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SexLab Sex Slaves 6.2 December 06, 2016


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Posted

I know other people have reported this problem as well, but I can never get Vernor to train any of my followers, either vanilla or mod added. I've played through the main story line 3 times in the past with different characters and load orders, and was hoping the most recent bug fixes would allow it this time, but still no. Any idea what the problem could be?

 

If you have the latest version installed, the requirements are,

1 you completed the main quest (I.E,  you visited the Jarl and told her about her daughter  (sqv MiaFindCaptives should show 500 as the quest stage and complete)),

2. the target NPC is female and a member of CurrentFollowerFaction (0005c8e).  Target the follower and type getfactionrank 0005c8e and it should be 0 or higher.

 

Also, you really don't want to do this.  All the vanilla followers have stock voice types.  We used Jenny/Sasha/Linda lines for the sex slave dialog and it sounds pretty pathetic when they are talking to you as a sex slave part of the time and a vanilla follower the rest of the time.

 

Understanding that, you can manually do what you want with

 

setfactionrank xx0085b5 1

 

and to remove it

 

setfactionrank xx0085b5 -2

 

xx is the load order number of MiasLair.esp and is frequently 0F.

 

 

Posted

I've been getting error messages in the papyrus log about a missing file, and a type mismatch.  I'm asking about them because I've noticed quite a few CTDs (though not excessive) since installing Mia's Lair v6.1e.  (I started a new game with version 6.1e.)  Here are the error messages from the log.

 

Cannot open store for class "TIF__050FB6AC", missing file?

 

ERROR: Unable to bind script TIF__050FB6AC to topic info 0F0FB6AC on <NULL quest> because their base types do not match

 

ERROR: Unable to bind script TIF__050FB6AC to topic info 0F0FB6AC on quest SexSlSlaveQuestController (0F0F9B48) because their base types do not match

 

(I'm assuming that SexSlSlaveQuestController is part of Mia's Lair?  So that TIF__050FB6AC does, too? (D'oh!))

 

I don't know enough about scripting with papyrus to tell how important this is, or what should be done about it (if anything).

 

Thanks for reading.

 

If this is from a new game, you have something screwed.  I assume that you are using the current version.  First, topic info xx0FB6AC referenced above does not exist in the current version.  There are two dialog topics in SexSlSlaveQuestController, xx0FD1c3 and xx0fdc5.

 

Note that the first two digits (xx above) are the load order number in your system.  Because MiasLair is 15th on your machine, yours starts with 0F.

 

 TIF__050FD1C4 and TIF__050FD1C6 are the two scripts associated with the above two topics.

 

TIF__050FB6AC does not exist in the current distribution.

 

Are you sure this is from a new game?  It is possible that I changed this quest and the remnants are left over from an old save.

 

Can you open MiasLair.esp with Tes5Edit?  If so, click on the File Header (the first selection below MiasLair.esp in the left hand pane and the SNAM Description should say Version 6.1e.  If you expand Dialog Topic, you will see that 0F0FB6AC (050FB6AC in the base list) does not exist.

 

 

Hope this helps.

Posted

Yes, I have Tes5Edit.  It shows version 6.1e next to SNAM - Description.  I opened MiasLair.esp and I see that, if I expand 050FB6AB, beneath it is 050FB6AC.  The script name (under the VMAD section) is the TIF_050FB6AC.  It also shows (next to DNAM - response data) SexSlWineOhMyHead [iNFO:050FB6A4] ('Oh my head!' in GRUP Topic Children of SexSlSlaveQuestControllerShared [DIAL:050FB6A1]).

 

I use Mod Organizer (for what that's worth).  I haven't used any previous versions of Mia's Lair with this save game.

 

Does that help?

 

Thank you for taking the time.

 

Edit: Should I just remove the 050FB6AC entry under 050FB6AB?  It looks like that entry is already made as 050FB6A4.

 

Posted

Yes, I have Tes5Edit.  It shows version 6.1e next to SNAM - Description.  I opened MiasLair.esp and I see that, if I expand 050FB6AB, beneath it is 050FB6AC.  The script name (under the VMAD section) is the TIF_050FB6AC.  It also shows (next to DNAM - response data) SexSlWineOhMyHead [iNFO:050FB6A4] ('Oh my head!' in GRUP Topic Children of SexSlSlaveQuestControllerShared [DIAL:050FB6A1]).

 

I use Mod Organizer (for what that's worth).  I haven't used any previous versions of Mia's Lair with this save game.

 

Does that help?

 

Thank you for taking the time.

 

Edit: Should I just remove the 050FB6AC entry under 050FB6AB?  It looks like that entry is already made as 050FB6A4.

 

Yes, I see it now.  It is an empty script.   It shows in CK as a missing empty file.  Don't know how that happened.  What you can do to fix it (if you are really concerned about it) is to right click on the script name and click edit and them make it blank and save it.  Note that you are only removing the script, not the topic itself.

 

However, I recommend that you just leave this as it is.  TES5Edit is not Bethesda code so I do not feel as comfortable putting out files modified by it.

 

I've  made  the change to the esp file using CK and I'll make the fixed version available when I release version f. 

 

For the time being, it is no big deal and you can just ignore the error message. 

 

Note: Even though it is completely inconsequential, you get 10 browny points for finding a real bug.

 

Posted

 

Yes, I have Tes5Edit.  It shows version 6.1e next to SNAM - Description.  I opened MiasLair.esp and I see that, if I expand 050FB6AB, beneath it is 050FB6AC.  The script name (under the VMAD section) is the TIF_050FB6AC.  It also shows (next to DNAM - response data) SexSlWineOhMyHead [iNFO:050FB6A4] ('Oh my head!' in GRUP Topic Children of SexSlSlaveQuestControllerShared [DIAL:050FB6A1]).

 

I use Mod Organizer (for what that's worth).  I haven't used any previous versions of Mia's Lair with this save game.

 

Does that help?

 

Thank you for taking the time.

 

Edit: Should I just remove the 050FB6AC entry under 050FB6AB?  It looks like that entry is already made as 050FB6A4.

 

Yes, I see it now.  It is an empty script.   It shows in CK as a missing empty file.  Don't know how that happened.  What you can do to fix it (if you are really concerned about it) is to right click on the script name and click edit and them make it blank and save it.  Note that you are only removing the script, not the topic itself.

 

However, I recommend that you just leave this as it is.  TES5Edit is not Bethesda code so I do not feel as comfortable putting out files modified by it.

 

I've  made  the change to the esp file using CK and I'll make the fixed version available when I release version f. 

 

For the time being, it is no big deal and you can just ignore the error message. 

 

Note: Even though it is completely inconsequential, you get 10 browny points for finding a real bug.

 

 

 

 

 

Okay.  Yeah.  I kinda figured it must be pretty minor--the more I looked at it (so to speak).

 

Thanks again for taking the time to look at this (and the advice about what to do with it).

 

Oh, yeah, and thanks for the brownie points, too.

 

 

 

Posted

 

I know other people have reported this problem as well, but I can never get Vernor to train any of my followers, either vanilla or mod added. I've played through the main story line 3 times in the past with different characters and load orders, and was hoping the most recent bug fixes would allow it this time, but still no. Any idea what the problem could be?

 

If you have the latest version installed, the requirements are,

1 you completed the main quest (I.E,  you visited the Jarl and told her about her daughter  (sqv MiaFindCaptives should show 500 as the quest stage and complete)),

2. the target NPC is female and a member of CurrentFollowerFaction (0005c8e).  Target the follower and type getfactionrank 0005c8e and it should be 0 or higher.

 

Also, you really don't want to do this.  All the vanilla followers have stock voice types.  We used Jenny/Sasha/Linda lines for the sex slave dialog and it sounds pretty pathetic when they are talking to you as a sex slave part of the time and a vanilla follower the rest of the time.

 

Understanding that, you can manually do what you want with

 

setfactionrank xx0085b5 1

 

and to remove it

 

setfactionrank xx0085b5 -2

 

xx is the load order number of MiasLair.esp and is frequently 0F.

 

 

Same problem, but my potential follower faction has have changed to 0005c84d.

Setting this faction to 1 as suggested do not help.

 

PlayerfollowerFaction is 00084d1b

 

I use EFF v4.02 and maybe that is the problem. Tried to remove EFF but that screw things badly. Can EFF be the problem?

 

 

 

 

 

Posted

 

Ugh :dodgy: , i really hate to ask this but what did you have to do again once you finished the main quest of this mod? (searching for bitch, enslaving bitch, lie against mother) I'm pretty sure someone told this already numerous amount of times. :s

 

If you are playing a male, take Sasha and Jenny with you and go play the game.  Otherwise, if you don't like the companions, dump the mod from your load order and then loading the save you made before installing it.  Fully 70% of the male content is in dialog with these two followers.

 

 

 

Nevermind i was actually talking about Vernor's quest (BDSM content). I forgot to check it in the menu AND i forgot to tell Jenny to come with me after i freed her but didn't actually took her with me. My bad woops. :blush:

 

Thanks for the answer as Always. Btw i still play the mod version where Vess and Niri were just added so i don't really know what is new in this new mod as i have been away for a while. Has there been added a lot more content in general and not Andrew himself or was mostly Andrew and bugfixes?

 

Posted

 

 

I know other people have reported this problem as well, but I can never get Vernor to train any of my followers, either vanilla or mod added. I've played through the main story line 3 times in the past with different characters and load orders, and was hoping the most recent bug fixes would allow it this time, but still no. Any idea what the problem could be?

 

If you have the latest version installed, the requirements are,

1 you completed the main quest (I.E,  you visited the Jarl and told her about her daughter  (sqv MiaFindCaptives should show 500 as the quest stage and complete)),

2. the target NPC is female and a member of CurrentFollowerFaction (0005c8e).  Target the follower and type getfactionrank 0005c8e and it should be 0 or higher.

 

Also, you really don't want to do this.  All the vanilla followers have stock voice types.  We used Jenny/Sasha/Linda lines for the sex slave dialog and it sounds pretty pathetic when they are talking to you as a sex slave part of the time and a vanilla follower the rest of the time.

 

Understanding that, you can manually do what you want with

 

setfactionrank xx0085b5 1

 

and to remove it

 

setfactionrank xx0085b5 -2

 

xx is the load order number of MiasLair.esp and is frequently 0F.

 

 

Same problem, but my potential follower faction has have changed to 0005c84d.

Setting this faction to 1 as suggested do not help.

 

PlayerfollowerFaction is 00084d1b

 

I use EFF v4.02 and maybe that is the problem. Tried to remove EFF but that screw things badly. Can EFF be the problem?

 

 

have you also tried jsut to kick out everyone of your followers and rehired only one? I have EFF too and it doesn't really seems to be with this version alone. i'm still using 5.2 at the moment but i also encounter this from time to time. removing certain npc's frm the cell seems to work once in a while but not Always.

 

Posted

 

 

I know other people have reported this problem as well, but I can never get Vernor to train any of my followers, either vanilla or mod added. I've played through the main story line 3 times in the past with different characters and load orders, and was hoping the most recent bug fixes would allow it this time, but still no. Any idea what the problem could be?

 

If you have the latest version installed, the requirements are,

1 you completed the main quest (I.E,  you visited the Jarl and told her about her daughter  (sqv MiaFindCaptives should show 500 as the quest stage and complete)),

2. the target NPC is female and a member of CurrentFollowerFaction (0005c8e).  Target the follower and type getfactionrank 0005c8e and it should be 0 or higher.

 

Also, you really don't want to do this.  All the vanilla followers have stock voice types.  We used Jenny/Sasha/Linda lines for the sex slave dialog and it sounds pretty pathetic when they are talking to you as a sex slave part of the time and a vanilla follower the rest of the time.

 

Understanding that, you can manually do what you want with

 

setfactionrank xx0085b5 1

 

and to remove it

 

setfactionrank xx0085b5 -2

 

xx is the load order number of MiasLair.esp and is frequently 0F.

 

 

Same problem, but my potential follower faction has have changed to 0005c84d.

Setting this faction to 1 as suggested do not help.

 

PlayerfollowerFaction is 00084d1b

 

I use EFF v4.02 and maybe that is the problem. Tried to remove EFF but that screw things badly. Can EFF be the problem?

 

 

EFF should work.  The followerfaction is the problem.  How do you know that it has changed?  It should never change.  5c84d is potentialfollower faction.  Use the one I gave you.  You need CurrentFollower 5c84e

Posted

First off, let me thank you for this mod.

 

I had installed the mod which adds npc slavers/slaves roaming the world as well as unique slaves thoughout the holds/areas of interest. After chatting them up I kept telling myself, "I want some slave eye candy following me around as well".

 

THANKYOU for this mod. It does this plus so much more.

 

Now the main reason for this post: The Invisible letter.

 

I had finally got around to doing the thieves guild questline at lvl53, and while seaching the lake for Maven (not using questmarker as I've done this part before) I was greeted with an item that had no graphics and the target info said 'invisible letter/note'. So I read it and it says only "you should not be able to find this".  Wow, I'm thinking - some kind of easter egg or something. So I take it and move on completing the quest.

 

After this I decide to look at the item again, but it isn't in my Inventory. Huh? Wtf? I wasn't dreaming. So I do a goggle search and find NOTHING. The detective in me won't be put off that easy. A good scientist will repeat his experiments and this is what I did. I loaded a save previous to my discovery and go back to the lake, searching and searching, but to no avail. I accept this since it WAS invisible.

 

Aha! It must exist. Therefore Capt.Console to the rescue. Help invisible shows a short list with a book: invisible note. I player.additem and now it does appear in my inventory, which I read and confirm - this IS it. I write down the code and check it against my mod manager which leads me to Mias Lair.

 

So while I should not be able to find it, I did, and was hoping some light could be shared on this odd discovery.

 

Thanks again for your wonderful mod and all the time it took you and yours to bring this to us.

Posted

Every time I end up in this scenario I seem to manage to somehow escape, any insight? 

 

What scenerio would that be?  Please give complete details.  I don't have time to research old posts.

First off, let me thank you for this mod.

 

I had installed the mod which adds npc slavers/slaves roaming the world as well as unique slaves thoughout the holds/areas of interest. After chatting them up I kept telling myself, "I want some slave eye candy following me around as well".

 

THANKYOU for this mod. It does this plus so much more.

 

Now the main reason for this post: The Invisible letter.

 

I had finally got around to doing the thieves guild questline at lvl53, and while seaching the lake for Maven (not using questmarker as I've done this part before) I was greeted with an item that had no graphics and the target info said 'invisible letter/note'. So I read it and it says only "you should not be able to find this".  Wow, I'm thinking - some kind of easter egg or something. So I take it and move on completing the quest.

 

After this I decide to look at the item again, but it isn't in my Inventory. Huh? Wtf? I wasn't dreaming. So I do a goggle search and find NOTHING. The detective in me won't be put off that easy. A good scientist will repeat his experiments and this is what I did. I loaded a save previous to my discovery and go back to the lake, searching and searching, but to no avail. I accept this since it WAS invisible.

 

Aha! It must exist. Therefore Capt.Console to the rescue. Help invisible shows a short list with a book: invisible note. I player.additem and now it does appear in my inventory, which I read and confirm - this IS it. I write down the code and check it against my mod manager which leads me to Mias Lair.

 

So while I should not be able to find it, I did, and was hoping some light could be shared on this odd discovery.

 

Thanks again for your wonderful mod and all the time it took you and yours to bring this to us.

 

The invisible letter is moved each time you change cells.  It is a way of tracking what cell you are in.  No mystery to it at all.  You should not be able to see it because it is created 3 feet underground, but there may be places where that does not work too well, especially if you are on horseback.

 

 

It has happened to others in the past, but it is not something that should be worth the experimenting time to resolve.

 

Posted

Aye, thanks for sharing that tidbit.

 

If curiosity killed the cat I would've been dead long ago.

 

My find was at the bottom of Lake Honith so that explains location and I never did 'see' it, just the name under the crosshairs. I should've bought a lottery ticket instead of booting up Skyrim today. 

 

You guys rock!

Posted

 

Every time I end up in this scenario I seem to manage to somehow escape, any insight? 

 

What scenerio would that be?  Please give complete details.  I don't have time to research old posts.

First off, let me thank you for this mod.

 

I had installed the mod which adds npc slavers/slaves roaming the world as well as unique slaves thoughout the holds/areas of interest. After chatting them up I kept telling myself, "I want some slave eye candy following me around as well".

 

THANKYOU for this mod. It does this plus so much more.

 

Now the main reason for this post: The Invisible letter.

 

I had finally got around to doing the thieves guild questline at lvl53, and while seaching the lake for Maven (not using questmarker as I've done this part before) I was greeted with an item that had no graphics and the target info said 'invisible letter/note'. So I read it and it says only "you should not be able to find this".  Wow, I'm thinking - some kind of easter egg or something. So I take it and move on completing the quest.

 

After this I decide to look at the item again, but it isn't in my Inventory. Huh? Wtf? I wasn't dreaming. So I do a goggle search and find NOTHING. The detective in me won't be put off that easy. A good scientist will repeat his experiments and this is what I did. I loaded a save previous to my discovery and go back to the lake, searching and searching, but to no avail. I accept this since it WAS invisible.

 

Aha! It must exist. Therefore Capt.Console to the rescue. Help invisible shows a short list with a book: invisible note. I player.additem and now it does appear in my inventory, which I read and confirm - this IS it. I write down the code and check it against my mod manager which leads me to Mias Lair.

 

So while I should not be able to find it, I did, and was hoping some light could be shared on this odd discovery.

 

Thanks again for your wonderful mod and all the time it took you and yours to bring this to us.

 

The invisible letter is moved each time you change cells.  It is a way of tracking what cell you are in.  No mystery to it at all.  You should not be able to see it because it is created 3 feet underground, but there may be places where that does not work too well, especially if you are on horseback.

 

 

It has happened to others in the past, but it is not something that should be worth the experimenting time to resolve.

 

 

Disregard what I said, I am an idiot.

Posted

Jenn interrupted my character during the SashaGreet sequence so I had to advance it by console command. A bit later Sasha stopped following me. Plannted to the ground where she was and wouldn't move at all. Reacted normal, joined the group of followers, could be dismissed all that, just wouldn't move. Any ideas what happened?

Posted

Jenn interrupted my character during the SashaGreet sequence so I had to advance it by console command. A bit later Sasha stopped following me. Plannted to the ground where she was and wouldn't move at all. Reacted normal, joined the group of followers, could be dismissed all that, just wouldn't move. Any ideas what happened?

 

do sqv SexSlShashaGreet 

 

If that quest is not complete, dismiss her as a follower and then

 

setstage SexSlShashaGreet 10

 

Then, talk to her.

 

If that does not work

 

 

setstage SexSlShashaGreet 400

Posted

 

Jenn interrupted my character during the SashaGreet sequence so I had to advance it by console command. A bit later Sasha stopped following me. Plannted to the ground where she was and wouldn't move at all. Reacted normal, joined the group of followers, could be dismissed all that, just wouldn't move. Any ideas what happened?

 

do sqv SexSlShashaGreet 

 

If that quest is not complete, dismiss her as a follower and then

 

setstage SexSlShashaGreet 10

 

Then, talk to her.

 

If that does not work

 

 

setstage SexSlShashaGreet 400

 

 

Stage is 400. I advanced it by console before after Jenn interrupted that scene. She reacts normally in all regards but leaving her spot.

 

Posted

 

 

Jenn interrupted my character during the SashaGreet sequence so I had to advance it by console command. A bit later Sasha stopped following me. Plannted to the ground where she was and wouldn't move at all. Reacted normal, joined the group of followers, could be dismissed all that, just wouldn't move. Any ideas what happened?

 

do sqv SexSlShashaGreet 

 

If that quest is not complete, dismiss her as a follower and then

 

setstage SexSlShashaGreet 10

 

Then, talk to her.

 

If that does not work

 

 

setstage SexSlShashaGreet 400

 

 

Stage is 400. I advanced it by console before after Jenn interrupted that scene. She reacts normally in all regards but leaving her spot.

 

 

 

If the above does not work, the only suggestion I have is to restart from an earlier save.

 

Posted

 

 

 

Jenn interrupted my character during the SashaGreet sequence so I had to advance it by console command. A bit later Sasha stopped following me. Plannted to the ground where she was and wouldn't move at all. Reacted normal, joined the group of followers, could be dismissed all that, just wouldn't move. Any ideas what happened?

 

do sqv SexSlShashaGreet 

 

If that quest is not complete, dismiss her as a follower and then

 

setstage SexSlShashaGreet 10

 

Then, talk to her.

 

If that does not work

 

 

setstage SexSlShashaGreet 400

 

 

Stage is 400. I advanced it by console before after Jenn interrupted that scene. She reacts normally in all regards but leaving her spot.

 

 

 

If the above does not work, the only suggestion I have is to restart from an earlier save.

 

 

 

Thanks

Posted

 

I wonder, why did I have a Pathc 6.1f installed??? Did I miss something?

 

And... II think my quest with jenny is stuck, after she is free of here chains.

Any hint or help?

 

The e version is a combination of the "f" patch and a few minor bug fixes.

 

If you quest is stuck with freeing Jenny, you either have a mod conflict or papyrus overload.  I have recently been made aware of several mods that overwrite some vanilla scripts.  Skykids Addon Drow follower Taldyn is one.  There are two others that I forget now.  These mods overwrite the defaultonreadxxx and some others. 

 

 

Yes, thank you!

After a while, a new dialog option appeared on jenny and the quest ends.

Posted

I find this mod really great, but I have a few problems with it!

I followed the storry until in sanguines Castle!
From here, the problems occur.
If I want there storry npc talk with, crashes the game!
If I want to leave the Shloss, crashes the game!
If I want to go into a room, crashes the game!

Anyone have an idea why this is?

 

 

 

I'm in the mod to translate into German and the work already to 80% have been completed only it is annoying that I can not test it.

Posted

I find this mod really great, but I have a few problems with it!

 

I followed the storry until in sanguines Castle!

From here, the problems occur.

If I want there storry npc talk with, crashes the game!

If I want to leave the Shloss, crashes the game!

If I want to go into a room, crashes the game!

 

Anyone have an idea why this is?

 

 

 

I'm in the mod to translate into German and the work already to 80% have been completed only it is annoying that I can not test it.

Do you have the crash fixes installed?

 

http://www.loverslab.com/topic/56084-crash-fixes/

 

If not, start there. Hopefully the crash fixes you find there will work. If they don't work to fix this, you at least will be able to skip getting other crashes.

Posted

I find this mod really great, but I have a few problems with it!

 

I followed the storry until in sanguines Castle!

From here, the problems occur.

If I want there storry npc talk with, crashes the game!

If I want to leave the Shloss, crashes the game!

If I want to go into a room, crashes the game!

 

Anyone have an idea why this is?

 

 

 

I'm in the mod to translate into German and the work already to 80% have been completed only it is annoying that I can not test it.

 

There are no bugs in Sex Slaves and it certainly will not crash your game.  You have other issues.  Suggest you start by evaluating your papyrus log and look for errors.

 

Try savetool.exe and PDT to clean up your save.

 

Evaluate your mod load against the list of mods known to be heavy papyrus consumers and reduce that load to something your machine likes.

 

Posted

 

I find this mod really great, but I have a few problems with it!

 

I followed the storry until in sanguines Castle!

From here, the problems occur.

If I want there storry npc talk with, crashes the game!

If I want to leave the Shloss, crashes the game!

If I want to go into a room, crashes the game!

 

Anyone have an idea why this is?

 

 

 

I'm in the mod to translate into German and the work already to 80% have been completed only it is annoying that I can not test it.

Do you have the crash fixes installed?

 

http://www.loverslab.com/topic/56084-crash-fixes/

 

If not, start there. Hopefully the crash fixes you find there will work. If they don't work to fix this, you at least will be able to skip getting other crashes.

 

 

Thank you, I try to use crash fixes.

 

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