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Amorous Adventures [v3.4] (2018/06/02)


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Posted

 

 

@Fox I thought of something(take cover!), there was a feature that the old AP offered that I think might be neat if AA adopted (especially since I find myself missing it from time to time).  AP used to give the ability to swap items with lovers inventories through dialogue without needing to make them an active follower first.  Of course it's a completely unimportant thing that no one would notice or give props for, but it...idk, had a flow that played better.

 

Similar to the vanilla/Hearthfire dialog the adopted kids have, to give them a doll, sword or shirt?

Posted

 

 

 

@Fox I thought of something(take cover!), there was a feature that the old AP offered that I think might be neat if AA adopted (especially since I find myself missing it from time to time).  AP used to give the ability to swap items with lovers inventories through dialogue without needing to make them an active follower first.  Of course it's a completely unimportant thing that no one would notice or give props for, but it...idk, had a flow that played better.

 

Similar to the vanilla/Hearthfire dialog the adopted kids have, to give them a doll, sword or shirt?

 

 

No, at least I don't think so.  It's been awhile since I bothered with adoption in skyrim so I don't rightly recall how that worked(Still hoping for an orphanage(s) mod where PC can fund improvements and positively impact them without needing to be a parent, shit I'd build schools and parks in ever hold, even every town if I could).  it doesn't fit in with either the dangers or traveling my characters face and do....Not to mention that I've no desire to explain to children what harems are, and why they've so many other mommies and not a single dad in sight.  Ahem...anyways  More like straight up open their inventory and give and take freely, not limited to only items specifically tagged.

Posted

 

 

 

 

@Fox I thought of something(take cover!), there was a feature that the old AP offered that I think might be neat if AA adopted (especially since I find myself missing it from time to time).  AP used to give the ability to swap items with lovers inventories through dialogue without needing to make them an active follower first.  Of course it's a completely unimportant thing that no one would notice or give props for, but it...idk, had a flow that played better.

 

Similar to the vanilla/Hearthfire dialog the adopted kids have, to give them a doll, sword or shirt?

 

 

No, at least I don't think so.  It's been awhile since I bothered with adoption in skyrim so I don't rightly recall how that worked(Still hoping for an orphanage(s) mod where PC can fund improvements and positively impact them without needing to be a parent, shit I'd build schools and parks in ever hold, even every town if I could).  it doesn't fit in with either the dangers or traveling my characters face and do....Not to mention that I've no desire to explain to children what harems are, and why they've so many other mommies and not a single dad in sight.  Ahem...anyways  More like straight up open their inventory and give and take freely, not limited to only items specifically tagged.

 

 

There is a boarding school mod that you can send six orphan girls and six boys to without you having to be married or take care of them. It is called Dragons Keep http://www.nexusmods.com/skyrim/mods/53509/?, it may be of interest to you.

Posted

 

I imagine I cannot use bothe sexlab version and OSA version at the same time right?

Anyway got 2 questions.

 

1. Can I switch fro Sexlab version to OSA version ? without using my lovers that is.

2. In OSA version, do the the animations start through dialogue? I have Less Intrusive HUD and the keys do not work for OSA so I cannot start a scene. 

 

thnx

 

You can swithc as the two versions of the mod use the exact same ESP name, but there may be issues. I would not recommend it. You absolutely cannot uninstall Sexlab Framework mid game and expect your save to survive it, and I would not recommend running both at once (massive string count from amount of animations installed, could cause issues even with Crash Fixes).

 

 

 

I personally run OSex and SexLab together - both frameworks installed.

 

I have had to start an new character and run through all the Amorous quests to get new saves to work with.

 

For me, it works great.  I can switch back and forth, no crashes of note and I'm at a mere 37,000 strings.

 

HOWEVER - my set-up is built to run a very pretty Amorous Adventures and that's it.  I don't mash every Mod under the sun into my development game.  So it completely depends on what your goals are and how much you cram into your load order.

 

 

All that said - geeze this Mod has a lot of content.  I've been playing for days trying to get back through all the Amorous quests with good save points for later debugging and testing.  It actually takes a long time to Pokemon Amorous your way through Skyrim and catch them all.

Posted

Is it possible/easy to make a version with just vilkas and farkas? I don't want to run into all the female quests, and I have a mod that changes lydia into a guy so I don't know how that will conflict...

If it is too much trouble then no worries.

Posted

Is it possible/easy to make a version with just vilkas and farkas? I don't want to run into all the female quests, and I have a mod that changes lydia into a guy so I don't know how that will conflict...

 

If it is too much trouble then no worries.

You have to actively start the amorous quests to court the different lovers, so it should be easy enough to just avoid the ones you don't want.

Posted

 

Is it possible/easy to make a version with just vilkas and farkas? I don't want to run into all the female quests, and I have a mod that changes lydia into a guy so I don't know how that will conflict...

 

If it is too much trouble then no worries.

You have to actively start the amorous quests to court the different lovers, so it should be easy enough to just avoid the ones you don't want.

 

 

Ah cool, thanks.

Posted

Any chance on the clean version being updated with the new lovers options?

 

Not really.  I'm not sure what the point would be since no Lovin' actually occurs.

 

I'm considering scrapping that version.

 

Thanks!

Posted

 

Any chance on the clean version being updated with the new lovers options?

 

Not really.  I'm not sure what the point would be since no Lovin' actually occurs.

 

I'm considering scrapping that version.

 

Thanks!

 

I see, sad to hear but I understand. It's just that the clean version was so much lighter and simpler without having to install a bunch of other mods to make it work. But I get it, great mod either way, thanks.

Posted

I know of quite a few that play clean AA for the dialogues alone and no sexy stuff. However I also believe that the OSA version don't really need OSA, that is you can hook into OSA without making it a dependency, and so the OSA version could just be the clean version, don't install OSA and you have clean.

Posted

Well, I need to figure out how to give the clean version a dependency that keeps it off Beth net if nothing else.

Make 1 call in a script somewhere that requires SKSE.  Doesn't matter what, but something that without SKSE the mod won't work.  That will keep it from the console pirates (at least for a while).  Although if your description in the storyboards become more "in depth" (so to speak - giggity) or step beyond just risque, that might keep if off Bethnet anyway.

Posted

Well, I need to figure out how to give the clean version a dependency that keeps it off Beth net if nothing else.

Or you could run a simple Debug check. Unless Bethesda does not change the platform name with the Special Edition (SE), then running this check could work.

 

 

 

 

You can just use a simple OnInit event, and/or embed the Debug check into other scripts:

 

;

Event OnInit()

 

     If Debug.GetPlatformName() != "Win32"

          Debug.QuitGame()

     EndIf

 

EndEvent

;

 

Win32 is the platform name for the current Skyrim version on PC (PS3 and 360 have different platform names), and I'm anticipating them to change that to Win64 for SE, but they might not.

There are also several other Debug checks that can be done, such as ConfigName and VersionNumber.

 

Of course, if recompiling scripts is something that can be easily done when SE releases, then doing this may not be of much benefit. Even so, I'd recommend not including the source for the script(s) that have a similar check, if you decide to include it.

 

 

 

Posted

 

Well, I need to figure out how to give the clean version a dependency that keeps it off Beth net if nothing else.

Make 1 call in a script somewhere that requires SKSE.  Doesn't matter what, but something that without SKSE the mod won't work.  That will keep it from the console pirates (at least for a while).  Although if your description in the storyboards become more "in depth" (so to speak - giggity) or step beyond just risque, that might keep if off Bethnet anyway.

 

 

 

 

Well, I need to figure out how to give the clean version a dependency that keeps it off Beth net if nothing else.

Or you could run a simple Debug check. Unless Bethesda does not change the platform name with the Special Edition (SE), then running this check could work.

 

 

 

 

You can just use a simple OnInit event, and/or embed the Debug check into other scripts:

 

;

Event OnInit()

 

     If Debug.GetPlatformName() != "Win32"

          Debug.QuitGame()

     EndIf

 

EndEvent

;

 

Win32 is the platform name for the current Skyrim version on PC (PS3 and 360 have different platform names), and I'm anticipating them to change that to Win64 for SE, but they might not.

There are also several other Debug checks that can be done, such as ConfigName and VersionNumber.

 

Of course, if recompiling scripts is something that can be easily done when SE releases, then doing this may not be of much benefit. Even so, I'd recommend not including the source for the script(s) that have a similar check, if you decide to include it.

 

 

 

 

 

Thanks guys, good tips.  I'll look into that.

Posted

 

 

Well, I need to figure out how to give the clean version a dependency that keeps it off Beth net if nothing else.

Make 1 call in a script somewhere that requires SKSE.  Doesn't matter what, but something that without SKSE the mod won't work.  That will keep it from the console pirates (at least for a while).  Although if your description in the storyboards become more "in depth" (so to speak - giggity) or step beyond just risque, that might keep if off Bethnet anyway.

 

 

 

 

Well, I need to figure out how to give the clean version a dependency that keeps it off Beth net if nothing else.

Or you could run a simple Debug check. Unless Bethesda does not change the platform name with the Special Edition (SE), then running this check could work.

 

 

 

 

You can just use a simple OnInit event, and/or embed the Debug check into other scripts:

 

;

Event OnInit()

 

     If Debug.GetPlatformName() != "Win32"

          Debug.QuitGame()

     EndIf

 

EndEvent

;

 

Win32 is the platform name for the current Skyrim version on PC (PS3 and 360 have different platform names), and I'm anticipating them to change that to Win64 for SE, but they might not.

There are also several other Debug checks that can be done, such as ConfigName and VersionNumber.

 

Of course, if recompiling scripts is something that can be easily done when SE releases, then doing this may not be of much benefit. Even so, I'd recommend not including the source for the script(s) that have a similar check, if you decide to include it.

 

 

 

 

 

Thanks guys, good tips.  I'll look into that.

 

 

Some quick Googling about shows Consoles do not run the Debug native Skyrim functions at all.

 

Here's some work on the topic, at least from a Fallout 4 perspective - and Skyrim has the same engine.

 

Anyways, console piracy and the complete clusterfark that is Beth.net is something I'm certainly hoping to avoid.  I can't be bothered to go through their bureaucracy, ID myself, fill out forms and get a take down request issued.  All because someone nabbed the Mod off Nexus and uploaded it (and will likely try and solicit some cash off the theft as well).

 

Removing the Clean version is of course the simplest thing for me to do.   But I'll check these things people are suggesting.

 

 

Posted

 

Some quick Googling about shows Consoles do not run the Debug native Skyrim functions at all.

 

Here's some work on the topic, at least from a Fallout 4 perspective - and Skyrim has the same engine.

 

Anyways, console piracy and the complete clusterfark that is Beth.net is something I'm certainly hoping to avoid.  I can't be bothered to go through their bureaucracy, ID myself, fill out forms and get a take down request issued.  All because someone nabbed the Mod off Nexus and uploaded it (and will likely try and solicit some cash off the theft as well).

 

Removing the Clean version is of course the simplest thing for me to do.   But I'll check these things people are suggesting.

 

 

One interesting thing I read from that description page is that running Debug.GetPlatformName() in Fallout 4 (FO4) returns "Target File Unknown" for PC users.

 

If you write the exact same statement for Skyrim, Debug.MessageBox(Debug.GetPlatformName()), it returns "Win32"  for PC users (as shown in the picture below).

 

I haven't tried the other statements yet, but the difference between the return value for FO4 and Skyrim was a bit intriguing.  

post-694308-0-22190700-1471976525_thumb.png

Posted

Well, I need to figure out how to give the clean version a dependency that keeps it off Beth net if nothing else.

 

How about a condition which requires the mod to be activated in the mcm before it initializes? the vast majority of Skyrim players use skse and skyui anyway.

Posted

So i ran into a problem when updating to version 3.0.2, the voicelines are missing now. is there a way to fix? like a fresh install or something?

 

Did you install over the 2.11 version?  If so, did you follow the instructions on the front page on how to clean your saves?  If you did install over 2.11 and did not clean your save, you need to start a new game and make a new save.

 

Posted

 

So i ran into a problem when updating to version 3.0.2, the voicelines are missing now. is there a way to fix? like a fresh install or something?

 

Did you install over the 2.11 version?  If so, did you follow the instructions on the front page on how to clean your saves?  If you did install over 2.11 and did not clean your save, you need to start a new game and make a new save.

 

 

I cleaned my save, and if i remember correctly I deactivated 2.11 before installing 3.0.2. However I'm not even getting options for amorous adventures with 3.0.2. Might have to start a new game :(

Posted

 

 

So i ran into a problem when updating to version 3.0.2, the voicelines are missing now. is there a way to fix? like a fresh install or something?

 

Did you install over the 2.11 version?  If so, did you follow the instructions on the front page on how to clean your saves?  If you did install over 2.11 and did not clean your save, you need to start a new game and make a new save.

 

 

I cleaned my save, and if i remember correctly I deactivated 2.11 before installing 3.0.2. However I'm not even getting options for amorous adventures with 3.0.2. Might have to start a new game :(

 

 

If you removed 2.11 and then started the game and then saved your game with 2.11 removed... then yeah, that would have removed all your progress.  That would be uninstalling the Mod.

 

Otherwise, just make sure your download was not incomplete.  The downloaded file is nearly 100 MB.

 

Posted

ok so Im have a weird problem with the Dawngaurd's NPCs every time a supposed sex scene starts

The is for Valerica in soul Carin

GetByTags(ActorCount=2, Tags=LeadIn, Foreplay, TagSurpressed=Zaz,Lesbian,Agressive, RequireAll=TRUE)

GetByTags(ActorCount=2, Tags=sex TagSurpressed=Zaz,Lesbian,Agressive, RequireAll=TRUE)

Thread[0] - Entering Making State

NOTICE: ValidateActor(Valerica)--TRUE--MISS

NOTICE: Valerica Seeded Stats: [81.838188, 88.137672, 82.971733, 102.350937, 94.613045, 4.293705, 9.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 9.000000, 0.000000, 67.000000, 102.812523, 22.881002, 9.990728]

ActorAlias[Valerica] SetActor([DLC1SeranaLevelingScript <(02003B8E)>]) - [sslActorAlias004 on quest SexLab Thread00 (0F061EEF)>]

NOTICE:ValidateActor() -- FALSE -- They are not loaded 

FATAL - Thread[0] AddActor() -- Failed to add actor -- They are not a valid target for animation 

ActorAlias[Valerica] ClearAlias([DLC1SeranaLevelingScript <(02003B8E)>] / [sslActorAlias004 on quest SexLab Thread00 (0F061EEF)>]) - Actor Present during Alias Clear! This is usually harmless as the the alias and the actor will correct itself, but this is usually a sign that a thread did not close cleanly

thanks

Posted

ok so Im have a weird problem with the Dawngaurd's NPCs every time a supposed sex scene starts

The is for Valerica in soul Carin

GetByTags(ActorCount=2, Tags=LeadIn, Foreplay, TagSurpressed=Zaz,Lesbian,Agressive, RequireAll=TRUE)

GetByTags(ActorCount=2, Tags=sex TagSurpressed=Zaz,Lesbian,Agressive, RequireAll=TRUE)

Thread[0] - Entering Making State

NOTICE: ValidateActor(Valerica)--TRUE--MISS

NOTICE: Valerica Seeded Stats: [81.838188, 88.137672, 82.971733, 102.350937, 94.613045, 4.293705, 9.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 9.000000, 0.000000, 67.000000, 102.812523, 22.881002, 9.990728]

ActorAlias[Valerica] SetActor([DLC1SeranaLevelingScript <(02003B8E)>]) - [sslActorAlias004 on quest SexLab Thread00 (0F061EEF)>]

NOTICE:ValidateActor() -- FALSE -- They are not loaded 

FATAL - Thread[0] AddActor() -- Failed to add actor -- They are not a valid target for animation 

ActorAlias[Valerica] ClearAlias([DLC1SeranaLevelingScript <(02003B8E)>] / [sslActorAlias004 on quest SexLab Thread00 (0F061EEF)>]) - Actor Present during Alias Clear! This is usually harmless as the the alias and the actor will correct itself, but this is usually a sign that a thread did not close cleanly

thanks

 

You'd want to ask about that error in the SexLab Framework support topic.

 

I don't have any idea.  That's happening inside the Framework.

 

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