sep0_0 Posted February 25 Posted February 25 it counts as a what in the devious devices hider options? Â
DeepBlueFrog Posted February 25 Author Posted February 25 35 minutes ago, sep0_0 said: it counts as a what in the devious devices hider options?   not sure.. body maybe? I just turned off all options in my tests anyway.
DeepBlueFrog Posted March 1 Author Posted March 1 10 hours ago, sep0_0 said: how do i start The Children quest?  If you mean the family in the Forsworn tower, there is no quest about them yet. I have some ideas but nothing i could translate into a quest yet.
Thor1921 Posted March 13 Posted March 13 On 2/16/2026 at 1:16 PM, DeepBlueFrog said:  Not sure why is stops working but you should be able to make the milker visible by looking at the Device Hider options in the Devious Devices menu. sorry I took pictures of what I was talking about and completely forgot about this I will upload them now. These are the only female npcs I could get to at the time because I was stuck in coldharbor from the Vigilant mod These are pictures of a female Tetra(custom race from a mod) PC and a follower from the mod Mirai the girl with the dragon heart it is not just these characters its everyone I am pretty sure I cant be 100% sure because this only happens when you open the game and load a save any saves after don't do this and just always looks like picture 2 (the one without the milker) it does happen to characters that are part of the base game such as carlotta, ysolda, alham, and serana I might have a pic of serana actually Also when I try to do the milk farm quest on a male PC it starts similarly but for some reason breaks fast and things start happening like the milkers I had on people that were working before no longer work by that I mean the dialogue options disappeared like check equipment check on milk donor etc  Please let me know if you need more pics I can try to get them
Thor1921 Posted March 13 Posted March 13 (edited) also I have never touched the device hider or the devious devices mcm for the most part only to disable the key breaks and lock jams and manipulate devices to unlock without a key Shouldn't devices be shown by default? either way I will take a look Edited March 13 by Thor1921
DeepBlueFrog Posted March 13 Author Posted March 13 1 hour ago, Thor1921 said: also I have never touched the device hider or the devious devices mcm for the most part only to disable the key breaks and lock jams and manipulate devices to unlock without a key Shouldn't devices be shown by default? either way I will take a look  That's the things with Device Hider... it kicks in by default for some slots and gives the impression devices are missing.  It the issue was happening only for custom races, I would have said that's probably the reason but if it is happening for everybody, not sure what is happening there. I will have to test that quest again after what I am doing now with Parasites and Sisterhood of Dibella.
lostpause4 Posted May 4 Posted May 4 Does the map from the LE edition of this mod work for the SE edition of the mod or are some of the events from the LE edtion not ported over yet? I went looking for the shop in Falkreath, which an NPC had mentioned to me, and couldn't find it using the map from the LE edition of the mod.
DeepBlueFrog Posted May 8 Author Posted May 8 On 5/4/2026 at 3:01 AM, lostpause4 said: Does the map from the LE edition of this mod work for the SE edition of the mod or are some of the events from the LE edtion not ported over yet? I went looking for the shop in Falkreath, which an NPC had mentioned to me, and couldn't find it using the map from the LE edition of the mod. Â The map is the same for both versions, but it only shows what I added personally in the mods. Â The stories themselves are something else. They are rumors that may or may not be true. In the case of Falkreath, it is a reference to another LL mod. If you have that mod installed ,the story is true. If you don't have it, it is a fake rumor an NPC made up.
lostpause4 Posted May 13 Posted May 13 On 5/7/2026 at 9:52 PM, DeepBlueFrog said: Â The map is the same for both versions, but it only shows what I added personally in the mods. Â The stories themselves are something else. They are rumors that may or may not be true. In the case of Falkreath, it is a reference to another LL mod. If you have that mod installed ,the story is true. If you don't have it, it is a fake rumor an NPC made up. Â Which mod is it referencing? I might have to go look for it.
DeepBlueFrog Posted May 13 Author Posted May 13 15 hours ago, lostpause4 said: Â Which mod is it referencing? I might have to go look for it. Â I can't remember the name. I think it was slavery oriented mod that added a big bouse next to the Half moon mill near Falkreath.
petronius Posted May 14 Posted May 14 (edited) Is the rumours global reset on game start, when the MCM script initiates? I tried creating a patch plugin to set that global to 0, but it's still on when I start a new game, and what's more, it seems to break the MCM behaviour because if I uncheck it in the menu, NPCs still have the rumours dialogue even after changing location, city, etc... I'm just looking for a way to start the game without having to manually disable every time. This won't be a problem when I'm finally playing, but I'm still modding and restart constantly for testing. Thanks for any help! Edited May 14 by petronius
PubliusNV Posted May 16 Posted May 16 On 5/13/2026 at 8:25 AM, DeepBlueFrog said: Â I can't remember the name. I think it was slavery oriented mod that added a big bouse next to the Half moon mill near Falkreath. Â Probably the Captured Dreams mod. If I remember correctly the author removed it from LL and then after a period of time brought it back in a new version. Â 1
DeepBlueFrog Posted May 28 Author Posted May 28 On 5/14/2026 at 8:21 AM, petronius said: Is the rumours global reset on game start, when the MCM script initiates? I tried creating a patch plugin to set that global to 0, but it's still on when I start a new game, and what's more, it seems to break the MCM behaviour because if I uncheck it in the menu, NPCs still have the rumours dialogue even after changing location, city, etc... I'm just looking for a way to start the game without having to manually disable every time. This won't be a problem when I'm finally playing, but I'm still modding and restart constantly for testing. Thanks for any help! Â I think your best bet would be to edit the default value in the MCM script for the mod. Â Line 368, set the default value to 0 and recompile. Â https://github.com/SkyrimLL/Skyrim/blob/main/SE/SexLabStories/Data/source/scripts/SLS_QST_MCM.psc#L368 Â Not sure it will compile without additional source code dependencies but it is worth a shot. 1
petronius Posted May 29 Posted May 29 (edited) 15 hours ago, DeepBlueFrog said: Â I think your best bet would be to edit the default value in the MCM script for the mod. Â Line 368, set the default value to 0 and recompile. Â https://github.com/SkyrimLL/Skyrim/blob/main/SE/SexLabStories/Data/source/scripts/SLS_QST_MCM.psc#L368 Â Not sure it will compile without additional source code dependencies but it is worth a shot. Success! Thank you. I did have to add dependencies until it finally compiled: SkyUI SDK, MDM SDK, XP32 and Racemenu scripts (copied from scripts\source to source\scripts), sexlab and FNIS script sources. I use Pandora so didn't even have the main FNIS installed anymore. Â Might as well post the compiled script here if someone else wants it. Only did the default value change you posted. sls_qst_mcm.pex Edited May 29 by petronius 1
DeepBlueFrog Posted May 29 Author Posted May 29 Glad you made it. I had to create a special folder just for source scripts for dependencies when I went with Vortex, so I don't have to bother searching for them again.
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