dkatryl Posted Sunday at 03:31 AM Author Posted Sunday at 03:31 AM (edited) Lol, well, I sat down to work on one the remaining things I wanted to work out, which was making it properly play the casting animations for things like the close quarters Subdue attack (melee already works fine)... ...And my SKSE64 loader is out of date because the Skyrim update happened *just* after I posted the 1.1.2 update! 🤪 Man, it's been a bit since we all had to play the broken mod dance for Skyrim! [Edit]Fuck all that noise. I'm reverting back to 1.6.1170, lol. I don't use any AE mods, and I don't care about any of the things in the new patch. Edited Sunday at 04:19 AM by dkatryl
dkatryl Posted Sunday at 05:07 AM Author Posted Sunday at 05:07 AM (edited) Okay, I just noticed a bug that I was able to replicate several times now. It seems to involve when you go to Rob an NPC after you make them Submit (regardless if there is sex, as it's unique to the Rob() function. If the loot transfer screen comes up and your weapon/spell is drawn, it will bug and make you stuck in that position until you unequip/re-equip or equip different. Easy enough fix, just have to make sure you sheathe the weapons before making the 'Gift' call. Hotfix should be up shortly. Most Recent Changes v1.1.2a - (29AUG26) Discovered oversight regarding .ShowGiftMenu(). If the Player's weapon/spell is drawn when you go into that, you are stuck unable to swing until you change weapons/spells. Added a check to .SheatheWeapon() if .IsWeaponDrawn() == True immediately prior to .ShowGiftMenu() The Rob Dialog option (No sex, just rob) had an old PostRob() that is no longer needed in the Papyrus Fragment, as that is now handled as a call from the actual Rob() function. Was causing the Player to again be stuck with hands at the side unable to use weapons until they were changed. If any other bugs come up, I'm going Offshore for work tomorrow, so I will address them as needed when I get home. Fortunately, this should be a very short trip, and I only expect to be gone for a few days. Edited Sunday at 05:59 AM by dkatryl
dkatryl Posted Wednesday at 09:51 PM Author Posted Wednesday at 09:51 PM Most Recent Changes v1.1.2b - (02SEP26) Updated German translation for MCM/Strings provided by CGi.
dkatryl Posted yesterday at 02:27 AM Author Posted yesterday at 02:27 AM Upcoming Patch Notes (WIP) New MCM Option - "Necrophilia" - Toggle this option on to enable the Player to engage in scenes with a dead NPC. Simply use the Hotkey when your crosshair is over the body. Utilizes the SKSE function Game.GetCurrentCrosshairRef(). This currently only applies to Player as Victor. If the Player dies, you're dead, game over. I'm not gonna bother trying to figure out some work around to have a scene play when the game thinks you're dead. However, will experiment with setting a flag when the 'Death-Proof' feature kicks in to require the Necro flag? Add in spell casting animations for the Subdue option for when spells are equipped and the bash animation can't be used. Rework how the Followers are referenced when the Player Surrenders. The first item I already have a working Proof of Concept, I just need to add the MCM itself and make a NecroSex function, as my test used an existing function, which included a bunch of extra stuff that a dead body wouldn't do. lol The second should work in theory, but I haven't tried it yet. The third I have fiddled around with multiple times in previous updates, but it has been stubborn so far. The fourth I haven't begun yet, other than contemplating how I will approach it. I will save it for last, and make sure everything else is completed first, so that I effectively the rest finished and ready to update. That way, given that it will be a rewrite of almost everything regarding the Player Surrender portion, in case it turns out to be a dumpster fire and nothing works as I wanted, I can just shit can it and revert back to the already prepared update.
zhenmika Posted yesterday at 04:10 AM Posted yesterday at 04:10 AM Thanks a lot for your hard work that made this mod available to us. I've tried translating the MCM into Chinese, and I hope it helps. SexLab Submit SE_CHINESE.TXT
dkatryl Posted 8 hours ago Author Posted 8 hours ago (edited) 16 hours ago, zhenmika said: Thanks a lot for your hard work that made this mod available to us. I've tried translating the MCM into Chinese, and I hope it helps. SexLab Submit SE_CHINESE.TXT 14.14 kB · 0 downloads I always appreciate those that help translate the MCM and/or the .esp Strings! As an aside, I was amused that the Chinese characters take up so much less file overhead, because it went from 31kb to 15kb! lol Most Recent Changes v1.1.2c - (03SEP26) Updated Chinese translation for MCM provided by zhenmika. Edited 8 hours ago by dkatryl
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