NaamForst Posted April 19, 2025 Posted April 19, 2025 I've got a pretty simple mod conflict. I've installed the mod "Combat Reshoveled" which affects how NPC fatigue works. As far as I am aware, Lovers uses NPC fatigue / the Knock-down state to end animations. With "Combat Reshoveled" installed, NPCs become permanently unconscious / knocked down sometimes after sex / rape. I'm fairly certain a simple script edit that would restore the NPC's fatigue or force them out of the knock down state a few seconds after sex ends would fix this easily, but I'm not sure which script in the Lovers with PK esp / esm actually knocks the NPC down after sex to begin with. I'm currently still searching through the Lovers with PK esp in the construction set right now, and I'll get back to you all if I find something, but if anyone knows anything or can find the script for me quick, I'd greatly appreciate it.
tda4 Posted April 20, 2025 Posted April 20, 2025 11 hours ago, NaamForst said: I've got a pretty simple mod conflict. I've installed the mod "Combat Reshoveled" which affects how NPC fatigue works. As far as I am aware, Lovers uses NPC fatigue / the Knock-down state to end animations. With "Combat Reshoveled" installed, NPCs become permanently unconscious / knocked down sometimes after sex / rape. I'm fairly certain a simple script edit that would restore the NPC's fatigue or force them out of the knock down state a few seconds after sex ends would fix this easily, but I'm not sure which script in the Lovers with PK esp / esm actually knocks the NPC down after sex to begin with. I'm currently still searching through the Lovers with PK esp in the construction set right now, and I'll get back to you all if I find something, but if anyone knows anything or can find the script for me quick, I'd greatly appreciate it. In general, the system thus resets possible animation jamming after act. you need to search and analyze in script: scn xLoversMainScriptModuleStun
NaamForst Posted April 22, 2025 Author Posted April 22, 2025 Alright, I pulled up the script that you linked me to in the Lovers with PK esp file, and it does look like the exact script that I've been looking for, the only problem I've got is that for some reason all of the comments have turned to gibberish. scn xLoversMainScriptModuleStun ;Rev60 Ž–Œã‚̃_ƒEƒ“ó‘Ô‚ðì‚é ref me ref param ;int i0 float f0 Begin Function { me param } ;ˆø”‚ª–³Œø‚¾‚Á‚½‚çƒ_ƒEƒ“‚µ‚È‚¢ˆ—‚É‚µ‚Ă݂é if param == 0 set param to xLoversResetAnimNormal endif ;‚»‚ꂼ‚ê‚̃_ƒEƒ“ˆ— ;ƒ_ƒEƒ“‚µ‚È‚¢ if param == xLoversResetAnimNormal Call xLoversMainScriptModuleResetKf me ;•úS(Žã) elseif param == xLoversResetAnimStunMinor set f0 to (0 - me.GetAV Fatigue - 9) me.ModAV2 Fatigue f0 ;•úS(’Êí) elseif param == xLoversResetAnimStun set f0 to (0 - me.GetAV Fatigue - rand 50 60) me.ModAV2 Fatigue f0 ;•úS(‹) elseif param == xLoversResetAnimStunStrong set f0 to (0 - me.GetAV Fatigue - rand 60 80) me.ModAV2 Fatigue f0 else ;‘z’èŠOi‹°‚ç‚v1.3.1ˆÈ‘O‚Ì‚â‚è•û‚œƎ©‚Ì–‚–@ƒAƒrƒŠƒeƒB‚ðݒ肵‚Ä‚ ‚éj printC "Lovers: ERROR!! Unknown ResetAnim param %n (FormID:%i)" param param ; MessageBoxEx "ResetAnim value is unexpected. Please use only a definition level in v1.4.%r Incorrect setting of this = %n (FormID:%i)" param param ;ŒÝŠ·«ˆÛŽ‚Ìˆ×‚É–‚–@ƒAƒrƒŠƒeƒB‚¾‚Á‚½‚ç‚»‚ê‚ð•t—^‚µ‚Ă݂é if GetSpellType param == 4 ;Ability me.AddSpellNS param endif endif End I can see three different if functions that mod the actor's fatigue. I'd figure adding a line or two after each telling the game to wait a few seconds, and then either cast some restore fatigue spell or mod the fatigue back to normal would get the actors back up, but with the comments being broken I'm hesitant to actually poke anything here. What's you guy's opinion?
fejeena Posted April 22, 2025 Posted April 22, 2025 Everything behind a ; is not used by the script. it is just a note. And if is in Japanese, that's why it looks gibberish. You can add Notes, explanations headings in a script after a ; Google translation Spoiler scn xLoversMainScriptModuleStun ;Rev60 Create a post-mortem down state ref me ref param ;int i0 float f0 Begin Function { me param } ;If the argument is invalid, try not to crash the program. if param == 0 set param to xLoversResetAnimNormal endif ;Each down process ;Not down if param == xLoversResetAnimNormal Call xLoversMainScriptModuleResetKf me ;Dazed (Weak) elseif param == xLoversResetAnimStunMinor set f0 to (0 - me.GetAV Fatigue - 9) me.ModAV2 Fatigue f0 ;Dazed (normal) elseif param == xLoversResetAnimStun set f0 to (0 - me.GetAV Fatigue - rand 50 60) me.ModAV2 Fatigue f0 ;Dazed (Strong) elseif param == xLoversResetAnimStunStrong set f0 to (0 - me.GetAV Fatigue - rand 60 80) me.ModAV2 Fatigue f0 else ;Unexpected (probably because unique magic abilities have been set using the method used before v1.3.1) printC "Lovers: ERROR!! Unknown ResetAnim param %n (FormID:%i)" param param ; MessageBoxEx "ResetAnim value is unexpected. Please use only a definition level in v1.4.%r Incorrect setting of this = %n (FormID:%i)" param param ;To maintain compatibility, try granting magic abilities if they exist. if GetSpellType param == 4 ;Ability me.AddSpellNS param endif endif End ________________________________________________________________________________________________________________ All yellow parts are not used . A script does not use things behind a ; Things used in this script Spells: xLoversResetAnimNormal "Getting Up" [SPEL:0100C099] xLoversResetAnimStunMinor "Attention(Low)" [SPEL:010015EC] xLoversResetAnimStun "Attention(Normal)" [SPEL:0100C09C] xLoversResetAnimStunStrong "Attention(High)" [SPEL:010015ED] All 4 spell are a Ability and add "Water Breathing" Prevent the player or NPC from drowning during sex. e.g. Standing in knee-deep water and starting sex, and lying down... both people underwater. Spells are removed after Sex. Script xLoversMainScriptModuleResetKf [SCPT:0203B6CB] Removes the sex animation and set idle animation ( default idle standing ) ------------- At the end of sex you get your Fatigue (GetAV Fatigue) minus 9 or 50-60 or 60-80 Normally the player and NPC are lying and need a few seconds to recover before they get up. Fatigue recovery per second is the game engine (depending on the constitution) And that seems to be disrupted by "Combat Reshoveled." I don't know/used the Mod "Combat Reshoveled." I would add a a token with a script or enchantment at the end of sex. The script add a Ability spell with RestoreFatigue that will be removed after a few seconds , and then the token will be removed too. A item with enchantment you have to script to equip it so that the enchantment works. I once wore a cheat item, and with it, you don't even fall to the ground after sex or get up immediately without a break. https://www.nexusmods.com/oblivion/mods/28730 Does not require sexlivion ! Can be bought at Imperial City Red Diamond Jewelry shop. If I remember correctly, this adds 10000 Fatigue every second. In some ways you can do the same, only your token should have less than 10000. and you renove it after sex. I would use a script that add a token. And the token has a script that add a RestoreFatigue Ability spell , wait a few seconds, removes the RestoreFatigue Ability spell and then removes itself. ( Works like the dialogues after sex from LoversAdultPlayPlusforSSP. There a token is added at the beginning of sex. The token script checks when the sex is over and when the player/NPC has gotten back up, and then it starts the dialogue. And then it removes itself/the token. )
NaamForst Posted April 22, 2025 Author Posted April 22, 2025 Thanks, how did you manage to translate all of that by the way?
fejeena Posted April 22, 2025 Posted April 22, 2025 Notepad++ I open the esp with ConstructionSet or TES4Edit and I copy the whole script text in a txt file (I think any text format that Notepad++ can open is OK) Then I open the txt file and Notepad++ shows the gibberish text with Japanese letters. Then I copy the text in Google translator.
WildSong34 Posted May 16, 2025 Posted May 16, 2025 Hai ^^ Sorry to be a bother, figured I'd comment on here instead of making a new forum about the same issue. I was just wondering if either of you, or anyone really, ended up making a readily available fix for this issue. I have little experience modding things (none with oblivion) and even then it's only very basic changes 😅
tda4 Posted May 16, 2025 Posted May 16, 2025 2 hours ago, WildSong34 said: Hai ^^ Sorry to be a bother, figured I'd comment on here instead of making a new forum about the same issue. I was just wondering if either of you, or anyone really, ended up making a readily available fix for this issue. I have little experience modding things (none with oblivion) and even then it's only very basic changes 😅 Well, can give the actors a bottle of stamina and eat it (automatic) in the final phase (make the return function - a standard feature of the LPK expansion as a separate mod, like events in phases 2,3,4(0)) I think I did a test like this a long time ago with older versions.
WildSong34 Posted May 16, 2025 Posted May 16, 2025 2 hours ago, tda4 said: Well, can give the actors a bottle of stamina and eat it (automatic) in the final phase (make the return function - a standard feature of the LPK expansion as a separate mod, like events in phases 2,3,4(0)) I think I did a test like this a long time ago with older versions. If you mean for me to give them a stamina potion in game, I'm afraid I can't. Any interaction with them just tells me they're unconscious, whether I'm sneaking or not. I can only access their inventory if I leave the cell/room and come back - which is rather tedious. Same with disabling and enabling them, it resets them, but is a pain to need to do. As for giving them a potion via script, I don't know how to do that 😅
fejeena Posted May 16, 2025 Posted May 16, 2025 You have two mods that conflict with each other. You cannot mod/script and no patch exists. You uninstall one mod. Problem solved. Unfortunately, this is what everyone who can't write scripts has to do. I don't use "Combat Reshoveled" . I also don't have any other mod that makes NPCs permanently unconscious. So I won't bother changing a Lovers script. ---------------- Of course, you can't activate an unconscious NPC. Why didn't you use the console? ( additem "ID of the potion" 1 ) But giving the NPC a potion won't work, you have to script that he use the potion. simplest in-game solution: You can use the console to increase his fatigue. Open the console, click on the NPC, enter modAV Fatigue 100 Or a higher value modAV fatigue 1500 hit the enter key.
WildSong34 Posted May 17, 2025 Posted May 17, 2025 Ah, ok... Sorry if I came off as entitled or demanding or anything like that, asking for things without appearing willing to work for it :< If I had my hand held then I could probably do it myself, but I feel like I've already overstepped. Thank you though, for identifying some means of fixing this, both script knowledge wise and console wise 🙂
fejeena Posted May 17, 2025 Posted May 17, 2025 3 hours ago, WildSong34 said: Sorry if I came off as entitled or demanding or anything like that, asking for things without appearing willing to work for it :< No, your requests and questions were completely OK. I'd tell you how to change one script and do the other, but I'm not sure how. I'd have to try it out, but then I might as well do it myself. I don't know where to insert it in the Lovers script. What does the "me" in the script mean? Player or NPC? Or are both using the same script? If both use the same script I can use If me != Player me.additem xxxxx 1 endif The item xxxxx would have a script that gives the NPC a ability spell with Fatigue increase. When the NPC is no longer unconscious the spell is removed. And then the item xxxxx is removed. A clean NPC again. But since I don't have any NPCs that are permanently unconscious, I can't test it. I like to test it before I tell someone how to do it, because unfortunately I often make mistakes At the moment I don't have time for it because I'm working on 2 mods/esp . Normal Nexus mods, without sex. I add sex. For example, quest sex rewards, or in one mod, there are whores without dialogue or sex, standing around uselessly at the docks. Now they have dialogue, take money for sex, and you can fuck them. So I wouldn't use "Combat Reshoveled" = problem solved.
tda4 Posted May 17, 2025 Posted May 17, 2025 (edited) 18 hours ago, WildSong34 said: If you mean for me to give them a stamina potion in game, I'm afraid I can't. Any interaction with them just tells me they're unconscious, whether I'm sneaking or not. I can only access their inventory if I leave the cell/room and come back - which is rather tedious. Same with disabling and enabling them, it resets them, but is a pain to need to do. As for giving them a potion via script, I don't know how to do that 😅 (This is a provided possibility of the LPK system - any event at the animation stages, including a potion) For example, I made mushrooms grow from the ground around the couple in a circle. But you can do anything. Of course, through a script and registering a new mod in the LPK system. Of course, such a script is not difficult to write, but - I do not have such mods and this problem, I do not understand how to check your problem on my system. I will think. Or I can give you my system (it's a bit old but works well) But there is a nuance there, that the actors are always conscious. =============== Before copying and replacing SAVE YOUR FILES 1 LPK.ZIP Edited May 17, 2025 by tda4
WildSong34 Posted May 17, 2025 Posted May 17, 2025 3 hours ago, fejeena said: No, your requests and questions were completely OK. Phew, oki ^^ My anxiety makes speaking online to strangers pretty hard, I struggle between being casual, formal and myself and more often than not just screwing something up - to say nothing of knowing the sentiment behind what people say 😅 Anyway, after turning off combat reshoveled, I decided to hyper fixate and go on a lil ADHD driven trip down the scripting rabbit hole, reading a couple basic oblivion scripting wikis and stuff. I ended up running into the same wall as you, not knowing what certain variables like me, f0 and param meant, and therefore not being able to put all the pieces together. With enough effort, focus, a wiki or a hand, I can work out the logic and process behind the scripts, but without those variables I could accidently turn the npc into a giant sweetroll or something 😧 (Love that skyrim mod XD) Thank you though, for giving it some thought, some pointers and being a nice person 🙂I look forward to seeing what you're cooking up and hope it goes well!
tda4 Posted May 17, 2025 Posted May 17, 2025 f0 is just a variable declared in this script, a numeric variable for temporary storage of the fatigue value and operations with it. param - reference link (internal script number-identifier - not this one, but the one responsible for resetting the actor, as an object for storage only for the duration of this script execution inside)
fejeena Posted May 17, 2025 Posted May 17, 2025 Combat Reshoveled : What I don't understand is that the unconscious NPC doesn't get fatigue back. Fatigue is always slowly restored. "Combat Reshoveled" seems to give unconscious people a lot more Fategue penalty. But it has to be restored. Have you checked to see if it changes? Open the console. Click on an unconscious NPC. Enter: GetAV Fatigue Hit Enter key. Memorize the result. Close the console and wait a few seconds, or half a minute. Open the console and do "GetAV Fatigue" again. The penalty should have decreased. The NPC is unconscious, not dead. "Combat Reshoveled" can't have turned off all fatigue recovery, can it? if fatigue recovers you only must wait... maybe a very long time. You said that when you leave the cell (another cell has been loaded) and you return, the NPC has recovered. I once had a mod where a spell removed over 2000 fatigue and you had to wait many real-time minutes. ------------------------ The Script: The parts me.ModAV2 Fatigue f0 is where lovers change the NPC or player fatigue. So me must be the player or NPC. (?) If Player and NPC use the same script, and you don't need a change for the player, I would block the player. Example, part of the script: elseif param == xLoversResetAnimStun set f0 to (0 - me.GetAV Fatigue - rand 50 60) me.ModAV2 Fatigue f0 If me != Player ; This is "Only if not the Player " me.additem xxxxx 1 ; here you add what you want to the NPC. I would add a item with a script. I don't think the NPC can use a potion if you add one. endif ;•úS(‹) elseif param == xLoversResetAnimStunStrong set f0 to (0 - me.GetAV Fatigue - rand 60 80) me.ModAV2 Fatigue f0 If me != Player me.additem xxxxx 1 endif and that with all "me" in the script. --------- I'll think about ideas for the item's script. it can be like the Lovers tokens for after the sex dialogues. And I would use an ability spell to restore fatigue. I don't know how to do it with a pation. How can the unconscious NPC drink it? That's why I would use a spell. 1
WildSong34 Posted May 18, 2025 Posted May 18, 2025 7 hours ago, fejeena said: Have you checked to see if it changes? Open the console. Click on an unconscious NPC. Enter: GetAV Fatigue Hit Enter key. Memorize the result. Close the console and wait a few seconds, or half a minute. Open the console and do "GetAV Fatigue" again. Oki, so I just tested this. The value seems to be stuck at -66.00. I even waited a couple minutes all up. Strangely, I've had a couple cases where the NPC I'd have smex with would get up a couple moments later than me, even with this mod installed, so I wonder if this perpetual unconsciousness is only occurring at higher 'daze levels' as the script puts it. Perhaps it puts it in the negative and the combat reshovelled mod can't handle it. As for leaving the cell, the npc stays at a -66.00 fatigue, I can simply pickpocket them...even if I'm standing up. They're still crumpled on the ground, gasping and moaning.
fejeena Posted May 18, 2025 Posted May 18, 2025 To get unconsciousness the NPC or Player must have negative fatigue. ( I use it in Lovers Situations where you can fuck a few NPCs unconscious. They won't get up for 1-2 real-time minutes ) The mod with the spell I mentioned above set NPCs to over -1000 and the vanilla recovery worked. And maybe Combat Reshoveled needs a bug fix, not Lovers ?! Most NPCs are weaker than me, have less fatigue, and get up after me. And when I wear my cheat ring with Restore Fatigue 1000, I don't even see the "fall to the ground" animation, I get up immediately after sex. -------------------- You can try what happens if you set the NPC above -66. Test a PC with the console and see if fatigue recovery stops at -66. Then you use the console, click on the NPC and enter modAV fatigue 20 so he has -44 fatigue. Does fatigue recovery work again? Is there a readme file for Combat Reshoveled that describes the mod's fatigue function? Maybe NPCs with high negative fatigue values should only get up again when the player is gone. But it doesn't help you to make the mod compatible with Lovers,.. but maybe it's easier to block this into a Combat Reshoveled script than to insert a change into a Lovers script.
WildSong34 Posted May 18, 2025 Posted May 18, 2025 (edited) Hai ^^ Unfortunately, there isn't any kind of readme, however, thanks to you I actually discovered something whilst testing. The fatigue regeneration rate seems to be impacted by combat (suprise suprise), if their fatigue is taken into the negatives whilst in combat, it regenerates. However it doesn't regen if outside combat. Their fatigue also mustn't be already below zero when the combat starts (i guess cause they're unconscious they don't enter a combat state. I was able to test this by spawning bandits outside chorrol (where I'm experimenting). The bandit entered combat immediately, I checked his fatigue and modav'd it to be 1-, he got up immediately. Did a lil more testing with other NPCs joining the fray, even disable and enabled the chorral guard I'd smexxed earlier to see if his fatigue would regen now once I knock him out again - yep, it did. So it seems that for some reason, NPCs aren't regenning fatigue normally with combat reshovelled enabled. I hope this helps ^^ Edit: The only info there is on the fatigue changes made by the mod are on it's description page, right here if you wanna skim it. https://www.nexusmods.com/oblivion/mods/54863?tab=description Fatigue is mentioned a few times, even outside the designated 'fatigue' section. Edited May 18, 2025 by WildSong34
fejeena Posted May 18, 2025 Posted May 18, 2025 Then that's clearly a bug in the mod. It makes all mods that use script commands to make an NPC unconscious unplayable. Not every modder wants to use SetUnconscious 1 , because this NPC only wakes up from unconsciousness if you use the command SetUnconscious 0 There are some bug reports in the comments on the download page. So it doesn't seem to be the only bug. Already 5 updates in February and since then the author seems to have stopped supporting it. It's best to post the problem there. " NPCs who don't become unconscious through combat (negative fatigue) don't regenerate fatigue. " You don't have to mention Lovers in a no-adult mod . Then I would delete Combat Reshoveled . And when a new version is released, you can try it again. But at the moment I would call the mod a beta version in the testing phase. I wouldn't invest time and effort into a buggy mod.
WildSong34 Posted May 18, 2025 Posted May 18, 2025 Ah, I see I see. I had no idea such commands even existed - and I'm not sure if I even realised the mod was so new. I only installed it by following a mod guide on nexus, telling me how to get a good, stable, vanilla-ish mod set up. I recently returned to oblivion after a few years and wasn't sure where to start, remembering that Oblivion mods are a bit more sensitive than Skyrim or Fallout. https://www.nexusmods.com/oblivion/mods/54970?tab=description (Guide in question if curious, only followed it till Equipment and Loot cause that's all I was interested in.) So ye. I've been running the game without Combat reshovelled for a lil bit now and haven't seem to have lost anything I considered important enough to take note of, so I'll probably just keep it off. I also went and did as you told me and reported the issue on the page, practically quoting you (hope you don't mind). Thank you so much with your help! I probably wouldn't have gone to this much effort to test stuff if I hadn't been given an educated nudge, I hope my lil bits of testing were helpful ^^
fejeena Posted May 19, 2025 Posted May 19, 2025 (edited) The install giude: He tells use LOOT ?! NEVER sort your load order with LOOT ! LOOT can not sort Oblivion !!! Every now and then someone says that LOOT can do it now, or that their LOOT load order is OK... And then someone who has problems with his game posts his LOOT load order, and it's total crap. If pigs could fly... Spoiler You can use LOOT if you sort manually. Then save your load order so the mods are sorted the same way when you use LOOT again. But you can also edit the user list with the old BOSS tool, but with that you hardly had to change anything because it was almost perfect. So use BOSS to sort your Mods, then sort Lovers Mods and Mods BOSS doesn't know manually. Or only use the BOSS Masterlist.txt and sort manually. Read my yellow Link below. But at least he starts by saying that you should never install Oblivion in 😄 / program files. And that's true, can mess up the whole game. Oblivion Reloaded: There are problems with some mods. ( And it breaks the screenshot function in my game ) Unofficial Oblivion Patch: is a matter of taste. Too many fix tools; I had to disable some because my game became unstable. What good is it if a few errors no longer occur but the game crashes much more frequently? t's better to start with a small number and only install it if you're experiencing the kind of problems/errors that such a tool is supposed to fix. Some of the errors I have never had before or don't bother me. And it’s a matter of taste; menu Mods, Maps, additional information to all items, status bars for NPCs . . . the whole "User Interface" section. Is that necessary? It's of no use to the game. Overhauls and Leveling : It's a matter of taste, and there are many others. You should read through them carefully before using them. Is this something you like? Or should I look elsewhere? I'm only interested in quests. I have no graphics mods installed (better textures) just long-distance view and better landscapes ( without Unique Landscapes I wouldn't play Oblivion. This is also a matter of taste, some people do not like it ) Thats why I made my install guide simple, only what you need befor you install LAPF. Everyone can decide everything else for themselves, because I don't know what they like. Just visual improvements or quests or . . . ? This Link, the yellow Link from my signature https://www.loverslab.com/topic/36443-oblivion-install-gametoolsbodiesbbbmod-sorting-and-cleaningcs-cse-body-stretching/?do=findComment&comment=915257 Edited May 19, 2025 by fejeena
fejeena Posted May 19, 2025 Posted May 19, 2025 By the way, you can also uninstall the requirements/masterfile for Combat Reshoveled: Av Latta Magicka - Oblivion Magic Overhaul Of course, only if you don't need it otherwise. Do you need and want a Magic Overhaul, or this Magic Overhaul?
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