bondfan86 Posted July 1 Posted July 1 7 minutes ago, you1995 said: idk where to find this sqv lmao_sex_controller. It’s a console command. Open it (usually by pressing ` (top left below esc, depending on your layout)), and enter "sqv lmao_sex_controller"
thor3222 Posted July 1 Author Posted July 1 6 hours ago, you1995 said: So I followed your instructions by reinstalling lmao and public whore. I get the same error. idk where to find this sqv lmao_sex_controller. IDK what issues can be generated from installing, I reinstalled everything for this mod. Papyrus.0.log 11.05 MB · 0 downloads I unfortunately really don't know why this happens to some people. Its a bug in your install - not the mod itself. But I know that is not a helpful thing to hear - I just have no further suggestions. What is happening is your game when initializing is not seeing the script. So the other scripts that reference it also don't see it, and thus the elements involved end up failing, cause if the game isn't seeing the sex_script it isn't seeing the functions in sex_script that fire things off. So if you have confirmed that your organizer is loading up the scripts in question, I have little suggestions to provide. In your case, with LMAO, its not seeing your drinks_script or your sex_script. For a sanity check, in MO2, look in your data tab on the right and make sure they are showing up under the scripts folder when you search for them. But if they are - I unfortunately have no guidance. I assume you started a new game when you tried this, yes? not just loading up an existing save? sqv lmao_sex_controller is something you call in the in game console. If a new game doesn't work and you have verified the drinks and sex script are in, my only suggestion is maybe waiting till the next version and trying again? As far as I can tell its an install or download issue, so sometimes the next version just fixes it. BUT if you have any oddities with your install that could help me get some sort of statistical reasoning why things would be going wrong it would be very helpful.
you1995 Posted July 3 Posted July 3 On 7/1/2026 at 6:26 PM, thor3222 said: I unfortunately really don't know why this happens to some people. Its a bug in your install - not the mod itself. But I know that is not a helpful thing to hear - I just have no further suggestions. What is happening is your game when initializing is not seeing the script. So the other scripts that reference it also don't see it, and thus the elements involved end up failing, cause if the game isn't seeing the sex_script it isn't seeing the functions in sex_script that fire things off. So if you have confirmed that your organizer is loading up the scripts in question, I have little suggestions to provide. In your case, with LMAO, its not seeing your drinks_script or your sex_script. For a sanity check, in MO2, look in your data tab on the right and make sure they are showing up under the scripts folder when you search for them. But if they are - I unfortunately have no guidance. I assume you started a new game when you tried this, yes? not just loading up an existing save? sqv lmao_sex_controller is something you call in the in game console. If a new game doesn't work and you have verified the drinks and sex script are in, my only suggestion is maybe waiting till the next version and trying again? As far as I can tell its an install or download issue, so sometimes the next version just fixes it. BUT if you have any oddities with your install that could help me get some sort of statistical reasoning why things would be going wrong it would be very helpful. Yes, I started a new game. Here are the screenshots you requested. If what you are saying it's true i guess i have to reinstall skyrim and re-download all my mods, which is the outcome I'm trying to avoid since I have 1077 mods installed, Most of them being textures and outfits.
you1995 Posted July 3 Posted July 3 5 minutes ago, you1995 said: Yes, I started a new game. Here are the screenshots you requested. If what you are saying it's true i guess i have to reinstall skyrim and re-download all my mods, which is the outcome I'm trying to avoid since I have 1077 mods installed, Most of them being textures and outfits. Or Maybe my system set-up must be the reason. I might have to re-install windows. But I don't want to use that AI slop.
thor3222 Posted July 3 Author Posted July 3 11 hours ago, you1995 said: Or Maybe my system set-up must be the reason. I might have to re-install windows. But I don't want to use that AI slop. I am not sure what you mean by AI slop, but I would not recommend going through all of that just for my mod. The one other recommendation i have is trying the console command reloadscript lmao_sex_script That MIGHT grab it and fix the params, cause it does look installed. I unfortunately don't know if it will map it to the correct default variables and such if it does, but its worth a shot maybe. if you do that, do sqv lmao_sex_controller again, and see if it has a bunch of variables (and if those say just "NONE" or are actually filled out) it would be legitimately interesting if that can be used to fix the issue, cause if so I can likely build a fix controller just for fixing this very issue. if you try that and it doesn't make a difference, my recommendation is to just start a new save without LMAO, and when i get off my ass and finish the escort system, hopefully it works cleanly for you.
swb2025 Posted July 14 Posted July 14 It's been a minute and obviously the punishment/escort content is top priority at the moment. But I've been thinking about World Events... Are there any thoughts on expanding restrictions on the player and the other FemNPCs as part of of the World Events escalations? I vaguely recall hearing someone joke about "No fun allowed" type rules where running too fast is considered unladylike, or I think SL Survival had some kind of features where Male NPCs would punish you for sprinting into them (replacing the usual "hey, be careful!" type of lines). Obviously there's a line on where it would start to get tedious for the player (like the constantly falling over stuff), and naturally that would differ greatly depending on who that player is, but if the goal is to 'pornify' Skyrim over time, I could imagine more and more deranged laws like mandatory gags/restraints (possibly utilising Slave Outfit Composer since ASF is already incorporated) or Sexy Adventures' type rule about having to be covered in cum could be tied to the Global Slavery Level, if the player lets the GSL get too out of hand. Any ideas/plans on stuff like that, or is that side of things more or less feature complete for the foreseeable future? Sorry if it feels like I've talked about this before. I just think the ticking clock aspect of the mod is such a unique draw, and there's so many possibilities for expanding the texture of that 'descending' feeling.
thor3222 Posted July 14 Author Posted July 14 7 hours ago, swb2025 said: It's been a minute and obviously the punishment/escort content is top priority at the moment. But I've been thinking about World Events... Are there any thoughts on expanding restrictions on the player and the other FemNPCs as part of of the World Events escalations? I vaguely recall hearing someone joke about "No fun allowed" type rules where running too fast is considered unladylike, or I think SL Survival had some kind of features where Male NPCs would punish you for sprinting into them (replacing the usual "hey, be careful!" type of lines). Obviously there's a line on where it would start to get tedious for the player (like the constantly falling over stuff), and naturally that would differ greatly depending on who that player is, but if the goal is to 'pornify' Skyrim over time, I could imagine more and more deranged laws like mandatory gags/restraints (possibly utilising Slave Outfit Composer since ASF is already incorporated) or Sexy Adventures' type rule about having to be covered in cum could be tied to the Global Slavery Level, if the player lets the GSL get too out of hand. Any ideas/plans on stuff like that, or is that side of things more or less feature complete for the foreseeable future? Sorry if it feels like I've talked about this before. I just think the ticking clock aspect of the mod is such a unique draw, and there's so many possibilities for expanding the texture of that 'descending' feeling. Of these, the bumping into male npcs thing is the most likely of those for me to actually implement and is bouncing around back in my head for eventual use - but there is no reason someone else couldn't create the other laws mentioned and integrate them into LMAO. But like a forced gag/restraints law, wearing cum, etc are a writing challenge more than a functionality challenge. I don't know if i could come up with a semi plausible explanation as to why that would be a crime. plus, other mods I think implement those same things well, like devious followers. it being a rule from like your master makes more sense to me than it being a city wide publically enforced rule. But, thats why I am building everything so modularly. Those would be easy for a interested modder to implement. I don't think I would ever personally put it in the baseline mod...if I were to implement those things they would likely be a esl addon or something - LMAO - extra slutty edition or something. which wouldn't be a bad idea. though the dialogue would be basically out of a D tier porn film
swb2025 Posted July 15 Posted July 15 16 hours ago, thor3222 said: But, thats why I am building everything so modularly. Those would be easy for a interested modder to implement. I don't think I would ever personally put it in the baseline mod...if I were to implement those things they would likely be a esl addon or something - LMAO - extra slutty edition or something. which wouldn't be a bad idea. though the dialogue would be basically out of a D tier porn film For sure, those specific examples weren't necessarily meant to be explicit suggestions or requests; they just came to mind as being from mods with similar concepts. I was trying to get more at the idea that restrictions and behaviours tied to the global slave level are such a ripe opportunity for further modularisation and giving the player atmospheric/fluff consequences for failing to fight against the clock. Don't get me wrong, I think the way World Changes has integrated licenses into that clock framework has elevated both mods enormously, I also just really like how small, mostly flavour things like kinky dialogue being introduced is also tied to the slave level, and can't help but think it'd be a shame if the way the 'world changes' (no pun intended) was left mostly to gold sinks when stuff like that is on the table. Anyway, not trying to nitpick. Just wondered if there were any specific plans for expanding that side of things specifically.
brololo Posted July 18 Posted July 18 so it has been a while and since the last update since this mod has gotten pretty frequent updates before so i was wondering how everything is going not just with the mod
Nuka Cherry Posted July 20 Posted July 20 On 7/18/2026 at 10:31 PM, brololo said: so it has been a while and since the last update since this mod has gotten pretty frequent updates before so i was wondering how everything is going not just with the mod Most of the dev talk is on the citadel discord, and it is due a big update soon*. *each mention of "soon" adds a day in delay.
thor3222 Posted July 20 Author Posted July 20 (edited) On 7/18/2026 at 1:31 PM, brololo said: so it has been a while and since the last update since this mod has gotten pretty frequent updates before so i was wondering how everything is going not just with the mod WELL FIRST OF ALL, I APPRECIATE THE CONCERN Life is good, work is both steady and busy and I have been having a very social summer which of course cuts into my dev time Plus undiagnosed ADHD means I have 8 unrelated projects going at all times. 10 hours ago, Nuka Cherry said: Most of the dev talk is on the citadel discord, and it is due a big update soon*. *each mention of "soon" adds a day in delay. But also yes. I scaled back the scope slightly, but I have a solid list of things (posted on discord) to get done now for the next patch that is not expanding further, and I made decent progress this weekend. Its gonna be big and meaty and then im going to spend some time doing smaller scale updates to get back into a normal flow rather than jump into the next major functionality thing I wanna do. On 7/15/2026 at 7:01 AM, swb2025 said: For sure, those specific examples weren't necessarily meant to be explicit suggestions or requests; they just came to mind as being from mods with similar concepts. I was trying to get more at the idea that restrictions and behaviours tied to the global slave level are such a ripe opportunity for further modularisation and giving the player atmospheric/fluff consequences for failing to fight against the clock. Don't get me wrong, I think the way World Changes has integrated licenses into that clock framework has elevated both mods enormously, I also just really like how small, mostly flavour things like kinky dialogue being introduced is also tied to the slave level, and can't help but think it'd be a shame if the way the 'world changes' (no pun intended) was left mostly to gold sinks when stuff like that is on the table. Anyway, not trying to nitpick. Just wondered if there were any specific plans for expanding that side of things specifically. Oh, no worries at all - World Changes is mostly intended to be a content mod in general. The few mechanical functions I need are all pretty much in place already - time and event based triggers. (though I'm strongly considering some sort of lawbringer-esq functionality down the road). The economy/gold sink stuff is just the lowest hanging fruit right now. World events currently is mostly held back off of not having a finalized slaver handling. After the escort system is done that gets closer into sights, with a few things planned concurrently so I can let my nonsense brain jump from thing to thing like it prefers. After Escort System update, these are all in sight: More content updates and bug fixes on LMAO. No major thing planned here ATM, so I can push out steady smaller content updates with guard dialogue stuff, kennel stuff, and tattoo stuff. (the next major mechanic is likely small towns like rorikstead, that have single gates. But its on the backburner until I hit a content wall or start shifting towards the second kennel) Devious Devices integration v3 - this will get its own full esl patch. it will make for better integration overall, and allow me to create the contraptions punishment I want to create. as an ESL patch, my work on it can be slow without slowing down LMAO dev Whipping - this is what killed a lot of momentum with the escort system. I have a plan. if I can do it, it will be revolutionary. this will be standalone. The Iron Consulate - Lower profile/more adaptable hydra slavegirls basically - basic slavers are going to be created, its gonna be low script, but something i can allow other mods to hook into to spawn slavers. This will generate slaver patrols and slaver camps, and enable a tremendous amount of content to be added to world events. Dialogue Toolkit - I fucking hate creation kit so I want to build a tool to allow me to do code based dialogue changes so I don't need to open creation kit. If i can build that, future content for this will fly, and I bet it would be a boon to other modders. Edited July 20 by thor3222 4
thor3222 Posted July 22 Author Posted July 22 1 hour ago, 取名难 said: "Is this mod compatible with OStim?" MAYBE. So the thing is I don't use OStim so I haven't tested it. I do have a sex event selector to let you choose to use OStim for sex events. So theoretically, yes, and im pretty confident the events will start, but if i remember correctly I am a little squirrely on a few of the ending events. But no one has reported any bugs on the OStim integration thus far, but I also suspect its a very small audience who has actually tried it.
LynErso666 Posted July 24 Posted July 24 Guards seem to jump right out of the "search" thing all the time when they come up and search me. This happens frequently including with strip searches, and then when it finally works later on, alllllll the clothes that were stripped before including the new ones all are given back to the player all at once. Also a lot of the convos seem to do this assosciated with this mod. The scripts look fine, it just doesn't seem like the quests are retrieving all the data they need. But overall most of the features of this mod I've never seen function properly more than once or twice each playthrough. I've tested it with many combinations of mod set ups in multiple playthroughs by now and I'm just going to chalk it up to it's a very unstable mod because it's very young in its development I suppose. I hope to use a future update someday tho. I'll keep an eye on the changelogs.
bondfan86 Posted July 25 Posted July 25 10 hours ago, LynErso666 said: Guards seem to jump right out of the "search" thing all the time when they come up and search me. This happens frequently including with strip searches, and then when it finally works later on, alllllll the clothes that were stripped before including the new ones all are given back to the player all at once. Also a lot of the convos seem to do this assosciated with this mod. The scripts look fine, it just doesn't seem like the quests are retrieving all the data they need. But overall most of the features of this mod I've never seen function properly more than once or twice each playthrough. I've tested it with many combinations of mod set ups in multiple playthroughs by now and I'm just going to chalk it up to it's a very unstable mod because it's very young in its development I suppose. I hope to use a future update someday tho. I'll keep an eye on the changelogs. Something weird is going on, because I have been using LMAO multiple times with different loadorders without any of those problems.
thor3222 Posted July 25 Author Posted July 25 (edited) 22 hours ago, LynErso666 said: Guards seem to jump right out of the "search" thing all the time when they come up and search me. This happens frequently including with strip searches, and then when it finally works later on, alllllll the clothes that were stripped before including the new ones all are given back to the player all at once. Also a lot of the convos seem to do this assosciated with this mod. The scripts look fine, it just doesn't seem like the quests are retrieving all the data they need. But overall most of the features of this mod I've never seen function properly more than once or twice each playthrough. I've tested it with many combinations of mod set ups in multiple playthroughs by now and I'm just going to chalk it up to it's a very unstable mod because it's very young in its development I suppose. I hope to use a future update someday tho. I'll keep an eye on the changelogs. hmmmm im guessing you are running into the same property mapping oddity some other people have ran into. when you run LMAO, and look in the papyrus logs, do you have a whole bunch of warnings about missing variables with LMAO in it? Unfortunately its not so much an issue with this mod in particular but with skyrim modding generally. I have gone to great lengths to try to figure out what is happening here - its not a issue of a young mod in development, its just skyrim quirkin' out. However, my best suggestion is just waiting till the next patch and seeing if it fixes the issues. half of the time the fix is just downloading a different copy of the same mod. Hopefully next time I update you try it and it just works. I do have a laundry list of fixes staged for next update but none that will specifically address that. However, for my "track down this issue survey", I do have a few questions for you, to hopefully help me track down what may be happening. What version of skyrim you playing? What OS and what mod organizer are you using? Are you using VR? Do you use S.L.A.C.K, Seamless Saving, or any other save/loading type of mod? Appreciate any answers you can give Edited July 25 by thor3222 1
Greenishp399 Posted Tuesday at 10:12 PM Posted Tuesday at 10:12 PM Random thought that might be a bit out of scope for this mod, but it would be interesting if there was a way to have the Riften slave market from Simple Slavery become hidden/relocated when the slavery level for Riften is low, then get reintroduced to the city once the slave level gets above a certain threshold. Have it be in some shack out in the wilderness until the city introduces the new laws, something like that. Hope development is going well! Happy to see that this mod is still making some slow but steady progress. 2
thor3222 Posted Wednesday at 05:53 PM Author Posted Wednesday at 05:53 PM 19 hours ago, Greenishp399 said: Random thought that might be a bit out of scope for this mod, but it would be interesting if there was a way to have the Riften slave market from Simple Slavery become hidden/relocated when the slavery level for Riften is low, then get reintroduced to the city once the slave level gets above a certain threshold. Have it be in some shack out in the wilderness until the city introduces the new laws, something like that. Hope development is going well! Happy to see that this mod is still making some slow but steady progress. Hmmm its a curious idea and I like it. I think its actually feasible, not too tricky, and in scope for world events. I think how I'd handle it is adding an MCM option for "Slave Market Opens", with a slave level that needs to be hit (either globally or at riften itself). Before that number, I would lock the doors and disable all the posters, and then on/after that number i would unlock the doors and enable all the posters. I would have to also detect if the player gets sent there, which would spike the global and city slave level to that number. I'll put it in my notes as something to potentially tackle. It might come sooner or it might wait till I start on riften specific stuff like the gambling den. But yes, development is going well, several breakthroughs have happened recently and now im grinding at what looks to be hundreds of dialogue lines for my escort system. (and now there are physical leashes right as im getting close to release - which im not letting distract me, im going to add those as a option later as well). Hopefully something meaty will be dropping in the next 2-3 weeks 3
LynErso666 Posted Thursday at 05:21 PM Posted Thursday at 05:21 PM (edited) On 7/25/2026 at 12:27 PM, thor3222 said: hmmmm im guessing you are running into the same property mapping oddity some other people have ran into. when you run LMAO, and look in the papyrus logs, do you have a whole bunch of warnings about missing variables with LMAO in it? Unfortunately its not so much an issue with this mod in particular but with skyrim modding generally. I have gone to great lengths to try to figure out what is happening here - its not a issue of a young mod in development, its just skyrim quirkin' out. However, my best suggestion is just waiting till the next patch and seeing if it fixes the issues. half of the time the fix is just downloading a different copy of the same mod. Hopefully next time I update you try it and it just works. I do have a laundry list of fixes staged for next update but none that will specifically address that. However, for my "track down this issue survey", I do have a few questions for you, to hopefully help me track down what may be happening. What version of skyrim you playing? What OS and what mod organizer are you using? Are you using VR? Do you use S.L.A.C.K, Seamless Saving, or any other save/loading type of mod? Appreciate any answers you can give O wow that's really awesome to hear. Yes, I do have a bunch of just such warnings, I had assumed it wasn't the issue. Let me take care of the survey first then Skyrim Anniversary Edition, Steam, latest Windows 11 Pro, Vortex-self-modified (with a certain custom groups of mods, mostly Sexlab mods, that I only activate once the Live Another Life new game beginning is ready) No VR As for saving and loading, Engine Fixes significantly changes how Skyrim Special Edition handles saves by modifying the game's engine behavior. Also I use Clean Save Auto-Reloader which resets the game to a clean state before loading a save. It wasn't in the survey but I use virtually every large location expansion mod ever made. I don't think having tons of new locations in the game would affect this mod. LMAO just doesn't function when I'm in Falskaar or Nyhus, or Morreath, etc. nor would I expect it too. Before I was having problems I was generating ElevenLabs fuz files for LMAO dialogue trying to copy the Whiterun Gate Guard and put clones of him in other locations, but I gave up long before I did much because I don't know the scripting required, and haven't yet configured ClaudeAI to write the scripts for me yet, even tho he can write and fix errors in scripts all the time. It's just very expensive for me and I have to get him again next month cuz I missed my subscription this month. O crap forgot to mention, don't know if it's too important but I never touch or activate LMAO World Events MCM because it would conflict massively with Trade and Barter and possibly a dozen or so mods I've patched with Trade and Barter including my own mods that completely change the way a lot fo costs are calculated with speechcraft. Edited Thursday at 05:33 PM by LynErso666
thor3222 Posted Thursday at 08:37 PM Author Posted Thursday at 08:37 PM (edited) 3 hours ago, LynErso666 said: O wow that's really awesome to hear. Yes, I do have a bunch of just such warnings, I had assumed it wasn't the issue. Let me take care of the survey first then Skyrim Anniversary Edition, Steam, latest Windows 11 Pro, Vortex-self-modified (with a certain custom groups of mods, mostly Sexlab mods, that I only activate once the Live Another Life new game beginning is ready) No VR As for saving and loading, Engine Fixes significantly changes how Skyrim Special Edition handles saves by modifying the game's engine behavior. Also I use Clean Save Auto-Reloader which resets the game to a clean state before loading a save. It wasn't in the survey but I use virtually every large location expansion mod ever made. I don't think having tons of new locations in the game would affect this mod. LMAO just doesn't function when I'm in Falskaar or Nyhus, or Morreath, etc. nor would I expect it too. Before I was having problems I was generating ElevenLabs fuz files for LMAO dialogue trying to copy the Whiterun Gate Guard and put clones of him in other locations, but I gave up long before I did much because I don't know the scripting required, and haven't yet configured ClaudeAI to write the scripts for me yet, even tho he can write and fix errors in scripts all the time. It's just very expensive for me and I have to get him again next month cuz I missed my subscription this month. O crap forgot to mention, don't know if it's too important but I never touch or activate LMAO World Events MCM because it would conflict massively with Trade and Barter and possibly a dozen or so mods I've patched with Trade and Barter including my own mods that completely change the way a lot fo costs are calculated with speechcraft. Nothing specifically is throwing me from that list. I don't think the locations are the issue either. I haven't used all of those, but I have used EXTENSIVE custom mod lists with a lot of extra expansions. Nothing wrong with disabling world events (though i'll note, my economy handling is super light touch, basically any mod overwrites what I try to do with the economy stuff, and its the least interesting thing from world events) OK, so one suggestion if you are willing to try. try slack: https://www.nexusmods.com/skyrimspecialedition/mods/163969 and seamless saving: https://www.nexusmods.com/skyrimspecialedition/mods/173161 I think slack could potentially be a difference maker here, as it optimizes the SKSE cosaves, which I think are relevant in this case. Seamless saving less so, but I have used both basically since release, so if either fix it that would be a great thing to just be able to point players that have this problem to. Basically try both of those, then start a new game, save, then maybe check your papyrus logs again. It would be a interesting datapoint for me at the very least. Worst case, wait a couple weeks for next update, and just try again then. Other notes: you wanted to put the whiterun guard in other locations, assuming you want to get them to confront you for those crimes - that wouldn't work. All guards in the game are natively set up to observe crime behavior with this mod, but the location is the issue. The mod latches on to the "nearest city" which are the ones I have explicitly defined in the mod. This is easy to set up with other gated cities (own world space) but i don't YET have ungated series available to be mapped. Its coming, but its on the backburner for more exciting things Edited Thursday at 08:38 PM by thor3222 1
Hatoc123 Posted Thursday at 09:29 PM Posted Thursday at 09:29 PM Something I would like the ability to toggle is whether the npc clothes just get unequipped as when Whiterun got to its nudity level and is now back under that level peoples clothes including my companions will not come back. Can we just have it that the clothes get all unequipped and that the npcs arent allowed to put them on or if thats too taxing put to a container for each npc then back again Just real annoying that good companion clothes can be lost and npcs dont seem to get there clothes back after the slave level has gone down again Thankyou for such a good mod makes money actually mean something
thor3222 Posted 21 hours ago Author Posted 21 hours ago On 7/30/2026 at 2:29 PM, Hatoc123 said: Something I would like the ability to toggle is whether the npc clothes just get unequipped as when Whiterun got to its nudity level and is now back under that level peoples clothes including my companions will not come back. Can we just have it that the clothes get all unequipped and that the npcs arent allowed to put them on or if thats too taxing put to a container for each npc then back again Just real annoying that good companion clothes can be lost and npcs dont seem to get there clothes back after the slave level has gone down again Thankyou for such a good mod makes money actually mean something Yeah I'll see about a triage setting that can disable the removal of follower stuff, I agree its not the best situation right now on that, especially cause i don't have a good strategy implemented at the moment to make sure the player and followers can get their stuff back. Its something people have asked about on the discord as well, it will happen. Possibly not this next patch, but at least by the patch after. Long term I have a lot of plans for follower stuff, but followers are always tricky to deal with, between an unknown number of them, an unknown follower framework, custom followers, etc. Follower stuff generally needs a lot of love, but for a while its going to be on the backburner. That being SAID, npcs should get their clothes back when the slave level has gone down - I do store all the npcs outfits and stuff in storageutil, and check and restore when the period is over, but to be fair, I haven't tested that thoroughly. Followers however I know are set up not to restore atm. I'll make sure in the next patch or 2 when I triage the follower clothing removal issue its in the changelogs. 1
LynErso666 Posted 20 hours ago Posted 20 hours ago (edited) Omg I completely forgot to mention, one of the biggest things I found in my modding notes (its very massive) that initially made me want to stop using LMAO at least until a future update was 2 separate test playthroughs where I was testing ridiculous load orders with this, was with Alternate Start as a possible conflict. After the "Unbound" quest started, all Whiterun dialogue ceased from its gate guards, renderring Whiterun permenantly locked. I never complete that quest, I always just leave it undone, cuz I don't like Dragonborn content. But I did notice LMAO does not seem compatible with Alternate Start anyways. Edited 20 hours ago by LynErso666
thor3222 Posted 12 hours ago Author Posted 12 hours ago (edited) 9 hours ago, LynErso666 said: Omg I completely forgot to mention, one of the biggest things I found in my modding notes (its very massive) that initially made me want to stop using LMAO at least until a future update was 2 separate test playthroughs where I was testing ridiculous load orders with this, was with Alternate Start as a possible conflict. After the "Unbound" quest started, all Whiterun dialogue ceased from its gate guards, renderring Whiterun permenantly locked. I never complete that quest, I always just leave it undone, cuz I don't like Dragonborn content. But I did notice LMAO does not seem compatible with Alternate Start anyways. Oh that is interesting. I am surprised no one has told me about that. I'll look at that dialogue today and see if I can figure out why that might be happening. There are only like 2 actual built in dialogue lines I hijack, and that is one of them. I think I just add some conditions, and I thought I made it so it would work regardless but i'll check again. I know it works with alternate perspective, but I haven't tried alternate start in a while cause Arthmoors modding philosophy runs extremely counter to mine, and I find he hard locks the player into doing what he wants at times (I was SICK of going through helgen on alternate start and getting that dumbass error message in the caves under helgen bouncing me back to the start cause i "modified the game" or whatever in a way he didn't like). So: I will look into and fix the issue, and HIGHLY recommend using a better alternate start mod like alternate perspective. EDIT: I checked - I definitely remembered incorrectly from behavior of a FAR earlier build. There is 0 blocking on the gates with the default dialogue. There should be no reason it would be incompatible with really any mod. My dialogue options aren't gated by any quest, Now, I'll note I do lock those gates by default, but as long as there is any guard (with the guarddialoguefaction) by the gate they will be able to unlock it. If not, there is an mcm option added in one of the more recent builds that lets you use just a popup dialogue to pay for the gates. My guess is if you were running into issues here, its from the exact same variable missing issue Edited 10 hours ago by thor3222 1
LynErso666 Posted 9 hours ago Posted 9 hours ago 3 hours ago, thor3222 said: Oh that is interesting. I am surprised no one has told me about that. I'll look at that dialogue today and see if I can figure out why that might be happening. There are only like 2 actual built in dialogue lines I hijack, and that is one of them. I think I just add some conditions, and I thought I made it so it would work regardless but i'll check again. I know it works with alternate perspective, but I haven't tried alternate start in a while cause Arthmoors modding philosophy runs extremely counter to mine, and I find he hard locks the player into doing what he wants at times (I was SICK of going through helgen on alternate start and getting that dumbass error message in the caves under helgen bouncing me back to the start cause i "modified the game" or whatever in a way he didn't like). So: I will look into and fix the issue, and HIGHLY recommend using a better alternate start mod like alternate perspective. EDIT: I checked - I definitely remembered incorrectly from behavior of a FAR earlier build. There is 0 blocking on the gates with the default dialogue. There should be no reason it would be incompatible with really any mod. My dialogue options aren't gated by any quest, Now, I'll note I do lock those gates by default, but as long as there is any guard (with the guarddialoguefaction) by the gate they will be able to unlock it. If not, there is an mcm option added in one of the more recent builds that lets you use just a popup dialogue to pay for the gates. My guess is if you were running into issues here, its from the exact same variable missing issue O that's super good to know. Im glad then it's just a variable thing. As for Alternate Start, I like it much more than Alternate Perspective; I was also annoyed with the "you modified the cell" or whatever. I removed all of that. There are no warnings or popups, the quest auto-completes in my version and all necessary refs that need to be removed just become disabled. I rarely download a mod I don't edit like mad. But that's great! Thanks so much Thor, ur a great help
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