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Another issue I found is that sometimes a "Potion of Cure disease" will still show up as a missing ingredient in creating a cure-STD-potion even when you have one. One of my potions had another buff that gave some protection from fire, so I thought I'd make a "pure" potion and used a Charred Skeever Hide + Vampire Dust (with no optional element) and I still wasn't able to create a cure disease potion that was considered valid. Are there multiple varieties of "Potion of Cure disease" with different Id's? Not sure if I'm the only person experiencing this. 

I'm using SkyUI and QDInventory but I don't think they'd affect the create std potion screen since it works for certain "Potion of Cure Disease" items.

 

But you are getting the cures to show up, though, right?

 

I think the problem here is that my recipes require a "standard" Cure Disease potion. My guess would be that a crafted one is not recognized in the same way. I could probably add a recipe to turn a crafted Cure Disease into a standard Cure Disease to alleviate this problem.

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Another issue I found is that sometimes a "Potion of Cure disease" will still show up as a missing ingredient in creating a cure-STD-potion even when you have one. One of my potions had another buff that gave some protection from fire, so I thought I'd make a "pure" potion and used a Charred Skeever Hide + Vampire Dust (with no optional element) and I still wasn't able to create a cure disease potion that was considered valid. Are there multiple varieties of "Potion of Cure disease" with different Id's? Not sure if I'm the only person experiencing this. 

I'm using SkyUI and QDInventory but I don't think they'd affect the create std potion screen since it works for certain "Potion of Cure Disease" items.

 

But you are getting the cures to show up, though, right?

 

I think the problem here is that my recipes require a "standard" Cure Disease potion. My guess would be that a crafted one is not recognized in the same way. I could probably add a recipe to turn a crafted Cure Disease into a standard Cure Disease to alleviate this problem.

 

 

While i had chlamydia, I also had 8 Cure Disease potions in my inventory. None of them were crafted by myself. They were picked up from dead things, or bought from general vendors.... if that helps. I did a check and i get no Condoms in crafting menus either. Also disabled the "Clean Cooking" option in RND which blocks any recipe you dont have ingredients for to see if that was a conflict. Alas, no luck.

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Another issue I found is that sometimes a "Potion of Cure disease" will still show up as a missing ingredient in creating a cure-STD-potion even when you have one. One of my potions had another buff that gave some protection from fire, so I thought I'd make a "pure" potion and used a Charred Skeever Hide + Vampire Dust (with no optional element) and I still wasn't able to create a cure disease potion that was considered valid. Are there multiple varieties of "Potion of Cure disease" with different Id's? Not sure if I'm the only person experiencing this.

I'm using SkyUI and QDInventory but I don't think they'd affect the create std potion screen since it works for certain "Potion of Cure Disease" items.

But you are getting the cures to show up, though, right?

 

I think the problem here is that my recipes require a "standard" Cure Disease potion. My guess would be that a crafted one is not recognized in the same way. I could probably add a recipe to turn a crafted Cure Disease into a standard Cure Disease to alleviate this problem.

While i had chlamydia, I also had 8 Cure Disease potions in my inventory. None of them were crafted by myself. They were picked up from dead things, or bought from general vendors.... if that helps. I did a check and i get no Condoms in crafting menus either. Also disabled the "Clean Cooking" option in RND which blocks any recipe you dont have ingredients for to see if that was a conflict. Alas, no luck.

That's really weird. It works perfectly on my system (as you can see from the screenshots). I'm seriously confused about this.

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That's really weird. It works perfectly on my system (as you can see from the screenshots). I'm seriously confused about this.

 

 

I have a few mods which mess with Level List. SkyRe adds Weapons of the Third Age, Devious Devices FTM adds that etc etc... and alot of it is melded into my Bashed Patch.... which comes after STD in load list and may overwrite the changes there.

 

Im doing a full uninstall/reinstall of STD (not just deactivation) and keeping it at the bottom of the load list to see if that fixes the issue. Hopefully though it wont negate the DD and WotTA edits if it does work.... because that may be a deal break for now.... beyond setting up a specialist NPC vendor myself somewhere for now.

 

Anyway, Ill keep working away at it and report back if i fix it with no issues.

 

Hopefully it can be fixed without much headache for you ^.^

 

EDIT :: Update 1; Found the MAIN cause of my issue. Even though NMM stated 1.3.... it was still 1.2, must have installed from a cached copy. So, Installed 1.3, ensured it was 1.3 esp. Get CureAIDs recipe showing, no other.... havent found a tanning rack yet. Screwed almost everyone in Solitude with a 100% risk rate on all animations and have not contracted a disease... now trying to find a way to infect through console commands so i can see if having a disease makes the recipes show up.

 

EDIT :: Update 2; PROBLEM FIXED

 

After whoring myself around Solitude unsuccessfully i used the console to give myself herpes. Found a cooking pot, and hey presto... ALL recipes now show.

 

So, if you are getting NO recipe atall... You likely somehow are still running 1.2, uninstall in MCM... uninstall files from your chosen Mod Loading program, and install 1.3, ensure via the ESP file that it IS 1.3

 

After that, cures other than AIDs will not show until you have been infected.

 

a2b, Excellent work again btw.

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That's really weird. It works perfectly on my system (as you can see from the screenshots). I'm seriously confused about this.

 

 

I have a few mods which mess with Level List. SkyRe adds Weapons of the Third Age, Devious Devices FTM adds that etc etc... and alot of it is melded into my Bashed Patch.... which comes after STD in load list and may overwrite the changes there.

 

Im doing a full uninstall/reinstall of STD (not just deactivation) and keeping it at the bottom of the load list to see if that fixes the issue. Hopefully though it wont negate the DD and WotTA edits if it does work.... because that may be a deal break for now.... beyond setting up a specialist NPC vendor myself somewhere for now.

 

Anyway, Ill keep working away at it and report back if i fix it with no issues.

 

Hopefully it can be fixed without much headache for you ^.^

 

EDIT :: Update 1; Found the MAIN cause of my issue. Even though NMM stated 1.3.... it was still 1.2, must have installed from a cached copy. So, Installed 1.3, ensured it was 1.3 esp. Get CureAIDs recipe showing, no other.... havent found a tanning rack yet. Screwed almost everyone in Solitude with a 100% risk rate on all animations and have not contracted a disease... now trying to find a way to infect through console commands so i can see if having a disease makes the recipes show up.

 

EDIT :: Update 2; PROBLEM FIXED

 

After whoring myself around Solitude unsuccessfully i used the console to give myself herpes. Found a cooking pot, and hey presto... ALL recipes now show.

 

So, if you are getting NO recipe atall... You likely somehow are still running 1.2, uninstall in MCM... uninstall files from your chosen Mod Loading program, and install 1.3, ensure via the ESP file that it IS 1.3

 

After that, cures other than AIDs will not show until you have been infected.

 

a2b, Excellent work again btw.

 

 

Ah, so it just needed updating! That's good to know. Everything is working fine now, then, yep?

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Oh my, missed the new version till now, need to get out of the habit always checking the thread title if there is a new version. 

The changelog sounds great, testing now. Wonder how fucked up my char will get should i be so unlucky to lose to a full bandit camp................ .

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Oh my, missed the new version till now, need to get out of the habit always checking the thread title if there is a new version. 

The changelog sounds great, testing now. Wonder how fucked up my char will get should i be so unlucky to lose to a full bandit camp................ .

 

Great idea about the thread title, actually. I've added the version and last update date, and I'll make sure to edit it when I post new releases :)

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I'm very content with 1.3. Only 2 very minor issues, the repeating comments which make normal talking a bit difficult, but this has been mentioned by others already and the other very small issue might be an overlooking from me, but so far i saw it nowhere. Is there somewhere a hint about the condom strength? You don't need the exact values, just a lore friendly description which one is the best, 2nd best etc. would be sufficient.

 

Had my fun with my new char today, trying a succubus with sexlab hormones and angrimm. Did set earnings via prostitution in radiant prostitution extremely tight, so i need to level up a bit before they become profitable enough, had 15 clients and used the leather condoms because i didn't have the material for any other. Got 3 different diseases now, a really promising start. The succubus mod forces constant sex, your mod kinda enforces a prostitution career and i really fear getting defeated by a humanoid group now, since i turned on hardcore mode for Submit and SD+, sometimes using the former, sometimes the latter for surrendering. Especially Submit is brutal then, worst case i lose to a group of 10-15 humanoids, possibly resulting in like 100 rapes before escape .

Somehow i'm curious if that happens if i might stack up enough STDs to actually die  :D 

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I've installed 1.3 again and had no problems so far.

There are cures and condoms in the loot table, everything is craftable. Thanks.

We'll see if cures and condoms being "dropped" too often.

 

Optional fantasy names would still be nice, maybe I'll have a look into tes5edit and scripts by myself.

Agree with xboronx about the "condom strength" information.

 

Btw, is it still possible to get the same STD twice or more?

 

 

edit. first impression is that i#m finding too much condoms.

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I'm very content with 1.3. Only 2 very minor issues, the repeating comments which make normal talking a bit difficult, but this has been mentioned by others already and the other very small issue might be an overlooking from me, but so far i saw it nowhere. Is there somewhere a hint about the condom strength? You don't need the exact values, just a lore friendly description which one is the best, 2nd best etc. would be sufficient.

 

Had my fun with my new char today, trying a succubus with sexlab hormones and angrimm. Did set earnings via prostitution in radiant prostitution extremely tight, so i need to level up a bit before they become profitable enough, had 15 clients and used the leather condoms because i didn't have the material for any other. Got 3 different diseases now, a really promising start. The succubus mod forces constant sex, your mod kinda enforces a prostitution career and i really fear getting defeated by a humanoid group now, since i turned on hardcore mode for Submit and SD+, sometimes using the former, sometimes the latter for surrendering. Especially Submit is brutal then, worst case i lose to a group of 10-15 humanoids, possibly resulting in like 100 rapes before escape .

Somehow i'm curious if that happens if i might stack up enough STDs to actually die  :D

 

I'm going to tone down the comments. I set them to repeat every 24hrs, but that only counts for each actor. I didn't realize that there's nothing stopping another actor commenting right after. I plan on fixing that next update.

 

Condoms are ranked like this: Intestine, Leather, Linen, Rubber, Latex.

Intestine condoms reduce risk by 20%, and Latex condoms by 90%.

 

I will add an in-game description to them next update. I didn't do that before because you always had to buy them, so it was obvious which was better because you could compare prices. I forgot that when I uploaded v1.3.

 

If you're playing as a prostitute or as a person who gets raped a lot, then I recommend setting risks to 50% of their defaults. With enough STDs (10+) you can die from them.

 

I've installed 1.3 again and had no problems so far.

There are cures and condoms in the loot table, everything is craftable. Thanks.

We'll see if cures and condoms being "dropped" too often.

 

Optional fantasy names would still be nice, maybe I'll have a look into tes5edit and scripts by myself.

Agree with xboronx about the "condom strength" information.

 

Btw, is it still possible to get the same STD twice or more?

 

 

edit. first impression is that i#m finding too much condoms.

 

I've never added any code to prevent having an STD more than once, so it depends on how Skyrim handles active effects. I'll look into it.

 

If you have suggestions for good fantasy names, post them! I'm awful at good names, that's why I used real-life diseases.

 

I've never used leveled lists before so I admit I guessed what values would be suitable for drop rates. I'll keep tweaking.

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Curious to know if disease resistance will play any factor in your risk of getting an STD. Vampires and werewolves should probably be immune to STD, as a vampire is a walking corpse and a werewolf has beast blood. But I feel racial bonuses like a Bosmer's disease resistance should make a difference. Maybe the risk chance could be capped at 80% to prevent immunity to STDs while not a vampire or werewolf. Just thinking aloud though.

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I will add an in-game description to them next update. I didn't do that before because you always had to buy them, so it was obvious which was better because you could compare prices. I forgot that when I uploaded v1.3.

 

 

Awesome, because tabbing out to check them in a forum post is a bit annoying.

 

 

If you're playing as a prostitute or as a person who gets raped a lot, then I recommend setting risks to 50% of their defaults. With enough STDs (10+) you can die from them.

 

Great. I hope you don't nerf the diseases, since i'm currently trying to figure out a good setting where i have about 10% risk to die if i get raped too much, at least as lowlevel char. Makes defeat much more exciting and immersive and too much resistence in player slavery mods more difficult.

 

 

As i said imho the mod is in a great state now, very playable. Only thing you might consider adding i can think of might be one or two additional diseases  like sepsis. You should only get those when you are either heavily whipped as punishment (main sources ZaZ Prison and SD+) or during a massive rape, so like after the 5th rape in a short time.

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Great mod. Although one issue that i've found while you've caught an STD is that characters tend to make comments like "You don't look well", "Looks like someone's not been safe" repeatedly. It's great when they say that once, but having to click through 5-6 such comments before selling goods at times is a bit annoying. 

 

Yeah, I figured that might be a problem. I've got it set so that a comment can't be repeated more than once every 24hrs, but that only applies to each actor. So while one actor won't comment more than once, that doesn't stop another actor from commenting straight afterwards.

 

I'll probably just add the option to disable comments into the MCM in the next update.

 

More options is always good, thank you! :)

 

Edit: Also it is very creepy to hear about condition of my character from ... the horse! :D 

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Hi there

 

I encountered the following "negative struct size" messages in Tes5Edit when loading your mod (if this has already been asked - sorry, but I did not find it):

 

 

[00:10] Background Loader: [sexLab STDs.esp] Building reference info.
[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F
[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F
[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F
[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F
[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F
[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F
[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F
[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F
[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F
[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F
[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F
[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F
[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F
[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F
[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F

 

 

What does this mean? Your mod is the only mod that gives those messages and I do not know if this is the reason for my CTDs. These crashes I have often some while after the DB had sex, or in that moment I press ESC to save the game. Could the negative struct issue be the reason for these CTDs?

 

 

Another question: have you considered to make a plugin for other mods (p.e. pregnancy mods...)? I think it would be important to know if there was used a condom or not  :shy:

 

Thank you anyway for this very good mod.

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Hi there

 

I encountered the following "negative struct size" messages in Tes5Edit when loading your mod (if this has already been asked - sorry, but I did not find it):

 

 

[00:10] Background Loader: [sexLab STDs.esp] Building reference info.

[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F

[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F

[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F

[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F

[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F

[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F

[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F

[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F

[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F

[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F

[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F

[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F

[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F

[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F

[00:10] Background Loader: Found a struct with negative size! 05309631 < 0530962F

 

 

What does this mean? Your mod is the only mod that gives those messages and I do not know if this is the reason for my CTDs. These crashes I have often some while after the DB had sex, or in that moment I press ESC to save the game. Could the negative struct issue be the reason for these CTDs?

 

 

Another question: have you considered to make a plugin for other mods (p.e. pregnancy mods...)? I think it would be important to know if there was used a condom or not  :shy:

 

Thank you anyway for this very good mod.

 

Hmm, that's strange. I've never seen that before, but when I searched on Google this is the only website where it's ever been mentioned, so I'm guessing it must be related to SexLab. Either way, it's not likely to be an issue. Everyone's game has those CTDs unfortunately. It's just a part of the Skyrim experience lol.

 

I have considered integration to other mods, but it's really up to the authors of other mods to make this work. They can add my mod as a dependency very easily.

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This mod seems to break with version 1.39 of the framework. Console has a line with "player not involved", and condoms are not removed from inventory.

 

I tested it with a fresh save. Rolling back to the 1.35 framework has fixed it for me, for now.

 

Same thing is happening for me with sexlab 1.39, always player not involved. Even tried to disable other mods, no help.

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@a2b

 

I've been watching this mod for a while and was impressed with the level of progress it has made so I'm about to try it out. Any chance you'd consider making an STD that's a version of Perytites affliction, you know with the Linda Blair'esque projectile vomiting and such?

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Event HentaiPregnancyImpregnate(string eventName, string argString, float argNum, form sender)


Actor[] actorList = SexLab.HookActors(argString)
sslThreadController controller = SexLab.HookController(argString)
sslBaseAnimation anim = SexLab.HookAnimation(argString)


if actorList.Length > 1


int MaleIndex = -1
int FemaleIndex = -1
int i = 0
while (i < actorList.Length)
if SexLab.GetGender(actorList[i])== 0 || treatAsMale(actorList[i], controller, anim)
MaleIndex = i
elseif actorList[i].GetActorBase().GetSex() == 1
FemaleIndex = i 
endIf
i += 1
endWhile


int random = Utility.RandomInt(0, 100)
int chance = config.PregnancyChance


if (MaleIndex >= 0 && FemaleIndex >= 0)
if(anim.HasTag("Creature") || anim.HasTag("Vaginal") || (anim.HasTag("Anal") && config.AllowAnal))
Actor victim = SexLab.HookVictim(argString)
setPregnant(actorList[MaleIndex], actorList[FemaleIndex], victim != none, random <= chance)
endIf
else
;Debug.Notification("could not find male ")
endIf


else
;Debug.Notification("actorList.Length <=1 ")
endIf


EndEvent

I believe this is the script event which decides whether or not the player or npc is impregnated from the Sexlab HentaiPregnancy mod. Any idea how to include the condoms from Sexlab STD in an if statement?

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Not sure if it's just me, but I've been using STDs for a little while now, and I'm starting to suspect something is wrong with the potion success %.

 

I have it set at 80%, and after having cured about 20 diseases, it's starting to become pretty obvious the success rate is 50%, not 80%. Could you check the code, as it seems like it's using the default value regardless of what's set in the configuration.

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i can't seem to create cures or find any merchants to sell me them.. are there specific vendors who sell cures?

 

okay, so i seem to have installed the earliest version of the mod (derp) and now it is incompatible with the current version of sex labs framework so now this mod is not working fully (i can contract stds gain the negative effects yet not produce or purchase any of the cures). i tried the console command cheat to remove the effects of the stds, but it didn't work, is the console command suggested not the  right one? anyways, atm i am stuck with 3 stds and no way to get rid of them. if i manually remove the mod my characters stats are still affects and so i really want to be able to properly remove the effects of this mods so that i can remove the older version i currently have and update to the latest version... someone please help, if there is a working console command to remove these effects it would be much appreciated

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Don't know if anyone has suggested anything like this or not yet, or if you'd go for it (assuming you are still working on this), but what about adding some Restoration spells that can cure/prevent diseases? I mean, they should be like Expert level or something, just to be fair (we shouldn't be curing them at level 10 Restoration, of course, that would be too easy), but they could still be there.

 

Just make it so that you'll need like level 60+ Restoration and that would be fair, in my opinion. After all, think about this: I can get stabbed, shot through the head with an arrow, set on fire, and survive a 32 foot fall, and then simply cast a magic spell that heals my wounds and mends my shattered bones. I get a disease of some sort and I'm stuck relying on medicine (a potion)? Doesn't seem fair. Same goes for preventing them. You could have a spell that prevents diseases for the next five minutes or something, just make it hard to cast too.

 

Just some ideas. If you like them/think that you could even do them? Great. If not? Well, it's merely a suggestion. :)

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Don't know if anyone has suggested anything like this or not yet, or if you'd go for it (assuming you are still working on this), but what about adding some Restoration spells that can cure/prevent diseases? I mean, they should be like Expert level or something, just to be fair (we shouldn't be curing them at level 10 Restoration, of course, that would be too easy), but they could still be there.

 

Just make it so that you'll need like level 60+ Restoration and that would be fair, in my opinion. After all, think about this: I can get stabbed, shot through the head with an arrow, set on fire, and survive a 32 foot fall, and then simply cast a magic spell that heals my wounds and mends my shattered bones. I get a disease of some sort and I'm stuck relying on medicine (a potion)? Doesn't seem fair. Same goes for preventing them. You could have a spell that prevents diseases for the next five minutes or something, just make it hard to cast too.

 

Just some ideas. If you like them/think that you could even do them? Great. If not? Well, it's merely a suggestion. :)

 

I disagree. Skyrim doesn't even have a Cure Disease spell, you're fully dependent on the use of potions/blessings to remove vanilla diseases. And I think not having STDs be removeable via blessing was a good call by the author, as that would trivialize the mod, since at that point it's merely a matter of walking to the nearest city and fixing everything with the push of a button. Spells would would make the diseases even more inconsequential, and making it require a high level of Restoration doesn't really solve anything, it just means it takes longer for you to arrive at the point where you're just better off uninstalling the mod.

 

The one issue I believe should be looked at, is that the recipe for STD cures doesn't accept player-created Potions of Cure Disease. If it could be fixed so that alchemy potions work in the recipe, that'd be great, as it would allow players to craft their own cures without having to stop by a town. (provided you have mods that allow you to carry cooking pots / mortar and pestle).

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