twsnider1138 Posted September 15, 2020 Posted September 15, 2020 5 hours ago, Anonymoustaco said: Is there a specific way to marry the dollmakers daughter? I want her to hang around my house. I tried using the amulet of mara I think you need to buy her for ten grand first. Honestly I’m not sure about marrying her afterwards though.
CaptainJ03 Posted September 15, 2020 Posted September 15, 2020 3 hours ago, Zaflis said: (cart ride) It's not that it would be buggy, at least i never saw any bugs. How do you expect scripts from mods like DCL to work if your game can't even handle vanilla? Installing new animations and not running FNIS afterwards successfully crashes the cart ride. BTDT ?
Kimy Posted September 15, 2020 Author Posted September 15, 2020 5 hours ago, twsnider1138 said: I think you need to buy her for ten grand first. Honestly I’m not sure about marrying her afterwards though. She should be marryable, although I must admit I never personally tested it.
darktej Posted September 15, 2020 Posted September 15, 2020 12 hours ago, Anonymoustaco said: Is there a specific way to marry the dollmakers daughter? I want her to hang around my house. I tried using the amulet of mara did you talk to Maramal in Riften about marriage? if not..then even with wearing the amulet the marriage dialogue option will not pop up.
Nymra Posted September 15, 2020 Posted September 15, 2020 Ok, some questions for me to understand, sorry: 1. When a Quest is running, there are no more Trap Events? 2. When running a Quest (say Cursed Collar) the Dagonar Prison quest is prevented from starting? (I was sent to SS+ while the Cursed Collar was running and Dagonar was Selected but did not start) 3. In Dagonar Prison only DD animations play, even when there are no or no suitable DDs equiped? (I have DD and Zap Filters all off...)
Kimy Posted September 15, 2020 Author Posted September 15, 2020 27 minutes ago, Nymra said: Ok, some questions for me to understand, sorry: 1. When a Quest is running, there are no more Trap Events? SOME (but not all) quests prevent traps. Mostly these which would be unable to progress with restraints other than the quest ones being equipped. 27 minutes ago, Nymra said: 2. When running a Quest (say Cursed Collar) the Dagonar Prison quest is prevented from starting? (I was sent to SS+ while the Cursed Collar was running and Dagonar was Selected but did not start) That's correct. Dagonar needs the DD slots being available, so it won't start if there are devices equipped that cannot be safely removed (e.g. quest devices). DCL makes sure that the prison can be safely started BEFORE triggering it, but if 3rd party mods trigger it from their end and don't perform the check first, it indeed can happen that...well...nothing happens. 27 minutes ago, Nymra said: 3. In Dagonar Prison only DD animations play, even when there are no or no suitable DDs equiped? (I have DD and Zap Filters all off...) DCL -always- uses a DD API function that will pick valid animations regardless of an actor's bound state. The filter should actually never trigger when DCL is picking animations. When there are no devices worn, DCL should pick normal animations from the SexLab registry. Turning the filter off does however NOT keep DCL from picking bound animations for bound characters.
Nymra Posted September 15, 2020 Posted September 15, 2020 13 minutes ago, Kimy said: SOME (but not all) quests prevent traps. Mostly these which would be unable to progress with restraints other than the quest ones being equipped. That's correct. Dagonar needs the DD slots being available, so it won't start if there are devices equipped that cannot be safely removed (e.g. quest devices). DCL makes sure that the prison can be safely started BEFORE triggering it, but if 3rd party mods trigger it from their end and don't perform the check first, it indeed can happen that...well...nothing happens. thx for clarifying on a sidenote it would be nice to see a message when this appears. I used DCL debug messages but never got informed why there is no cursed item even with 100% chance. (like "Quest is running, traps temporarily disabled) Or like "DCL Quest active - Quest start cancelled" for the other thing. 13 minutes ago, Kimy said: DCL -always- uses a DD API function that will pick valid animations regardless of an actor's bound state. The filter should actually never trigger when DCL is picking animations. When there are no devices worn, DCL should pick normal animations from the SexLab registry. Turning the filter off does however NOT keep DCL from picking bound animations for bound characters. Hmmm, can this be prevented? DD animations are just way to few to be fun for a long time. I really would like to always have all animations available in Sexlab Scenes. DD has an option to turn the filter off, I would really like to have something similar in DCL (otherwise prison is a bit boring sexwise. Especially since the filter is not respecting the devices worn as far as I can see (I get yoke animations even with no yoke equiped for example). I already searched the scripts but could not find the part where the animations are selected.
Kimy Posted September 15, 2020 Author Posted September 15, 2020 5 minutes ago, Nymra said: thx for clarifying on a sidenote it would be nice to see a message when this appears. It actually gives a hint in the DCL Debug screen. 5 minutes ago, Nymra said: Hmmm, can this be prevented? DD animations are just way to few to be fun for a long time. I really would like to always have all animations available in Sexlab Scenes. DD has an option to turn the filter off, I would really like to have something similar in DCL (otherwise prison is a bit boring sexwise. Especially since the filter is not respecting the devices worn as far as I can see (I get yoke animations even with no yoke equiped for example). The DD filter had a few issues that should be gone in the next version. Otherwise, the code as is works 100% as intended. Why would people want to make DCL intentionally pick non-bound animations for bound characters? It's pretty immersion-breaking, no? oO 5 minutes ago, Nymra said: I already searched the scripts but could not find the part where the animations are selected. dcur_libary.SexWithPlayer()
Nymra Posted September 15, 2020 Posted September 15, 2020 17 minutes ago, Kimy said: Otherwise, the code as is works 100% as intended. Why would people want to make DCL intentionally pick non-bound animations for bound characters? It's pretty immersion-breaking, no? oO Immersion is a 100% subjective thing. I just thought DCL as a DD mod would respect the DD filters. At least it seems logical for it to respect them since its also using its animations. Plus (and that is the funny part), very often the PC has no DDs equiped when raped in the prison o_O Apart from that, there are lot ... and really a lot more bound animations than the ones available from DD. Plus there are furniture anims and also animations that are just non-consensual where the female is just held at her wrists and stuff. 17 minutes ago, Kimy said: dcur_libary.SexWithPlayer() aaha, thx alot. Hidden in plain sight I guess... Notepad ++ somehow greyed out that are so I must have missed it.
Kimy Posted September 15, 2020 Author Posted September 15, 2020 28 minutes ago, Nymra said: I just thought DCL as a DD mod would respect the DD filters. At least it seems logical for it to respect them since its also using its animations. You misunderstand the filter. The filter is there to replace a non-bound animation with a proper bound one, in situations when e.g. a non-DD mod calls a sex animation, but the character is bound. It will then check for non-fitting animations and replace them on the fly. It is NOT the purpose of the filter to interfere with valid animations. As a DD mod, DCL is picking proper animations in the first place, so the filter doesn't need to intervene. Which obviously means that the filter isn't doing anything, no matter if you enabled or disabled it. DD isn't 'disrespecting' the filter, it's just making sure that the filter is never needed. Btw: The filter toggle has been in DD forever. Personally, I wouldn't have added such a feature, ever. To me, it goes without saying to use fitting animations, if any are available. 28 minutes ago, Nymra said: Apart from that, there are lot ... and really a lot more bound animations than the ones available from DD. There are exactly ZERO bound animations on LL that aren't already in DD, other than the ones that never had DD in mind when they were created. I cannot use these animations because they don't fit the DD devices. And the ones made for creatures, which didn't get merged for obvious reasons. Trust me, I'd LOVE to get my hands on some more DD bound animations to bring a bit more variety to the selection. I do understand that there aren't exactly many, and I have probably been looking at them more often than most of you. But alas, the DD team lost its animator a long while ago. The only other animator who ever supplied some bound animations is Billyy, but he hasn't made any new ones in ages as well. But solving the problem by playing animations not fitting the scene isn't the solution, at least not to me.
Nymra Posted September 15, 2020 Posted September 15, 2020 2 hours ago, Kimy said: You misunderstand the filter. The filter is there to replace a non-bound animation with a proper bound one, in situations when e.g. a non-DD mod calls a sex animation, but the character is bound. It will then check for non-fitting animations and replace them on the fly. It is NOT the purpose of the filter to interfere with valid animations. As a DD mod, DCL is picking proper animations in the first place, so the filter doesn't need to intervene. Which obviously means that the filter isn't doing anything, no matter if you enabled or disabled it. DD isn't 'disrespecting' the filter, it's just making sure that the filter is never needed. Btw: The filter toggle has been in DD forever. Personally, I wouldn't have added such a feature, ever. To me, it goes without saying to use fitting animations, if any are available. hmm, I dont know. My experience with mods chosing their own animations outside of narrative scenes (like Slaverun training for example) is kind of bad. I think the tag system is quite good and Sexlab able to chose the suitable animations. OsmelMC has added his own filter too for even better and more options. I mean, when SL chooses "Armbinder" tags when armbinder equiped and "BOund" when only having cuffs or prisoner chains it seems quite perfect? I m just thinking from the perspective of not having the necessity of doubling all animations in DD (still many ppl have problems with high animation count). I even thought about removing all DD animations and even have an easier and better way to make animations work perfect. 2 hours ago, Kimy said: There are exactly ZERO bound animations on LL that aren't already in DD, other than the ones that never had DD in mind when they were created. I cannot use these animations because they don't fit the DD devices. And the ones made for creatures, which didn't get merged for obvious reasons. I highly doubt that. I must have like dozens more. But I dont know how you select them. 2 hours ago, Kimy said: Trust me, I'd LOVE to get my hands on some more DD bound animations to bring a bit more variety to the selection. I do understand that there aren't exactly many, and I have probably been looking at them more often than most of you. But alas, the DD team lost its animator a long while ago. The only other animator who ever supplied some bound animations is Billyy, but he hasn't made any new ones in ages as well. thats sad to hear. I am only starting to learn animation making, will be quite a long process still. I want to make more LEGO style animations for my pack that include yokes and other stuff tho. They will be more bukakke style. 2 hours ago, Kimy said: But solving the problem by playing animations not fitting the scene isn't the solution, at least not to me. see above, I think the existing methods today can select animations perfectly. But I personally just value mod options and customizeability alot because it allows a better user experience.
Kimy Posted September 16, 2020 Author Posted September 16, 2020 5 hours ago, Nymra said: hmm, I dont know. My experience with mods chosing their own animations outside of narrative scenes (like Slaverun training for example) is kind of bad. Not sure how to respond to the notion that my mod is bad, other than DD -has- to pick its own animations, because SexLab is really not written with bound characters in mind. See below. Quote I think the tag system is quite good and Sexlab able to chose the suitable animations. Errr....no. SexLab's tag systems falls a few miles short in that situation, because if you don't -explicitly- rule out certain tags, the animation might and will get picked by any mod asking for random animations. Thing is that NO non-DD mod will -ever- pass "bound" as suppress tag. Among things because they might not know or care about DD. Which can and will result in bound animations being played in situations when absolutely no scene participant is bound. The actors would assume the bound position, but there would be no visible restraint on the actor. Which looks beyond stupid, and is THE reason why I do not register DD's animations to the general SexLab registry. Quote I even thought about removing all DD animations and even have an easier and better way to make animations work perfect. There is no such way, unless somebody convinces Ashal to add an "explicit-only" parameter to StartSex() that makes sure that an animation is never called unless the tag is -explicitly- passed to the SexLab API by the mod. What I did was essentially a workaround to achieve just that. Quote I highly doubt that. I must have like dozens more. But I dont know how you select them. Keep in mind that somebody making an animation featuring a bound pose doesn't necessarily mean that this animation is usable for DD. For that, the pose must -exactly- match the position of the DD restraint. Otherwise you'd get e.g. an armbinder pose with the hands half a foot outside the armbinder etc. Quote see above, I think the existing methods today can select animations perfectly. Well. No. See above. Quote But I personally just value mod options and customizeability alot because it allows a better user experience. As you know, so do I. But the options need to make sense. And telling a mod not to use bound animations for bound characters is very much nonsensical in my book.
Wow132666 Posted September 16, 2020 Posted September 16, 2020 whenever I dismiss chloe as a companion, I can't find her and have to use "moveto player" to get her back, does anyone know where her default home is? she doesn't appear at helgen keep or at my player home
Elsidia Posted September 16, 2020 Posted September 16, 2020 56 minutes ago, Wow132666 said: her default home is? Default home is in Dawnstar Inn one of rooms
Reesewow Posted September 16, 2020 Posted September 16, 2020 11 hours ago, Kimy said: Trust me, I'd LOVE to get my hands on some more DD bound animations to bring a bit more variety to the selection. I do understand that there aren't exactly many, and I have probably been looking at them more often than most of you. But alas, the DD team lost its animator a long while ago. The only other animator who ever supplied some bound animations is Billyy, but he hasn't made any new ones in ages as well. But solving the problem by playing animations not fitting the scene isn't the solution, at least not to me. Just to share my perspective, I'm of a similar preference to Nymra in that if I had the option to disable/enable DCL's built-in filtering I would probably take advantage of it on occasion. It certainly isn't a perfect solution, but I do find I do this quite often when any other SL mod triggers animations while my PC is wearing certain devices. If a device has a very limited or dated animation pool and my PC will be in it for a long time, disabling the DD filter does let me get some variety at the expense of requiring more manual control. I find this often works well for many of the devices that don't cause the actor's hands to disappear - for instance I don't mind the player's hands getting free of a yoke for an animation on the assumption that the attackers have a key for that, and lock the cuffs again afterwards. Sexlab Tools also makes filtering and selecting specific animations painless enough that I sometimes find I'd prefer to keep Billyy's DD SLAL pack installed and the DD filter disabled to avoid seeing a few animations I'm really not fond of. Unfortunately, I really find some of the original ZAZ animations have not aged well and sometimes the filter just really really wants to play those animations instead of the newer additions. The fact DCL's filter can't be disable certainly isn't a game-breaker for me, just something that if I had the option I would probably toggle the same way I do the over-arching DD filter depending on circumstances. I do think if there was a bit more user control available through the DD/DCL filtering, I wouldn't feel nearly as much need to go through all of the above. Below are a few suggestions of features that I think might help - mostly adding some of the functionality we've grown used to with Sexlab to DD's filtering without compromising its intended function of blocking nonsensical animations. An MCM menu tab in DD where users can specifically enable/disable DD animations for use in animation filtering (similar to Sexlab's built-in animation toggle list). This would allow for users to limit the pool of possible animations unless a mod specifically calls an animation by name or no viable animation remains. Thinking something similar to how users can toggle off the "base" Sexlab animations, but they are still loaded and available. A hotkey that causes DD/DCL to run the animation filter again mid-scene, hopefully selecting a different viable DD animation and swapping to it. This would help greatly for sequences of bad luck where the same animation happens to be selected multiple times in a row. Could functionally feel similar to hitting the "next animation" hotkey in default Sexlab scenes, but randomized. A function that generates a list of viable animations that a user could then select from if they want to swap animations mid-scene. Similar to pulling up the animation list in Sexlab Tools while under tag restrictions, where it only shows animations that fit with the tags called for the current SL scene. 2
Nymra Posted September 16, 2020 Posted September 16, 2020 8 hours ago, Kimy said: Not sure how to respond to the notion that my mod is bad, other than DD -has- to pick its own animations, because SexLab is really not written with bound characters in mind. See below. Sorry, that is not what I wanted to say. Bad experience does not mean a bad mod. I in fact love all the mods out there, but sadly alot of them have elements that prevent me from using them, especially the ones that I want to use regularly. I like the DCL content and ideas alot, but I want to be able to carefully control which DDs are used for example and I like my freedom of choosing Sexlab Animations. I worked hundreds of hours (no joke) on creating my own selection of like 1200 human and creature animations so that I dont see animations too often. And DD animations (which are indeed nice) are only a few. And therefor the Prison Experience in DCL has a drawback for me which lowers the fun and maybe keeps me away from using it as Simple Slavery Destination as I wanted to. That is all. TLDR: I dont say anything is bad with DCL, I just wanted to suggest an option to turn off the Animation Selection maybe. I would even ask for an option to turn off the DD content in prison (like you can turn off the sex too), because for me it is a 100% fun experience even without DDs (forced labour is just so cool :D) Thing is I can modify scripts but sometimes the mod creators just can do stuff I need hours for in like 1 min. Hence why I even dare asking (plus maybe other users have the same desires as me and would profit too) 8 hours ago, Kimy said: Errr....no. SexLab's tag systems falls a few miles short in that situation, because if you don't -explicitly- rule out certain tags, the animation might and will get picked by any mod asking for random animations. Thing is that NO non-DD mod will -ever- pass "bound" as suppress tag. Among things because they might not know or care about DD. Which can and will result in bound animations being played in situations when absolutely no scene participant is bound. The actors would assume the bound position, but there would be no visible restraint on the actor. Which looks beyond stupid, and is THE reason why I do not register DD's animations to the general SexLab registry. There is no such way, unless somebody convinces Ashal to add an "explicit-only" parameter to StartSex() that makes sure that an animation is never called unless the tag is -explicitly- passed to the SexLab API by the mod. What I did was essentially a workaround to achieve just that. Keep in mind that somebody making an animation featuring a bound pose doesn't necessarily mean that this animation is usable for DD. For that, the pose must -exactly- match the position of the DD restraint. Otherwise you'd get e.g. an armbinder pose with the hands half a foot outside the armbinder etc. Well. No. See above. As you know, so do I. But the options need to make sense. And telling a mod not to use bound animations for bound characters is very much nonsensical in my book. I see the problems and you are right, but I think we just have to agree to disagree here because the problems mentioned are at least non-issues for me. I have all bound and all DD animations modified with AnimObjects (so yoke animations bring their own yoke) for example. Different playstyle, that is all The explicit only thing might be interesting for @osmelmc . I dont know how the utility handles that at the moment but it is surely a neat idea. When I understand correctly: - Sexlab needs an MCM Filter option to prevent Mods to select Sexlan Animations with (for example) "Yoke, Bound" (in general "[DD-item],Bound]" without a Yoke [DD-Item] equiped for example. 1
Kimy Posted September 16, 2020 Author Posted September 16, 2020 10 hours ago, Nymra said: Sexlab needs an MCM Filter option to prevent Mods to select Sexlan Animations with (for example) "Yoke, Bound" (in general "[DD-item],Bound]" without a Yoke [DD-Item] equiped for example. A MCM toggle is not really a great way to implement this, because it's not a generic solution. Mods other than DD might have the same problem. The way to go would be adding the ability to declare tags as explicit in an animation's record. sslBaseAnimation would need a new function other than AddTag() for that. Like AddExplicitTag(), to declare a tag that has to be explicitly passed to StartSex() to make this animation eligible to get picked. Right now, StartSex() with tag=Vaginal might pick any DD bound animation with the vaginal tag, but this shouldn't happen unless the bound animations are -explicitly- wanted. If I could tag DD animations with AddExplicitTag("DeviousDevice"), the animations would no longer get picked, unless you pass tag=Vaginal,DeviousDevice to StartSex(). Makes sense? I would have suggested this to Ashal, but he made it super clear that he does not plan to release another LE version of SexLab, and there is no way I will support different code-bases for LE and SE versions of my mods, so I am stuck with what's there. To be honest, that's not really solving YOUR problem, anyway. The lack of AddExplicitTag() made me write a lot of lines of code I otherwise wouldn't have needed to write to implement a DD-specific animation registry. But alas, that new function would not magically increase the scarce supply of bound animations. Only animators can do that, and at this point I would be surprised to ever be able to add a new bound animation to DD, sad as is. There simply seems to be no interest out there, and I lack the skill to make them.
Overtheedge Posted September 17, 2020 Posted September 17, 2020 Hi. Chloe question: Just got Skyrim LE a couple weeks ago. 0 modding experience. Been adding fun/utility mods, learning to Clean Master Files, debugging conflicts (so THAT'S what that thunderbolt symbol in MO2 means!...), etc. Got a lot of the DD series... Today I started yet another New Game. Using LAL, did the Patron at Inn start. I finished A Second Chance quest, picked up A Little Bondage Adventure somehow, ran over to that waypoint (just found out about carriages today!). I'm guessing I ran through Helgen on the way there, I ran right over/through it (didn't go underground, was going to Bondage Adventure waypoint ASAP). Somewhere I picked up the Live Another Life, Investigate Helgen quest (I didn't do any of that). I finished A Little Bondage Adventure, and from somewhere got a Miscellaneous quest, the first part being "Rescue the captured follower". I went to the Hall of the Dead in Whiterun, and someone named Chloe was in an Estrus trap. I waited a few minutes, the trap didn't end. There was some mini-dungeon behind her, I went there, killed a couple skeletons, went back, she was still there, still in the trap, nothing was changing. So I finally decided to "E" her, then she escaped. One of the dialog options must've been to follow me around, because she has been since. The next part of this quest was "talk to aventus aretino", which I did, now he told me to kill some head of some orphange somewhere... So my question is, the above sounds nothing like what I've read in this thread about how you're supposed to rescue Chloe (get some note, she's in a yoke, you have to find a key, there's a dungeon involved, etc). Is there multiple ways to get to Chloe? Are there multiple Chloe's? Do I dismiss the one I have to get the "real" one? Just wondering why my experience getting her as a follower doesn't match anyone else's...
Tenri Posted September 17, 2020 Posted September 17, 2020 25 minutes ago, Overtheedge said: Hi. Chloe question: Just got Skyrim LE a couple weeks ago. 0 modding experience. Been adding fun/utility mods, learning to Clean Master Files, debugging conflicts (so THAT'S what that thunderbolt symbol in MO2 means!...), etc. Got a lot of the DD series... Today I started yet another New Game. Using LAL, did the Patron at Inn start. I finished A Second Chance quest, picked up A Little Bondage Adventure somehow, ran over to that waypoint (just found out about carriages today!). I'm guessing I ran through Helgen on the way there, I ran right over/through it (didn't go underground, was going to Bondage Adventure waypoint ASAP). Somewhere I picked up the Live Another Life, Investigate Helgen quest (I didn't do any of that). I finished A Little Bondage Adventure, and from somewhere got a Miscellaneous quest, the first part being "Rescue the captured follower". I went to the Hall of the Dead in Whiterun, and someone named Chloe was in an Estrus trap. I waited a few minutes, the trap didn't end. There was some mini-dungeon behind her, I went there, killed a couple skeletons, went back, she was still there, still in the trap, nothing was changing. So I finally decided to "E" her, then she escaped. One of the dialog options must've been to follow me around, because she has been since. The next part of this quest was "talk to aventus aretino", which I did, now he told me to kill some head of some orphange somewhere... So my question is, the above sounds nothing like what I've read in this thread about how you're supposed to rescue Chloe (get some note, she's in a yoke, you have to find a key, there's a dungeon involved, etc). Is there multiple ways to get to Chloe? Are there multiple Chloe's? Do I dismiss the one I have to get the "real" one? Just wondering why my experience getting her as a follower doesn't match anyone else's... That sounds like a lot of different mods doing a lot of different things. The investigate Helgen thing from LAL happens if you get close enough to Helgen, and there may be some dialogue options that give you that quest as well. That is just Normal LAL behavior. Not sure what mod causes "Rescue the captured follower" miscellaneous task, but it probably just registers potential followers and grabbed Chloe from the list it generated from your available followers. "Talk to Aventus Arentino" is just the vanilla Dark Brotherhood questline, you can get pointed to it when you are in or around Windhelm quite easily. To answer the question specifically no there are not multiple ways to rescue Chloe, some other mod grabbed her when it really shouldn't have done so, but I don't know what mod that might be Kidnapped maybe I think it can do something like that but it has been a while since I tried playing with that mod, and haven't tried the newest reboot of it at all. It is possible you have another Chloe in your game, but I couldn't answer what mod is responsible for grabbing her or if you have another without knowing more about what mods you are using.
Overtheedge Posted September 17, 2020 Posted September 17, 2020 11 minutes ago, Tenri said: That sounds like a lot of different mods doing a lot of different things. The investigate Helgen thing from LAL happens if you get close enough to Helgen, and there may be some dialogue options that give you that quest as well. That is just Normal LAL behavior. Not sure what mod causes "Rescue the captured follower" miscellaneous task, but it probably just registers potential followers and grabbed Chloe from the list it generated from your available followers. "Talk to Aventus Arentino" is just the vanilla Dark Brotherhood questline, you can get pointed to it when you are in or around Windhelm quite easily. To answer the question specifically no there are not multiple ways to rescue Chloe, some other mod grabbed her when it really shouldn't have done so, but I don't know what mod that might be Kidnapped maybe I think it can do something like that but it has been a while since I tried playing with that mod, and haven't tried the newest reboot of it at all. It is possible you have another Chloe in your game, but I couldn't answer what mod is responsible for grabbing her or if you have another without knowing more about what mods you are using. Oh, ok, here's the left pane from MO2 (couldn't find a way to automatically export the list:) LE SKLEEP SKE Copy paste console onetweak SkyUI UIextensions Exteneded UI Jcontaioners ConsoleUtil FNIS Behavior FNIS SPELLS FNIS Creature Pack FNIS Sexy Move 360 pack SL Framework SL Utility Plus PapyrusUtil Fuz Ro Doh Crash Fixes Load game CTD SOS HTD Physics HDT HighHeels Bodyslide & Outfit CBBE Race Menu ShowRaceMenu precachekiller slavetats beta slavetats brat slavetats property EstrusForSkyrim Estrus Chaurus DDa DDi DDx DD Equip DCL estXDDF NewRules Community patch DDx-hobbleskirt DD 4.3 gag fix Dev Lore DD - Lore Patch Devious Carriages Combat boots for DD4.1 ZAZ Animation CCB HTD 8.0 ZAZ Doggystyle Amation Fix ZapArmbDoggy override SUM 153 SUm 152-UIE Patch Simple Slavery ++ 6.3.2 SLAX 29 2019 ImmerSlave xazPrisonOverhaul - Patched Sexlab Tools SLA Monitor SPS Sexlab Position Selector Laura's Bondage shop Deviously Enchanted Chests Sexlab Parasites Estrus Alternate Sounds Maryann Remodeled Armor CBBE Bodyslide HDT SLAnimLoader AdditemMenu GagSFX Dawnguard GagSFX Gradonborn GagSFX Hearthfires GagSFX LessChasteDD Bwitch ApachiiSkyHair ApachiiSkyHairFemale Enemy Encounter Funnb MYSLALPACK Alt start LAL SLHH Expansion Better Dialog Controls XP32 Max Skeleton extended MNC BakaFactor ABC LE SE 1.75V HentaiCreatures
Tenri Posted September 17, 2020 Posted September 17, 2020 14 minutes ago, Overtheedge said: Oh, ok, here's the left pane from MO2 (couldn't find a way to automatically export the list:) The right pane has the active esp's and is generally more useful to know what esp's are acties than what mod folders you have installed, I think I know and use most of those though, the first three on the list are odd but I am guessing: the base game (LE), Unofficial patch (SKLEEP) though I usually see that as USLEEP I thought, and Skyrim Script Extender (SKE) though usually see that as SKSE. The only thing on that list that I would even think might put someone in an Estrus trap is Estrus for Skyrim itself, but I didn't think it did much without you initiating it. and I play with its esp deactivated since you only need the resources from it for Estrus Chaurus.
kplh Posted September 17, 2020 Posted September 17, 2020 15 hours ago, Kimy said: I would have suggested this to Ashal, but he made it super clear that he does not plan to release another LE version of SexLab, and there is no way I will support different code-bases for LE and SE versions of my mods, so I am stuck with what's there. Is there a reason we're still on LE? In the early days, it was because SKSE and things like that were not ported to SE yet. Why not swap over?
Elsidia Posted September 17, 2020 Posted September 17, 2020 1 hour ago, kplh said: Why not swap over? I can say why. ON SE still not have a support mods what works correct. I know about what speak because i'm owner only Skyrim SE version. Also many good mods not converted to SE. As example: you have hdt mod what makes nice chains physics on LE. We have HDT SMP on SE and chains from LE works partially and ugly view. Also iron fetters with chain on SE works only if: 1) Put on chains. 2) Save a game 3) Exit from Skyrim SE to Windows. 4) Run Skyrim again 5) Load a save with chains on. It works! In 98% cases. If you take off chains and not save a game but only load a save with chains on - it's not work.
Zaflis Posted September 17, 2020 Posted September 17, 2020 9 hours ago, Overtheedge said: Oh, ok, here's the left pane from MO2 (couldn't find a way to automatically export the list:) In \MO\profiles\(ProfileName)\ is the modlist.txt (left pane) and plugins.txt (right pane).
Guest Posted September 17, 2020 Posted September 17, 2020 4 hours ago, kplh said: Is there a reason we're still on LE? Actually my question would be: why should anyone choose SSE? If it is for memory problems, those issues on LE have many solutions from Crash Fixes to ENB \ ENB Boost. The way I see it, SSE is the worst thing Bethesda has ever done (at least to the modding community), even worse than Fallout 76 and I've said everything. That's because now many good modders have chosen to mod SSE and leave LE. (Anyway I'm not being sarcastic, I'm honestly interested in the motivations someone would have to choose SSE)
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now