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Posted
30 minutes ago, Lady Wintrish said:

You should check the arousal settings of npcs. There are percentage and minimum arousal to set before the rape trigger.

How can I check them? I've also tried setting required arousal to 0, didn't work either.

Posted
10 hours ago, Ewura said:

No matter what settings I select in rape menus, the actual rape never happens. Noone starts chasing me. I use both sexlab adventures and sexy adventures. Also tried using only either of them, same result.

 

A few weeks back, before I reinstalled all my mods, it worked. But now I don't know where is the issue. Are there any requirements for this mod? I didn't see them anywhere on the download page. I believe I'm missing something. I also tried using OSLAroused and Sexlab Aroused NG.

A couple weeks ago someone had gaurd and non-guard chance set to 0% because they did not realize this meant noone was a valid assailant because everyone either is or isn't a guard. Maybe you have the same problem? You can also turn on console logging on the debug page and see what it says. If you can't figure it out, you can post your settings and I'll have a look.

Posted
52 minutes ago, Teutonic said:

A couple weeks ago someone had gaurd and non-guard chance set to 0% because they did not realize this meant noone was a valid assailant because everyone either is or isn't a guard. Maybe you have the same problem? You can also turn on console logging on the debug page and see what it says. If you can't figure it out, you can post your settings and I'll have a look.

After enabling debug messages, it keeps saying that "PC is an invalid Sexlab Target". I tried googling a bit, some tips were to run FNIS (I did), make sure animations are loaded and registered (they are, other mods initiate sex without problem) and try to reset Sexlab (also did).

 

I have read some other comments mentioning the same issue, but didn't find any solution.

Posted
2 hours ago, Ewura said:

After enabling debug messages, it keeps saying that "PC is an invalid Sexlab Target". I tried googling a bit, some tips were to run FNIS (I did), make sure animations are loaded and registered (they are, other mods initiate sex without problem) and try to reset Sexlab (also did).

 

I have read some other comments mentioning the same issue, but didn't find any solution.

So it's an issue with SexLab. You can try this: Turn on debug/developer mode in SexLab (it's on the last page) and then check the console when your character is checked. You should see something like this:

 

console.png.958cd0e72e0e3244e7d8eaa011f9ee46.png

 

If your character is invalid, it's gonna say false instead of true and the reason why instead of miss. This might help find out what's wrong.

Posted
10 hours ago, Duncan Idaho said:

No. Not even jewelry. Even tried buck naked, still fined for armor.  

 

re: I'm still on 5.0, but I experience an issue with this mod that I also experienced with Sexlab Adventures, if wearing armor is a crime, I constantly get fined, even if I'm naked. Is that because my follower is wearing armor? 

Expanding on Seeker999's suggestion, also try in the console "Player.WornHasKeyword ArmorHeavy" and "Player.WornHasKeyword ArmorLight".  If either is true, the game thinks you're wearing armor, so Sexy Adventures will detect armor too.  Some mods do weird things, adding armor keywords where they really shouldn't, even for a character that appears to be naked.

Posted
1 hour ago, HexBolt8 said:

Expanding on Seeker999's suggestion, also try in the console "Player.WornHasKeyword ArmorHeavy" and "Player.WornHasKeyword ArmorLight".  If either is true, the game thinks you're wearing armor, so Sexy Adventures will detect armor too.  Some mods do weird things, adding armor keywords where they really shouldn't, even for a character that appears to be naked.

Expanding on that, the keyword actually used by Sexy Adventures is VendorItemArmor, so use "Player.WornHasKeyword VendorItemArmor". Shouldn't make a difference though - any armor should have this and either the heavy or light keyword.

Posted

Hi Trutonic, thank you for your modding work, just tried and realized some minors issues, mainly related to crime features

 

1. It seems that this version cannot define whether the crime is valid if collared, while previous SL Adventure has this option. I personally enabled a lot of laws like nudity laws, sex laws, and when using SL Adventures, invalid if collared make it possible to proceed with some other mods without changing the laws. And I feel like that is logically reasonable as a collared slave should be nude while if you are not collared, you should keep normal and nudity is a crime. (Actually I noticed that you have added an excluding for Prison Overhaul separately, and that one is actually the main reason I have to use that invalid if collared feature. But I think considering the large amount of mods, adding compatibility support one by one would be a hard work.)
2. It seems that both this mod and original SLA does not check ZaZ's keyword with determine devices, like collar, restrained etc. I hope they could be added so that the mod can be actually usable without DD.

Thank you!

Posted
9 hours ago, AsaChiri said:

Hi Trutonic, thank you for your modding work, just tried and realized some minors issues, mainly related to crime features

 

1. It seems that this version cannot define whether the crime is valid if collared, while previous SL Adventure has this option. I personally enabled a lot of laws like nudity laws, sex laws, and when using SL Adventures, invalid if collared make it possible to proceed with some other mods without changing the laws. And I feel like that is logically reasonable as a collared slave should be nude while if you are not collared, you should keep normal and nudity is a crime. (Actually I noticed that you have added an excluding for Prison Overhaul separately, and that one is actually the main reason I have to use that invalid if collared feature. But I think considering the large amount of mods, adding compatibility support one by one would be a hard work.)
2. It seems that both this mod and original SLA does not check ZaZ's keyword with determine devices, like collar, restrained etc. I hope they could be added so that the mod can be actually usable without DD.

Thank you!

1) Noted.

2) I am not sure what you are referring to. Can you elaborate?

Posted
8 hours ago, Teutonic said:

1) Noted.

2) I am not sure what you are referring to. Can you elaborate?

Take Iscollared as an example, currently only keyword `zad_DeviousCollar` from DDA is checked when determing if the player is collared. However, if user is equiping collars from Zaz (which is actually common especially for mods that is not using DD), it won't be count. It would be better if keyword `zbf_WornCollar` from Zaz is also checked so that collars from Zaz could be counted.

Posted
On 11/28/2023 at 5:22 AM, AsaChiri said:

Take Iscollared as an example, currently only keyword `zad_DeviousCollar` from DDA is checked when determing if the player is collared. However, if user is equiping collars from Zaz (which is actually common especially for mods that is not using DD), it won't be count. It would be better if keyword `zbf_WornCollar` from Zaz is also checked so that collars from Zaz could be counted.

Got it. Will fix that.

Posted

Hi everyone, I have just uploaded a new update and have a few things to say.

 

Multiple people have requested a way to show the laws that are currently in effect, such as when you travel from one hold to another and don't recall the laws of the hold you travelled to or when you use the randomizer. I was uncomfortable with dumping a ton of information to the screen, so I've come up with the warning system released today, which is very selective about what information to show. I have also often found myself wondering for which crime I got a bounty, so I also added more specific bounty messages. These features together have worked very well for me, although I am a little worried about spam if you are committing a lot of crimes.

 

The warnings trigger whenever there is noone to report you, which technically applies to dungeons and player homes, which is why those areas are now hard excluded from crime reports. Some areas, such as the Ratway and Thieves Guild headquarters are neither, but reports/warnings don't make sense there either so those locations have special exceptions. There is a good chance I have missed more locations that should be excluded. This is a long way of saying if you see warnings pop up in locations where you don't expect them, let me know.

 

I have also added warnings for gang rapes, but due to the complexity of the requirements, those aren't as extensive.

 

Everything else should be self-explanatory. Hope you enjoy the update.

Posted

Thanks for a great mod, Teutonic.

 

I have, however, had a problem. I got gangraped by a guard and an NPC, then they turned their attention to one of my 4 followers.  I was unable to move, even after they had finished with her.  I reloaded, and the same thing happened with just the guard.  Force stopping the gangrape in the MCM worked (even with just the one rapist), and dropping the maximum number of rounds from two to one prior to the first rape avoided the problem.  It first happened on V.5.5, but was still present after upgrading to 0.6.0.  I am using NFF, and my followers are all from Devious Bandit Captives, so I don't believe they have any custom AI.

 

Secondly, I don't suppose there is any chance of forcing all NPCs to conform to the laws set in this mod, is there?

Posted
Quote
  • Revised the option to always sleep naked to also undress items from non-vanilla slots.

Thanks for considering and spend time on my request :)

Posted

This may be something you've considered and dropped due to the work effort already, but have you considered making NPCs of the same gender as the player, which I assume is almost universally female due to your screenshots, also subject to these laws, and making them not have weapons if that's illegal, wearing restraints if that's necessary or maybe even completely in the nude if that's what the law claims?

Posted
5 hours ago, Tenner said:

...making NPCs of the same gender as the player ... and making them not have weapons if that's illegal...

I'd looked at doing something like this for my own games.  Maybe Teutonic will have a clever approach, but I decided that it's impractical for a mod to change NPC equipment on a sweeping scale for just one gender, because Skyrim is very egalitarian and uses the same equipment sets for men and women.  So, if Sexy Adventures doesn't do it, you might be interested in my personal low-tech solution:

 

Spoiler

I created a batch file, NoDag.txt, in the game folder (the one above Data).  It just removes iron or steel daggers from the targeted NPC:

 

RemoveItem 1397e 1
RemoveItem 13986 1

 

When I enter a new town, I use the console and the batch file to quickly zap away daggers from women who I think shouldn't have them.  Better weapons are usually only possessed by characters who should bear weapons, such as a jarl's bodyguard, so removing lower-quality daggers is all I need.

 

Posted (edited)

Wanted to share a few occurences.  Gang Rape is working fine.  Triggers according to settings.  Issue is that there seems to be a left over activation location.  Example, came out of a Dwemer ruin.  Cleared it.  In the Reach so nothing around. Didn't notice any message but could have missed it.  Traveled to Karthwasten on foot.  One activation along the way.  Enter village and black screen and teleported back to the Dwemer ruin and a villager from Karthwasten gang rapes me.  After, they walk back to Karthwasten.  Dwemer ruin was the Peryite ruin.  Happend in Markarth inside with Calcelmo as well.  Get teleported inside the keep and gangraped.  I don't know what to check but it is a Gang Rape activation and says so.  I thought it might be the teleport to the giants camp near Whiterun syndrome.  Restarted Sexlab, reset all anims.  Same issue.  Probably a left over script.  I clean leftover script instances before starting each day I play but assume it was another mod so didn't check in xEdit which script was left over.  Not an issue.  I love the mod but wanted to share.  I can run back to the village.  I have the papyrus script and it shows the activation but after the GR, Naked Defeat activated from another NPC encounter immediately after so kind of messy looking.  Just shareing.

Papyrus.0.log

Edited by Miss Tee
Grammar
Posted (edited)

Should add that I have fast-traveled once in this playthrough and it was 2 in game days prior.  Going to pick up the save outside the Dwemer ruin and run the exact route again to test.  

 

OK, broke my own rule.  I didn't clean unattached instances today before starting.  I attached what Resaver shows.  I don't know how to check in game or xEdit for this type of script but will check to see if it happens again.  Exact route as before.  (FYI) - I know it is Babo Dialogue and Aroused Creatures that leaves most of the unattached instances when activating while I'm in defeat mode.  

IMG_1697.jpg

Edited by Miss Tee
More information
Posted (edited)

Sorry to clog up the comments section but sharing that I don't believe it was this mod (SA).  After cleaning the save (I mean, after I removed the unattached instances with Resaver), ran to Deep Folk Crossing and picked up that Artherium Shard.  After the conversation with Katria, teleported back to the Dwemer Ruin.  No one there, no Gang Rape, nothing.  I was stripped but it immediately equipped.  Will pursue on the Babo Dialogue help.  Sorry again for the mess. T

Edited by Miss Tee
correction
Posted

I agree with Miss Tee that gang rape triggers correctly, and that the problem is most likely a leftover script.  After being raped, I sometimes find the rapists following me around like love-sick little puppies!

 

However, I think it is related to the number of rounds setting but it may well also be location-related.  I have noticed that when changing the number of rounds in the MCM under gang rape, if I hit the "default" button, the value goes to 0.  Moving one increment up then changes to 2, and then moving one increment down changes to 1.  I would therefore suggest that there is a problem related to how this variable is handled.

Posted
15 hours ago, HexBolt8 said:

I'd looked at doing something like this for my own games.  Maybe Teutonic will have a clever approach, but I decided that it's impractical for a mod to change NPC equipment on a sweeping scale for just one gender, because Skyrim is very egalitarian and uses the same equipment sets for men and women.  So, if Sexy Adventures doesn't do it, you might be interested in my personal low-tech solution:

 

  Reveal hidden contents

I created a batch file, NoDag.txt, in the game folder (the one above Data).  It just removes iron or steel daggers from the targeted NPC:

 

RemoveItem 1397e 1
RemoveItem 13986 1

 

When I enter a new town, I use the console and the batch file to quickly zap away daggers from women who I think shouldn't have them.  Better weapons are usually only possessed by characters who should bear weapons, such as a jarl's bodyguard, so removing lower-quality daggers is all I need.

 

Nice.

 

I have faked making all unarmoured female NPCs naked by creating nude versions of the common, farm, barmaid, and fine clothes (i.e their default outfits) in Bodyslide Outfit Studio, but it's a purely cosmetic change, and does not actually reflect the nudity laws.  Another option would be to delete their default outfits in the Creation Kit, but that would be a complete PITA as you would have to change the NPCs' records individually.

Posted
On 12/3/2023 at 2:57 PM, Teutonic said:

Hi everyone, I have just uploaded a new update and have a few things to say.

 

Multiple people have requested a way to show the laws that are currently in effect, such as when you travel from one hold to another and don't recall the laws of the hold you travelled to or when you use the randomizer. I was uncomfortable with dumping a ton of information to the screen, so I've come up with the warning system released today, which is very selective about what information to show. I have also often found myself wondering for which crime I got a bounty, so I also added more specific bounty messages. These features together have worked very well for me, although I am a little worried about spam if you are committing a lot of crimes.

 

The warnings trigger whenever there is noone to report you, which technically applies to dungeons and player homes, which is why those areas are now hard excluded from crime reports. Some areas, such as the Ratway and Thieves Guild headquarters are neither, but reports/warnings don't make sense there either so those locations have special exceptions. There is a good chance I have missed more locations that should be excluded. This is a long way of saying if you see warnings pop up in locations where you don't expect them, let me know.

 

I have also added warnings for gang rapes, but due to the complexity of the requirements, those aren't as extensive.

 

Everything else should be self-explanatory. Hope you enjoy the update.

Thanks for your hard work... May I ask do you plan that the enemy faction can also decide to make love instead of attacking (depends of their aroused level) like Deviously Helpless does. Maybe enemy creatures (troll, werewolf, draught) could have own settings for it, different from humans enemy. It would be a nice Christmas gift ;)

 

Have a nice day and Merry Christmas.

Posted (edited)

As was unfortunately to be expected, the recent game/ck update broke stuff on my end and I am not sure when I will be able to continue, but...

 

On 12/4/2023 at 2:31 PM, dunderhead59 said:

I have, however, had a problem. I got gangraped by a guard and an NPC, then they turned their attention to one of my 4 followers.  I was unable to move, even after they had finished with her.  I reloaded, and the same thing happened with just the guard.  Force stopping the gangrape in the MCM worked (even with just the one rapist), and dropping the maximum number of rounds from two to one prior to the first rape avoided the problem.  It first happened on V.5.5, but was still present after upgrading to 0.6.0.  I am using NFF, and my followers are all from Devious Bandit Captives, so I don't believe they have any custom AI.

I'll have a look as soon as I can.

 

On 12/4/2023 at 9:22 PM, Ewura said:

I play in VR, no MCM menu appears after installing

I am not sure if VR loads ESLs. You might have to use the LE version. I don't have VR and can't verify.

 

On 12/5/2023 at 12:39 PM, dunderhead59 said:

I agree with Miss Tee that gang rape triggers correctly, and that the problem is most likely a leftover script.  After being raped, I sometimes find the rapists following me around like love-sick little puppies!

 

However, I think it is related to the number of rounds setting but it may well also be location-related.  I have noticed that when changing the number of rounds in the MCM under gang rape, if I hit the "default" button, the value goes to 0.  Moving one increment up then changes to 2, and then moving one increment down changes to 1.  I would therefore suggest that there is a problem related to how this variable is handled.

Rapists following sounds like an issue with Sexy Adventures. Do you force-reset the gangrape in these cases? Does the debug page show a script state? Debug and Papyrus logs might help me find the problem. The issue you described with the MCM options does not appear to be related though. Thanks for sharing anyway, I was unaware of that behaviour, figured out why it happens and will fix it in the next upate.

 

Regarding the laws applied to NPCs, I have thought about putting them into a quest alias, I think it's possible to change the outfit that way. I think there might be problems with this, but I never checked. I planned to say "fuck it, I'll check it out", but now the update hit me.

Edited by Teutonic
Posted
15 hours ago, Teutonic said:

 

Rapists following sounds like an issue with Sexy Adventures. Do you force-reset the gangrape in these cases? Does the debug page show a script state? Debug and Papyrus logs might help me find the problem. The issue you described with the MCM options does not appear to be related though. Thanks for sharing anyway, I was unaware of that behaviour, figured out why it happens and will fix it in the next upate.

 

My game is also broken, but from memory force-reset clears the problem (i.e. they wander off to resume their normal activities).  I think the debug page showed the gangrape script was active, but I can't be sure at present.  Sorry, I don't have the logs, but I'll try to get them once the game's running again.  Thanks for looking into the MCM issue.

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