Jump to content

Sanguine Debauchery (SD+) (January 2025)


Recommended Posts

Posted

Actually, looking at the issues log in pastebin, you should not be having these errors at all. 

In the initialization especially. I haven't used the patch for Dawnguard and patch for Dragonborn for SD+ in more than a year.

 

That means you are using an old version of the code.

 

Make sure you check your scripts folder and delete all scripts starting with _sd.

 

Also, if you are using Inte's SD Patch mod, delete it. It is not designed to work with SD+ 3.0 and above.

Posted

Note 3: Death Alternative 7.0 or above is now required. 

 

@ anyone else with similar issue

 

I updated my game to use DA 7.0.1 (and 7.x of DA Captured) but since then all I get is an infinite bleedout where the PC could only be 'fixed' by using the DA 'Utility' resets.  :dodgy:

 

I was just about to strip out 7.0.1 and revert to the earlier version when I saw this was updated but now depends on DA 7  :s

 

Before I go any further, has anyone else had similar issues with DA 7+, and if so, how did they fix them, please?

 

 

Posted

Update DA from ver 6.xx to 7 requires clean save. (see DA page on nexus for upgrade instructions). If you have many mods that have dependencies to DA, create a clean save is a bit complicated..

It's better start a new game with all mods up to date IMHO.

 

S.

Posted

Actually, looking at the issues log in pastebin, you should not be having these errors at all. 

In the initialization especially. I haven't used the patch for Dawnguard and patch for Dragonborn for SD+ in more than a year.

 

That means you are using an old version of the code.

 

Make sure you check your scripts folder and delete all scripts starting with _sd.

 

Also, if you are using Inte's SD Patch mod, delete it. It is not designed to work with SD+ 3.0 and above.

 

Thank you for such a fast response!

 

I'm not using the SD patch mod- just the addons file.  How exactly do you delete the scripts? Do you mean delete it from the papyrus logs?

Posted

Hello,

 

Since there is a big update again i just want to ask something regard modding (I only now some basics about modding).

When I open SD In creation kit the global value mindaystojoin is of type integer, while in the MCM-menue whith the slider it is treated

as a float.

Does that mean anything ?

 

Regards

Posted

 

 

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 :shy:

 

 

PS... Thank you SkyrimII for working so hard on this one, i enjoy it quite a bit.. :heart:

 

 

I don't have an MCM menu for Zaz. Am I missing something?

 

 

You don't have Zaz animation pack ?

 

The MCM command I am speaking of it the second MCM menu Option in the MCM for ZAZ animation pack, and it is under the register with sexlab Option.

 

  I am told that you should not register it with sex lab, as ZAZ calls up animations as they are needed, and registering them is not needed.

 

  But under that is a tick that allows you to force bondage animations or not. UN-ticking it , and the one that does the same thing in DDI is what I am talking about.

 

  Regardless of your choice only one of those should be ticked ( If you want only to have Bondage sex act's ), either the one in DDI or the one in ZAZ, but only one of them.

 

   But if you want all sex acts to happen then UN-tick both of them. And in theory your bondage gear should have no effect on your Sex act's.

 

   This will not stop some modders from forcing certain act's, but if that is not done, then all animations should be available.

Posted

  I have some sort of fat finger problem ( I maybe did something wrong ).. I don't seem to be able to get any of my key's to work, as in like the surrender Key. I have set it where I always set it, but no matter what i do it does not seem to want to work.

 

   They program to the key I always use in the MCM, but in the game they don't work.

Posted

Update DA from ver 6.xx to 7 requires clean save. (see DA page on nexus for upgrade instructions). If you have many mods that have dependencies to DA, create a clean save is a bit complicated..

 

It's better start a new game with all mods up to date IMHO.

 

S.

 

Thanks

 

I went ahead anyhow, and uninstalled / clean saved / reinstalled DAYMOYL, DA Captures / SD+ ands it all seems to function OK

 

Still have a bit of trouble sequencing Defeat into SD+ via DAYMOYL, as SD+ will too often trigger before Defeat finishes, certainly on Bleedout events, (and possibly on Blackout > SD+ too - sometimes things happen too fast LOL)  Oddly, if SD+ triggers before defeat finishes, all Sexlab scenes seem to come from ZAZ/ZAP and not those appropriate to what would have been the defeat generated scene. 

 

In the meantime, as I never cheat on gameplay, I am going to get my PC to finish the game despite all the various vicissitudes of Skyrim :P , I am going for the bid red button solution, ie not triggering SD+ until I finish the main game, and then I'll see what variations I can introduce for a bit of added fun.

 

Posted

A few tips of you have issues with the latest update:

 

- Make sure you have the latest DA installed

- Configure DA to trigger at 10% of the player Health and 600% maximum health hits. Disable ragdoll effect and turn off followers helping you.

- Also in DA, click on Register quests to make sure SD quests for DA are registered or updated properly

- You can ignore the Bleedout event for SD (keep it disabled to be safe) as it shouldn't be doing anything. It is more of a placeholder at this time.

- Make sure there is no other DA quest with the same priority as SD's Blackout event

- Make sure there is no old scripts from SD+ in your scripts folder. Open the Skyrim/Data/scripts folder, look for any script starting with _sd and delete them using your windows file explorer.

- If you are using Inte's SD+ patches and/or SD+ cages - disable them (and clean up the scripts folder as described above).

Posted

 

 

Make sure there is no other DA quest with the same priority as SD's Blackout event

Same or higher. And double-check your Simple Slavery priorities too, I think by default the SD+ priority is set to something like 80 and Simple Slavery is set to 85.

Posted

Actually, looking at the issues log in pastebin, you should not be having these errors at all. 

In the initialization especially. I haven't used the patch for Dawnguard and patch for Dragonborn for SD+ in more than a year.

 

That means you are using an old version of the code.

 

Make sure you check your scripts folder and delete all scripts starting with _sd.

 

Also, if you are using Inte's SD Patch mod, delete it. It is not designed to work with SD+ 3.0 and above.

My Skyrim instillation is only about 3 months old. I also use Mod Organizer so it'd be impossible for me to be using old scripts and not notice it. 

 

I don't use the add-ons either, never have (Fairly new user to SD+). 

Posted

A few tips of you have issues with the latest update:

 

- Make sure you have the latest DA installed

- Configure DA to trigger at 10% of the player Health and 600% maximum health hits. Disable ragdoll effect and turn off followers helping you.

- Also in DA, click on Register quests to make sure SD quests for DA are registered or updated properly

- You can ignore the Bleedout event for SD (keep it disabled to be safe) as it shouldn't be doing anything. It is more of a placeholder at this time.

- Make sure there is no other DA quest with the same priority as SD's Blackout event

- Make sure there is no old scripts from SD+ in your scripts folder. Open the Skyrim/Data/scripts folder, look for any script starting with _sd and delete them using your windows file explorer.

- If you are using Inte's SD+ patches and/or SD+ cages - disable them (and clean up the scripts folder as described above).

 

Thanks for that - and the great mod!

 

On your suggestions: 

 

1- Glad to know that the bleedout event can be canned, as I think that was part of my main problem

2 - 'Make sure there is no other DA quest with the same priority as SD's Blackout event'  As a pedantic literalist, I am unclear as to what that means, ie is that just not equal to the same number, or does it mean that nothing should be lower, or higher?  Not being difficult, honest, just don't clearly understand your intent.  Sorry..... :-/

 

Otherwise: 

 

I use MO.  The active file is SD352.  Explorer/MO's Info on Filetree both show no scripts beginning with  '_sd', (but I cannot see the bsa or bsl file contents), so what scripts are supposed to be running, please?

 

Reason for asking is that 'ReSaver', which I now use to clean saves after CrashFixes changed the save format, shows my save game as having a lot of scripts starting with _sd, as well as some with _SD.  What scripts should I have?  :)   

 

To put that in some context, Resaver's 'cleaning' filter show no unattached instances, undefined elements, or formlists with null references - so there seems to be nothing in the save to clean.  But, are you saying that these should not be there?  And if they are, will they screw up my present gameplay, and how?  Is there any way of getting rid of them, if they will?

 

In that regard, my logs show the occasional _sd referenced errors such as:

 

Error: Property _SD_Player on script _sdras_load attached to alias _SDRA_player on quest _SD_controller (63000D64) cannot be bound because alias _SDRA_player on quest _SD_controller (63000D64) is not the right type

[09/05/2016 - 10:07:35PM] Error: Property Variables on script _sdras_master attached to alias _SDRA_master on quest _SD_enslavement (6300182D) cannot be bound because daymoyl_Monitor (1A000D62) is not the right type

+++++

[09/05/2016 - 10:07:36PM] Error: Property Variables on script _sdras_master attached to alias _SDRA_master on quest _SD_enslavement (6300182D) cannot be bound because daymoyl_Monitor (1A000D62) is not the right type

+++++

[09/05/2016 - 10:07:35PM] Error: Property _SD_Player on script _sdras_load attached to alias _SDRA_player on quest _SD_controller (63000D64) cannot be bound because alias _SDRA_player on quest _SD_controller (63000D64) is not the right type

[09/05/2016 - 10:07:35PM] Error: Property Variables on script _sdras_master attached to alias _SDRA_master on quest _SD_enslavement (6300182D) cannot be bound because daymoyl_Monitor (1A000D62) is not the right type

+++++

 

and other normal looking stuff such as

 

 

[09/05/2016 - 10:07:48PM] [_sdras_load] Calling _sd_player maintenance

[09/05/2016 - 10:07:48PM] SEXLAB - LOADED: Version 16200 / 16200

[09/05/2016 - 10:07:48PM] FNIS aa GetAAprefixList mod: sanguineDebauchery nMods: 4

[09/05/2016 - 10:07:48PM] daymoyl - OnPlayerLoadGame

+++++

[09/05/2016 - 10:07:49PM] [_sdras_player] Register events

[09/05/2016 - 10:07:49PM] SexLab Dialogues: Reset SexLab events

[09/05/2016 - 10:07:49PM] SexLab Dialogues: Reset SexLab events

[09/05/2016 - 10:07:49PM] [_sdras_load] Calling version check

[09/05/2016 - 10:07:49PM] [sD] Registering Alicia player start

+++++

Sorry to be so long winded, but are these sort of things coming from old and current versions of the mod, and in the circs, are any likely to be a real problem/fatal?   And, again, if so, is there any way to get rid of them?

 

Any help gratefully received!

 

:shy:

 

EDIT:  Probably same as what

asdasd123123

 

just said, with a bit more detail!  LOL

 

Posted

 

A few tips of you have issues with the latest update:

 

- Make sure you have the latest DA installed

- Configure DA to trigger at 10% of the player Health and 600% maximum health hits. Disable ragdoll effect and turn off followers helping you.

- Also in DA, click on Register quests to make sure SD quests for DA are registered or updated properly

- You can ignore the Bleedout event for SD (keep it disabled to be safe) as it shouldn't be doing anything. It is more of a placeholder at this time.

- Make sure there is no other DA quest with the same priority as SD's Blackout event

- Make sure there is no old scripts from SD+ in your scripts folder. Open the Skyrim/Data/scripts folder, look for any script starting with _sd and delete them using your windows file explorer.

- If you are using Inte's SD+ patches and/or SD+ cages - disable them (and clean up the scripts folder as described above).

 

Thanks for that - and the great mod!

 

On your suggestions: 

 

1- Glad to know that the bleedout event can be canned, as I think that was part of my main problem

2 - 'Make sure there is no other DA quest with the same priority as SD's Blackout event'  As a pedantic literalist, I am unclear as to what that means, ie is that just not equal to the same number, or does it mean that nothing should be lower, or higher?  Not being difficult, honest, just don't clearly understand your intent.  Sorry..... :-/

 

Otherwise: 

 

I use MO.  The active file is SD352.  Explorer/MO's Info on Filetree both show no scripts beginning with  '_sd', (but I cannot see the bsa or bsl file contents), so what scripts are supposed to be running, please?

 

Reason for asking is that 'ReSaver', which I now use to clean saves after CrashFixes changed the save format, shows my save game as having a lot of scripts starting with _sd, as well as some with _SD.  What scripts should I have?  :)   

 

To put that in some context, Resaver's 'cleaning' filter show no unattached instances, undefined elements, or formlists with null references - so there seems to be nothing in the save to clean.  But, are you saying that these should not be there?  And if they are, will they screw up my present gameplay, and how?  Is there any way of getting rid of them, if they will?

 

In that regard, my logs show the occasional _sd referenced errors such as:

 

Error: Property _SD_Player on script _sdras_load attached to alias _SDRA_player on quest _SD_controller (63000D64) cannot be bound because alias _SDRA_player on quest _SD_controller (63000D64) is not the right type

[09/05/2016 - 10:07:35PM] Error: Property Variables on script _sdras_master attached to alias _SDRA_master on quest _SD_enslavement (6300182D) cannot be bound because daymoyl_Monitor (1A000D62) is not the right type

+++++

[09/05/2016 - 10:07:36PM] Error: Property Variables on script _sdras_master attached to alias _SDRA_master on quest _SD_enslavement (6300182D) cannot be bound because daymoyl_Monitor (1A000D62) is not the right type

+++++

[09/05/2016 - 10:07:35PM] Error: Property _SD_Player on script _sdras_load attached to alias _SDRA_player on quest _SD_controller (63000D64) cannot be bound because alias _SDRA_player on quest _SD_controller (63000D64) is not the right type

[09/05/2016 - 10:07:35PM] Error: Property Variables on script _sdras_master attached to alias _SDRA_master on quest _SD_enslavement (6300182D) cannot be bound because daymoyl_Monitor (1A000D62) is not the right type

+++++

 

and other normal looking stuff such as

 

 

[09/05/2016 - 10:07:48PM] [_sdras_load] Calling _sd_player maintenance

[09/05/2016 - 10:07:48PM] SEXLAB - LOADED: Version 16200 / 16200

[09/05/2016 - 10:07:48PM] FNIS aa GetAAprefixList mod: sanguineDebauchery nMods: 4

[09/05/2016 - 10:07:48PM] daymoyl - OnPlayerLoadGame

+++++

[09/05/2016 - 10:07:49PM] [_sdras_player] Register events

[09/05/2016 - 10:07:49PM] SexLab Dialogues: Reset SexLab events

[09/05/2016 - 10:07:49PM] SexLab Dialogues: Reset SexLab events

[09/05/2016 - 10:07:49PM] [_sdras_load] Calling version check

[09/05/2016 - 10:07:49PM] [sD] Registering Alicia player start

+++++

Sorry to be so long winded, but are these sort of things coming from old and current versions of the mod, and in the circs, are any likely to be a real problem/fatal?   And, again, if so, is there any way to get rid of them?

 

Any help gratefully received!

 

:shy:

 

EDIT:  Probably same as what

asdasd123123

 

just said, with a bit more detail!  LOL

 

 

hi yer  I am getting that as well I think u upload with a script missing 

Posted

after update i load save... and nothing work right.

\ button dont work dead alternative just crush....

something wrong in this udate.... 

 

same here surrender & arrow keys to crawl and stuff doesnt work for some reason everything else is fine tho

Posted

2 - 'Make sure there is no other DA quest with the same priority as SD's Blackout event'  As a pedantic literalist, I am unclear as to what that means, ie is that just not equal to the same number, or does it mean that nothing should be lower, or higher?  Not being difficult, honest, just don't clearly understand your intent.  Sorry..... :-/

 

 

Whichever mod has the highest priority number takes precedence and will be used. If two or more mods have the same priority, the game will choose randomly between them.

So what that means is that SD+ should have the highest priority to make sure it triggers. IIRC most of the standard DA events have priorities around the 20s and 30s, and SD+ is 80 or 85 (?). This means that SD+ will always trigger and the others will not (given the appropriate event).

 

I generally set my SD+ higher than everything except Simple Slavery. That way, SD+ will trigger in every case except when being defeated by bandits, which is the only Simple Slavery entry event, and triggers Simple Slavery (and since SD+ is my only outcome in Simple Slavery, it just adds a little sidetrack :) ).

Posted

 

2 - 'Make sure there is no other DA quest with the same priority as SD's Blackout event'  As a pedantic literalist, I am unclear as to what that means, ie is that just not equal to the same number, or does it mean that nothing should be lower, or higher?  Not being difficult, honest, just don't clearly understand your intent.  Sorry..... :-/

 

 

Whichever mod has the highest priority number takes precedence and will be used. If two or more mods have the same priority, the game will choose randomly between them.

So what that means is that SD+ should have the highest priority to make sure it triggers. IIRC most of the standard DA events have priorities around the 20s and 30s, and SD+ is 80 or 85 (?). This means that SD+ will always trigger and the others will not (given the appropriate event).

 

I generally set my SD+ higher than everything except Simple Slavery. That way, SD+ will trigger in every case except when being defeated by bandits, which is the only Simple Slavery entry event, and triggers Simple Slavery (and since SD+ is my only outcome in Simple Slavery, it just adds a little sidetrack :) ).

 

 

Thanks

 

On that basis, I had got the wrong end of the stick.  I thought that it meant that these priorities were some sort means of varying the 'probability' of the potential outcomes happening, and not just a straight ranking as to which will happen.  (Must profess not to understand why some outcomes might trigger from bandit encounters, and not others)

 

So does that mean then that DA's priorities should all be set to the same value if you want a random outcome to happen?  Seems a bit of a waste of time having a slider in the first place, as you might as well just tick every mod that you want to be included in a 'random' outcome, and only one if you want it and nothing else

 

And, just in case I have had a total brainfade on every other mod with similar sliders, do they work in the same way too?  eg DCUR's varying adventure outcomes.  Is it the one set highest that will always trigger?

 

There does seem to be an element of pointlessness to the general mechanism if that's so :dodgy:

 

 

Posted

 

Thanks

 

On that basis, I had got the wrong end of the stick.  I thought that it meant that these priorities were some sort means of varying the 'probability' of the potential outcomes happening, and not just a straight ranking as to which will happen.  (Must profess not to understand why some outcomes might trigger from bandit encounters, and not others)

 

So does that mean then that DA's priorities should all be set to the same value if you want a random outcome to happen?  Seems a bit of a waste of time having a slider in the first place, as you might as well just tick every mod that you want to be included in a 'random' outcome, and only one if you want it and nothing else

 

And, just in case I have had a total brainfade on every other mod with similar sliders, do they work in the same way too?  eg DCUR's varying adventure outcomes.  Is it the one set highest that will always trigger?

 

There does seem to be an element of pointlessness to the general mechanism if that's so :dodgy:

 

 

 

 

Some mods do it that way, with the number being a probability. Most have it as a priority. In case of probability and not priority, you should see something like a percentage, or sliders instead of integers, or setting an integer automatically changes another integer.

There are some crossover things too - for example, the Death Alternative "Radiant Event Settings" work on probability too.

 

And yes, if you set all priorities to the same number, the outcome will be random... given that the conditions are met.

 

For example, if Simple Slavery and SD+ have equal priorities, the game will choose randomly between them, but Simple Slavery will only activate if you're defeated by Bandits, so this random choice will only happen if you're defeated by bandits, otherwise SD+ will always happen.

 

Another example - SD+ and Flowering Spriggan. SD+ should trigger with pretty much anything, but Flowering Spriggan will only trigger if you're defeated by Spriggans, so if the two are set to the same priority, you'll never get Flowering Spriggan unless defeated by Spriggans. If not, you'll get SD+ instead. Thus, personally I set Flowering Spriggan higher than SD+, so SD+ will always trigger unless defeated by a Spriggan.

 

Other mods will (should) do the same thing. The highest one will always trigger first, but only if the event is compatible. I haven't played Deviously Cursed Loot for a while, but the outcomes there probably have different conditions, so setting one higher won't necessarily mean it always triggers.

 

At least, that's how I'm given to understand it works. Hope I didn't make it more complicated too. ;)

Posted

The _sd in the papyrus log aren't scripts, they are methods or function (or whatever CK call those things). The scripts are text files found in your Data\scripts\ folder. If any file in that folder starts with _sd, it should be erased.

Posted

 

A few tips of you have issues with the latest update:

 

- Make sure you have the latest DA installed

- Configure DA to trigger at 10% of the player Health and 600% maximum health hits. Disable ragdoll effect and turn off followers helping you.

- Also in DA, click on Register quests to make sure SD quests for DA are registered or updated properly

- You can ignore the Bleedout event for SD (keep it disabled to be safe) as it shouldn't be doing anything. It is more of a placeholder at this time.

- Make sure there is no other DA quest with the same priority as SD's Blackout event

- Make sure there is no old scripts from SD+ in your scripts folder. Open the Skyrim/Data/scripts folder, look for any script starting with _sd and delete them using your windows file explorer.

- If you are using Inte's SD+ patches and/or SD+ cages - disable them (and clean up the scripts folder as described above).

 

Thanks for that - and the great mod!

 

On your suggestions: 

 

1- Glad to know that the bleedout event can be canned, as I think that was part of my main problem

2 - 'Make sure there is no other DA quest with the same priority as SD's Blackout event'  As a pedantic literalist, I am unclear as to what that means, ie is that just not equal to the same number, or does it mean that nothing should be lower, or higher?  Not being difficult, honest, just don't clearly understand your intent.  Sorry..... :-/

 

Otherwise: 

 

I use MO.  The active file is SD352.  Explorer/MO's Info on Filetree both show no scripts beginning with  '_sd', (but I cannot see the bsa or bsl file contents), so what scripts are supposed to be running, please?

 

....

 
Make sure you have the following setting in MO. The next screenshot shows the content of the SDPlus v3.5.1 Archive before installation. The following is how it should look after installation.
 
Posted

I got to test SDPlus v3.5.1 two day's ago and sadly ran in to a problem i had before. Well i did not have a clean running SD+ for a very long time anyway.

 

When i get enslaved the new slave master seems to have issue's tracking my PC, in this iteration of SD+ there is a message that informs me "The Master can't remove my devices because of distance", that happens no matter how close i am to the Master. As he is supposedly following me he stops after just a few steps and if he is going for a Walk the same thing happens.

 

Has anyone else had similar problems with SD+?

Posted

 

 

Thanks

 

On that basis, I had got the wrong end of the stick.  I thought that it meant that these priorities were some sort means of varying the 'probability' of the potential outcomes happening, and not just a straight ranking as to which will happen.  (Must profess not to understand why some outcomes might trigger from bandit encounters, and not others)

 

So does that mean then that DA's priorities should all be set to the same value if you want a random outcome to happen?  Seems a bit of a waste of time having a slider in the first place, as you might as well just tick every mod that you want to be included in a 'random' outcome, and only one if you want it and nothing else

 

And, just in case I have had a total brainfade on every other mod with similar sliders, do they work in the same way too?  eg DCUR's varying adventure outcomes.  Is it the one set highest that will always trigger?

 

There does seem to be an element of pointlessness to the general mechanism if that's so :dodgy:

 

 

 

 

Some mods do it that way, with the number being a probability. Most have it as a priority. In case of probability and not priority, you should see something like a percentage, or sliders instead of integers, or setting an integer automatically changes another integer.

There are some crossover things too - for example, the Death Alternative "Radiant Event Settings" work on probability too.

 

And yes, if you set all priorities to the same number, the outcome will be random... given that the conditions are met.

 

For example, if Simple Slavery and SD+ have equal priorities, the game will choose randomly between them, but Simple Slavery will only activate if you're defeated by Bandits, so this random choice will only happen if you're defeated by bandits, otherwise SD+ will always happen.

 

Another example - SD+ and Flowering Spriggan. SD+ should trigger with pretty much anything, but Flowering Spriggan will only trigger if you're defeated by Spriggans, so if the two are set to the same priority, you'll never get Flowering Spriggan unless defeated by Spriggans. If not, you'll get SD+ instead. Thus, personally I set Flowering Spriggan higher than SD+, so SD+ will always trigger unless defeated by a Spriggan.

 

Other mods will (should) do the same thing. The highest one will always trigger first, but only if the event is compatible. I haven't played Deviously Cursed Loot for a while, but the outcomes there probably have different conditions, so setting one higher won't necessarily mean it always triggers.

 

At least, that's how I'm given to understand it works. Hope I didn't make it more complicated too. ;)

 

 

Thanks!

 

That helps a great deal!  I had made quite a few daft assumptions  :s

 

Teach me to read the docs better next time!

 

Again, tyvm  :shy:

 

 

@ bicobus @Mondaiji

 

Thanks for the info.  The pics don't seem to be available yet so, as it's late here, I'll have a look again tomorrow and see if what I have is different

 

tyvm for the help

 

 

Posted

 

 

Content Consumer, on 06 Sept 2016 - 12:55 AM, said:

 

donkeywho, on 06 Sept 2016 - 12:29 AM, said:

 

Thanks

 

On that basis, I had got the wrong end of the stick. I thought that it meant that these priorities were some sort means of varying the 'probability' of the potential outcomes happening, and not just a straight ranking as to which will happen. (Must profess not to understand why some outcomes might trigger from bandit encounters, and not others)

 

So does that mean then that DA's priorities should all be set to the same value if you want a random outcome to happen? Seems a bit of a waste of time having a slider in the first place, as you might as well just tick every mod that you want to be included in a 'random' outcome, and only one if you want it and nothing else

 

And, just in case I have had a total brainfade on every other mod with similar sliders, do they work in the same way too? eg DCUR's varying adventure outcomes. Is it the one set highest that will always trigger?

 

There does seem to be an element of pointlessness to the general mechanism if that's so :dodgy:

 

 

 

 

Some mods do it that way, with the number being a probability. Most have it as a priority. In case of probability and not priority, you should see something like a percentage, or sliders instead of integers, or setting an integer automatically changes another integer.

There are some crossover things too - for example, the Death Alternative "Radiant Event Settings" work on probability too.

 

And yes, if you set all priorities to the same number, the outcome will be random... given that the conditions are met.

 

For example, if Simple Slavery and SD+ have equal priorities, the game will choose randomly between them, but Simple Slavery will only activate if you're defeated by Bandits, so this random choice will only happen if you're defeated by bandits, otherwise SD+ will always happen.

 

Another example - SD+ and Flowering Spriggan. SD+ should trigger with pretty much anything, but Flowering Spriggan will only trigger if you're defeated by Spriggans, so if the two are set to the same priority, you'll never get Flowering Spriggan unless defeated by Spriggans. If not, you'll get SD+ instead. Thus, personally I set Flowering Spriggan higher than SD+, so SD+ will always trigger unless defeated by a Spriggan.

 

Other mods will (should) do the same thing. The highest one will always trigger first, but only if the event is compatible. I haven't played Deviously Cursed Loot for a while, but the outcomes there probably have different conditions, so setting one higher won't necessarily mean it always triggers.

 

At least, that's how I'm given to understand it works. Hope I didn't make it more complicated too. ;)

 

 

Thanks!

 

That helps a great deal! I had made quite a few daft assumptions :s

 

Teach me to read the docs better next time!

 

Again, tyvm :shy:

 

 

 

 

@ bicobus @Mondaiji

 

Thanks for the info.  The pics don't seem to be available yet so, as it's late here, I'll have a look again tomorrow and see if what I have is different

 

tyvm for the help

 

 

They do show for me but i do not know if this is normal with the Forum Software. Anyway in MO make sure under Configuration -> Plugins the first entry BSA extraction is set to true. There should not be a BSA Archive after installation through MO and as such you would see the scripts folder.

Posted

Do not remove the _sd files from the BSA provided with this mod. Don't touch the BSA. Don't extract the BSA unless you're certain of what you are doing. A regular user do not need to do that.

 

The reason skyrimll told you to remove loose scripts is because there are old "patch" and addons for the previous versions of Sanguine Debauchery. Those are not compatible with SD+ and will lead to problems. If you never installed any of those, then there is nothing for you to remove.

 

@Mondaiji: imgur probably blacklisted loverslab.com and thus other people can't see your images unless visiting the url directly. That happened with the hongfire forums too. You can host your image there, but just link to the images and don't use the img tag.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...