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Posted

Hey, new to LoversLab, sex mods, and all that jazz. Heck, I'm even still pretty much a Skyrim n00b, I've only been playing since the beginning of August, and only started adding mods a month ago.

 

Anyway, for reasons, I did a clean reinstall of Skyrim a little while ago, getting rid of all previous mods and preference files, and I've been faffing about with level one characters testing various mods (and their interactions together) for eventually starting again properly. This one seems to be working quite well so far for me (keeping in mind I haven't had a chance to completely put it through its paces yet), with one exception. So far, I've only gotten spawned rapists to activate, and every time, there seems to be some weird... I'm gonna guess it's a polygon issue, though I don't know enough to say.

 

It only occurs immediately prior to the deed (just as I'm waking up all blurry-eyed), and afterwards, for as long as the NPC sticks around. There's a weird shape that stretches off of the NPC and on into infinity (or so); my thought (as a total n00b, mind you) was that it might have something to do with some vertices of the polygons not quite transferring properly out of the "ether" the NPC spawns from. The first candidate was a high elf (spawned in The Bannered Mare in Whiterun), and the second (and third and fourth) was a werewolf in a small, mod-added cabin outside of Riverwood (if you're familiar with Corners of Skyrim, the small watch tower added in that area). The high elf ran off afterwards, though the werewolf stuck around until I left the cabin (upon reentry, it disappeared). I didn't save the game that the high elf was in, so I didn't have a chance to test what effects the phenomenon might have had, but since the werewolf despawned upon exiting the cell, it's not a big problem (though since the cabin was so small, it did make exiting a difficult affair--I couldn't see anything except the UI and some weird pinkish-white and green lights inside all that polygon).

 

Otherwise, things seem to work well. I noticed some people mentioned spawned NPCs running away acting frightened after the deed, and I got the same reaction with the high elf--I didn't think much of it since it was a populated area, but if it is a bug, then it's not related to character level, as I've seen speculated--the characters I've been testing are only level 1.

 

One other minor concern, that probably isn't even related to this mod but I'll bring it up just in case, is that the first time I got it to trigger (this was before the high elf, actually), I got a dialogue asking if I wanted to use a nearby bed (I've gotten this same exact dialogue with other mods, so I'm guessing it's one of my framework mods--SexLab itself, maybe?). I chose to do so, and I got an immediate CTD. As I said, I've seen the dialogue come up in conjunction with other sex mods since then, and have chosen yes again in a different situation, without the CTD. Could have just been (and probably was) a random concurrence of unrelated events/scripts/whatever, and I haven't tested it again with this mod, in particular, but I thought I'd mention it just in case. That time was also in The Bannered Mare, if that matters.

 

Anyway, thanks for the mod. So far, it seems like it'll be a great addition to the world I'm trying to create for my next playthrough, and there've been no major issues so far.

Posted

the fleeing attacker is by design i think, in last update. i prefer it since i kept running across ruins with bedrolls/beds in and spawned critters hanging around from the last encounter everywhere.

Posted

@diebesgrab

 

I am not sure that I understand the "polygon" issue, however, there are times when confined spaces have made animations unviewable for me (for instance, my pov will be somewhere inside one of the actors' heads). Not familiar with the mod you mentioned, but, I will never use the bed option when I might end up in a small tent for example.

 

As for the CTD, unless it becomes persistent, frequent, predictable, my guess is that it's just "one of those things." CTD at animation start happens, now and again. For me, some places seem more likely to cause it than others or other circumstances. Sometimes it is because I am in too big a rush and am not letting scripts have time to run properly. But, these days, it is a rare thing to have it happen more than once or twice in 6-10 hours worth of play.

 

Running away after the event is, imo a good thing, and can have some interesting results now and again - a werewolf spawned inside Embershard whilst I was enslaved there was, foolishly, attacked by the bandits as it attempted to flee. They all died. End of enslavement after scavenging their bodies  ;) 

Posted

@diebesgrab

 

I am not sure that I understand the "polygon" issue

 

In my experience, it's unique to this particular occurrence. From what I could tell (the high elf ran away pretty fast, and the cabin was too cramped to tell with the werewolf), some kind of dark shape stretched out from the actors off to infinity in a sort of conical shape (getting larger as it got further from the actor).

 

It was mostly the same color, though as I mentioned, there were odd lights/bursts of color inside the shape (you couldn't see them from outside of the shape, only when the camera clipped inside). The different shades are separated by straight lines, not gradients.

Posted

I don't know if is something I have done wrong or not, but I have had the werewolf for sure to pop up a lot, and my chracter is doing the plowing instead of the WolfMan LOL.

 

Not sure why this is, just thought I might mention it.

 

Not sure how you setting up your character's but I have found that the first person or thing is normally the Defensive one.as in

 

    sexActors[0] = Game.GetPlayer() ;This one will be defensive
    sexActors[1] = akSpeaker ;this one agressive

 

Or at least that is the way it has worked for me.

Posted

One thing I have noticed in the latest version is that SL camera controls are disabled (blurred scene fades out and the camera jumps to over the pc's head in a fixed position). It may be that it's always been like that and I've only just noticed.

Posted

I don't know if is something I have done wrong or not, but I have had the werewolf for sure to pop up a lot, and my chracter is doing the plowing instead of the WolfMan LOL.

 

Not sure why this is, just thought I might mention it.

 

Not sure how you setting up your character's but I have found that the first person or thing is normally the Defensive one.as in

 

    sexActors[0] = Game.GetPlayer() ;This one will be defensive

    sexActors[1] = akSpeaker ;this one agressive

 

Or at least that is the way it has worked for me.

 

If you are using More Nasty Critters you may need to disable the werewolfgal animations in SexLab animations mcm. I did anyway.

 

Posted

In my experience, it's unique to this particular occurrence. From what I could tell (the high elf ran away pretty fast, and the cabin was too cramped to tell with the werewolf), some kind of dark shape stretched out from the actors off to infinity in a sort of conical shape (getting larger as it got further from the actor).

 

It was mostly the same color, though as I mentioned, there were odd lights/bursts of color inside the shape (you couldn't see them from outside of the shape, only when the camera clipped inside). The different shades are separated by straight lines, not gradients.

 

I've done a little more testing on my issue, and have found that it only seems to occur with specific stranger spawns. It doesn't seem to happen with existing NPCs (tested with Hulda, Saadia, Uthgerd, and Mikael so far), and for stranger spawns, I've now gotten two female bretons, a female orc, and a male redguard to spawn without any issues. On the other hand, I've gotten two male high elves and three male werewolves (possibly all the same werewolf? see my other question below) to spawn with the problem. I'm not sure I'm going to keep testing at this rate, though I might try with creatures a bit and see if anything other than werewolves gives the problem. If anybody knows what's going on and how to fix it, I would like to keep using the stranger spawn feature (since it's kinda weird bumping into normal NPCs acting like nothing happened after they raped you); otherwise, I'll probably just turn the feature off, and maybe look into some mods that add NPCs.

 

While I was doing this additional testing, another question occurred to me, though. What happens to stranger spawn NPCs afterwards? Do they just stay in the game forever? I'm not sure I want them clogging up Whiterun or wherever, especially if they're going to be running around like headless chickens screaming that they yield. After testing in a very small mod-added shack (mentioned in my first post), I thought they'd disappear after exiting and reentering the cell they were in, since that's what happened to the werewolf that seemed to spawn there. When I was testing in The Bannered Mare, however, I noticed that the female orc I spawned would stick around even upon reentering the cell; and when the second male high elf became angry at me (I'm using SexLab STDs, too, which makes NPCs become more hostile when they catch something from you), he followed me out of the inn in order to continue attacking me.

 

That said, I wanted to say that I'm pretty impressed. So far, I've only run into concerns of any kind with the mod with respect to spawning NPCs. Everything else about it seems great--it's even the only SexLab-dependent mod I have that runs sex animations without any kind of script hangups--, so I'll definitely be keeping it when I'm done with all my testing and get around to starting my new character properly. Awesome work, Guffel.

Posted

I'm having a strange issue, when sleeping my character gets raped, but the npc and my character is clipping halfway through the bed, this happens everytime..

Posted

I'm having a strange issue, when sleeping my character gets raped, but the npc and my character is clipping halfway through the bed, this happens everytime..

 

I actually get the same issue when I choose not to "use the nearby bed." I'm not sure which of my mods gives me that dialogue box. The animation moves the actors to the floor in the same spot my character's at, which happens to intersect with the bed I was just sleeping on.

Posted

Hey guys, I have a question, is it possible to just replace the files and use the mcm kicker to install the update from 1.5 to 1.62? or is the uninstall + new save + cleaning process necessary?

Posted

I have this issue instead.

 

The mod changes my player height without changing it back (a simple showracemenu fixes it).

 

The "even player heigth" in SL is disabled.

 

Posted

Okay I scrolled down some to see if I found someone else with this issue so sorry if I missed a post on this issue and this one is a repeat.

 

Issue

 

Favorites menu will not let me select any items on it after installing this mod.  Went back and removed this mod favorites menu worked fine.

 

Any ideas

 

Posted

All dangerious night mods versions are crashing .... Any suggestions ..

 Same here.

Happens when I try to sleep.  Usually crashes right after the sex scene starts.

 

[alias Player on quest SLDangerousNights (D0000D62)].sldn.GetRapist() - "sldn.psc" Line 923
[alias Player on quest SLDangerousNights (D0000D62)].sldn.OnSleepStart() - "sldn.psc" Line 228
[10/04/2014 - 04:48:42PM] Error: Cannot call GetVoiceType() on a None object, aborting function call
 
is repeated in my papyrus
 
 
 
Is somethign wrong with the  "Spawn Stranger" option?
Posted

This mod works almost perfectly now, unlike versions before this update that had assailants summoned that did nothing and other odd behavior.

 

One issue though. This works fine with bedrolls but with regular beds it ignores the bed altogether and you just end up clipping through the bed.

 

And one suggestion; more assailant options, or an option to only have stray dogs and groupmates initiate. I disabled chaurus and spider is it for the second one, and now all I get is wolves and the occasional werewolf. Strays would work fine in most situations, even a falmer cave as there's often a bandit gang around the entrance and maybe the dog went into hiding as you slaughtered his owners until you unsuspectingly went to sleep.

Posted

One thing I have noticed in the latest version is that SL camera controls are disabled (blurred scene fades out and the camera jumps to over the pc's head in a fixed position). It may be that it's always been like that and I've only just noticed.

 

Rather oddly this seems to have fixed itself, though I have no idea why.

Posted

! Development Suspended !

 

Any further development of Dangerous Nights will not be continued

 

 

 

 

 

 

Why is that?

 

Dangerous Nights runs unstable for a lot of people. The problem is that the code is old and bad. Large parts of the code are still from the beginning when I started modding without a real undertstanding of the mechanics. I tinkered ever new feature somehow in between and it worked so far. But over time it got cluttered, slow and unstable, espeacially on heavily modded games.

 

What happens next?

 

The currend version will stay online on can be used as usual. If there should occure any basic changes that makes DN unplayabe I will upadated it to keep it working, but no new features or changes will come.

 

But...

 

I will take a break from DN and concentrate on Skooma Whore for the next weeks. Then I plan to start over with Dangerous Nights somewhere in the future. I want to write it completely anew from scratch and prepare the basis for new features.

Posted

@Guffel

 

I'm sorry to see this is being suspended but I understand your reasons. I can't say I've had any real issues with this version providing the scripts from the last version are cleaned from the savegame.

 

Thanks for all the work you've put into DN and I'm sure I'll not be the only one looking forward to a new version when you get back to it

Posted

DN works well enough for me, some of the settings might be a little off or not as universal as I think it could be, but it works well enough most of the time. Still going to keep it in my load order.

 

You getting to spend more time on Skooma Whore is fine too :P

Posted

I say no gag, but still it puts gags on everyone. And they reappear after I remove them from my followers everytime we walk through a door. Had to uninstall mod for now.

Posted

 

! Development Suspended !

 

Any further development of Dangerous Nights will not be continued

 

 

 

 

 

 

Why is that?

 

Dangerous Nights runs unstable for a lot of people. The problem is that the code is old and bad. Large parts of the code are still from the beginning when I started modding without a real undertstanding of the mechanics. I tinkered ever new feature somehow in between and it worked so far. But over time it got cluttered, slow and unstable, espeacially on heavily modded games.

 

What happens next?

 

The currend version will stay online on can be used as usual. If there should occure any basic changes that makes DN unplayabe I will upadated it to keep it working, but no new features or changes will come.

 

But...

 

I will take a break from DN and concentrate on Skooma Whore for the next weeks. Then I plan to start over with Dangerous Nights somewhere in the future. I want to write it completely anew from scratch and prepare the basis for new features.

 

 

Im bummed and excited all at once. Bummed that the mod is on hiatis, but glad to see you plan to rewrite it with more experiance under your belt.

Its a great (abiet slightly buggy) mod, i'll look forword to seeing the remake.

 

Most of the bugs ive found are issues with my character and NPC's ending up in the wrong role lol, and males being put in female roles (my girlfriend actualy likes that bug lol)

 

Again, thanks for the great mod

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