GeorgiaCav Posted August 31, 2016 Posted August 31, 2016 Any further progress with the FNIS Sexy Move fix? Sorry for the impatience.
Bane Master Posted August 31, 2016 Posted August 31, 2016 Please could you add a filter for the up/down arrow keys to prevent them changing pose when in dialogue and when in a menu - I tend to use the arrows to navigate dialogue (more reliable than mouse alone) and to quickly check stats on lists of items in menus, atm this keeps trying to change my pose
Chosen Clue Posted August 31, 2016 Posted August 31, 2016 You can rebind those keys. That's sort of only a temporary fix. Hopefully SkyrimLL will add a check that prevents the stance changing from happening in menus.
Content Consumer Posted August 31, 2016 Posted August 31, 2016 You can rebind those keys. That's sort of only a temporary fix. Hopefully SkyrimLL will add a check that prevents the stance changing from happening in menus. Yes.
DonQuiWho Posted August 31, 2016 Posted August 31, 2016 No-one on the Defeat thread is biting, so I thought I might try here @ anyone who can help, please Can anyone help me get Defeat 5.3.5. DAYMOYL 7, and SD+ 3.5.1 working nicely together? At the moment, I have Defeat set to trigger DAYMOYL only, and DAYMOYL simply set to only trigger SD+, all chances maxed out My problem is that Defeat's 'post assault' event seems to trigger the DAYMOYL SD+ enslavement to kick in before Defeat's own post combat assault on the PC finishes I have tried all sorts of combined Defeat knockdown and DAYMOYL bleedout settings without anything actually ensuring that what happens is what one might expect, ie combat defeat, followed by on field assault, followed by post assault enslavement I can vary settings to get variations including: enslavement before defeats enemies are finished their business; Defeated assault but no enslavement, with DAYMOYL reporting player status as being DYINGOUT, and so on. I have tried to vary Defeat's max/min health settings, changing DAYMOYL's bleedout rate, all to no satisfactory end Looking at my Papyrus log, Defeat seems to kick off Sexlab quite slowly, and Sexlab reports some longish 'lag times'. Is that an issue that might cause this? So 1 - Does anyone have settings under which this does work? 2 - Does anyone think that the Defeat > Sexlab process being slow might be part of the problem? TIA
MoreForMe Posted August 31, 2016 Posted August 31, 2016 Everytime I load a save I get the message about outdated Devious Devices Integration. But the latest version of DDI is installed... any ideas?
Violence6884 Posted September 1, 2016 Posted September 1, 2016 - They all definitely work together, it's my usual set up in fact. Try not to interconnect the mods too much. A few quick tips that work for me(I have to stress that those might not give you the specific result you have in mind); - Have SD+ and Defeat trigger on different health %s to minimize the chance of simultaneous events. Depending on which one you want to have priority, you could set one to trigger at 10% HP, the other at 60%. Just an example. You might also want to look at their MCM and fine tune them a bit- What is allowed to interrupt them, ETC. - Remove Defeat from DA's outcomes on BleedOut. Defeat will still trigger on its own, they just won't mess with each other. - Set lower chances all across and lower those chances if you have them at max or you'll possibly have everything firing off at the same time. Which will only be made worse if you've told DA to account for SD and Defeat, and Defeat to account for DA too ;P Messy stuff. - If you're also running D. Enslaved or D. Helpless(Or any combination thereof), you might want to carefully select your options in their MCMs or you might end up in very weird situations. I'm no expert so take these tips for what they are.
DonQuiWho Posted September 1, 2016 Posted September 1, 2016 - They all definitely work together, it's my usual set up in fact. Try not to interconnect the mods too much. A few quick tips that work for me(I have to stress that those might not give you the specific result you have in mind); - Have SD+ and Defeat trigger on different health %s to minimize the chance of simultaneous events. Depending on which one you want to have priority, you could set one to trigger at 10% HP, the other at 60%. Just an example. You might also want to look at their MCM and fine tune them a bit- What is allowed to interrupt them, ETC. - Remove Defeat from DA's outcomes on BleedOut. Defeat will still trigger on its own, they just won't mess with each other. - Set lower chances all across and lower those chances if you have them at max or you'll possibly have everything firing off at the same time. Which will only be made worse if you've told DA to account for SD and Defeat, and Defeat to account for DA too ;P Messy stuff. - If you're also running D. Enslaved or D. Helpless(Or any combination thereof), you might want to carefully select your options in their MCMs or you might end up in very weird situations. I'm no expert so take these tips for what they are. Thanks for taking the trouble to do that I'll give those a whirl next I can play. In particular, I'll try the lower chance options. I had maxxed those to 100% or 99% to make sure that the second events, ie Defeat > DAYMOYL and DAYMOYL > SD+ were guaranteed to happen. Those are the only optionsm but if they still always(?) trigger at lower chance settings, that might make a difference tyvm
Code Serpent Posted September 1, 2016 Posted September 1, 2016 This may sound like a bit of a daft question, but what do you actually DO as a slave? I have read the manual on Github, and I know that you need to supply your owner with gold, food, and sex, but it doesn't go into the details of how you actually get those items, or if you need to do any extra minigames or challenges. Also, how is "Devious Devices" integrated? The GitHub page on it is pretty much non-existent.
GeorgiaCav Posted September 1, 2016 Posted September 1, 2016 This may sound like a bit of a daft question, but what do you actually DO as a slave? I have read the manual on Github, and I know that you need to supply your owner with gold, food, and sex, but it doesn't go into the details of how you actually get those items, or if you need to do any extra minigames or challenges. Also, how is "Devious Devices" integrated? The GitHub page on it is pretty much non-existent. You're likely to be in environments that actually contain loot you can pick up, unless you get yourself enslaved in someone's house. If you're in a bandit camp or the like, there's always something around in the usual chests, barrels, etc that you'd be looting if you were on a typical dungeon crawl. For gold, you can run prostitution mods in parallel with SD. For the last few iterations of SD, you should be getting a certain amount (50) of gold every time you get assaulted. This is, I think, part of the "Gold for the wicked" quest that SD runs. Your owner will take that gold any chance s/he gets. I've never had a problem meeting the gold requirement to get released. Food is the same as above: get it in loot. Also, make sure you're checking your "Master?" dialogue topic frequently. It updates with new options as you rise in rank with your owner.
Guest Posted September 2, 2016 Posted September 2, 2016 If I have bound animations enabled, there is only one available animation when you're in an armbinder and that's some boring self-satisfaction on both ends. I assume this is because the mod can't find the bound anims but I have a lot of them from several packs installed. How can I make SD use those anims instead of the old ZAZ anims that doesn't seem to exist anymore?
Guest Posted September 4, 2016 Posted September 4, 2016 The very first visit to sanguine's world predictably has a CTD, and after that it's Just fine and dandy Dream-world (via Honningbrew-Meadery) Sanguine starts out as a man, changes to a woman on later visits (I'm just saying). zap-something animations override any other animations I have installed, and the zap-whatevers don't really work all that well. Kneeling works great, or it doesn't, or it works for a second (It cannot decide to work or not) But then the game decides vanilla SLAL (Leito) animations are good enough, and once in a while slavery-type stuff progresses. I'll miss this mod when I uninstall it. Life in skyrim kind of sucks without Sanguine, if only the whole armbinder/Zap-whatever wasn't there. I even found out an unsolved camera-bounce is from another mod, maybe the armbinder+zap thing is too But it would take a whole forum page to explain myself and why I think armbinders are bad.
DeepBlueFrog Posted September 5, 2016 Author Posted September 5, 2016 A new version is up (3.5.2) with these changes: - Added: Allow dialogue to remove slave bindings/gag from follower or slave NPC - Added: Allow for manual follower release - Added: Add missing sneakwalkright and sneakwalkleft anim overrides - Added: Disable popup for enslavement attempts after being defeated - Added: Add quick release from enslavement to Sanguine until full quest is available - Added: Master should react to bound combat - Added: Add support for FNIS sexy moves when idles overrides are reset - Added: Add chance of punishment if too many 'resist' selected during enslavement - Added: Add support for new ZAP Slavery - Added: Add support for Maria Eden - Added: Check potential faction issues if player joins after enslavement by follower - Added: Move whip marks slavetat to end of punishment scene - Added: Force reset of idle after sleeping anywhere - Added: Add check for armbinders or yoke before kneeling or poses on sleep anywhere - Added: Disable 'can I join' when slavery level is 6 - Added: Spriggan head mask is still not equiping - Added: Fix descriptions of spriggan armors - Added: Update keywords on spriggan items - Added: Recompile slavetat event bridge + bundle with SD+ - Added: Remove gender check when testing for potential creature slaver - Added: Add support for yoke as punishment item - Fixed: Slaver creature race detection returns True for all supported races (even humanoids) - Fixed: Check initialization of anim overrides - Fixed: Missing properties on DA quests after update (DA 7.0+ is now required) - Fixed: Bad faction detection during simplified DA events - Fixed: Fix expiration of slave tattoos - Fixed: Disable stance keys while in menus - Fixed: Followers are not opening their mouth around gag Note: I also fixed an issue with the SlaveTatEventBridge. Make sure to update it as well if you have the latest version of Slavetats. Note 2: Remember to update FNIS for Users as this version fixes animation overrides.
DeepBlueFrog Posted September 5, 2016 Author Posted September 5, 2016 Note 3: Death Alternative 7.0 or above is now required.
Arthacs Posted September 5, 2016 Posted September 5, 2016 I dunno if this have been answered before, but are there any known mods that makes the master become idle after a few seconds after talking to him? -He just stands idle and when talked to he performs an action and then starts to do stuff, but suddenly just stops and stands there.. I have SD+ esp almost at the bottom of my load order, before Dev..Helpless.esp
galgat Posted September 5, 2016 Posted September 5, 2016 If I have bound animations enabled, there is only one available animation when you're in an armbinder and that's some boring self-satisfaction on both ends. I assume this is because the mod can't find the bound anims but I have a lot of them from several packs installed. How can I make SD use those anims instead of the old ZAZ anims that doesn't seem to exist anymore? I find is best if want all animation, as the bondage animations are very limited to just UN-tick the option in DDI, that forces Bound animations, and also UN-tick the one in Zaz that does mostly the same thing. Then all animations should play no problem, and the bondage apparatus will mostly just be out of the picture during sex acts. The DDI bondage thing is very limiting to the sex acts that you want for eye candy. It would be nice if there were more bondage animations but many of them are really screwed up any way.. Zap doggy just works when it want to for me, and many others are pretty buggy. Anyway this is what works for me PS... Thank you SkyrimII for working so hard on this one, i enjoy it quite a bit..
Guest Posted September 5, 2016 Posted September 5, 2016 If I have bound animations enabled, there is only one available animation when you're in an armbinder and that's some boring self-satisfaction on both ends. I assume this is because the mod can't find the bound anims but I have a lot of them from several packs installed. How can I make SD use those anims instead of the old ZAZ anims that doesn't seem to exist anymore? I find is best if want all animation, as the bondage animations are very limited to just UN-tick the option in DDI, that forces Bound animations, and also UN-tick the one in Zaz that does mostly the same thing. Then all animations should play no problem, and the bondage apparatus will mostly just be out of the picture during sex acts. The DDI bondage thing is very limiting to the sex acts that you want for eye candy. It would be nice if there were more bondage animations but many of them are really screwed up any way.. Zap doggy just works when it want to for me, and many others are pretty buggy. Anyway this is what works for me PS... Thank you SkyrimII for working so hard on this one, i enjoy it quite a bit.. I don't have an MCM menu for Zaz. Am I missing something?
asdasd123123 Posted September 5, 2016 Posted September 5, 2016 I CANNOT get the new update to fully initialize. It just sits at 'Update Status: 1' and never continues. I have DA 7.0.1, and the prior SD+ worked PERFECTLY. Initial SD+ error logs: http://pastebin.com/Cx7LPt5w This is spammed about 200 times in my logs: http://pastebin.com/PbJkVTeJ I've tried making a new save, using an old save, de-activating mods.. Everything. It just wont fully activate
Guest Posted September 5, 2016 Posted September 5, 2016 I CANNOT get the new update to fully initialize. It just sits at 'Update Status: 1' and never continues. I have DA 7.0.1, and the prior SD+ worked PERFECTLY. Initial SD+ error logs: http://pastebin.com/Cx7LPt5w This is spammed about 200 times in my logs: http://pastebin.com/PbJkVTeJ I've tried making a new save, using an old save, de-activating mods.. Everything. It just wont fully activate currently dealing with this issue myself not exactly sure the issue either.
caocaothedeciever Posted September 5, 2016 Posted September 5, 2016 I'm sorry to report, I'm having the same problem . The mod isn't fully loading, old save, new save, all of it. I've tried surrendering (no response) and I've tried getting enslaved via "death," and that hasn't resulted in any success either. I am using the correct DA 7.0.1. My log is very similar to the above posters as well.
Guest Posted September 5, 2016 Posted September 5, 2016 I managed to fix it I got rid of death alternative captured it could be a fluke but its worth testing to see if this mod is the cause. Edit: Scratch that it just randomly worked 1 time.
caocaothedeciever Posted September 5, 2016 Posted September 5, 2016 I managed to fix it I got rid of death alternative captured it could be a fluke but its worth testing to see if this mod is the cause. Edit: Scratch that it just randomly worked 1 time. Yeah, I don't use Death Alternative captured, so that wouldn't have helped much ha ha ha.
DeepBlueFrog Posted September 5, 2016 Author Posted September 5, 2016 Could be another packaging issue with the bsa file. I will check that later today.
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