gender65 Posted April 11, 2021 Posted April 11, 2021 9 minutes ago, Albossfff said: Do i need new save on 3.1 too ? Yes !
Bane Master Posted April 11, 2021 Author Posted April 11, 2021 4 hours ago, gender65 said: Yes ! It should be OK to upgrade from Version 3.x to 3.11 - if you experience any issues then clean your save and reinstall If you are upgrading from 2.x a new game is required. 1
gender65 Posted April 11, 2021 Posted April 11, 2021 32 minutes ago, Bane Master said: It should be OK to upgrade from Version 3.x to 3.11 - if you experience any issues then clean your save and reinstall If you are upgrading from 2.x a new game is required. I once put the 2 to 3 version on a clean save without a new game, everything was perfectly initialized and works. And every new version I always set to clean save, completely deleting the old version and there are no problems. Your mod is super ! Thanks !
fatmancupcake Posted June 28, 2021 Posted June 28, 2021 First of all! I love this mod! Thanks for all you effort. Though I am having an issue. It seems the estrus scenes arent going off at all. Not how some of the others explain how they get stripped and they get notification. setting it to 1000/1000 when I open a chest. It zooms out to 3rd person view. There's some dust. Then nothing happens, She's not stripped or anything and I can move normally. I thought it was the Estrus Mod but the spells and shouts work on npcs. Any idea?
Bane Master Posted June 28, 2021 Author Posted June 28, 2021 1 hour ago, fatmancupcake said: Any idea? The dust effect is being produced by EC so the event is firing. Get the trap to trigger then post a log and I'll see if I can spot anything.
fatmancupcake Posted June 28, 2021 Posted June 28, 2021 7 hours ago, Bane Master said: The dust effect is being produced by EC so the event is firing. Get the trap to trigger then post a log and I'll see if I can spot anything. Papyrus.0.log This was the first time getting a Log and God damn thats a lot of errors.
Bane Master Posted June 29, 2021 Author Posted June 29, 2021 (edited) 17 hours ago, fatmancupcake said: This was the first time getting a Log And it contains the answer to your problem Spoiler [06/28/2021 - 09:45:46AM] Info: SEXLAB - FATAL - Thread[0] - Unable to find valid default animations stack: <unknown self>.Debug.TraceStack() - "<native>" Line ? [SexLabThread00 (06061EEF)].sslthreadcontroller.FATAL() - "sslThreadModel.psc" Line 1269 [SexLabThread00 (06061EEF)].sslthreadcontroller.StartThread() - "sslThreadModel.psc" Line ? [SexLabQuestFramework (06000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line 3036 [zzEstrusChaurusMCM (7400EF8A)].zzestruschaurusevents.DoECAnimation() - "zzestruschaurusevents.psc" Line 257 [zzEstrusChaurusMCM (7400EF8A)].zzestruschaurusevents.OnECStartAnimation() - "zzestruschaurusevents.psc" Line 157 The animation is called by EC+ but Sexlab cannot find the Estrus animation required. Do the animations show as registered in the EC+ MCM? If not then click register - if they do then it's possible you over the animation limit for your setup, if so even though they appear to be registered Sexlab won't find animations that were added after the limit was passed. Edited June 29, 2021 by Bane Master
fatmancupcake Posted June 29, 2021 Posted June 29, 2021 13 hours ago, Bane Master said: And it contains the answer to your problem Reveal hidden contents [06/28/2021 - 09:45:46AM] Info: SEXLAB - FATAL - Thread[0] - Unable to find valid default animations stack: <unknown self>.Debug.TraceStack() - "<native>" Line ? [SexLabThread00 (06061EEF)].sslthreadcontroller.FATAL() - "sslThreadModel.psc" Line 1269 [SexLabThread00 (06061EEF)].sslthreadcontroller.StartThread() - "sslThreadModel.psc" Line ? [SexLabQuestFramework (06000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line 3036 [zzEstrusChaurusMCM (7400EF8A)].zzestruschaurusevents.DoECAnimation() - "zzestruschaurusevents.psc" Line 257 [zzEstrusChaurusMCM (7400EF8A)].zzestruschaurusevents.OnECStartAnimation() - "zzestruschaurusevents.psc" Line 157 The animation is called by EC+ but Sexlab cannot find the Estrus animation required. Do the animations show as registered in the EC+ MCM? If not then click register - if they do then it's possible you over the animation limit for your setup, if so even though they appear to be registered Sexlab won't find animations that were added after the limit was passed. I'll have to try it out! Thanks for the responce! The mod is awseome and you are doing great work!
fatmancupcake Posted June 30, 2021 Posted June 30, 2021 8 hours ago, fatmancupcake said: I'll have to try it out! Thanks for the responce! The mod is awseome and you are doing great work! So I'm Just retarded! Didn't register the animations in EC+ this save file! Thanks for you help
ComeStayin Posted August 1, 2021 Posted August 1, 2021 is there a way to increase the distance the enchanted chest can effect the follower? sometimes 12' isnt far enough
Bane Master Posted August 1, 2021 Author Posted August 1, 2021 8 hours ago, ComeStayin said: is there a way to increase the distance the enchanted chest can effect the follower? sometimes 12' isnt far enough It's hard coded atm - I'll looks at adding a slider to the MCM next time I'm under the hood... 1
ComeStayin Posted August 1, 2021 Posted August 1, 2021 7 hours ago, Bane Master said: It's hard coded atm - I'll looks at adding a slider to the MCM next time I'm under the hood... Awesome! thanks for the reply!
Bane Master Posted August 25, 2021 Author Posted August 25, 2021 Deviously Enchanted Chests V3.11 for DD5 by Bane (SE 11/04/2020) Version 3.11 SE Released I finally installed SE ? 3
bubba999 Posted August 25, 2021 Posted August 25, 2021 Noice, an update! Say, have you considered adding arousal as a increased chance of setting off a trap? Or using it instead of a flat % as an option?
Taki17 Posted August 25, 2021 Posted August 25, 2021 24 minutes ago, bubba999 said: adding arousal as a increased chance of setting off a trap I second this suggestion. Would go nicely to have a default flat chance for traps, which is then multiplied based on arousal.
BreadDain Posted August 25, 2021 Posted August 25, 2021 Hey, thank you for the mod, can you implement complete stripping option? Modular armor remains mostly on place during mod triggers. The code below works for me for this task. Spoiler function stripFollower(actor akVictim) Form ItemRef = None int counter = 30 While counter <= 59 if counter != 35 || counter != 36 || counter != 41 || counter != 52 ItemRef = akVictim.GetWornForm(Armor.GetMaskForSlot(counter)) StripItem(akVictim, ItemRef) EndIf counter += 1 EndWhile ItemRef = akVictim.GetEquippedWeapon(false) if ItemRef akVictim.UnequipItemEX(ItemRef, 1, false) endIf ItemRef = akVictim.GetEquippedWeapon(true) if ItemRef akVictim.UnequipItemEX(ItemRef, 2, false) endif endfunction
Player80 Posted August 25, 2021 Posted August 25, 2021 8 hours ago, Bane Master said: Deviously Enchanted Chests V3.11 for DD5 by Bane (SE 11/04/2020) Version 3.11 SE Released I finally installed SE ? I'm confused because I've been using the previous version with SE for ages now and everything worked perfectly Thanks for the update tho!
Inte Posted August 27, 2021 Posted August 27, 2021 (edited) On 8/25/2021 at 6:25 AM, Bane Master said: I finally installed SE ? I'm on the fence about SE (I haven't installed it yet), what do you think about SE? Also, does that mean you will not support LE anymore? Edited August 27, 2021 by Inte
Bane Master Posted August 27, 2021 Author Posted August 27, 2021 3 hours ago, Inte said: I'm on the fence about SE (I haven't installed it yet), what do you think about SE? Also, does that mean you will not support LE anymore? I am impressed by the framerate gain I get and (with patches) it seems pretty stable so far. Most of the content I want seems to be available with the odd notable exception ? I have no plans to drop LE support ATM - as scripts are compatible most of my mods/patches need little conversion so I'm working through them. The notable exception is EC+ which needs a major overhaul as the old Double Tentacle anim cannot be converted successfully (at least with any tool I have tried) so I am in the process of switching the SE version to the replacement anim. Have it all running in test - just need to tweak the anims as for EC purposes - the extra stages added at the end using totally different models look great but don't really fit with the EC 'narrative'. 4
DonQuiWho Posted September 14, 2021 Posted September 14, 2021 @Bane Master Hi there (& @Inte ) I put off moving to SE till about a couple of months ago, and I agree on the benefits of having an SE installation now. Took me a while to understand the different setup required and get it all working in MO2, but the difference is really marked. It is much much more stable, the frame rate is very good, and apart from one odd experience with what is a really quirky mod anyway, my CPU doesn't look as if it's trying to fry bacon and eggs continuously. (OK, it's an early i7, but if you can run Core Temp on a second monitor, you can see the difference On this mod, though, can I ask if there is any chance whatsoever of you making player homes 'safe' places? Or at least telling us how we might do that ourselves? Even a teensy weeny patch would be helpful I only installed this mod for the first time recently, once SE was up and running, and it's only 'fired' twice. Both times at Level 2, in my player home base cottage in Riverwood. Player and 2 Followers pretzeled. I don't cheat in game and what should have been a fairly routine game start took till level 10 and save 250+ to get the game back to a normal 'starting equilibrium' ? OK, there was some fun along the way, but it was a lot more frustrating than usual LOL. If you can do something for us, please, that would be great
Hex Bolt Posted September 14, 2021 Posted September 14, 2021 2 hours ago, donkeywho said: On this mod, though, can I ask if there is any chance whatsoever of you making player homes 'safe' places? The MCM help text for City chance says that player homes are always safe. Does the player home mod that you're using possibly lack the player home keyword?
Bane Master Posted September 14, 2021 Author Posted September 14, 2021 3 hours ago, HexBolt8 said: The MCM help text for City chance says that player homes are always safe. Does the player home mod that you're using possibly lack the player home keyword? That is correct - DEC checks for the LocTypePlayerHouse Keyword so if that is keyword missing from a custom home location it won't be safe in DEC.
Nymra Posted September 14, 2021 Posted September 14, 2021 24 minutes ago, Bane Master said: That is correct - DEC checks for the LocTypePlayerHouse Keyword so if that is keyword missing from a custom home location it won't be safe in DEC. could you add a toggle to the MCM to allow traps on corpses? I enable corpse traps on my version, makes looting alot more interesting, hehe 1
DonQuiWho Posted September 14, 2021 Posted September 14, 2021 (edited) On 9/14/2021 at 6:50 PM, HexBolt8 said: The MCM help text for City chance says that player homes are always safe. Does the player home mod that you're using possibly lack the player home keyword? On 9/14/2021 at 10:36 PM, Bane Master said: That is correct - DEC checks for the LocTypePlayerHouse Keyword so if that is keyword missing from a custom home location it won't be safe in DEC. Thanks to you both for getting back so quickly When it happened, I had just assumed that 'City' chance meant City, and this didn't didn't count, being in Riverwood which, as described by Farengar, is just 'a miserable little village'. OK, I shall need to have a look. Er, how do I do that .... ? ? (FWIW, I did search back on the thread before I posted and saw someone raise the same issue - in 2015 ? - but as I couldn't see any answer saying to the contrary, I just assumed that was so) EDIT: Ignore that. See summary post 19/09/21 Edited September 19, 2021 by donkeywho
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