Mister X Posted August 2, 2014 Posted August 2, 2014 does this mod still work with estrus chaurus like the older version? With the actual one, yes BUT Estrus for Skyrim got updated to 1.10 with a new API mentioned, so I think, there soon will come an update for Estrus Chaurus (hopefully). so it will work with sd+ lastes version? Didn't see something else, yet ... But I've recognized, the last time I've seen a Chaurus was still with 2.04.0 of SD+ installed So I'm not sure but I think so, because these mechanics aren't mentioned in the latest Update post so they should be untouched (hopefully ^^)
makico Posted August 2, 2014 Posted August 2, 2014 Sure all work until you fuck random reputation and after 50 hours realized that some random enemy not attack you and you are friendly with monster ... than no one have solution and just reload a 50 hours old save
Godgers Posted August 2, 2014 Posted August 2, 2014 So how exactly do I remove the shackles? There are no keys for it. Waiting in real life time and in game has not worked. Is there anything that can be done? I'm sure the gag and 'armbinder' would be the same if not for dd restrained helping me remove them. I'm guessing they are supposed to disappear after a while but are bugged? Can we get a fix?
DeepBlueFrog Posted August 2, 2014 Author Posted August 2, 2014 So how exactly do I remove the shackles? There are no keys for it. Waiting in real life time and in game has not worked. Is there anything that can be done? I'm sure the gag and 'armbinder' would be the same if not for dd restrained helping me remove them. I'm guessing they are supposed to disappear after a while but are bugged? Can we get a fix? Working on it. Yesterday's update was supposed to fix it. It didn't obviously. I may have another fix today.
ssdd2014 Posted August 2, 2014 Posted August 2, 2014 Skyrimll, in 2.0.4 my pc could talk through the spectral gag just fine. But in 2.0.4.1 she can't. So interactions in dreamworld with sanguine is blocked. I can use zenet_gag quest to try and restore dialogue but I hope this was not intended.
darkfender666 Posted August 2, 2014 Posted August 2, 2014 While you fix if you can check i have this issue: WIth 2.0.4 everything works. With 2.0.4.1 any sexlab triggered by the mod doesn't happen. (i have every requirement updated) The npc simply walk away after the message (receiving etc etc etc) and the npc becomes busy but nothing triggers. After i can speak again to owner. Animation with punishments works. Sexlab works fine if i try to use matchmaker on owner or any other mod. So i tried to rollback to 2.0.4. Old save works. The save that had 2.0.4.1 CTD as soon as it calls sexlab. (i don t need to recover it, i just used it as a test). So i think something changed in the sexlan call. Will wait the new update and try it. TY
thomastm Posted August 2, 2014 Posted August 2, 2014 the thugs only come after u once? after they get killed by ramdom npc they never come again after that.
somerandomguy Posted August 2, 2014 Posted August 2, 2014 While you fix if you can check i have this issue: WIth 2.0.4 everything works. With 2.0.4.1 any sexlab triggered by the mod doesn't happen. (i have every requirement updated) The npc simply walk away after the message (receiving etc etc etc) and the npc becomes busy but nothing triggers. After i can speak again to owner. Animation with punishments works. Sexlab works fine if i try to use matchmaker on owner or any other mod. So i tried to rollback to 2.0.4. Old save works. The save that had 2.0.4.1 CTD as soon as it calls sexlab. (i don t need to recover it, i just used it as a test). So i think something changed in the sexlan call. Will wait the new update and try it. TY Getting a similar issue here, from my papyrus log: [08/02/2014 - 09:12:40AM] DDR_ExclusionScanner: Excluding [Actor < (87015609)>] (owner) for 1 reasons. [08/02/2014 - 09:12:41AM] ERROR: Incorrect number of arguments passed. Expected 5, got 4. stack: [Active effect 10 on (00000014)]._sdmes_sex.OnEffectStart() - "_SDMES_sex.psc" Line 54 Full log attached.
Hanaki Posted August 2, 2014 Posted August 2, 2014 Hi, I'm just came back and tried to play this. The enslavement worked fine, with a message box showing I'm captured and collared, followed by a rape. But there isn't really any restraint added (no even a collar according to the message), I'm pretty much free to run around with my master on my tail (well besides my master taking all my stuff). Is it supposed to be like that? I mean, at least a collar or something showing my ownership would be nice.
DeepBlueFrog Posted August 2, 2014 Author Posted August 2, 2014 Hi, I'm just came back and tried to play this. The enslavement worked fine, with a message box showing I'm captured and collared, followed by a rape. But there isn't really any restraint added (no even a collar according to the message), I'm pretty much free to run around with my master on my tail (well besides my master taking all my stuff). Is it supposed to be like that? I mean, at least a collar or something showing my ownership would be nice. Are you using a custom race?
DeepBlueFrog Posted August 2, 2014 Author Posted August 2, 2014 Version 2.04.2 is up with, hopefully, a final fix for the timed removal of Sanguine spectral devices. The clean up of devices happens in stages. The magical effect (golden glow and particles) runs to 10 minutes. After 5 minutes, you have a chance that some devices will expire early. After 10 minutes, the glow disappears and all devices should be removed. If you don't have the golden effect on, this cleanup will only work after your next visit to Sanguine's Dreamworld.
Tatiriee Posted August 2, 2014 Posted August 2, 2014 From what I've seen in the code of _sdqs_fcts_outfit of version 2.04.1, it looks overly complicated for what it is trying to achieve If (bDestroy) Utility.Wait(1.0) libs.RemoveDevice(libs.PlayerRef, ddArmorInventory , ddArmorRendered , ddArmorKeyword, False, False) libs.AcquireAndSpinlock(); libs.DeviceMutex = false ; Free the mutex we just acquired. Utility.Wait(2.0) Game.GetPlayer().RemoveItem(ddArmorInventory, 1, true) Else Utility.Wait(1.0) libs.RemoveDevice(libs.PlayerRef, ddArmorInventory , ddArmorRendered , ddArmorKeyword, False, False) Utility.Wait(2.0) EndIf I've personally changed the above to If (bDestroy) libs.RemoveDevice(libs.PlayerRef, ddArmorInventory , ddArmorRendered , ddArmorKeyword, True) Else libs.RemoveDevice(libs.PlayerRef, ddArmorInventory , ddArmorRendered , ddArmorKeyword) EndIf and it works. (least for me.) The spectral devices were successfully unequipped and removed from my character in my test. Though I am no way any expert in this area nor exprienced in script modding so this might be not the solution you're looking for.
nerthus Posted August 2, 2014 Posted August 2, 2014 Hi, I just recently found this great community, and i think this is one of the most interesting mod in sexlab framework actually I've only play this mod for several hours total because i encounter several error, i hope you can enlighten me where did i do wrong. 1. enslavement event won't start if i assault some friendly (and morally) NPC like imperial general. I dont even get blackout when bleeding reach zero, my character just lying still through the ground 2. sometimes enslavement won't start because my opponent "won't accept surrender". I assume this has something to do with submit mod 3. after successfully enslaved, the game always crash whenever it try to plays "receiving scene" through dialog option "you look all alone...", or "please..." or whenever my character finished dance. The crash happens after i receive the gold. initially, the game would immediately crash if I choose "dance" option. I tried to update FNIS behavior on GenerateFNISforUsers. And then the dance worked (although it feels weird because my character is currently armbinded, resulting invisible hand dancing) so, can you help me with these?
CSDA1157 Posted August 2, 2014 Posted August 2, 2014 I'm stuck in a really annoying loop of not being able to be enslaved!! All that happens is I black out, and the bandit I want to enslave is then friendly. I adjusted DA to keep that from happening, however now its just an endless loop of blacking out and being attacked. I can't even surrender because it tells me I still have life!!! I've tried the new update on New and old saves, with the same effect. And these old saves have never seen s mod ever. I've also been having some issues when I am able to get enslaved, with not being able to move or anything. And I've tried enableplayercontrol with no luck.
darkfender666 Posted August 2, 2014 Posted August 2, 2014 this version works. But is it normal necromancer equips sanguine restraints as the enslavement start? (after they use random stuff). Possibly everyone equips them but need more tests @CSDA1157: check if you have latest Death alternative installed and if it has the option bleedout only (if i remember well). It did the same thing time ago with me but when i updated DA it worked fine
CSDA1157 Posted August 2, 2014 Posted August 2, 2014 I also just noticed another issue, I got enslaved yet can't move or interact with anyone. And SD claims I'm not enslaved even tho I'm bound. And I keep getting "You can now attempt to remove your binding" or something like that. Keeps saying % of being noticed and % that I rolled. I'm so confused on what could be causing that.
Budroi Posted August 2, 2014 Posted August 2, 2014 Not sure if it was asked, and i didn't see anything in the main page to answer my questions. Also didn't page back in forums at all (so i probably did miss it) In case it was answered already and My lazyness to read read back a page or two is my problem, simple yes\no answers are fine. Been awhile since I updated a few SL mods. (Anything that recommends a new playthrough is always put on hold) Question 1: Is the Addons download pack still functional with the newest version? Question 2: Are the addons updated along with the main download so that they are always compatible? Question 3: Is Question 2 irrelevant because main file updates do not affect addon patches. Now to go update my favorite female follower made by the same demi-god that brought us this .
Gameplayer Posted August 2, 2014 Posted August 2, 2014 Hi, I just recently found this great community, and i think this is one of the most interesting mod in sexlab framework actually I've only play this mod for several hours total because i encounter several error, i hope you can enlighten me where did i do wrong. 1. enslavement event won't start if i assault some friendly (and morally) NPC like imperial general. I dont even get blackout when bleeding reach zero, my character just lying still through the ground 2. sometimes enslavement won't start because my opponent "won't accept surrender". I assume this has something to do with submit mod 3. after successfully enslaved, the game always crash whenever it try to plays "receiving scene" through dialog option "you look all alone...", or "please..." or whenever my character finished dance. The crash happens after i receive the gold. initially, the game would immediately crash if I choose "dance" option. I tried to update FNIS behavior on GenerateFNISforUsers. And then the dance worked (although it feels weird because my character is currently armbinded, resulting invisible hand dancing) so, can you help me with these? 1) Well it wont work because Death Alternative should not recognize the general and a handful of other quest related npc's. basically there are NPC's that Bleedout or Blackout at least should always lead to Death. Guards I believe and probably cival war factions should not enslave you or even accept enslavement, 2) Im pretty sure your asking a faction that does not recognize enslavement. 3) You need to check and see if you've rerun FNIS, you might also be missing a high quality skeleton its easy to overwrite a skeleton with other mods. You might want to download the XPSE skeleton here on Lovers Lab or the Groovatron one. Not having a good skeleton could be causing issues with certain DDi items. You will still need to REFRESH sexlab animations and also with ZAZ register animations and in Devious Devices Integration Register animations before you can expect your mods to play sex scenes. So you have a lot of stuff to double check on before things are going to work. Your likely going to need to have HDT physics setup and working as well, given its possible to get slaveheels with DDI expansion.
Gameplayer Posted August 2, 2014 Posted August 2, 2014 I also just noticed another issue, I got enslaved yet can't move or interact with anyone. And SD claims I'm not enslaved even tho I'm bound. And I keep getting "You can now attempt to remove your binding" or something like that. Keeps saying % of being noticed and % that I rolled. I'm so confused on what could be causing that. That sounds a lot like Submit mod. You might check and see if you have auto submit turned on cause that would be bad. To enable player control did you try the options available in Death Alternative utility? Also just type epc, and be aware don't spam that stuff straight away. Other than that you might have other mods that are getting in the way or attempting to fire off there own scenes. Examples Defeat can be set up to run a pre bleedout rape but this can cause issues if the player for some reason receives enough damage to enter bleedout/blackout. Submit also has methods for handling the player at critical stages and can interfere with Death Alternative and SD+ Its entirely possible to get Defeat and Submit working with DA and SD...But you gotta make the right changes in their MCM menus.
DeepBlueFrog Posted August 2, 2014 Author Posted August 2, 2014 Not sure if it was asked, and i didn't see anything in the main page to answer my questions. Also didn't page back in forums at all (so i probably did miss it) In case it was answered already and My lazyness to read read back a page or two is my problem, simple yes\no answers are fine. Been awhile since I updated a few SL mods. (Anything that recommends a new playthrough is always put on hold) Question 1: Is the Addons download pack still functional with the newest version? Question 2: Are the addons updated along with the main download so that they are always compatible? Question 3: Is Question 2 irrelevant because main file updates do not affect addon patches. Now to go update my favorite female follower made by the same demi-god that brought us this . The addons are still needed if you have the corresponding items. However, I was reminded that the main SD bsa file includes scripts from the addons. They are harmless when included in SD but that means I have to remember to recomplie the addons when I change these scripts.
Gameplayer Posted August 2, 2014 Posted August 2, 2014 Not sure if it was asked, and i didn't see anything in the main page to answer my questions. Also didn't page back in forums at all (so i probably did miss it) In case it was answered already and My lazyness to read read back a page or two is my problem, simple yes\no answers are fine. Been awhile since I updated a few SL mods. (Anything that recommends a new playthrough is always put on hold) Question 1: Is the Addons download pack still functional with the newest version? Question 2: Are the addons updated along with the main download so that they are always compatible? Question 3: Is Question 2 irrelevant because main file updates do not affect addon patches. Now to go update my favorite female follower made by the same demi-god that brought us this . Pretty certain you still need addon's given that skyrimll keeps removing previous versions. Its more likely that he just hasn't changed anything in Addons but that its still needed for functionality.
DeepBlueFrog Posted August 2, 2014 Author Posted August 2, 2014 From what I've seen in the code of _sdqs_fcts_outfit of version 2.04.1, it looks overly complicated for what it is trying to achieve If (bDestroy) Utility.Wait(1.0) libs.RemoveDevice(libs.PlayerRef, ddArmorInventory , ddArmorRendered , ddArmorKeyword, False, False) libs.AcquireAndSpinlock(); libs.DeviceMutex = false ; Free the mutex we just acquired. Utility.Wait(2.0) Game.GetPlayer().RemoveItem(ddArmorInventory, 1, true) Else Utility.Wait(1.0) libs.RemoveDevice(libs.PlayerRef, ddArmorInventory , ddArmorRendered , ddArmorKeyword, False, False) Utility.Wait(2.0) EndIf I've personally changed the above to If (bDestroy) libs.RemoveDevice(libs.PlayerRef, ddArmorInventory , ddArmorRendered , ddArmorKeyword, True) Else libs.RemoveDevice(libs.PlayerRef, ddArmorInventory , ddArmorRendered , ddArmorKeyword) EndIf and it works. (least for me.) The spectral devices were successfully unequipped and removed from my character in my test. Though I am no way any expert in this area nor exprienced in script modding so this might be not the solution you're looking for. Thanks, but in your simplified code, the last True parameter just skips events related to the device. It doesn't remove it from inventory (which RemoveItem does). The code related to mutex is not needed at this point, but it will be once a bug related to mutex on removal of items is fixed in the next version of DD. I came up with that code after troubleshooting proper removal of items (and came across the bug in question).
Marcus01 Posted August 2, 2014 Posted August 2, 2014 Right now both Defeat and SD+ place the same weight priority on Bleedout so you might make some edits to that in Death Alternative. Honestly though I don't think I will use Defeat much longer. Cause well if they could defeat you, and wanted to rape you...well they would likely tie you down and enslave you. As it is now Defeat and SD+ kinda feel like they provide awefully similar things. The mod author, Goubo, has been working quite hard to get Defeat to work with DA and SD+. The 'weight priority' is a slider under Defeats MCM menu. On the first page click the button to check for compatible mods, this will change the player as victim settings and yes, the default DA chance is set to 50%. You can change this and set it to 100%. I personally use Defeat because it supports multi-person animations. I have never been raped or whipped by more than my master at initial enslavement, even with many enemies. For example you are downed by 3 enemies and they first thing they all decide to do is rape you, perhaps all the the same time. This lets you play into the scenario you were downed from. The only thing that bugs me is you are attacked again after Defeat is done it's animations and you have to enter bleedout and blackout again, I wish it would just start enslavement right away but I'm fine with it. If they wanted to rape you they would likely not need to tie you down as your near death or so tired (stamina loss) simply holding or pinning you would be enough. To each their own and the best thing about LL is that the mods let you create most any type of play through you wish.
CSDA1157 Posted August 2, 2014 Posted August 2, 2014 Got SD+ to work. Now for a question, what skin textures is good so Sanguine's head will match his body?
Mister X Posted August 2, 2014 Posted August 2, 2014 Right now both Defeat and SD+ place the same weight priority on Bleedout so you might make some edits to that in Death Alternative. Honestly though I don't think I will use Defeat much longer. Cause well if they could defeat you, and wanted to rape you...well they would likely tie you down and enslave you. As it is now Defeat and SD+ kinda feel like they provide awefully similar things. The only thing that bugs me is you are attacked again after Defeat is done it's animations and you have to enter bleedout and blackout again, I wish it would just start enslavement right away but I'm fine with it. Well, just set Defeat to trigger only from 15-5% Health and let start DA to trigger at 5% or 1% ...
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