event. It's working as expected in my tests. Are you sure they came in the right spot? 9 hours ago, lzy731 said: 1. Always sleep naked option like someone else mentioned above. 2. Crime law setting with an option to apply current setting to all holds instead of ticking them one by one I will add both of those. 5 hours ago, invisible_rodent said: Have you thought about allowing gang rape to work on hostile actors as a lite defeat option? I have. However, there are already options for that that I don't feel a need to improve upon and, more importantly, I have stopped liking defeat mods years ago. 1
palracz Posted October 28, 2023 Posted October 28, 2023 Hi Teutonic, I have an issue with SA, it cannot recognize running scene/script like Deviously Helpless or Baka Defeat and it can be start while an another still running. Can you do something? Thanks
ebbluminous Posted October 28, 2023 Posted October 28, 2023 3 hours ago, Teutonic said: I assumed this was an unnecessary option since one can just increase the default chances in order to automatically have a higher chance of an event happening. But I suppose actually sleeping naked increases immersion a little, so I'll put this back in. I was thinking my character has to actually be naked for the increased chance to work and would rather the mod auto strip me than manually do it before each sleep
Seeker999 Posted October 28, 2023 Posted October 28, 2023 If you add a sleep naked option that'll auto strip you, you might want to remind the user to check their other mods and only enable one mod's auto-strip for sleep. I don't know if multiple mods trying to do the same thing will cause problems, but ... For instance, Naked Dungeons has the option to sleep naked. Thank you.
Teutonic Posted October 28, 2023 Author Posted October 28, 2023 (edited) 3 hours ago, palracz said: I have an issue with SA, it cannot recognize running scene/script like Deviously Helpless or Baka Defeat and it can be start while an another still running. Can you do something? What is starting while what is running? Edited October 28, 2023 by Teutonic
40Karats Posted November 1, 2023 Posted November 1, 2023 Hi, very well put mod so far, runs fast and smoothly for me. Just wondering if it is possible to make sleep creep happen in wildness/caves, outside cities/towns? Also could there be SL Horrible Harassment (or similar) integration for gangrape in the future? Would help transition between running from pursuers and sex better, and tbh I like baka's animations but can never get SLHH working on its own.
Hex Bolt Posted November 1, 2023 Posted November 1, 2023 3 hours ago, mrtorchwood said: Also could there be SL Horrible Harassment (or similar) integration for gangrape in the future? Would help transition between running from pursuers and sex better.... This was requested a good while ago during the development of this mod's forerunner, SexLab Adventures (I was one of those who asked about it then). Teutonic noted some problems with the idea then, not least of which is that Teutonic didn't (and presumably still doesn't) use SLHH. The biggest problem is that SLHH takes over the rape, and Teutonic understandably wants Sexy Adventures (let's refer to it as SA) to stay in control of the event that it started (and needs to end when it's finished). SLHH allows the PC to struggle and escape. If the PC is successful, SA wouldn't know to have the pursuers return to their normal activities. If the PC isn't successful, SLHH does a single rape. It probably does not signal that it's finished to other mods, so SA couldn't queue up the next assaulter -- it wouldn't be a gang rape. Any settings that might be duplicated between the two mods like whether a follower is involved would be handled by SLHH (ignoring SA's setting), since it would be running the event. This would not be attractive from SA's viewpoint. Conceivably, SA might smooth the transition from pursuit to rape by simply playing SLHH's first grabbing animation if it's detected, skipping any struggle and proceeding to its gang rape, keeping SA in control the whole time. I think that would be pretty nice, but it would be up to the author, who might prefer to put the time into working on new features. Just some thoughts from my perspective, if it helps.
Jorklunds Posted November 2, 2023 Posted November 2, 2023 Is this the mod that displays the message in the top right, "This location is lawless wilderness"? It pops up like every 5 seconds, but I couldn't find it in xEdit. Also, I cannot have sex in a city with this mod enabled without getting a bounty. I thought you could only be detected through line of sight, but I've done several hours of testing and can't avoid a bounty no matter what I do.
40Karats Posted November 2, 2023 Posted November 2, 2023 8 hours ago, HexBolt8 said: Conceivably, SA might smooth the transition from pursuit to rape by simply playing SLHH's first grabbing animation if it's detected, skipping any struggle and proceeding to its gang rape, keeping SA in control the whole time. I think that would be pretty nice, but it would be up to the author, who might prefer to put the time into working on new features. Just some thoughts from my perspective, if it helps. Yeah this is exactly what I meant, thanks for your thoughts. Rather than SLHH specifically or a struggle mechanic, I was just thinking of a simple grab animation (with baka's motion pack being my preferred one). Some examples with the grab animation of the top of my head that don't integrate SLHH is 'Battle Fuck' and Huan's 'Public Plaything' tho both these do have their own struggle mech and I don't use them. But yeah this would just a nice thing to have, and not a big deal if not, sometimes simpler is better.
eicosa Posted November 2, 2023 Posted November 2, 2023 (edited) Edit: Sorry i only just noticed this already in previous page plz ignore For some reason GangRape keeps triggering even if the "Requirements" are set to 63 (maximum). It happens even at a pretty long distance even though its' set to "Close" range. I do have multiple groups in use, each set to "Ignore other groups" and their requirements set to 63. Maybe its a grouping bug? Edited November 2, 2023 by eicosa
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