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Posted
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.

Posted
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 !

  • 2 months later...
Posted

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?

Posted
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.

Posted
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.

Posted (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 by Bane Master
Posted
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!

 

Posted
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 :)

 

  • 3 weeks later...
  • 2 weeks later...
Posted
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...

Posted
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!

  • 4 weeks later...
Posted

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?

Posted
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.

Posted

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

 

Posted
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!

Posted (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 by Inte
Posted
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'.

  • 3 weeks later...
Posted

@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

 

 

 

Posted
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?

Posted
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.

 

Posted
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

Posted (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 by donkeywho

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