Lillithcometh Posted March 6, 2025 Posted March 6, 2025 7 hours ago, killer905 said: Load the save before reaching the wolf near the camp. type sqs VAR_MainQuest and give a screenshot of what results are there. I personally use the Sexlab itself, not the SL+ version, and haven't had a problem with that stage you write about on the old save and new save. If you are talking about the task starting on its own before meeting Tirwin, but they will be in that camp has been fixed. ill give that a try. To document my steps: i had met Tirwin and got to the "meet with Aela" stage of the quest, but before speaking to her and tasked to go to the camp, i accidentally stumbled on the camp and the wolf was present in the cage. Do you want me to load the save before i first found the camp, or before first going to it after instructed by Aela to?
Lillithcometh Posted March 6, 2025 Posted March 6, 2025 7 hours ago, killer905 said: Load the save before reaching the wolf near the camp. type sqs VAR_MainQuest and give a screenshot of what results are there. I personally use the Sexlab itself, not the SL+ version, and haven't had a problem with that stage you write about on the old save and new save. If you are talking about the task starting on its own before meeting Tirwin, but they will be in that camp has been fixed.
Lillithcometh Posted March 6, 2025 Posted March 6, 2025 and if it helps, heres that console command after the event plays and no force greet or continuation occurs
killer905 Posted March 6, 2025 Posted March 6, 2025 2 hours ago, Lillithcometh said: ill give that a try. To document my steps: i had met Tirwin and got to the "meet with Aela" stage of the quest, but before speaking to her and tasked to go to the camp, i accidentally stumbled on the camp and the wolf was present in the cage. Do you want me to load the save before i first found the camp, or before first going to it after instructed by Aela to? As far as I remember, the caged wolf appears more or less in the stage ‘Talk with Aela’. If you have a save from before you went to the camp, go directly to Aela and see what the behaviour will be like. Alternatively, check on the new save how it will behave. If it's the same problem in both cases, I'd look for the problem in some other mod that's messing things up. Possibly some mod that changes the surroundings of the camp in some way. Note: I can see there is more lush grass at your place, but I don't think it could be a problem here. 1 hour ago, Lillithcometh said: and if it helps, heres that console command after the event plays and no force greet or continuation occurs Stages looks ok.
Lillithcometh Posted March 6, 2025 Posted March 6, 2025 18 minutes ago, killer905 said: As far as I remember, the caged wolf appears more or less in the stage ‘Talk with Aela’. If you have a save from before you went to the camp, go directly to Aela and see what the behaviour will be like. Alternatively, check on the new save how it will behave. If it's the same problem in both cases, I'd look for the problem in some other mod that's messing things up. Possibly some mod that changes the surroundings of the camp in some way. Note: I can see there is more lush grass at your place, but I don't think it could be a problem here. Stages looks ok. ill give that a try, and currently no camp mods that would edit bandits/banditcamps/ etc, grass is just from a grass mod thats affecting the general area
Lillithcometh Posted March 6, 2025 Posted March 6, 2025 (edited) nope, still fails. Not sure if there needs to be a patch for P+, or what might be causing issues as the balzahaar mod seems to work. Ill progress the quest to the next creature event and see if it also fails, as i havent seen many reports of the bear event failing. Edit: Bear event fails to progress after scene end with all dialogue options prior. seems theres P+ compatibility issues indeed. Edited March 6, 2025 by Lillithcometh more ifnormation
eflat01 Posted March 6, 2025 Posted March 6, 2025 59 minutes ago, Lillithcometh said: nope, still fails. Not sure if there needs to be a patch for P+, or what might be causing issues as the balzahaar mod seems to work. Ill progress the quest to the next creature event and see if it also fails, as i havent seen many reports of the bear event failing. Edit: Bear event fails to progress after scene end with all dialogue options prior. seems theres P+ compatibility issues indeed. It depends on how the mod is coded to recognize the end to move the quest along. The issue with P+ is that it sometimes looses track while animating at times, It sometimes does not post the SexLab sex scene END event. This is not the only mod which has an issue with that. (i.e. Sexy Adventures and SLSF Reloaded use those events too for instance). Personally I do not see anything special at that point here though. Function Fragment_19() setObjectiveCompleted(80) wolf.EvaluatePackage() Utility.Wait(4.0) SetObjectiveDisplayed(90) Actor[] acts = new Actor[2] acts[0] = TirwinLH acts[1] = Wolf sslBaseAnimation[] anims = SexLab.GetCreatureAnimationsByRaceKeyTags (2,"Canines","Doggy,DoggyStyle") SexLab.StartSex(acts, anims, CenterOn = WolfSexMarker) EndFunction Someone mentioned in another post there's more recent beta version on discord, but I've no clue if it works any better. I use SexLab.
Uffda Posted March 7, 2025 Posted March 7, 2025 High Poly Heads.... I got a problem with Tirwin got a bit strange face and gloving eyes, so I did a little fix in ssedit so she got same eyes as Vivienne and regenerated facegen in CreationKit... Here is the file if anyone got same problem, did only fix Tirwin. Animal Research High poly.rar 1
leking Posted March 7, 2025 Posted March 7, 2025 23 hours ago, killer905 said: The reason why you want to skip? Oh it is pretty specific to my game actually. I have reached the point where i can not add more animation or the overall system bugs. Seriously i am at the very limit (it seems). And i have a lot of animatyion except for ash guardians (storm atronach as you mentioned earlier). But it was already trick to just update one of my pack. The update was bringing maybe 4 new animation not so much but it was already too much so i had to get ridd of some to maintain the game functionning. I am using combat animations and other simple animation stuf and it just crush the limitt of nemesis so fast. It seems that if i bring even one more nothing else will function.... I know that creatures works with pandora and not nemesis but even like that it seems a bit near the limit.... So just for one creature it might be better for my game to just pass. Plus the ash guardians is not so much interesting to me as a creature. I prefer my girls to go with humanoid creatures and classic animals. If i had to choose i would send them to the stables in an orgy with two stalions or get humiliated in a kennel. But that is just personal preference. The idea of the move here is more to avoid putting more animations in an already largely heavy moded system. You can't imagine how many slut attire , real armors, weapons and humiliation mechanics i have in the game (or maybe you can ? 😁 ). I am surprised i still have room for something new but apparently animations are a no go for now.
Lillithcometh Posted March 7, 2025 Posted March 7, 2025 3 hours ago, eflat01 said: It depends on how the mod is coded to recognize the end to move the quest along. The issue with P+ is that it sometimes looses track while animating at times, It sometimes does not post the SexLab sex scene END event. This is not the only mod which has an issue with that. (i.e. Sexy Adventures and SLSF Reloaded use those events too for instance). Personally I do not see anything special at that point here though. Function Fragment_19() setObjectiveCompleted(80) wolf.EvaluatePackage() Utility.Wait(4.0) SetObjectiveDisplayed(90) Actor[] acts = new Actor[2] acts[0] = TirwinLH acts[1] = Wolf sslBaseAnimation[] anims = SexLab.GetCreatureAnimationsByRaceKeyTags (2,"Canines","Doggy,DoggyStyle") SexLab.StartSex(acts, anims, CenterOn = WolfSexMarker) EndFunction Someone mentioned in another post there's more recent beta version on discord, but I've no clue if it works any better. I use SexLab. afraid im on the latest beta version too. Seemed odd as the authors other animal based mod, Adventures with Balzahaar, functions perfectly fine despite being on P+.
Gristle Posted March 7, 2025 Author Posted March 7, 2025 On 3/4/2025 at 2:13 PM, manta28 said: Need some help , i am playing as a female, i completed the quests but now when i am in the middle of no where and i ask her to have fun with ragnor she says not in front of these sailors ,if i ask her lets both have fun with ragnor it works ,is there way i can reset her. Thanks for the report. This is a bug. I will fix in the next version. No way around it for now except to use the "both" option. 1
Gristle Posted March 7, 2025 Author Posted March 7, 2025 On 3/4/2025 at 4:05 PM, killer905 said: Apparently @Gristle forgot to restore the possibility of Tirwin having sex with Ragnar after the Chase quest, Yes. That's right. I blocked it on the boat but forgot to restore it after the boat. I will fix in the next version. On 3/4/2025 at 4:05 PM, killer905 said: but I noticed that practically all the quests are still running in the background. @Gristle , is that how it's supposed to be? Yes. They each have at least some dialogue that continues after the quest end, so the quests still run to support that dialogue. I could move all this dialogue into a single quest, but there's no harm in having it in multiple quests. It's no different than when you have 20 miscellaneous quests queued up in your log. They are all still technically "running" but not doing anything. There's no scripts running in these "completed" quests. 1
Lillithcometh Posted March 7, 2025 Posted March 7, 2025 @Gristle while your around, wanted to pick your brain regarding the few comments i posted in terms of P+compatibility. is this something thats normal, unexpected, patchable? swaped to playing the balzahaar mod as it seems to be functioning with P+ fine.
Gristle Posted March 7, 2025 Author Posted March 7, 2025 (edited) 1 hour ago, Lillithcometh said: afraid im on the latest beta version too. Seemed odd as the authors other animal based mod, Adventures with Balzahaar, functions perfectly fine despite being on P+. So, let's dig into this a bit and compare Animal Research to Balazar. As @eflat01 noted, the wolf sex is pretty standard. At stage 80, the quest stage script calls the Sexlab StartSex function. Meanwhile, there is another script that is tracking all of Tirwin's sex. It is started with the following code: Event OnInit() SexLab.TrackActor(TirwinLH, "TirwinLHHook") RegisterForModEvent("TirwinLHHook_Start", "TirwinLHSexStart") EndEvent So, now we are listening for Tirwin sex to start. The following code triggers when it starts (plus some outfit stuff I left out): Event TirwinLHSexStart(Form FormRef, int tid) RegisterForModEvent("TirwinLHHook_End", "TirwinLHSexEnd") EndEvent Now we are listening for Tirwin's sex to end. The following code (for the wolf) triggers when it ends (plus some outfit stuff I left out): Event TirwinLHSexEnd(Form FormRef, int tid) if VAR_MainQuest.GetStage() == 90 VAR_MainQuest.SetStage(100) VAR_PostSex.SetValue(1) TirwinLH.EvaluatePackage() elseif ;<etc. etc. for other stages> endif RegisterForModEvent("TirwinLHHook_Start", "TirwinLHSexStart") ; and we start listening for the next Tirwin sex event to begin EndEvent So, here you can see the problem. The quest didn't advance to stage 100, and so Tirwin's force greet was never triggered. So, I think that means the problem is with the "TrackActor" function of P+. Meanwhile, over in the Balazar mod, all the sex ends are detected in a different manner, using Sexlab "hooks", as show in the following code: elseif BLZR_Solitude3.GetStage() == 25 Actor[] acts = new Actor[2] acts[0] = PlayerRef acts[1] = Seeker4 sslBaseAnimation[] anims = SexLab.GetCreatureAnimationsByRaceKey (2,"Seekers") SexLab.StartSex(acts, anims, CenterOn = SexSpot4A, hook = "BLZRSSexEndHook") Setting this "hook" in the StartSex function is used to trigger an event as follows: Event BLZRSSexEndHandler(int tid, bool HasPlayer) [...] elseif BLZR_Solitude3.GetStage() == 25 Seeker4.Kill() BLZR_Solitude3.SetStage(30) [...] EndEvent So, hooks work in P+, and TrackActor does not seem to work. I note a couple of posts in the P+ support thread also saying that actor tracking doesn't work: https://www.loverslab.com/topic/203774-sexlab-p/page/47/#findComment-6885482 You might ask at this point: why not just use hooks? There are a couple of reasons. First, hooks don't work in script fragments attached to dialogue. That means I can't use dialogue conditions (easier and faster) to set up relevant sex scenes (e.g., male or female partner). Of course, this could be done with scripts. But that would mean moving every sex scene scattered throughout the mod to a different script, which is a lot of work. But the main reason I went with the actor tracking approach with Tirwin is so it would affect *every* Tirwin sex scene, and not just ones started by this mod. Tirwin has a few fairly distinctive behaviors compared to other followers. She stays naked after sex, she always lets her hair down after sex, and she always talks to the PC after sex. The intention was to keep these behaviors for *all* Tirwin sex scenes. Only the TrackActor function can do this. So, I could switch to hooks (with a lot of work) but better would be to post in the P+ support thread and try to figure out why the TrackActor function isn't working. Based on the posts linked above, there seems to be an issue. Edited March 7, 2025 by Gristle 5
Lillithcometh Posted March 7, 2025 Posted March 7, 2025 45 minutes ago, Gristle said: So, let's dig into this a bit and compare Animal Research to Balazar. As @eflat01 noted, the wolf sex is pretty standard. At stage 80, the quest stage script calls the Sexlab StartSex function. Meanwhile, there is another script that is tracking all of Tirwin's sex. It is started with the following code: Event OnInit() SexLab.TrackActor(TirwinLH, "TirwinLHHook") RegisterForModEvent("TirwinLHHook_Start", "TirwinLHSexStart") EndEvent So, now we are listening for Tirwin sex to start. The following code triggers when it starts (plus some outfit stuff I left out): Event TirwinLHSexStart(Form FormRef, int tid) RegisterForModEvent("TirwinLHHook_End", "TirwinLHSexEnd") EndEvent Now we are listening for Tirwin's sex to end. The following code (for the wolf) triggers when it ends (plus some outfit stuff I left out): Event TirwinLHSexEnd(Form FormRef, int tid) if VAR_MainQuest.GetStage() == 90 VAR_MainQuest.SetStage(100) VAR_PostSex.SetValue(1) TirwinLH.EvaluatePackage() elseif ;<etc. etc. for other stages> endif RegisterForModEvent("TirwinLHHook_Start", "TirwinLHSexStart") ; and we start listening for the next Tirwin sex event to begin EndEvent So, here you can see the problem. The quest didn't advance to stage 100, and so Tirwin's force greet was never triggered. So, I think that means the problem is with the "TrackActor" function of P+. Meanwhile, over in the Balazar mod, all the sex ends are detected in a different manner, using Sexlab "hooks", as show in the following code: elseif BLZR_Solitude3.GetStage() == 25 Actor[] acts = new Actor[2] acts[0] = PlayerRef acts[1] = Seeker4 sslBaseAnimation[] anims = SexLab.GetCreatureAnimationsByRaceKey (2,"Seekers") SexLab.StartSex(acts, anims, CenterOn = SexSpot4A, hook = "BLZRSSexEndHook") Setting this "hook" in the StartSex function is used to trigger an event as follows: Event BLZRSSexEndHandler(int tid, bool HasPlayer) [...] elseif BLZR_Solitude3.GetStage() == 25 Seeker4.Kill() BLZR_Solitude3.SetStage(30) [...] EndEvent So, hooks work in P+, and TrackActor does not seem to work. I note a couple of posts in the P+ support thread also saying that actor tracking doesn't work: https://www.loverslab.com/topic/203774-sexlab-p/page/47/#findComment-6885482 You might ask at this point: why not just use hooks? There are a couple of reasons. First, hooks don't work in script fragments attached to dialogue. That means I can't use dialogue conditions (easier and faster) to set up relevant sex scenes (e.g., male or female partner). Of course, this could be done with scripts. But that would mean moving every sex scene scattered throughout the mod to a different script, which is a lot of work. But the main reason I went with the actor tracking approach with Tirwin is so it would affect *every* Tirwin sex scene, and not just ones started by this mod. Tirwin has a few fairly distinctive behaviors compared to other followers. She stays naked after sex, she always lets her hair down after sex, and she always talks to the PC after sex. The intention was to keep these behaviors for *all* Tirwin sex scenes. Only the TrackActor function can do this. So, I could switch to hooks (with a lot of work) but better would be to post in the P+ support thread and try to figure out why the TrackActor function isn't working. Based on the posts linked above, there seems to be an issue. i really appreciate you laying it out in detail, i think the people in P+ will greatly (hopefully) benefit from this explanation. 1
eflat01 Posted March 7, 2025 Posted March 7, 2025 1 hour ago, Gristle said: So, let's dig into this a bit and compare Animal Research to Balazar. As @eflat01 noted, the wolf sex is pretty standard. At stage 80, the quest stage script calls the Sexlab StartSex function. Meanwhile, there is another script that is tracking all of Tirwin's sex. It is started with the following code: Event OnInit() SexLab.TrackActor(TirwinLH, "TirwinLHHook") RegisterForModEvent("TirwinLHHook_Start", "TirwinLHSexStart") EndEvent So, now we are listening for Tirwin sex to start. The following code triggers when it starts (plus some outfit stuff I left out): Event TirwinLHSexStart(Form FormRef, int tid) RegisterForModEvent("TirwinLHHook_End", "TirwinLHSexEnd") EndEvent Now we are listening for Tirwin's sex to end. The following code (for the wolf) triggers when it ends (plus some outfit stuff I left out): Event TirwinLHSexEnd(Form FormRef, int tid) if VAR_MainQuest.GetStage() == 90 VAR_MainQuest.SetStage(100) VAR_PostSex.SetValue(1) TirwinLH.EvaluatePackage() elseif ;<etc. etc. for other stages> endif RegisterForModEvent("TirwinLHHook_Start", "TirwinLHSexStart") ; and we start listening for the next Tirwin sex event to begin EndEvent So, here you can see the problem. The quest didn't advance to stage 100, and so Tirwin's force greet was never triggered. So, I think that means the problem is with the "TrackActor" function of P+. Meanwhile, over in the Balazar mod, all the sex ends are detected in a different manner, using Sexlab "hooks", as show in the following code: elseif BLZR_Solitude3.GetStage() == 25 Actor[] acts = new Actor[2] acts[0] = PlayerRef acts[1] = Seeker4 sslBaseAnimation[] anims = SexLab.GetCreatureAnimationsByRaceKey (2,"Seekers") SexLab.StartSex(acts, anims, CenterOn = SexSpot4A, hook = "BLZRSSexEndHook") Setting this "hook" in the StartSex function is used to trigger an event as follows: Event BLZRSSexEndHandler(int tid, bool HasPlayer) [...] elseif BLZR_Solitude3.GetStage() == 25 Seeker4.Kill() BLZR_Solitude3.SetStage(30) [...] EndEvent So, hooks work in P+, and TrackActor does not seem to work. I note a couple of posts in the P+ support thread also saying that actor tracking doesn't work: https://www.loverslab.com/topic/203774-sexlab-p/page/47/#findComment-6885482 You might ask at this point: why not just use hooks? There are a couple of reasons. First, hooks don't work in script fragments attached to dialogue. That means I can't use dialogue conditions (easier and faster) to set up relevant sex scenes (e.g., male or female partner). Of course, this could be done with scripts. But that would mean moving every sex scene scattered throughout the mod to a different script, which is a lot of work. But the main reason I went with the actor tracking approach with Tirwin is so it would affect *every* Tirwin sex scene, and not just ones started by this mod. Tirwin has a few fairly distinctive behaviors compared to other followers. She stays naked after sex, she always lets her hair down after sex, and she always talks to the PC after sex. The intention was to keep these behaviors for *all* Tirwin sex scenes. Only the TrackActor function can do this. So, I could switch to hooks (with a lot of work) but better would be to post in the P+ support thread and try to figure out why the TrackActor function isn't working. Based on the posts linked above, there seems to be an issue. Thx for that... I was looking for the code snippet where you placed the listener and got side-tracked.
killer905 Posted March 7, 2025 Posted March 7, 2025 (edited) 9 hours ago, Gristle said: So, let's dig into this a bit and compare Animal Research to Balazar. As @eflat01 noted, the wolf sex is pretty standard. At stage 80, the quest stage script calls the Sexlab StartSex function. Meanwhile, there is another script that is tracking all of Tirwin's sex. It is started with the following code: Event OnInit() SexLab.TrackActor(TirwinLH, "TirwinLHHook") RegisterForModEvent("TirwinLHHook_Start", "TirwinLHSexStart") EndEvent So, now we are listening for Tirwin sex to start. The following code triggers when it starts (plus some outfit stuff I left out): Event TirwinLHSexStart(Form FormRef, int tid) RegisterForModEvent("TirwinLHHook_End", "TirwinLHSexEnd") EndEvent Now we are listening for Tirwin's sex to end. The following code (for the wolf) triggers when it ends (plus some outfit stuff I left out): Event TirwinLHSexEnd(Form FormRef, int tid) if VAR_MainQuest.GetStage() == 90 VAR_MainQuest.SetStage(100) VAR_PostSex.SetValue(1) TirwinLH.EvaluatePackage() elseif ;<etc. etc. for other stages> endif RegisterForModEvent("TirwinLHHook_Start", "TirwinLHSexStart") ; and we start listening for the next Tirwin sex event to begin EndEvent So, here you can see the problem. The quest didn't advance to stage 100, and so Tirwin's force greet was never triggered. So, I think that means the problem is with the "TrackActor" function of P+. Meanwhile, over in the Balazar mod, all the sex ends are detected in a different manner, using Sexlab "hooks", as show in the following code: elseif BLZR_Solitude3.GetStage() == 25 Actor[] acts = new Actor[2] acts[0] = PlayerRef acts[1] = Seeker4 sslBaseAnimation[] anims = SexLab.GetCreatureAnimationsByRaceKey (2,"Seekers") SexLab.StartSex(acts, anims, CenterOn = SexSpot4A, hook = "BLZRSSexEndHook") Setting this "hook" in the StartSex function is used to trigger an event as follows: Event BLZRSSexEndHandler(int tid, bool HasPlayer) [...] elseif BLZR_Solitude3.GetStage() == 25 Seeker4.Kill() BLZR_Solitude3.SetStage(30) [...] EndEvent So, hooks work in P+, and TrackActor does not seem to work. I note a couple of posts in the P+ support thread also saying that actor tracking doesn't work: https://www.loverslab.com/topic/203774-sexlab-p/page/47/#findComment-6885482 You might ask at this point: why not just use hooks? There are a couple of reasons. First, hooks don't work in script fragments attached to dialogue. That means I can't use dialogue conditions (easier and faster) to set up relevant sex scenes (e.g., male or female partner). Of course, this could be done with scripts. But that would mean moving every sex scene scattered throughout the mod to a different script, which is a lot of work. But the main reason I went with the actor tracking approach with Tirwin is so it would affect *every* Tirwin sex scene, and not just ones started by this mod. Tirwin has a few fairly distinctive behaviors compared to other followers. She stays naked after sex, she always lets her hair down after sex, and she always talks to the PC after sex. The intention was to keep these behaviors for *all* Tirwin sex scenes. Only the TrackActor function can do this. So, I could switch to hooks (with a lot of work) but better would be to post in the P+ support thread and try to figure out why the TrackActor function isn't working. Based on the posts linked above, there seems to be an issue. Good to know. So P+ strike again and broke other mod. Edited March 7, 2025 by killer905
leking Posted March 7, 2025 Posted March 7, 2025 On 3/6/2025 at 8:51 PM, Lillithcometh said: and if it helps, heres that console command after the event plays and no force greet or continuation occurs What marvelous grass momd is that ? i also like the ahir cut ^^ where does it come from?
kamithemoon Posted March 7, 2025 Posted March 7, 2025 If anyone still wants a dedicated SexLab voice for Tirwin, I just found the following mod which adds vanilla voices to Sexlab. Since Tirwin uses the FemaleEventoned voice you might just try assigning that to her in SexLab. 2
eflat01 Posted March 8, 2025 Posted March 8, 2025 18 hours ago, kamithemoon said: If anyone still wants a dedicated SexLab voice for Tirwin, I just found the following mod which adds vanilla voices to Sexlab. Since Tirwin uses the FemaleEventoned voice you might just try assigning that to her in SexLab. Nice find, I totally forgot all about this and that sound files are usable across all versions of Skyrim, etc...
Lillithcometh Posted March 8, 2025 Posted March 8, 2025 20 hours ago, leking said: What marvelous grass momd is that ? i also like the ahir cut ^^ where does it come from? freaks floral fields and modular SMP hairstyles. 1
Lillithcometh Posted March 8, 2025 Posted March 8, 2025 @Gristle A community member in the P+ server was able to detect the source of whats causing the problem behind P+ having issue with scene continuation with this mod. https://github.com/Scrabx3/SexLabpp/pull/10 Awaiting author implementation, but in the meantime, the problem is at least found, and users can be informed should they run into this issue. Hoping this leads to further compatibility down the line should any mods use the same coding approach! 2
eflat01 Posted March 8, 2025 Posted March 8, 2025 (edited) 2 hours ago, Lillithcometh said: @Gristle A community member in the P+ server was able to detect the source of whats causing the problem behind P+ having issue with scene continuation with this mod. https://github.com/Scrabx3/SexLabpp/pull/10 Awaiting author implementation, but in the meantime, the problem is at least found, and users can be informed should they run into this issue. Hoping this leads to further compatibility down the line should any mods use the same coding approach! Oh, it looks like a rather simple fix in it's C++ code too. I remember years back when a version of SKSE introduced an issue when deserializating string data too at one time, and it threw a lot of co-saves out of whack which skewed most mods save data within it. Really showed up especially in McM menus when data became misaligned. Simple mistake and they fixed it quickly - fixed in a couple days - but I'm sure a lot of players had to throw away many days of game saves. I'll explain something here. SKSE (and many frameworks like SexLab for instance) are DLL but fall into what I consider to be akin pcode engines. They define OP codes for Papyrus to access via function, etc... The meat and potato's of sexlab ofr instances are PaptrusUtil.dll and SexLabUtil.dll ... a mod's compiled papyrus script interfaces with those via SexLab's papyrus scripts which in turn pass it to PaptrusUtil.dll and SexLabUtil.dll which does the actual work. Edited March 8, 2025 by eflat01 1
manta28 Posted March 9, 2025 Posted March 9, 2025 On 3/6/2025 at 10:53 PM, Gristle said: Thanks for the report. This is a bug. I will fix in the next version. No way around it for now except to use the "both" option. Thanks for the info ,look forward to the update and any mods you make.
manta28 Posted March 9, 2025 Posted March 9, 2025 Can any of the quest locations be revisited, when traveling with her she some times say's i hope we can visit the bear again sometime but i don't remember where the location of the cave where ria and the bear was.
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