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Posted (edited)

@xtremeGoose thanks for the heads up, I'll remove the mention of GPL then.

 

@Nikett7 thanks for having my back. Let's redirect to you until I can get it onto the main page.

 

Edit: please redistribute AF or an older version of DFR independently; the newer DFR’s software requirements are Scrab’s concern now, so you’ll need to ask her for permission. I’m only going to officially host files that are open for adoption, except for SCOE and SLANG.

Edited by Nuascura
Posted (edited)
5 hours ago, Nikett7 said:

It seems Devious Followers Redux required Adversity Framework to work, it is not here. Just in case, I will leave it here, it is from discord, the version is close to the latest, but I am not sure.

Adversity Framework v0.5.0.7z 6.55 MB · 4 downloads

Latest (compiled) version is 0.5.1:
Adversity Framework v0.5.1.7z

I 'think' Ponzi made some more bugfix commits, so if you encounter errors with this one (I certainly did), they might already been fixed only awaiting the time Scrab can dig herself out of the pile of code she so suddenly got buried under.

Edited by Talesien
Posted
8 hours ago, belegost said:

What was missing was the potion quest. Which I am murky on what exactly it does even in the original mod.

It's probably for the best if the "weird potion" in Devious Followers stays missing.  It bestows a permanent curse without warning the human player about that, and people have gotten themselves into trouble with it.

Posted
1 hour ago, Talesien said:

Here you go: Fast Tats v0.1.13.7z
Given it's a skse mod as well, I guess it too landed on Scrabs shoulders.

 

Thanks

 

I must have missed that one though.  What does it do, and does it conflict with Rape Tattoos Continued and it's parallel removal mod?

 

TIA for any help on that

 

DQW

Posted
49 minutes ago, Hex Bolt said:

It's probably for the best if the "weird potion" in Devious Followers stays missing.  It bestows a permanent curse without warning the human player about that, and people have gotten themselves into trouble with it.

That actually sounds like fun. I'm all for anything unexpected in a game I otherwise know better than the back of my hand. Can you provide more specifics please?

Posted
48 minutes ago, belegost said:

That actually sounds like fun. I'm all for anything unexpected in a game I otherwise know better than the back of my hand. Can you provide more specifics please?

There's a description posted here.

Posted

If someone does continue work on Devious Followers, Ponzi and I had spoken about the integration with Submissive Lola just a few days ago.  There's a fix to the old interface that Ponzi was going to implement.  I can provide some info and assistance with that if anyone decides to work on that part.

Posted
1 hour ago, DonQuiWho said:

 

Thanks

 

I must have missed that one though.  What does it do, and does it conflict with Rape Tattoos Continued and it's parallel removal mod?

 

TIA for any help on that

 

DQW

Nope, it does not conflict. In essence, it just speeds up all aspects of SlaveTats, MCM load times, application and removal of tats are all speed up.

Posted
4 minutes ago, Hex Bolt said:

If someone does continue work on Devious Followers, Ponzi and I had spoken about the integration with Submissive Lola just a few days ago.  There's a fix to the old interface that Ponzi was going to implement.  I can provide some info and assistance with that if anyone decides to work on that part.

Miss Corruption is taking over Devious Followers Redux, we shall see what vision she has for it. Might involve Scrab as well if the integration requires changes to the Adversity Framework.

Posted

@Talesien Is Fast Tats stable for you? It's quasi-inherited by Scrab, so I didn't bother to upload it here. Though Ponzi said to use SlaveTats NG instead of Fast Tats because there were things he couldn't fix in time

Posted
7 minutes ago, Nuascura said:

@Talesien Is Fast Tats stable for you? It's quasi-inherited by Scrab, so I didn't bother to upload it here. Though Ponzi said to use SlaveTats NG instead of Fast Tats because there were things he couldn't fix in time

I'm not actually using it in my current LO. I did use it for a bit and didn't notice problems, but then I'm a very light user of slavetats anyway. It's mostly in my LO due to Naked Defeat and Spank That Ass requiring it. So it might very well have issues I didn't notice.

Posted
1 hour ago, Talesien said:

Nope, it does not conflict. In essence, it just speeds up all aspects of SlaveTats, MCM load times, application and removal of tats are all speed up.

FYI/FWIF, fast tats is not needed in SE/AE with the advent of PapyrusTweaksNG. PT-NG virtually eliminates all script lag in Skyrim (even with heavily-modded and script-heavy modlists), and slavetats is no exception: tats load in instantly with PT-NG.

Posted
2 hours ago, Talesien said:

Nope, it does not conflict. In essence, it just speeds up all aspects of SlaveTats, MCM load times, application and removal of tats are all speed up.

 

Thanks

 

And to everyone else pitching in on this one

 

DQW

Posted

Shame. Figured something was up, since I asked a question over on Practical Defeat's thread. I was getting responses quite quickly from him before, but the latest one went sadly unanswered for a longer chunk of time.

Sad to see the end of an age. Hoping DF, and PD can see a continuation.

 

Also....

Spoiler

I thought the weird potion was fun.  I ain't playin porn-rim to play the game normally... I could just, you know, play the game normally if I wanted that.

 

Posted
16 hours ago, Nuascura said:

Added Sexlab Aroused NG (will be merged with Scrab's P+. If you don't need creature support, highly recommend OSL Aroused)

Having used both extensively I tend to recommend the opposite, unless you have specific reason to use OSL (i.e. want Ostim and SL synced) don't use it. It has several problems, like arousal isn't updated unless an external mod checks for it, some MCM options don't stick and need to be set again after every game start, etc. And while you shouldn't replace a mod as deeply integrated as Arousal mods tend to be without starting a new game, OSL helps you to stick to that rule by making it entirely impossible to replace it with any other arousal mod.

Posted (edited)

I'm using OSL Aroused for a really long time as it's requirement for UD3, it's good.

It updates as it should thanks to using SL Widget mod and small patch for OSLA for it.

Edited by kurotatsu
Posted

Is the source code for any of this available? I'd love to be able to look through it myself if I encounter any issues. For the moment I'm particularly interested in Devious Followers Redux and Practical Defeat.

Posted

@CG2424 These days, some Skyrim mod authors like me use Discord for better communication and collaboration, so that's more likely the reason why you never received a response from Ponzi on the LL thread. We are more active there than here.

 

@Bobmester The source code is located within the archives. Either Data/Source/Scripts or Data/Scripts/Source

Posted
On 11/11/2024 at 1:14 PM, Talesien said:

Having used both extensively I tend to recommend the opposite, unless you have specific reason to use OSL (i.e. want Ostim and SL synced) don't use it. It has several problems, like arousal isn't updated unless an external mod checks for it, some MCM options don't stick and need to be set again after every game start, etc. And while you shouldn't replace a mod as deeply integrated as Arousal mods tend to be without starting a new game, OSL helps you to stick to that rule by making it entirely impossible to replace it with any other arousal mod.

 

@Nuascura

 

Please don't merge the current SLA NG with anything else!  That might not be too safe, something I found out when 'upgrading' a game to use that instead of SLAv28

 

It might make both mods unuseable with other existing mods as, despite what it says on the tin, SLA NG is NOT a direct replacement for SLS v28 etc. 

 

I found that out the hard way, in that one of the PAHE/AYGAS/HSH/DOM mods requires code that is in SLAv28 to complete the sale of 'slaves' in game, and the Pap log was showing the same, absolutely consistent, error every time you tried to do that. 

 

This was because the equivalent SLAv28 code is NOT in SLA NG.  As you can't revert from SLA NG to earlier versions, I found that I had to scrap the game in which I discovered this after dozens of hours played, utterly wasted time, and that didn't include the two days it took me to actually work out what the problem really was!  Not even TrollAutoKill, who did the patches from DOM to AYGAS/HSH could find a fix (discussion was on PM, not the DOM thread)  As you can imagine, I wasn't overly enamoured by it all at the time

 

Bottom line is that SLA NG should NOT be described as a straight replacement for earlier versions, and if merged 'as is', who knows what other mods it might also break?

 

You could, of course, fix SLA NG to be backward compatible .. 😉 but that's probably another story

 

Whatever, hope that's of some help/use

 

DQW

 

 

Posted (edited)
2 hours ago, DonQuiWho said:

 

@Nuascura

 

Please don't merge the current SLA NG with anything else!  That might not be too safe, something I found out when 'upgrading' a game to use that instead of SLAv28

 

It might make both mods unuseable with other existing mods as, despite what it says on the tin, SLA NG is NOT a direct replacement for SLS v28 etc. 

 

I found that out the hard way, in that one of the PAHE/AYGAS/HSH/DOM mods requires code that is in SLAv28 to complete the sale of 'slaves' in game, and the Pap log was showing the same, absolutely consistent, error every time you tried to do that. 

 

This was because the equivalent SLAv28 code is NOT in SLA NG.  As you can't revert from SLA NG to earlier versions, I found that I had to scrap the game in which I discovered this after dozens of hours played, utterly wasted time, and that didn't include the two days it took me to actually work out what the problem really was!  Not even TrollAutoKill, who did the patches from DOM to AYGAS/HSH could find a fix (discussion was on PM, not the DOM thread)  As you can imagine, I wasn't overly enamoured by it all at the time

 

Bottom line is that SLA NG should NOT be described as a straight replacement for earlier versions, and if merged 'as is', who knows what other mods it might also break?

 

You could, of course, fix SLA NG to be backward compatible .. 😉 but that's probably another story

 

Whatever, hope that's of some help/use

 

DQW

 

 

Yes, both OSL and SLA NG removed some 'not required' scripts that are actually used by a handful of mods. Something @Scrab might need to take into account while merging it into P+, unless those mods are also incompatible with P+, then it's a moot point.
Might be helpful to have a list of those mods. Think you can find out in more detail?

Edited by Talesien

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