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Posted
On 10/4/2026 at 11:41 AM, value_undefined said:

Full disclosure, I'm no papyrus expert but you might be able to add Achereon support pretty easy by adding on to the ShooDefeat function. Achereon has an api that lets you pause and resume it on demand based on the documentation.

Acheron.DisableProcessing(true)
; critical scene
Acheron.DisableProcessing(false)

I'm no papyrus programmer so I'm not going to insult you with my janky bool check for the achereon esm, but if had any interest in adding compatability that should let you.

+1

Posted

@WhatTheElf FYI SLOVE has now added a feature to allow you to take over voice control 

 

https://github.com/crajjjj/SLOVE/releases#release-v0.6.27

 

 

New for mod authors: mute events. A mod can now take an actor's voice away from SLO VE, for the current stage or for the rest of the scene, by sending a mod event from that actor with its own name as the string:

akActor.SendModEvent("SLOVE_Mute_Stage", "MyMod")        ; quiet until the next stage starts
akActor.SendModEvent("SLOVE_Mute_Scene", "MyMod", 1.0)   ; quiet for the rest of the scene, face handed over too
akActor.SendModEvent("SLOVE_Unmute_Scene", "MyMod")      ; give the voice back early
 

It is for mods that play an actor's sounds themselves (strangulation, a scripted line, a death) and would otherwise have SLO VE's moans and dirty talk running over them. The muted actor goes quiet at once and everyone else keeps talking. With 1.0, SLO VE also stops driving that actor's expression and leaves the face alone at scene end. A mute ends on its own with the stage or the scene, and never carries over into the next scene or across a game load. Every event is written to SLOVE.0.log with the actor and the calling mod's name. It works in player scenes and NPC-only scenes, on P+ and classic. Details: For Mod Authors, Muting an actor. No mod sends these events yet.

Posted
8 hours ago, ClaudiaMinx said:

Sexlab freecam doesn't work porperly after my character death. Does anyone know a mod that lets you do that?

 

Anyway, amazing work, love it!

Think in use free death can or something like that? Seems to work for me. Can't remember the exact one now

 

2 hours ago, no_way said:

@WhatTheElf FYI SLOVE has now added a feature to allow you to take over voice control 

 

https://github.com/crajjjj/SLOVE/releases#release-v0.6.27

 

 

New for mod authors: mute events. A mod can now take an actor's voice away from SLO VE, for the current stage or for the rest of the scene, by sending a mod event from that actor with its own name as the string:

akActor.SendModEvent("SLOVE_Mute_Stage", "MyMod")        ; quiet until the next stage starts
akActor.SendModEvent("SLOVE_Mute_Scene", "MyMod", 1.0)   ; quiet for the rest of the scene, face handed over too
akActor.SendModEvent("SLOVE_Unmute_Scene", "MyMod")      ; give the voice back early
 

It is for mods that play an actor's sounds themselves (strangulation, a scripted line, a death) and would otherwise have SLO VE's moans and dirty talk running over them. The muted actor goes quiet at once and everyone else keeps talking. With 1.0, SLO VE also stops driving that actor's expression and leaves the face alone at scene end. A mute ends on its own with the stage or the scene, and never carries over into the next scene or across a game load. Every event is written to SLOVE.0.log with the actor and the calling mod's name. It works in player scenes and NPC-only scenes, on P+ and classic. Details: For Mod Authors, Muting an actor. No mod sends these events yet.

I'll take a look for a future version, but it's one of the reasons I avoid p+ as there's so many dependency issues. I'll try adding a fix but no promises it will work

Posted
7 minutes ago, johnydiabolical said:

How does the acheron patch work? Like does it automatically go into a choking scene on defeat? 

It disables acheron during choking stages. Maybe it's not even necessary if snuff just reduces the health... 

Posted

when the icy skin gets applied after the first death i have an overlay conflict...those black shappes are blinking all over the body.. i raised the spell overlays to 2 in skee64.ini

but i dont know if that will fix it...anyone else getting this?

ScreenShot29169.jpg

Posted (edited)
4 hours ago, sikamikanico78 said:

when the icy skin gets applied after the first death i have an overlay conflict...those black shappes are blinking all over the body.. i raised the spell overlays to 2 in skee64.ini

but i dont know if that will fix it...anyone else getting this?

ScreenShot29169.jpg

Do the black shapes flicker briefly? If so I suspect this could be a conflict between any other mods adding overlays to the skin (as you've mentioned)

 

I can take a look at a work around for this but suspect this might just be a side effect of updating skin color and then re-applying any tattoo colors after each poll (if I don't do this the tattoos will also fade)

Edited by WhatTheElf
Posted
3 minutes ago, WhatTheElf said:

Do the black shapes flicker briefly? If so I suspect this could be a conflict between any other mods adding overlays to the skin (as you've mentioned)

 

I can take a look at a work around for this but suspect this might just be a side effect of updating skin color and then re-applying any tattoo colors after each poll (if I don't do this the tattoos will also fade)

yes the tattos are getting greyed out isntead of black... must be rape tats ng mod

Posted
1 hour ago, CHASTLUV said:

I'm encountering a bug where, upon being defeated, my character is teleported to the center of the map and starts floating.

Yeah I have something similar even on the newest version, but it's not consistent. Sometimes the mod doesn't manage to "revive" the downed player in time and the SL scene starts broken with missaligned animations and when it ends you fall through the floor and spawn at the start of the dungeon.

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