WaxenFigure Posted August 13, 2014 Posted August 13, 2014 @WaxenFigure: I can't believe I missed that! I'll have to take a look at how it is done in that mod. I'm curious to see if it might be useful to switch to that approach rather than my current approach. @EternalDamned: It would be easier and it would probably make more sense. There is still a bit of an issue with how to music would run though. There would be some issues if a prostitute or the player character were told to dance at the same time as the targeted NPC. You'll notice that there are no current problems even if one or more of the prostitutes are told to dance and the player dances as well (i.e. the music doesn't restart and the music doesn't stop until everyone is done dancing). That's because there are conditions in the script that watches for which dedicated quests are still running, and other stuff like that. I'll have to see if I can figure out a solution. @RDKateran & @circ: Exactly that. Thank you. I gave him the clues to do that in the messages before that post. The Papyrus Utilities Mod provides a way to assign behavior packages to actors without assigning them to quest aliases so he's using that now. Since Papyrus Utilities is installed as a part of the Sexlab Framework you always have it available too.
Stephanie (skyrims whore) Posted August 13, 2014 Posted August 13, 2014 Awesome mod, many thanks, is it part of the mod that i only get gold from my employee only when i tell her shes off the clock ? or should i be getting it after shes done a job ?
TheDriedFinger Posted August 13, 2014 Author Posted August 13, 2014 That's intentional. Generally, it discourages cashing out early, which means that you're more likely to eventually get the "overworked" dialogue when dismissing the prostitute, which at the time that I created it I thought was pretty funny.
Stephanie (skyrims whore) Posted August 14, 2014 Posted August 14, 2014 That's intentional. Generally, it discourages cashing out early, which means that you're more likely to eventually get the "overworked" dialogue when dismissing the prostitute, which at the time that I created it I thought was pretty funny. thanks, I was worried it was a fuck up on my part, great mod works perfectly !!!
germanicus Posted August 15, 2014 Posted August 15, 2014 Hi, TDF - I have to report a bug within latest release. I started two new games with different characters. I recruited prostitute in both games. Now, when finished playing with one character and playing with another, weird thing happened. I lost my "training" line. So, I have no training line now in both games. Even resetting the mod after dismissing the prostitute doesn't hep. There is probably some error in save scripts while exiting the game. Here is the interesting thing too: when I hire a new prostitute, I have training line again but only until I save and exit the game. When reload the game, training line disappeared, again. I cannot provide log file since I did some "refreshing" of Skyrim ini and similar files. And one observation to make. This didn't help with SL 1.58b but now when have SL 1.59.
TheDriedFinger Posted August 16, 2014 Author Posted August 16, 2014 Am I correct in assuming that you are talking about the dialogue, "I think you need to hone your sex skills. (Train prostitute)"? To prevent abuse of the feature, the dialogue option can only be engaged once every 4 hours in-game.
germanicus Posted August 16, 2014 Posted August 16, 2014 I see. Thank you for the answer. If I missed that in your main description, I apologize.
TheDriedFinger Posted August 16, 2014 Author Posted August 16, 2014 Nothing to apologize about. I'm happy (well perhaps not quite that) to entertain questions, even if they're covered in the description page. The way I see it, if someone has a question that is answered in the description, then it is a failure on my part for not writing more effectively. I know that it is not succinct enough and my conservatism in being hesitant to just confront the idea of sex gets in the way of the description's clarity. And, I know that a lot of mod authors say: "Meh, they should have paid more attention to my very long a complex description so that they wouldn't bother me with these questions" (I am, of course, caricaturing these mod authors). But, consider this (taken from the Wikipedia entry): "In just over two minutes, Lincoln [through the Gettysburg address] reiterated the principles of human equality espoused by the Declaration of Independence and proclaimed the Civil War as a struggle for the preservation of the Union sundered by the secession crisis, with 'a new birth of freedom', that would bring true equality to all of its citizens ... [redefining] the Civil War as a struggle not just for the Union, but also for the principle of human equality." And yet, we can't tell people how to use our mods in a smaller number of sentences. Hah!
germanicus Posted August 16, 2014 Posted August 16, 2014 Nothing to apologize about. I'm happy (well perhaps not quite that) to entertain questions, even if they're covered in the description page. The way I see it, if someone has a question that is answered in the description, then it is a failure on my part for not writing more effectively. I know that it is not succinct enough and my conservatism in being hesitant to just confront the idea of sex gets in the way of the description's clarity. thank you for friendly attitude TDF. You see, I have lack of concentration lately (have been sick and my sickness got worse). I did read description on the main page but it simply slipped out of my mind. I also misinterpreted some of the posts in other threads and even gave wrong advices. So, I have to slow down. I have no excuse for my misdoing in not concentrate harder. Anyway. Thanks for being marvelous help and a good listener.
jigan424 Posted August 19, 2014 Posted August 19, 2014 Hey man, first of all, I want to thank you for the mod, it's fantastic. However, I have come into a bug that I was wondering if you could help me with. I have recently had to wipe my harddrive and reinstall everything (games, mods, etc.). Updating my Framework to the most recent version and attempting to install TDF has resulted in the game crashing as soon as the Bethesda logo ends. I know it is TDF, as disabling the plugin allows me to play again. Any suggestions? *EDIT* I am a huge moron and forgot to get the Aroused mod. Well, it works properly now. Anywho, again, great mod, TDF, works amazingly when I actually read the instructions.
germanicus Posted August 19, 2014 Posted August 19, 2014 Hey man, first of all, I want to thank you for the mod, it's fantastic. However, I have come into a bug that I was wondering if you could help me with. I have recently had to wipe my harddrive and reinstall everything (games, mods, etc.). Updating my Framework to the most recent version and attempting to install TDF has resulted in the game crashing as soon as the Bethesda logo ends. I know it is TDF, as disabling the plugin allows me to play again. Any suggestions? Have you ran FNIS and LOOT after installing the mod?
jigan424 Posted August 19, 2014 Posted August 19, 2014 Hey man, first of all, I want to thank you for the mod, it's fantastic. However, I have come into a bug that I was wondering if you could help me with. I have recently had to wipe my harddrive and reinstall everything (games, mods, etc.). Updating my Framework to the most recent version and attempting to install TDF has resulted in the game crashing as soon as the Bethesda logo ends. I know it is TDF, as disabling the plugin allows me to play again. Any suggestions? Have you ran FNIS and LOOT after installing the mod? Like I said, I am a huge moron who doesn't read instructions. Without Aroused, it immediately crashes. Problem resolved, but thanks for the quick reply
maxsteiner Posted August 23, 2014 Posted August 23, 2014 Fantastic mod and it works as advertized :-D A question though; My PC get the "sorry sweetie, maby later" response an awful lot. Is there a way to increase the success rate so to speak? A better chance of a posetive outcome. Iv looked into the various mcm menues but im obviously to dense lol
harlequin1229 Posted August 23, 2014 Posted August 23, 2014 Turn down the arousal requirement of clients?
WaxenFigure Posted August 23, 2014 Posted August 23, 2014 Turn down the arousal requirement of clients? It's a menu option already which you can set as low as zero.
RDKateran Posted August 24, 2014 Posted August 24, 2014 Turn down the arousal requirement of clients? It's a menu option already which you can set as low as zero. That's not foolproof, though. I've had high-arousal characters with the arousal threshold for TDF set way down low, only to still get rejected on the matter.
WaxenFigure Posted August 24, 2014 Posted August 24, 2014 Turn down the arousal requirement of clients? It's a menu option already which you can set as low as zero. That's not foolproof, though. I've had high-arousal characters with the arousal threshold for TDF set way down low, only to still get rejected on the matter. Then they were rejecting for a different reason than low arousal.
z4m0lx3s Posted August 24, 2014 Posted August 24, 2014 Turn down the arousal requirement of clients? It's a menu option already which you can set as low as zero. That's not foolproof, though. I've had high-arousal characters with the arousal threshold for TDF set way down low, only to still get rejected on the matter. Happened to me as well when I visited Solitude. In every other city I could get most NPCs to participate, but in Solitude the situation was reversed. A few game days later and everything went to normal. I do have a question for TheDriedFinger. I am very new to Sexlab, so I haven't followed the developments of any of the mods. Please forgive me if this was answered somewhere in the preceeding 80 or so pages. Is TDF aware of Zaz animations? It's not listed under requirements, but I have Devious devices, Zaz, etc installed and running correctly. And I could have sworn once a bondage rack was used during a three way initiated by TDF. Is that even possible? In any case, it got me to thinking if this mod could implement items from devious devices. Say one of the prostitutes is wearing slave boots, collars, cuffs or harness and the animations switch over to Zaz. As it stands TDF seems to just ignore those devices and plays the regular animations which breaks the immersion a bit. Thanks for the great mod.
TheDriedFinger Posted August 24, 2014 Author Posted August 24, 2014 OK, so let's start with the NPCs rejecting approaches. I don't know why this happens. As far as my mod is concerned, and you can check this by cracking open the mod in the Creation Kit, the only real requirement for the acceptance dialogue to play is for the client's Arousal to be above the player-set threshold in the MCM. The strange thing is that often you'll get rejected, then use the N key and find that the NPCs Arousal was above the requirement. I don't know why this happens. I do know, and suggest, that the player run around a room and spam the N key. It seems that allowing the game to check an NPC's arousal beforehand prevents this issue, but it is certainly very annoying. With regards to Zaz animations, most of the scripts in my mod that select appropriate animations outright restrict/forbid the use of Zaz animations. I just didn't find them appropriate for the content. Of course, it is possible that I missed this in the threeway scripts. I'll look into it. I don't use Devious Devices, and I have been operating under the assumption that those mods would automatically hook into my mod's initiated animations and sieve appropriately. I'll also try to figure this out. I've got things that I have to sort out in real life, so I don't know when I can return to this mod.
Deathmaw Posted August 25, 2014 Posted August 25, 2014 How do I enable the custom animations? I have followed the post you made and added b -a BB_CustomDanceAnim1.hkx b -a BB_CustomDanceAnim2.hkx To my FNIS_SexLabTDFAggressiveProstitution_List. Why I run it through FNIS gen for modders I get : ERROR(2011): OLD FNIS version? Wrong line in Animation List, line 40 (C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\meshes\actors\character\animations\SexLabTDFAggressiveProstitution\FNIS_SexLabTDFAggressiveProstitution_List.txt): b -a BB_CustomDanceAnim1.hkx Any ideas what I'm doing wrong? My FNIS is up to date at ver 5.1.1
TheDriedFinger Posted August 25, 2014 Author Posted August 25, 2014 The syntax (I hope I'm using that word properly) is: <type> [-<option,option,...>] <AnimEvent> <AnimFile>. So, the first two things you did right: b (the type) -a (the option). Now, your <AnimEvent>'s need to be BB_CustomDanceAnim1 and BB_CustomDanceAnim2. And, your <AnimFile>s should be whatever you named the actual animation files. Given what you have written (which suggests that you named your animations files BB_CustomDanceAnim1.hkx and BB_CustomDanceAnim2.hkx), I believe that this should work: b -a BB_CustomDanceAnim1 BB_CustomDanceAnim1.hkx b -a BB_CustomDanceAnim2 BB_CustomDanceAnim2.hkx As a note, you do not need to register these animations in the same .txt file as those already included in my mod. You can create your own folder in Data\Meshes\Actors\Character\Animations (maybe call it "MyCustomAnims"). Then, you can place your custom animation files in there and create a new text file (maybe cal it "FNIS_MyCustomAnims_List.txt"), and write the above code in it. This helps to ensure that updates of my mod won't force you to have to rewrite the code each time you update (and therefore overwrite the text file), and so you'd have to keep using the FNIS for Modders in addition to the FNIS for Users each time.
Deathmaw Posted August 25, 2014 Posted August 25, 2014 The syntax (I hope I'm using that word properly) is: <type> [-<option,option,...>] <AnimEvent> <AnimFile>. So, the first two things you did right: b (the type) -a (the option). Now, your <AnimEvent>'s need to be BB_CustomDanceAnim1 and BB_CustomDanceAnim2. And, your <AnimFile>s should be whatever you named the actual animation files. Given what you have written (which suggests that you named your animations files BB_CustomDanceAnim1.hkx and BB_CustomDanceAnim2.hkx), I believe that this should work: b -a BB_CustomDanceAnim1 BB_CustomDanceAnim1.hkx b -a BB_CustomDanceAnim2 BB_CustomDanceAnim2.hkx As a note, you do not need to register these animations in the same .txt file as those already included in my mod. You can create your own folder in Data\Meshes\Actors\Character\Animations (maybe call it "MyCustomAnims"). Then, you can place your custom animation files in there and create a new text file (maybe cal it "FNIS_MyCustomAnims_List.txt"), and write the above code in it. This helps to ensure that updates of my mod won't force you to have to rewrite the code each time you update (and therefore overwrite the text file), and so you'd have to keep using the FNIS for Modders in addition to the FNIS for Users each time. Yup that did it! Sorry for being a moron lol. Thank you for the help
Pfactor Posted August 25, 2014 Posted August 25, 2014 I'm still having problems assigning a whore to each city. A new bug has happened since I've installed 2d, it does not recognize Falkreath Hold. Whiterun had no problem when I became Thane I and got Breezehome I had no problem assigning whores to Whiterun. When I became Thane of Falkreath and built Lakeview Manor, not only was I not able to assign anyone, I didn't get my Housecarl, Rayya. I have not become thane anywhere else since starting this new game.
germanicus Posted August 25, 2014 Posted August 25, 2014 I'm still having problems assigning a whore to each city. A new bug has happened since I've installed 2d, it does not recognize Falkreath Hold. Whiterun had no problem when I became Thane I and got Breezehome I had no problem assigning whores to Whiterun. When I became Thane of Falkreath and built Lakeview Manor, not only was I not able to assign anyone, I didn't get my Housecarl, Rayya. I have not become thane anywhere else since starting this new game. The mod doesn't support Heartfire. So, Lake view hose is also not supported. Only vanilla houses form Skyrim main game.
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