Talesien Posted May 27, 2024 Posted May 27, 2024 (edited) Please ignore what I wrote below, I checked with Sasnikole and it appears his examples for invalid modifier combining is a bit confusing (to me at least 😛), so your DISTR file seems allright, gonna check again why it eagerly enslaved the Stablemasters (to me they shouldn't, at least not with a high chance). *** Noticed a bug. Seemed a lot of people classed as merchants (like Stablemasters) got enslaved, checking closer it appears that: Keyword = SESMerchant|NONE|JobMerchantFaction,-JobFarmerFaction,-JobBardFaction,-JobInnServer,-FavorJobsGatherWheatFaction|NONE|-C is invalid. One can only use a single modifier for a single expression and "JobMerchantFaction" and while it's not the same as "+JobMerchantFaction" it appears it still can't be used together with negative modifiers. Digging a bit deeper it appears there are a number of lines in SES_DISTR that mix two modifiers in a single expression and therefor can't work as is. (At least if I believe this document: https://www.nexusmods.com/skyrimspecialedition/articles/6617, which is linked from the SPID page, so I guess should be kinda reliable.) Edited May 27, 2024 by Talesien
kaxat Posted May 27, 2024 Author Posted May 27, 2024 16 hours ago, Talesien said: Please ignore what I wrote below, I checked with Sasnikole and it appears his examples for invalid modifier combining is a bit confusing (to me at least 😛), so your DISTR file seems allright, gonna check again why it eagerly enslaved the Stablemasters (to me they shouldn't, at least not with a high chance). *** Noticed a bug. Seemed a lot of people classed as merchants (like Stablemasters) got enslaved, checking closer it appears that: Keyword = SESMerchant|NONE|JobMerchantFaction,-JobFarmerFaction,-JobBardFaction,-JobInnServer,-FavorJobsGatherWheatFaction|NONE|-C is invalid. One can only use a single modifier for a single expression and "JobMerchantFaction" and while it's not the same as "+JobMerchantFaction" it appears it still can't be used together with negative modifiers. Digging a bit deeper it appears there are a number of lines in SES_DISTR that mix two modifiers in a single expression and therefor can't work as is. (At least if I believe this document: https://www.nexusmods.com/skyrimspecialedition/articles/6617, which is linked from the SPID page, so I guess should be kinda reliable.) Off the top of my head I could not tell you if stable masters are part of the JobMerchantFaction. Writing SPID rules will remind you of how haphazardly some factions and traits get applied to NPCs. But usually you just need to add one more rule to account for the unexpected variation. I did not realize Sasnikol had finally released his updates. I saw them on github a couple months back when I was still building that portion of this mod. Your link is the first I am seeing of SPID v7. It looks dope. And he created some official documentation! That is most welcome. Many of the things mentioned on that page I had to learn the hard way. Such as the inability to combine modifiers. It is certainly possible that I have made a mistake in my files. Especially considering they were written prior to any official documentation. I will examine more NPCs using the console to see if some are getting that keyword by mistake. My SPID log says 180 NPCs get assigned the SESMerchant keyword. So the line is working, but perhaps not as expected. What the documentation is calling an "expression" would be in between commas. So JobMerchantFaction,-JobFarmerFaction, are two different expressions. While JobMerchantFaction+JobFarmerFaction, would be one expression. The negation modifier can only be used on its own. Which is why the documentation lists this as invalid: ActorTypeNPC-Guard, I am guessing that is because some mod authors might have put dashes in their EDIDs. Technically I think they can include any character, including spaces, commas, and plus signs. But you would have to be fairly thoughtless to put most of those in your EDID. While a dash I can understand. I once saw someone put a space in there, that was dumb but forgivable. Much of the SES2_DISTR.ini file is there to make writing and maintaining it easier. Currently the only lines of code that even care about the "SESNeverEnslave" keyword is later in that same file. You will see lines like this: ; The poor class of people. Women have a 90% chance of enslavement, men 30%. Keyword = SESSlave|SESLowerClass+ASF_ActorBase_Included,-SESNeverEnslave|NONE|NONE|F/-C|NONE|90 The -SESNeverEnslave on that line is skipping distribution of the SESSlave keyword to people who were previously tagged never enslave. If you want someone to not be enslaved I would give them the SESNeverEnslave keyword. In theory the SPID rules should skip application of the slave keyword. If you want to enslave someone just directly give them the SESSlave keyword, or give them slave clothing to wear.
kaxat Posted May 27, 2024 Author Posted May 27, 2024 By the way @Talesien I appreciate the feedback. It is exciting to see someone customizing the rules. I like hearing about anything I can do to explain or make it easier for others to understand. Even if I can not implement the feedback it is good to know. I agree that it is weird to see stable masters enslaved. I might add rules to account for them. The more I play the more little quirks like that I notice and write a rule for. The tremendous thing about SPID is how easy it is to do that. And how easy it is for others to customize if they disagree with my defaults. Take Sybille Stentor as an example. When I noticed the rules were causing a court wizard and vampire to whore herself out, the roleplay side of my brain filled in what reasons she might have for allowing that. Perhaps she is using that to lure men into alleys and feed on them. Ultimately my preference was to leave her be. Other people will want do that differently. A simple SPID rule can customize it to their liking. Long term I can imagine others might create and distribute their own SPID rules for this mod. And I would heartily encourage that. For now I am creating only one set of rules catering to my preferences. Once my personal rules are pretty well set in stone I can imagine distributing other options in this mod for other preferences.
Talesien Posted May 28, 2024 Posted May 28, 2024 3 hours ago, kaxat said: By the way @Talesien I appreciate the feedback. It is exciting to see someone customizing the rules. I like hearing about anything I can do to explain or make it easier for others to understand. Even if I can not implement the feedback it is good to know. I agree that it is weird to see stable masters enslaved. I might add rules to account for them. The more I play the more little quirks like that I notice and write a rule for. The tremendous thing about SPID is how easy it is to do that. And how easy it is for others to customize if they disagree with my defaults. Take Sybille Stentor as an example. When I noticed the rules were causing a court wizard and vampire to whore herself out, the roleplay side of my brain filled in what reasons she might have for allowing that. Perhaps she is using that to lure men into alleys and feed on them. Ultimately my preference was to leave her be. Other people will want do that differently. A simple SPID rule can customize it to their liking. Long term I can imagine others might create and distribute their own SPID rules for this mod. And I would heartily encourage that. For now I am creating only one set of rules catering to my preferences. Once my personal rules are pretty well set in stone I can imagine distributing other options in this mod for other preferences. What I tried to do is to reestablish what you did with SES1.04. I.e. giving those female with the means lingerie (basically used your EnforcerOutfitsLuxuryCollection.esp) and adding DD Slaveoutfits to the slaves (using Corsecs Masterlist). Adding a few extras and twists. Works mostly, still need to find out why some NPCs don't get their outfits replaced, despite the keywords and factions being correct and SPID claiming it processed them. Very odd ... without the SPID entry in the keywords I would assume it somehow didn't get around to process those NPCs, but since that's clearly not the case ... I guess the thing I would love to see next, is some tweaks/adjustability to the RandomSex script. For all I care a json or similar will do fine as far as adjusting parameters go, doesn't have to be in the MCM right away.
kaxat Posted May 28, 2024 Author Posted May 28, 2024 (edited) @Talesien Something I have learned about SPID filters is that they do not seem to be 100% accurate. More like 99.5%. Sometimes restarting the game with the exact same config will cause my issue to go away. I have stopped paying attention to the extremely minor issues. That might sound sketchy. But as soon as I stopped expecting absolute consistency from extremely hard to notice rules, it was fine. The game was immersive and playable. Only if I went looking for errors could I find them. Those random outliers did nothing to impede gameplay, they exist only to annoy the person writing the rules. There are also confirmed intermittent SPID bugs such as it randomly stripping an NPC. If I enter a city 5 times, I might notice 1/100 NPCs stripped that should not have been. This has nothing to do with my mod and is just a glitch in SPID. A glitch PO3 has torn his hair out trying to isolate. If you ignore it, it goes away. Again it might sound sketchy to ignore a temp glitch. But if you do it will resolve itself. And the people who did not write the SPID stripping rules would find it incredibly difficult to even notice something was amiss. At least in Slaverun where stripping is commonplace. What tweaks or adjustability would you like to see? Edited May 28, 2024 by kaxat
Talesien Posted May 28, 2024 Posted May 28, 2024 5 hours ago, kaxat said: Such as the inability to combine modifiers. About that, line 111 looks a bit fishy to me: Keyword = SESSlave|*Prisoner+ASF_ActorBase_Included,-SESNeverEnslave|-PlayerFaction|NONE|-C Yes, the documentation is nice to have, it's not perfect, but it's pretty good, given how much programmers hat writing documentations we can't be grateful enough. ^^ About documentations ... given you hint at other mods hooking into SES2/ASF, whatever you plan to call it in the end, anything like an API (and perhaps even some rudimentary documentation?) I'm not much of a modder so far (tried a few times, but the CK did a pretty good job at discouraging me), I feel somewhat motivated to give it another shoot though. 5 hours ago, kaxat said: What the documentation is calling an "expression" would be in between commas. So JobMerchantFaction,-JobFarmerFaction, are two different expressions. While JobMerchantFaction+JobFarmerFaction, would be one expression. Yep, that was what confused me. I had assumed that everything between the pipes is considered a single expression. Pretty embarrassing, but well that's what you get for only glancing over the documentation. Anyway, glad that's not the case it would've made things so much more cumbersome. 5 hours ago, kaxat said: While a dash I can understand. I once saw someone put a space in there, that was dumb but forgivable. Like a certain nice person that created the Masterlists for us? Still not sure if it was that or something else I did, but I created my own space free outfit pointing at his item entry as I could not get the outfit: "Non-DD - Only Cosmetic - No Armbinder No Gag No Blindfold" to show up in the SPID log at all. Might have been something else though, I did a lot of trial and error in the last few hours, not all of it was very systematic ... ya know classic programmer stuff ... keep trying till it works aka from "my code does not work, I don't know why" to "my code works, I don't know why". 😛 1
Talesien Posted May 28, 2024 Posted May 28, 2024 1 minute ago, kaxat said: @Talesien Something I have learned about SPID filters is that they do not seem to be 100% accurate. More like 99.5%. Sometimes restarting the game with the exact same config will cause my issue to go away. I have stopped paying attention to the extremely minor issues. That might sound sketchy. But as soon as I stopped expecting absolute consistency from extremely hard to notice rules, it was fine. The game was immersive and playable. Only if I went looking for errors could I find them. Those random outliers did nothing to impede gameplay, they exist only to annoy the person writing the rules. There are also confirmed intermittent SPID bugs such as it randomly stripping an NPC. If I enter a city 5 times, I might notice 1/100 NPCs stripped that should not have been. This has nothing to do with my mod and is just a glitch in SPID. A glitch PO3 has torn his hair out trying to isolate. If you ignore it, it goes away. Again it might sound sketchy to ignore a temp glitch. But if you do it will resolve itself. And the people who did not write the SPID stripping rules would find it incredibly difficult to even notice something was amiss. At least in Slaverun where stripping is commonplace. Thanks for the info, and aye if it were 1% or so I wouldn't mind ... seems to affect more like 10-20 times that in my case though, which is a bit irritating. But yes leaving and re-entering the city frequently did improve thing, still a bit irritating though.
Corsec Posted May 28, 2024 Posted May 28, 2024 13 minutes ago, Talesien said: Like a certain nice person that created the Masterlists for us? (I'm assuming this refers to me) LOL This is an admirably polite and complimentary way to express a criticism of me without it sounding like a criticism and risking offending me. Notice how the explicitly stated word 'nice' takes the sting out of the implied attributation of 'dumb' to me. It's saying, "his intentions were good but he stupidly fucked up". lmao Just say it, I fucked up when I wrote the EditorIDs because I'm not a programmer and I didn't know dashes and spaces were problematic for you guys lol. Sorry for it. Would it be better if the outfit EditorIDs in my masterlists were redone without the dash and spaces? What would be a better text format for you, I guess to replace all instances of " - " with "_"? You all have full and complete permission to modify my work, change the EditorIDs as needed to suit yourself. It should only take a simple .esl plugin to patch, or edit your own version of the masterlist directly. Not currently modding Skyrim so I can't do it for you, I would if I could. It should be easy and quick, since you only need to edit the EdtirID for a small number of outifts, not the levelled lists. Note that when I come back to Skyrim modding one of the first things I do will be to update the masterlists.
kaxat Posted May 28, 2024 Author Posted May 28, 2024 @Corsec Lol! If I had remembered your mod did that I would have mentioned it in a private PM. Rather than calling it out in public. No matter how "admirably polite". It is not big deal most of the time. But it will impact things if you are writing SPID rules using EDIDs. Further it would impact writing console commands using EDIDs. Consider a simple command like player.additem IronArmor 2. That should add two Iron armors, right? But imagine if a mod used the EDID "IronArmor 2". That space gums up the works. In the case of SPID, using dashes, pluses, and commas, would be equally confusing to the computer. There are probably other parts of the engine that would get confused by this beyond SPID. Your conclusion is accurate. My advice would be to avoid spaces and dashes in EDIDs. The CK probably prevents you from inputting these characters into an EDID. I would need to test to confirm. But xEdit will usually not impose CK limitations on mod authors. Instead expecting us to understand the consequences of our actions. And thus it would let you put any string character into an EDID. Since you use xEdit to build your mods you would not have any guard rails to help guide you. Do not fret. If your mod uses spaces and dashes it is a simple fix. And in most cases users never experience adverse effects. If you get around to updating the mod that is great. Until then, no big. It is probably only myself and Talesien that even noticed. And I had already forgotten which mod I saw that in.
kaxat Posted May 28, 2024 Author Posted May 28, 2024 (edited) 3 hours ago, Talesien said: Thanks for the info, and aye if it were 1% or so I wouldn't mind ... seems to affect more like 10-20 times that in my case though, which is a bit irritating. But yes leaving and re-entering the city frequently did improve thing, still a bit irritating though. If you are talking about outfits then I have more to say on the topic. First of all you should read PO3's comments . Quote 15 March 2024 Outfit will still be added, but it's up to the game now to equip it. If the previous outfit (set by plugin or script) is baked into the save, you'll need to do ResetInventory. This is how it was pre SPID 6.0. SPID will no longer do it automatically for you. I've tried to fix naked NPCs for months, when all I got was OMG fix naked NPCs!!! and no reliable way to replicate it. And then I finally narrowed down the outfit stacking issue/nakedness to NPCs being assigned different outfits on each game load, or, whenever leveled items were added. The RC versions were supposed to fix this. Remove all outfit items, distribute outfit, and then force equip the assigned outfit. But apparently that made it worse for other people, even though NPCs were fine on my end. I don't know whether it's some mod conflict or equipping issue because I have next to no information to work with, and each version was a failure. So, I give up. Mod idea: spell that calls ResetInventory/SetOutfit on all NPCs with SPID_ProcessedOutfit keyword. Or try SkyPatcher, idk. I'm sick of outfits and never want to hear the word again. Basically from version 6 - 6.8.1 SPID would pretty reliably replace peoples outfits. But it would sometimes make NPCs naked. Out of frustration PO3 removed the ability to reliably replace outfits, because people kept complaining about random naked NPCs. Personally I am still using SPID 6.8.1 because it is the last version that quickly and reliably replaced outfits. If you are using a newer version then you will likely notice less reliable behavior. I recommend giving everyone a keyword before applying an outfit. The keyword should be reliable. While the outfit might take a while to update, or never update. At least as I understand current SPID limitations. Once again these SPID limits seem to only aggravate mod authors. Users tend to be blind to the issues and not notice the minor details. PO3 has understandably given up on this issue. Frustrated. Sasnikol seems keen to revisit and patch it at some point. In the mean time the latest version of SPID might be frustrating to mod authors. Instead of being able to play the game and rewrite rules, you might need to start a new game to reliably see the rules applied. As far as I understand the limitations. Edited May 28, 2024 by kaxat 1
nopermissio Posted May 28, 2024 Posted May 28, 2024 Great mod can't wait to see where this goes. I am noticing a small incompatibility with BM licenses. Two spells from this mod are always flagged by the magic violation license. [05/27/2024 - 11:47:07PM] [BMLE] Detected Magic Violation (Spell): [SPELL < (FE0D9857)>] [05/28/2024 - 12:09:00AM] [BMLE] Detected Magic Violation (Spell): [SPELL < (FE0D9853)>] They should be ASF Player Dialogue Target and ASF Player Prompt Cooldown. This can be fixed by adding them to the BM_LicensesIgnoreSpell formlist. You might be interested to know this if you are planning an integration.
Talesien Posted May 28, 2024 Posted May 28, 2024 9 hours ago, Corsec said: (I'm assuming this refers to me) LOL This is an admirably polite and complimentary way to express a criticism of me without it sounding like a criticism and risking offending me. Notice how the explicitly stated word 'nice' takes the sting out of the implied attributation of 'dumb' to me. It's saying, "his intentions were good but he stupidly fucked up". lmao Just say it, I fucked up when I wrote the EditorIDs because I'm not a programmer and I didn't know dashes and spaces were problematic for you guys lol. Sorry for it. Would it be better if the outfit EditorIDs in my masterlists were redone without the dash and spaces? What would be a better text format for you, I guess to replace all instances of " - " with "_"? You all have full and complete permission to modify my work, change the EditorIDs as needed to suit yourself. It should only take a simple .esl plugin to patch, or edit your own version of the masterlist directly. Not currently modding Skyrim so I can't do it for you, I would if I could. It should be easy and quick, since you only need to edit the EdtirID for a small number of outifts, not the levelled lists. Note that when I come back to Skyrim modding one of the first things I do will be to update the masterlists. Hey, anyone who provides such a massive labor of love to the community (I don't even wish to start imagining what a drudgery it must have been to create up that list) deserves all the praise he can get in my book. I wouldn't say you messed up either, more that you were uninformed. It's not that Bethesda provided us with a concise, easily digestible manual. The game engine itself seems to handle spaces in edid's well enough it seems, it's only once we enter into the realm of scripting and other mods that it comes back to bite you. Bethesda seems not to use dashes, spaces or underscores. Only letters and numbers, improving readability by adding capital letters at the start of a new word. I would recommend sticking to that. While underscores are mostly fine, there is an exception: cell names (or more precise cell edid's). Actually, in LE even those seem fine with underscores, but in SE an underscore in a cell edid will cause problems as soon as that cell is loaded. You will notice it by the game suddenly changing the save ID for new saves and starting save numbering from 1 again. Now you got tainted data in your save and it might lead to save corruption down the line (but seemingly does not have to). Anyway, the risk is that if one gets used to using underscores in Skyrim modding sooner or later one gets introduced into a cell edid, which is (far as I know) the one place where an underscore (for whatever mind-boggling reason) causes problems with the game.
Talesien Posted May 28, 2024 Posted May 28, 2024 7 hours ago, kaxat said: If you are talking about outfits then I have more to say on the topic. First of all you should read PO3's comments . Basically from version 6 - 6.8.1 SPID would pretty reliably replace peoples outfits. But it would sometimes make NPCs naked. Out of frustration PO3 removed the ability to reliably replace outfits, because people kept complaining about random naked NPCs. Personally I am still using SPID 6.8.1 because it is the last version that quickly and reliably replaced outfits. If you are using a newer version then you will likely notice less reliable behavior. I recommend giving everyone a keyword before applying an outfit. The keyword should be reliable. While the outfit might take a while to update, or never update. At least as I understand current SPID limitations. Once again these SPID limits seem to only aggravate mod authors. Users tend to be blind to the issues and not notice the minor details. PO3 has understandably given up on this issue. Frustrated. Sasnikol seems keen to revisit and patch it at some point. In the mean time the latest version of SPID might be frustrating to mod authors. Instead of being able to play the game and rewrite rules, you might need to start a new game to reliably see the rules applied. As far as I understand the limitations. I see, thanks, yep I imagine those things are frustrating. Guess I need a 'mod' (console script might suffice) to reset the inventory of a targeted NPC at the press of a button. ^^
Wayward1 Posted May 28, 2024 Posted May 28, 2024 (edited) I'm extremely excited about this mod's development--thank you for your efforts, kaxat! If I could make a polite request, it would be to retain and expand on the coercion dialogue from enforcers in the original SR mod. The enforcers would approach the player, compliment her, and there would be a dialogue exchange that could lead to something naughty. That always tickled me and I always wanted to see it iterated on to make it much more interesting, tricky and unpredictable. I'd even write the dialogue trees if you wanted help with them. Anyway, thanks for your work! Looking forward to testing this one! Edited May 28, 2024 by Wayward1
Corsec Posted May 28, 2024 Posted May 28, 2024 Feel free to edit the masterlists and take a note of whatever edits you have made. I can transfer your edits into the main version whenever I come back to modding.
duy123a Posted June 7, 2024 Posted June 7, 2024 Look like no way to hide the weapon of the slave, even I remove the comment to hide them via SPID
Yepgill Posted June 8, 2024 Posted June 8, 2024 18 hours ago, duy123a said: Look like no way to hide the weapon of the slave, even I remove the comment to hide them via SPID i think thats because kaxat forgot to involve these two files in "script" folder in the newest version, i copied them from 0.1.0 and it works well for me. 2
duy123a Posted June 8, 2024 Posted June 8, 2024 5 hours ago, Yepgill said: i think thats because kaxat forgot to involve these two files in "script" folder in the newest version, i copied them from 0.1.0 and it works well for me. Nice, tks a lot
kaxat Posted June 8, 2024 Author Posted June 8, 2024 (edited) Thanks @Yepgill and @duy123a for pointing that out. I will patch it in the next version. In the mean time your work around is perfect. I worked quite a bit on this last weekend. Nearly ready to release. Basically just doing finishing touches on ASF to get it ready. Here is what I have done so far. Spoiler Documentation improvements and code cleanup. ASF uses the same documentation style as SexLab with extensive comments in the code describing what all the API functions do. Added soft tie-in to PyramidUtils that allows finding the player dialogue target faster and more reliably. Hooked up all of the MCM settings that adjust timing so they actually work and are not placebo sliders. "Exclude player/follower after load screen" - This is a small window of time after you enter a new location. It delays player team inclusion in sex scenes. Because arriving somewhere and getting asked for sex that second is not always immersive. Can adjust how frequently the player gets asked for sex. Can adjust how frequently the same NPC will ask for sex. Clarified some MCM options. The layout of the MCM made it seem like some cooldowns were exclusive to when the player enables prompts. Thanks @Tetras66 for pointing this out. Hooked up player team pause hotkey, so that it works for followers. Already worked for player. Random Sex: Began starting general sex scenes immediately after the player arrives in a location. Added possibility for 1+ initiators to start a scene with a recipient. Updated the Licenses mod integration. Added support for newer versions of Licenses mod. Previously only supported BMLE. Added player spells to Licenses ignore formlist. This only works in very recent versions of the Licenses mod, older versions do not have this capability. Thanks @nopermissio for pointing this out. I also started work on an ASF patch for Public Whore so that mod will conflict with fewer quests and scenes from other mods while you are enslaved by it. Edited June 9, 2024 by kaxat 2
blah2yourmama69 Posted June 9, 2024 Posted June 9, 2024 Hey Kaxat, I was testing this SES2 and started a new game using the Alternative Start mod and I got a crash when talking to the statue of Mara. After some testing I determined it was SES2 causing it for some reason. After looking online, the author of Alternative start said: Quote The game instantly CTDs when trying to talk to Mara. Why do you make such buggy mods man? Once again, this one is not actually due to something I've done. The problem actually comes from certain OTHER mods that have done dialogue options that cause some problems with "talking activator" objects. Mara is one such object. The fact that you're getting this problem here is merely a coincidence and you'd have run into it again elsehwere, like during the Molag Bal quest. So Mara has done you a favor in her infinite wisdom. So I guess SES2 is modifying dialogue in some way that doesn't work for "talking activator" objects, and will apparently crash in multiple locations in the game. Otherwise I've been liking the mod, thanks for making it.
kaxat Posted June 9, 2024 Author Posted June 9, 2024 (edited) @blah2yourmama69 I have done both the Alternate Start quest and Molag Bal with SES2 active. No CTD. I am aware of some engine bugs surrounding talking objects. If you call built in functions of the game during those events the game can crash. But I have not experienced those in SES2. What makes you think it is SES2 that is causing this? Considering I don't have the issue and you do, there must be some difference between our setups that is the culprit. My top suspect would be SKSE DLL plugins you have installed that are different than mine. Are you running the latest versions of everything? Especially the various popular crash fix plugins. Are you on AE (v1.6+) or SE (v1.5.97)? What memory offset is shown in your crash logs? If the issue persists and you are the only one who ever has it, you might consider disabling SES2 during the 2 times in the game that a non-actor object talks. Edited June 9, 2024 by kaxat
duy123a Posted June 9, 2024 Posted June 9, 2024 17 hours ago, kaxat said: Thanks @Yepgill and @duy123a for pointing that out. I will patch it in the next version. In the mean time your work around is perfect. I worked quite a bit on this last weekend. Nearly ready to release. Basically just doing finishing touches on ASF to get it ready. Here is what I have done so far. Hide contents Documentation improvements and code cleanup. ASF uses the same documentation style as SexLab with extensive comments in the code describing what all the API functions do. Added soft tie-in to PyramidUtils that allows finding the player dialogue target faster and more reliably. Hooked up all of the MCM settings that adjust timing so they actually work and are not placebo sliders. "Exclude player/follower after load screen" - This is a small window of time after you enter a new location. It delays player team inclusion in sex scenes. Because arriving somewhere and getting asked for sex that second is not always immersive. Can adjust how frequently the player gets asked for sex. Can adjust how frequently the same NPC will ask for sex. Clarified some MCM options. The layout of the MCM made it seem like some cooldowns were exclusive to when the player enables prompts. Thanks @Tetras66 for pointing this out. Hooked up player team pause hotkey, so that it works for followers. Already worked for player. Random Sex: Began starting general sex scenes immediately after the player arrives in a location. Added possibility for 1+ initiators to start a scene with a recipient. Updated the Licenses mod integration. Added support for newer versions of Licenses mod. Previously only supported BMLE. Added player spells to Licenses ignore formlist. This only works in very recent versions of the Licenses mod, older versions do not have this capability. Thanks @nopermissio for pointing this out. I also started work on an ASF patch for Public Whore so that mod will conflict with fewer quests and scenes from other mods while you are enslaved by it. Can you make it to support MCM Helper or anything that doesn't require me to edit MCM everytime start a new game .~.
blah2yourmama69 Posted June 9, 2024 Posted June 9, 2024 @kaxat The reason I thought it was SES2 was just through basic A/B testing, I made a minimum load order and tested adding mods until I hit the crash with SES2, then went back to my old profile and confirmed that SES2 was the only thing I needed to remove to prevent the crash. If you're not getting it then I'm probably just missing some fix I need, I'll just work around the issue. Notes: Running AE (1.6.1170) SKSE 2.2.6 1
MastersXI Posted June 9, 2024 Posted June 9, 2024 Hello can anyone tell me that do I need the old Slaverun reloaded SE or SES to make this mod work or is this a standalone on it's own. Because I've installed it obviously with requirements but I just have the "Autonomous Sex" MCM and no Slaverun MCM where I can adjust how the quest works and all. Like I get letter from P. I just want to know how the quest or the entire Slaverun begins with this new mod.
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