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Posted

no there is already a mod called Milk Slave Experience where idiots spam the thread with "there are no downloads how do i get this" when the front page says "coming soon" where the milking harness, armors, and quests are going to go.

 

NT4xz3jl.png

 

nifF6Zil.png

Posted

 I see your orc-cow is coming along nicely DC.  Those screens are inside Breezehome Lolicept Edition right?  I grabbed that too but been too busy the past few weeks to get into it.  Looks like Nexus hid that mod for some reason as well.

Posted

I seeee, so this is going to the Milk Slave Experience mod. I forgot that existed! Good to see the work you do anyways. c: Thank you for answering my question.

Posted

 I see your orc-cow is coming along nicely DC.  Those screens are inside Breezehome Lolicept Edition right?  I grabbed that too but been too busy the past few weeks to get into it.  Looks like Nexus hid that mod for some reason as well.

 

'tis.

 

it is pretty cool. though i've yet to find the trashcan taht the page talks about

Posted

 

 

 It might also help that iwould use the newest soulgem oven 3 mod but i thought if i can't get the old one to work then i won't get the others to work as well. I probably just have to tur off this mod in MCM BEFORE i let LAL do anything and maybe then it probably will be able to do anything.

 

that logic is flawed to fuck. SGO3 is like 794% more efficient and script lighter than SGO2.

 

 

edit: ugh, i'm apperently repeating myelf lol. yes, i know it sounds weard but the sgo 2 seemed to work better for some reason. Btw as said before the normal npc's work (uniques) but not bandits, soldiers, etc. That won't.

 

Posted

 

edit: ugh, i'm apperently repeating myelf lol. yes, i know it sounds weard but the sgo 2 seemed to work better for some reason. Btw as said before the normal npc's work (uniques) but not bandits, soldiers, etc. That won't.

 

 

  You've probably heard this but double-check requirements are updated properly.  I remember I tried a beta version of PapyrusUtil a while back that didn't immediately cause issues but eventually caused frequent CTD's that I didn't immediately put together was PapyrusUtil beta causing the problem.

Posted

 

 

edit: ugh, i'm apperently repeating myelf lol. yes, i know it sounds weard but the sgo 2 seemed to work better for some reason. Btw as said before the normal npc's work (uniques) but not bandits, soldiers, etc. That won't.

 

 

  You've probably heard this but double-check requirements are updated properly.  I remember I tried a beta version of PapyrusUtil a while back that didn't immediately cause issues but eventually caused frequent CTD's that I didn't immediately put together that it was PapyrusUtil beta causing the problem.

 

 

Could this really be the sole reason why it does work o everybody else except bandits?

edit: updated papyrus (which should have been updated with the newest sexlab), still nothing.

edit2: I literally took appart everything from my load order and it still doesn't do it! Are even supposed to be affected? I really hope i don't hve to reinstall skyrim again.

Posted

 

 

 

edit: ugh, i'm apperently repeating myelf lol. yes, i know it sounds weard but the sgo 2 seemed to work better for some reason. Btw as said before the normal npc's work (uniques) but not bandits, soldiers, etc. That won't.

 

 

  You've probably heard this but double-check requirements are updated properly.  I remember I tried a beta version of PapyrusUtil a while back that didn't immediately cause issues but eventually caused frequent CTD's that I didn't immediately put together that it was PapyrusUtil beta causing the problem.

 

 

Could this really be the sole reason why it does work o everybody else except bandits?

edit: updated papyrus (which should have been updated with the newest sexlab), still nothing.

 

  Well I didn't mean just Papyrus.  Any requirement not up-to-date could cause issues. Or skeleton/bodymesh the bandits are using but I think you already tried that.?  If they're wearing a bodymesh-replacing armor/clothes as well.

Posted

 

 

 

 

edit: ugh, i'm apperently repeating myelf lol. yes, i know it sounds weard but the sgo 2 seemed to work better for some reason. Btw as said before the normal npc's work (uniques) but not bandits, soldiers, etc. That won't.

 

 

  You've probably heard this but double-check requirements are updated properly.  I remember I tried a beta version of PapyrusUtil a while back that didn't immediately cause issues but eventually caused frequent CTD's that I didn't immediately put together that it was PapyrusUtil beta causing the problem.

 

 

Could this really be the sole reason why it does work o everybody else except bandits?

edit: updated papyrus (which should have been updated with the newest sexlab), still nothing.

 

  Well I didn't mean just Papyrus.  Any requirement not up-to-date could cause issues. Or skeleton/bodymesh the bandits are using but I think you already tried that.?  If they're wearing a bodymesh-replacing armor/clothes as well.

 

nope all cbbe with the bodyslide followers use so everyone uses it.

 

edit:

YUUUUUUUUUUUUUUUUUUSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS!!!!! ("put your party symbol here because loverslab doesn't have one apparently")

 

I found it!!! Yeah!

I turned the .esm into a .esp with Wrye Bash and put it all the damn way down!!! :D

Damn, you can't believe how happy i am. On top of that it even works a hell of a lot faster too! (probably as was intended lol)

 

(sorry for the spamming btw hehe, i had to let off some steam lol)

 

is it alright for me to upload the .esp here? It's the least i can do for bothering you the whole time. (might be tomorrow though, going to test it a bit more).

Posted

 

nope all cbbe with the bodyslide followers use so everyone uses it.

edit:

YUUUUUUUUUUUUUUUUUUSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS!!!!! ("put your party symbol here because loverslab doesn't have one apparently")

 

I found it!!! Yeah!

I turned the .esm into a .esp with Wrye Bash and put it all the damn way down!!! :D

Damn, you can't believe how happy i am. On top of that it even works a hell of a lot faster too! (probably as was intended lol)

 

(sorry for the spamming btw hehe, i had to let off some steam lol)

 

is it alright for me to upload the .esp here? It's the least i can do for bothering you the whole time. (might be tomorrow though, going to test it a bit more).

 

 

  You sure just the lower load order (higher index) didn't do it?  And congratz

Posted

 

 

nope all cbbe with the bodyslide followers use so everyone uses it.

edit:

YUUUUUUUUUUUUUUUUUUSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS!!!!! ("put your party symbol here because loverslab doesn't have one apparently")

 

I found it!!! Yeah!

I turned the .esm into a .esp with Wrye Bash and put it all the damn way down!!! :D

Damn, you can't believe how happy i am. On top of that it even works a hell of a lot faster too! (probably as was intended lol)

 

(sorry for the spamming btw hehe, i had to let off some steam lol)

 

is it alright for me to upload the .esp here? It's the least i can do for bothering you the whole time. (might be tomorrow though, going to test it a bit more).

 

 

  You sure just the lower load order (higher index) didn't do it?  And congratz

 

 

yeah, i don't really know what i did. i made it an esp so that i could move it down.

Posted
20 hours ago,
said:

I'm currently trying SG3, I've not seen the breast or belly expansion work with any non-unique so far.  Works fine with followers and unique NPCs but bandits and so forth are a no go.  Heh, also discovered vampire milk no longer has any special properties and that after I went through quite a fight to capture one... kinda like trying to milk a porcupine.  LOL

 

 

Same.  They show everything in the menu, can be milked etc. but no visible signs.  Also just noticed that it is not playing with EC+ - I thought they played together now with Nio but I haven't had time to test.  Appears to be working for my PC, but Rosa was heavily pregnant and reverted to flat belly upon impregnation.  Will have to play around.

 

EDIT: From read only as lost in translation!

 

Posted

I'm not going to read through the last dozen or so pages to find out if anyone is having similar problems, but SGO3 is way, way less stable than SGO2, despite SGO2's script bombing.  (FYI, I customized the controller script to lighen the load and not process all actors on each AOE) 

 

SGO2 will run forever under heavy script load (I know how to stress an engine to death), though even with my modified script it will still stack dump a few times in a twenty four hour period (yes, I have run a stress test for that long).  But mostly, it's stable.  SGO3, for whatever reason, is very, very unstable and won't even handle a fraction of the punishment.  SGO3 tends to CTD in under thirty minutes, consistently. 

 

Yes, I am using PapyrulUtils 3.1 with SL 1.59 due to the problems with 1.60 and devious devices/zaz animations (6.07).  The only difference being tested here is what version of SGO is running.

 

 

Edit: Per a previous commenters suggestion, I ESPified the ESM (I was always a bit curious why SGO would need to be an ESM) and let LOOT sort it out.  LOOT only moved the mod down a single spot, putting it below cutting room floor.  It's been running longer than it has previously, so you might have a problem with SGO3 when it hits an NPC from cutting room floor.  Not surprising, a number of mods need compatibility patches for CRF.

 

Nevermind... it just crashed, again.  One last try, I'll put it at the absolute end of the load order and see what happens.

Posted

I'm not going to read through the last dozen or so pages to find out if anyone is having similar problems, but SGO3 is way, way less stable than SGO2, despite SGO2's script bombing.  (FYI, I customized the controller script to lighen the load and not process all actors on each AOE) 

 

SGO2 will run forever under heavy script load (I know how to stress an engine to death), though even with my modified script it will still stack dump a few times in a twenty four hour period (yes, I have run a stress test for that long).  But mostly, it's stable.  SGO3, for whatever reason, is very, very unstable and won't even handle a fraction of the punishment.  SGO3 tends to CTD in under thirty minutes, consistently. 

 

Yes, I am using PapyrulUtils 3.1 with SL 1.59 due to the problems with 1.60 and devious devices/zaz animations (6.07).  The only difference being tested here is what version of SGO is running.

 

if you modded SGO2 then you are no longer running SGO2. SGO2 will not run forever under heavy script load. it will stack dump your engine even with very few script mods in solitude unless your PC is baller as hell, and that just means you are getting lucky that your CPU is able to keep up.

 

Update your SKSE, Update your Racemenu/NiOverride, crashes will go away.

 

Also there are 0 problems with Zaz and SL 1.6. I only play tested this mod for 4 months. If you are having problems with the dependencies of this mod then of course it will fuck up, too. You have to get the stage stable before putting on a rock show.

Posted

 

 

 

 

is it alright for me to upload the .esp here? It's the least i can do for bothering you the whole time. (might be tomorrow though, going to test it a bit more).

 

 

  You sure just the lower load order (higher index) didn't do it?  And congratz

 

 

yeah, i don't really know what i did. i made it an esp so that i could move it down.

 

 

no. don't post the esp. it being an ESM is what makes SGO moddable. i will research this to disprove it or not tonight. i am telling you though there is nothing to do with esm or esp, NiOverride does the scaling, StorageUtil keeps the data. none of which will be effected by where the ESM for Soulgem Oven is in the load order.

 

seriously though, the calls to store data and scale the body are done from script, and nioverride and storageutil has no idea that script is associated with dcc-soulgem-oven-000.esm its just like "someshit happened whatevs"

 

if i am wrong then pick a phallic shaped object and ill post a picture of it up my butt if i have one. actually you might want to pick like 10 to choose because i dont have that many things. if i am right maybe i still will.

 

Posted

 

I'm not going to read through the last dozen or so pages to find out if anyone is having similar problems, but SGO3 is way, way less stable than SGO2, despite SGO2's script bombing.  (FYI, I customized the controller script to lighen the load and not process all actors on each AOE) 

 

SGO2 will run forever under heavy script load (I know how to stress an engine to death), though even with my modified script it will still stack dump a few times in a twenty four hour period (yes, I have run a stress test for that long).  But mostly, it's stable.  SGO3, for whatever reason, is very, very unstable and won't even handle a fraction of the punishment.  SGO3 tends to CTD in under thirty minutes, consistently. 

 

Yes, I am using PapyrulUtils 3.1 with SL 1.59 due to the problems with 1.60 and devious devices/zaz animations (6.07).  The only difference being tested here is what version of SGO is running.

 

if you modded SGO2 then you are no longer running SGO2. SGO2 will not run forever under heavy script load. it will stack dump your engine even with very few script mods in solitude unless your PC is baller as hell, and that just means you are getting lucky that your CPU is able to keep up.

 

Update your SKSE, Update your Racemenu/NiOverride, crashes will go away.

 

Also there are 0 problems with Zaz and SL 1.6. I only play tested this mod for 4 months. If you are having problems with the dependencies of this mod then of course it will fuck up, too. You have to get the stage stable before putting on a rock show.

 

 

All of this stuff IS up to date.  And yes, there are problems with 1.6/DD/Zaz, specifically armbinders are screwed up.  Also, since DDi 2.91 animations don't get chosen correctly for bound actors in many situations, so I'm still using 2.90.  I know about SGO2 stack dumping because I fixed it with a half dozen lines of code (mostly, given just the right circumstances, it still will)... I also modified it to use NiO, but the scaling method wasn't a problem, I only did it to run alongside MME/Fill Her Up without node fighting.  The non-NiO version will also run stable (with bomb shielding in place).

 

FYI, if you are curious how I fixed the stack dumping...  I limit it so only 1/6th of the actors should get updated per AOE, unless the gods of RNG aren't happy today.

 

Function UpdateActorData(Actor who)

 

    Int skipCount = GetIntValue(who,"SGO.SkipCount",missing=-1)

    

    if skipCount == -1

        skipCount = Utility.RandomInt(0,5)

    endif

 

    if skipCount > 0 && who != self.Player

        SetIntValue(who, "SGO.SkipCount", skipCount - 1)

        Return

    Endif

 

    SetIntValue(who, "SGO.SkipCount", 5)

 

 

 

It's not cutting room floor, removed it from my load order.  Just to clarify, I do all of my strest testing on nothing but fresh, new characters.  Even without my fixes SGO2 never died on me under light load and only crash dumped after stressing it for a while (the cause of that crash dump was obvious and it ran well enough to get me to want too, so I fixed it quick).  SGO3 I can hardly walk from one end of whiterun to the other before it crashes (exaggeration), it's acting like it's hitting a bad resource, like what happens when a nif is corrupted and the engine tries to load it.

 

 

Posted

Is a little bit weird for me.. initial installing was fine but after restart skyrim and reload the game only inseminate thru menu working but it doesn't works by having sex and the debugging msg not coming out even though debugging is enable.

 

Same issue happen when I start a new game , save and reload again... so I guess doesn't really related to save file

check ALL your pre-requisites and their prerequisites are updated

 

 

Same.  They show everything in the menu, can be milked etc. but no visible signs.  Also just noticed that it is not playing with EC+ - I thought they played together now with Nio but I haven't had time to test.  Appears to be working for my PC, but Rosa was heavily pregnant and reverted to flat belly upon impregnation.  Will have to play around.

  20 hours ago, EinarrTheRed said:

I'm currently trying SG3, I've not seen the breast or belly expansion work with any non-unique so far.  Works fine with followers and unique NPCs but bandits and so forth are a no go.  Heh, also discovered vampire milk no longer has any special properties and that after I went through quite a fight to capture one... kinda like trying to milk a porcupine.  LOL

 

 

 

EDIT: From read only as lost in translation!

 

 

yes, unfortunately even with nilo, other mods modifying the scaled settings tend to make things weird

as for the non-unique scaling just look at terrorofmorrowind's 

he's only been working on it since september

I'm not going to read through the last dozen or so pages to find out if anyone is having similar problems, but SGO3 is way, way less stable than SGO2, despite SGO2's script bombing.  (FYI, I customized the controller script to lighen the load and not process all actors on each AOE) 

 

SGO2 will run forever under heavy script load (I know how to stress an engine to death), though even with my modified script it will still stack dump a few times in a twenty four hour period (yes, I have run a stress test for that long).  But mostly, it's stable.  SGO3, for whatever reason, is very, very unstable and won't even handle a fraction of the punishment.  SGO3 tends to CTD in under thirty minutes, consistently. 

 

Yes, I am using PapyrulUtils 3.1 with SL 1.59 due to the problems with 1.60 and devious devices/zaz animations (6.07).  The only difference being tested here is what version of SGO is running.

 

 

Edit: Per a previous commenters suggestion, I ESPified the ESM (I was always a bit curious why SGO would need to be an ESM) and let LOOT sort it out.  LOOT only moved the mod down a single spot, putting it below cutting room floor.  It's been running longer than it has previously, so you might have a problem with SGO3 when it hits an NPC from cutting room floor.  Not surprising, a number of mods need compatibility patches for CRF.

 

Nevermind... it just crashed, again.  One last try, I'll put it at the absolute end of the load order and see what happens.

update your skeleton and your fnis, remove fnisn sexymove, if you still have problems check what darkconsole said below here, then if you still have problems post a papyrus log 

 

 

I'm not going to read through the last dozen or so pages to find out if anyone is having similar problems, but SGO3 is way, way less stable than SGO2, despite SGO2's script bombing.  (FYI, I customized the controller script to lighen the load and not process all actors on each AOE) 

 

SGO2 will run forever under heavy script load (I know how to stress an engine to death), though even with my modified script it will still stack dump a few times in a twenty four hour period (yes, I have run a stress test for that long).  But mostly, it's stable.  SGO3, for whatever reason, is very, very unstable and won't even handle a fraction of the punishment.  SGO3 tends to CTD in under thirty minutes, consistently. 

 

Yes, I am using PapyrulUtils 3.1 with SL 1.59 due to the problems with 1.60 and devious devices/zaz animations (6.07).  The only difference being tested here is what version of SGO is running.

 

if you modded SGO2 then you are no longer running SGO2. SGO2 will not run forever under heavy script load. it will stack dump your engine even with very few script mods in solitude unless your PC is baller as hell, and that just means you are getting lucky that your CPU is able to keep up.

 

Update your SKSE, Update your Racemenu/NiOverride, crashes will go away.

 

Also there are 0 problems with Zaz and SL 1.6. I only play tested this mod for 4 months. If you are having problems with the dependencies of this mod then of course it will fuck up, too. You have to get the stage stable before putting on a rock show.

 

you forgot to mention more important than those, the skeleton needs to be updated----i'd been running with sxpmse2.8x thru out the entire beta version, had to update to the latest to get skyrim stable again when sgo3 came out of beta

updating to the latest skeleton also required latest fnis6

Posted

 

 

 

 

 

is it alright for me to upload the .esp here? It's the least i can do for bothering you the whole time. (might be tomorrow though, going to test it a bit more).

 

 

  You sure just the lower load order (higher index) didn't do it?  And congratz

 

 

yeah, i don't really know what i did. i made it an esp so that i could move it down.

 

 

no. don't post the esp. it being an ESM is what makes SGO moddable. i will research this to disprove it or not tonight. i am telling you though there is nothing to do with esm or esp, NiOverride does the scaling, StorageUtil keeps the data. none of which will be effected by where the ESM for Soulgem Oven is in the load order.

 

seriously though, the calls to store data and scale the body are done from script, and nioverride and storageutil has no idea that script is associated with dcc-soulgem-oven-000.esm its just like "someshit happened whatevs"

 

if i am wrong then pick a phallic shaped object and ill post a picture of it up my butt if i have one. actually you might want to pick like 10 to choose because i dont have that many things. if i am right maybe i still will.

 

i think what he's shown here is that the scripts telling nilo what to do need some priority by skyrim law it's going to take the last loaded

Posted

you forgot to mention more important than those, the skeleton needs to be updated----i'd been running with sxpmse2.8x thru out the entire beta version, had to update to the latest to get skyrim stable again when sgo3 came out of beta

updating to the latest skeleton also required latest fnis6

 

 

XPMSE 3.49.  No FNIS Sexy Move.  I'm sure it works well for most modders, but not with sexlab configurations.  nothing sexy about your ladies sliding about the room glitchingly.  Also the most recent FNIS.  In fact, every single one of my mods is current as of last week (with the exception of SL and DDi).  I just ran a twenty four hour stress test yesterday and my engine is very stable.

 

This is the log from the run without cutting room floor.  Be aware, this affected my load order as I had to remove some patches (merged and bashed). 

Papyrus.1.log

Posted

going bandit hunting @terrorofmorrowind

 

LTRlUu9l.png


got one! fell right into my trap. drink a jug of imperial milk to calm her down so i can insert gems.

 

XU9oNeVl.png


it is at this point that i actually figured out what is wrong, but science must be done to make sure.

Posted

so i fill this bitch with gems because bitches love gems. and as reported, her body does not scale?

"what the fuck" darkcee asks herself

 

thankfully, the data is still in there. this validates the main thing in that nio and su dont know or care what mod a script call comes from. so if we have data, something must be buggered with the scaling code itself.

 

czJ7Ebdl.png

 

however, i am determined, plus i already figured out what is wrong.

Posted

so here is the thing about unnamed actors. they are all based on a singular actor deep down. all bandits are based off a bandit. most of those (if not all) are male. soulgem oven was using GetActorBase instead of GetLeveledActorBase which meant it was reporting the male instead of the runtime selected variant, which sometimes happens to be female depending on rng. that is how each time they respawn they are different geared, or sexes, or with variants in the name and strength. i might have pulled a random asshole like a vigilant of stendarr when i tested, who might have some female bases.

 

so some changes to the code were made, in fact just a giant string replace, then we wait a few days for the milks and gems to come in. 

 

0SkrUURl.png

 

she was very displeased at being used in our experiment without so much as even asking, yet alone paying. but as we can see, they are now scaling. as expected, it had nothing to do with the ESP/ESM. bascally if you tell NiO the wrong sex for an actor you dont see the scales.

 

so i owe you half an apology, your struggle is real, but your solution is a myth. try this beta version. beta test version. it also includes half done milk jugs that i was working on but stopped to figure this problem out.


editors note, if anyone wants to record an epic god-like shouting of "CALLLLLLLM UR TIIIIIIIIIITS" ill add it to the imperial milk drinking effect lol.

dcc-soulgem-oven-303a.zip

Posted

 I'd like to unsee the test bandit's face now.

 

LOL.  Unfortunately, that might have made the bandits day (or not)... it did not fix what I'm seeing. 

 

I completely stripped my load order down to just SL, DD, SGO3 and required dependencies.  Still CTD in under fifteen minutes.  All I'm doing is running the random sex mod out in the middle of whiterun.  Keep in mind, my fully loaded list ran without crashing or locking up with SGO2 (w/patch) for 24 hours (I've had it run for hours even without my fix).  I just reinstalled everything from the ground up over the last couple of weeks, nothing is out of date.

 

Here's my load order and logs.

# This file was automatically generated by Mod Organizer.
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp
SexLab.esm
SexLabAroused.esm
ZaZAnimationPack.esm
Schlongs of Skyrim - Core.esm
hdtHighHeel.esm
dcc-soulgem-oven-000.esm
Devious Devices - Assets.esm
Devious Devices - Integration.esm
Devious Devices - Expansion.esm
HighResTexturePack01.esp
HighResTexturePack02.esp
HighResTexturePack03.esp
Unofficial High Resolution Patch.esp
FNIS.esp
RaceMenuMorphsCBBE.esp
RaceMenuMorphsUUNP.esp
SC07SexLabRandomAttack.esp
Schlongs of Skyrim.esp
SOS - Smurf Average Addon.esp
SOS - VectorPlexus Muscular Addon.esp
SOS - VectorPlexus Regular Addon.esp
Remodeled Armor - Vanilla Replacer - Dragonborn.esp
Remodeled Armor - Vanilla Replacer.esp
Remodeled Armor - Vanilla Replacer - Dawnguard.esp
Devious Devices - For the Masses II.esp
SOSRaceMenu.esp
XPMSE.esp
Devious Deviants.esp
UIExtensions.esp
RaceMenu.esp
RaceMenuPlugin.esp
SkyUI.esp
Alternate Start - Live Another Life.esp

Papyrus.0.log

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