Selloh Posted Saturday at 09:32 AM Posted Saturday at 09:32 AM Unsure if I should even post this considering I can't really provide enough information, but I encountered a freeze crash twice in succession on a fresh save while interacting with an event with this mod. Had to close via Task Manager both times, so no Crash Log unfortunately. A mage and a few melee cultists spawned on the road (I think two of the same event at the same time not too far from each other). I disabled the mod and started a new save, and after and hour it's fine so far. Is there any other information I can provide to help troubleshoot this?
Wut1969 Posted Saturday at 10:30 AM Posted Saturday at 10:30 AM 55 minutes ago, Selloh said: Unsure if I should even post this considering I can't really provide enough information, but I encountered a freeze crash twice in succession on a fresh save while interacting with an event with this mod. Had to close via Task Manager both times, so no Crash Log unfortunately. A mage and a few melee cultists spawned on the road (I think two of the same event at the same time not too far from each other). I disabled the mod and started a new save, and after and hour it's fine so far. Is there any other information I can provide to help troubleshoot this? I can think of 2 thing that might help: - As there are 2 distinct spawn methods, could you tell exactly where it happened? - Did you use the 1.0 or 1.1 version of the mod? Other than that.. no ideas whatsoever. 🤷 1
SweetNectah Posted Saturday at 11:23 AM Author Posted Saturday at 11:23 AM 1 hour ago, Selloh said: Unsure if I should even post this considering I can't really provide enough information, but I encountered a freeze crash twice in succession on a fresh save while interacting with an event with this mod. Had to close via Task Manager both times, so no Crash Log unfortunately. A mage and a few melee cultists spawned on the road (I think two of the same event at the same time not too far from each other). I disabled the mod and started a new save, and after and hour it's fine so far. Is there any other information I can provide to help troubleshoot this? Two things would probably help, the papyrus logs to see if there is any scripting bugs and the actual location would help too so I can double check if there is too close of an encounter. Are you familiar with how to access the papyrus logs? If not it only takes about 5 minutes to set up. 1
badbat111 Posted Saturday at 10:51 PM Posted Saturday at 10:51 PM how about bimbo guards fake guards that spawn accusing the player of a crime if player says something like it wasnt me i was framed they would attack the player with bimbo weapons for example a sword and shield where the sword does 0 damage but has the sex spell effect
SweetNectah Posted Saturday at 11:57 PM Author Posted Saturday at 11:57 PM 1 hour ago, badbat111 said: how about bimbo guards fake guards that spawn accusing the player of a crime if player says something like it wasnt me i was framed they would attack the player with bimbo weapons for example a sword and shield where the sword does 0 damage but has the sex spell effect I have a few tricks up my sleeve. Be sure to keep an eye out for future updates ;D
Selloh Posted Sunday at 01:02 AM Posted Sunday at 01:02 AM (edited) 13 hours ago, SweetNectah said: Two things would probably help, the papyrus logs to see if there is any scripting bugs and the actual location would help too so I can double check if there is too close of an encounter. Are you familiar with how to access the papyrus logs? If not it only takes about 5 minutes to set up. I am! Papyrus 2 is the first freeze and Papyrus 1 is the freeze after I loaded the save. I am on 1.1. Here's the location I encountered them at. Spoiler Papyrus.1.log Papyrus.2.log Edited Sunday at 01:02 AM by Selloh
badbat111 Posted Sunday at 01:09 AM Posted Sunday at 01:09 AM i ran into a problem the clothing mages that put clothes onto targets the clothes wont remove even player.removeitem remove it from inventory but it forced the clothes back onto the target could you please add tick boxes to enemeys to limit what types spawn so i can prevent permenant clothes it was the skirt heels collar earring no top
SweetNectah Posted Sunday at 01:32 AM Author Posted Sunday at 01:32 AM 20 minutes ago, Selloh said: I am! Papyrus 2 is the first freeze and Papyrus 1 is the freeze after I loaded the save. I am on 1.1. Very cool! I took a quick look, while I am not super thorough on papyrus logs, the good news is, there is nothing I saw that had to do with spawn placements that caused the crash, so instability does not seemed tied to that specifically. What does seem concerning was that there were like 5 different npc's going through the animation scripts and entering SexLab in succession. The mod is working as intended, it seems that the system just got a bit overwhelmed. For the time being, be sure to save often and perhaps reduce the spawn settings. On my end, I am currently working on an smaller update that will add an extra layer of safety for players and npc's via cooldown timers for how often successfully hit spells can actually go through their effects. This should lighten the load quite a bit as complex encounters with many npc's are probably enough to break the combat protections I already put in place, which should otherwise be fine in more self-contained encounters. Anyway, thanks for taking the time and sharing this with me. The more I know, the more I can make it stronger for future updates. 1
SweetNectah Posted Sunday at 01:34 AM Author Posted Sunday at 01:34 AM 23 minutes ago, badbat111 said: i ran into a problem the clothing mages that put clothes onto targets the clothes wont remove even player.removeitem remove it from inventory but it forced the clothes back onto the target could you please add tick boxes to enemeys to limit what types spawn so i can prevent permenant clothes it was the skirt heels collar earring no top That behavior sounds like its working as intended, (maybe a little too well!) There is a debug button option that should release the player from any cursed equipment. As well as checker for cursed items and time limits in the debug section. I am working on moving effect times back into the UI to make it more clear while keeping mcm sliders.
badbat111 Posted Sunday at 01:39 AM Posted Sunday at 01:39 AM 4 minutes ago, SweetNectah said: That behavior sounds like its working as intended, (maybe a little too well!) There is a debug button option that should release the player from any cursed equipment. As well as checker for cursed items and time limits in the debug section. I am working on moving effect times back into the UI to make it more clear while keeping mcm sliders. maybe add the curse to magic for active effects so itll show how long left ?
SweetNectah Posted Sunday at 01:45 AM Author Posted Sunday at 01:45 AM 2 minutes ago, badbat111 said: maybe add the curse to magic for active effects so itll show how long left ? Exactly, that's how it was originally. I'm working on reverting that back in the next update.
Wut1969 Posted Sunday at 08:06 AM Posted Sunday at 08:06 AM 6 hours ago, SweetNectah said: What does seem concerning was that there were like 5 different npc's going through the animation scripts and entering SexLab in succession. The mod is working as intended, it seems that the system just got a bit overwhelmed. For the time being, be sure to save often and perhaps reduce the spawn settings. On my end, I am currently working on an smaller update that will add an extra layer of safety for players and npc's via cooldown timers for how often successfully hit spells can actually go through their effects. This should lighten the load quite a bit as complex encounters with many npc's are probably enough to break the combat protections I already put in place, which should otherwise be fine in more self-contained encounters. You should probably limit the amount of concurrent scenes, or add a slider for that as I can imagine a loooooot of scenes happening at the same time. 😲 In my game, it is not uncommon for 10 NPCs, or even more, to be near my player character when on the roads. And if both Everywhere and the timer hit, that amount could go up to even 20. That's a lot of possible masturbation scenes from Sprawling Bimbos alone, and other mods like Defeat or Scent of Sex might join in as well. In my game NPCs take weapons from defeated enemies and I've already seen one of the Bimbo guards getting a hit of their own medicine.
blkhawk Posted Sunday at 09:22 AM Posted Sunday at 09:22 AM I noticed that the itching powder seems to count as clothing so no other mods that trigger on nudity trigger. Not sure how to fix that since i have NFC about modding skyrim... maybe there are special Armor keywords?
SweetNectah Posted Sunday at 10:39 AM Author Posted Sunday at 10:39 AM (edited) 2 hours ago, blkhawk said: I noticed that the itching powder seems to count as clothing so no other mods that trigger on nudity trigger. Not sure how to fix that since i have NFC about modding skyrim... maybe there are special Armor keywords? I will take a look and if it’s an easy fix I wouldn’t mind adding that functionality. I assume you might be referring to mod that applies cover-up animations when nude? 4 hours ago, Wut1969 said: You should probably limit the amount of concurrent scenes, or add a slider for that as I can imagine a loooooot of scenes happening at the same time. 😲 In my game, it is not uncommon for 10 NPCs, or even more, to be near my player character when on the roads. And if both Everywhere and the timer hit, that amount could go up to even 20. That's a lot of possible masturbation scenes from Sprawling Bimbos alone, and other mods like Defeat or Scent of Sex might join in as well. In my game NPCs take weapons from defeated enemies and I've already seen one of the Bimbo guards getting a hit of their own medicine. in a future update that is not a bad idea perhaps an always active ability on the player that looks for nearby sexlab scenes and disables the function when it hits a threshold. In the immediate next update I made an mcm option that lets you choose between the animation, a message box, or a notification for set-ups that just don’t handle a lot of animations well. I think part of it is that skyrims combat and Sexlab animations just don’t want to mix cleanly sometimes, so it will be a marathon, not a race to really polish it up. Edited Sunday at 12:22 PM by SweetNectah Grammar 1
Uhhnonymoose Posted Sunday at 08:53 PM Posted Sunday at 08:53 PM So, I noticed in the warnings it says to avoid the BOS quests? I'll be keeping my eye on the mod and probably give it a go when it doesn't conflict with BOS.
SweetNectah Posted Sunday at 09:20 PM Author Posted Sunday at 09:20 PM 24 minutes ago, Uhhnonymoose said: So, I noticed in the warnings it says to avoid the BOS quests? I'll be keeping my eye on the mod and probably give it a go when it doesn't conflict with BOS. Only for elements that deal with locking the player into clothing. Specifically the earrings/wreath from Lexanne’s quest. And the one “beautiful dress” hypno note. Even then it shouldn’t be game breaking. Even during those short lived events you could just temporarily turn off any encounters in my mcm. But do keep an eye on future updates as improvements are always in progress.
SweetNectah Posted 12 hours ago Author Posted 12 hours ago As a small update, I wanted to take a moment to recognize a first real milestone of 1000 downloads! Thank you guys for taking the time to test it out and provide feedback! 1.1.1 is in the works for a few more quality of life improvements and a working shield progression system. So stay tuned for a drop coming soon. 1
ShakingBag Posted 9 hours ago Posted 9 hours ago (edited) Hello, I've ran into an issue. First time I encountered a mage they worked as intended, but every encounter afterward the guards attacked but the mage remained passive even when attacked or after using commands to set their aggression higher. They will attack random npcs and wildlife but not followers. Edited 9 hours ago by ShakingBag
SweetNectah Posted 8 hours ago Author Posted 8 hours ago 41 minutes ago, ShakingBag said: Hello, I've ran into an issue. First time I encountered a mage they worked as intended, but every encounter afterward the guards attacked but the mage remained passive even when attacked or after using commands to set their aggression higher. They will attack random npcs and wildlife but not followers. That’s an interesting one. I would be curious to see the papyrus logs to see what’s going on under the hood. There has been some further refinement in the upcoming 1.1.1 update that will hopefully help combat balance. Also, are we talking all mages or just one from a single encounter?
ShakingBag Posted 8 hours ago Posted 8 hours ago (edited) 57 minutes ago, SweetNectah said: That’s an interesting one. I would be curious to see the papyrus logs to see what’s going on under the hood. There has been some further refinement in the upcoming 1.1.1 update that will hopefully help combat balance. Also, are we talking all mages or just one from a single encounter? All of them. Although they do attack my follower now, im guessing not attacking them was a one time thing. I tried spawning a bunch but they also just stand there and talk to me the same npcs in cities would. "You couldn't possibly be the dragonborn of legend, would you?" (edit) alright i may have found the issue but idk how i could fix it [07/27/2026 - 09:16:39PM] [SB Animation Awareness] Combat monitoring started. [07/27/2026 - 09:16:39PM] [SB Animation Awareness] Player is protected; pausing cultist combat. [07/27/2026 - 09:16:40PM] [Toys] Check EFFECTS [07/27/2026 - 09:16:40PM] [SB Animation Awareness] Combat monitoring started. [07/27/2026 - 09:16:40PM] [SB Animation Awareness] Player is protected; pausing cultist combat. [07/27/2026 - 09:16:40PM] [DCUR] Sex attacks are disabled! [07/27/2026 - 09:16:41PM] [SB Animation Awareness] Combat monitoring started. [07/27/2026 - 09:16:41PM] [SB Animation Awareness] Player is protected; pausing cultist combat. [07/27/2026 - 09:16:42PM] [SB Pursuit Manager] Pursuit system disabled [07/27/2026 - 09:16:43PM] [SB Animation Awareness] Combat monitoring started. [07/27/2026 - 09:16:43PM] [SB Animation Awareness] Player is protected; pausing cultist combat. Edited 7 hours ago by ShakingBag
badbat111 Posted 6 hours ago Posted 6 hours ago (edited) i just ran into a problem same as shakingbags the bimbo npcs are peacefull after a few rounds second problem i used console command to summon them into whiterun due to them being peacefull i summoned them so whiterun gets a bit of action they died to a dagger 1 hit from a npc i used resurrect then used mcm companian spells to make them essensial they killed 2 npc due to spells when they did npcs went hostile to me trying to kill me did you add a keyword to player after sex ? Edited 6 hours ago by badbat111
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