xSzakix Posted May 22, 2019 Posted May 22, 2019 Quote .. if you want to set it to 100 (note, that's before current spells and enchantments are applied). That actually does not solve the problem, because I have tried it and it appears to be somekind of mulitplier. When i started the first quests it set my magicka to 1, but when i performed player.setav magicka 500 it set it to 104 or something like that. Have a look into this as it might be worth considering.
DeepBlueFrog Posted May 22, 2019 Author Posted May 22, 2019 5 minutes ago, donttouchmethere said: woow thx I was wondering already where my MP went to just thought I have too many debuffs or my skyrim went out of blue stuff ? The main goal for the new magicka system is to really have to work your way up to master magic. I find it ridiculous that one of the requested spells to show you can enter the College is to summon a Fire Atronach. I know anyone in Tamriel has access to magic... that's fine... but that doesn't mean anyone should be able to cast just about anything. So my idea is to severely stunt Magicka when the player is at rest and increase it as health is reduced. Near death, you should be able to cast a very powerful spell with a burst of Magicka way beyond what you would normally have (think.. sudden burst of energy from a Mutant when in danger). As you master more and more the magical arts, your Magicka at rest will become more and more useable. In that context, gems used in necklaces and other enchanted items are used to focus magicka and give you more control. If I can, I will add other effects like a more dangerous summoning. Yes, a farmer may be able to summon a Fire Atronach but there is no reason why that Atronach would stop and listen. At early levels, I want to add random events where summoned creatures go on a rampage, turn on you, ignore you or just shrug and go back to Oblivion. At higher levels, summoned creatures should be able to assist you for longer periods of time or bring backup with two or more creatures when you called one. No idea if I can pull that off yet but that's what I want to do with this. 2
divaneam Posted May 26, 2019 Posted May 26, 2019 Hey quick question. Haven't came back for long, not sure how much PC dom route being updated?
donttouchmethere Posted May 26, 2019 Posted May 26, 2019 On 5/23/2019 at 12:47 AM, DeepBlueFrog said: If I can, I will add other effects like a more dangerous summoning. Yes, a farmer may be able to summon a Fire Atronach but there is no reason why that Atronach would stop and listen. At early levels, I want to add random events where summoned creatures go on a rampage, turn on you, ignore you or just shrug and go back to Oblivion. At higher levels, summoned creatures should be able to assist you for longer periods of time or bring backup with two or more creatures when you called one. this sounds all great! be careful that you don't summon a script that you can't control ? Magic is the last defense my PC has in a devious skyrim, so if spells are harder to cast it will make everything enjoyable harder (also makes SD+ harder to escape, because MP gets removed by the SD+ collar but reloading will remove that debuff ;D)
Suomu Posted May 30, 2019 Posted May 30, 2019 Can you tell me about the quest to become a mage? Spoiler I had to make health potions and Danica said to put them in a chest near the shrine but I see no chests there. Only wardrobes. There is one chest near a bed but it's red, stealable. Also nothing happened when I put the potions in wardrobe next to the shrine.
wren888 Posted May 31, 2019 Posted May 31, 2019 If this was mentioned before, I apologize for being redundant. I haven't read your 38 pages of posts. There appears to be a conflict between SL Dialogues and SL Drunk. In the MCM, both mods show the MCM menu of only one of the two mods at a time. Depending on which I install first, either SL Dialogues will show up in both mods' MCM menus, or SL Drunk will show up in both. I'm guessing you both named your MCM menu the same thing, and the one installed later overwrites the first.
DeepBlueFrog Posted May 31, 2019 Author Posted May 31, 2019 1 hour ago, wren888 said: If this was mentioned before, I apologize for being redundant. I haven't read your 38 pages of posts. There appears to be a conflict between SL Dialogues and SL Drunk. In the MCM, both mods show the MCM menu of only one of the two mods at a time. Depending on which I install first, either SL Dialogues will show up in both mods' MCM menus, or SL Drunk will show up in both. I'm guessing you both named your MCM menu the same thing, and the one installed later overwrites the first. I am aware of the issue.... both mods are using the same script name for the MCM menu. I haven't had a chance to look into renaming mine. You could bring it up to SL Drunk's owner and see if he is willing to rename his too
wren888 Posted June 1, 2019 Posted June 1, 2019 On 5/31/2019 at 12:29 AM, DeepBlueFrog said: I am aware of the issue.... both mods are using the same script name for the MCM menu. I haven't had a chance to look into renaming mine. You could bring it up to SL Drunk's owner and see if he is willing to rename his too I'm glad you're aware of the problem. As you suggested, I posted the conflict on Vinfamy's SL Drunk mod, but as he has not posted anything there since April of 2017, I doubt he will address the problem. I'm wondering about a possible temporary work-around. if I install SL Dialogue, set everything in the MCM menu the way I want it, then install SL Drunk, do you think my preferences for SL Dialogue will stay in place even after SL Drunk's MCM menu overwrites SL Dialogues' menu?
Suomu Posted June 2, 2019 Posted June 2, 2019 Is there any way to reset my character's magicka status? I applied the magicka trough console but the regeneration is busted. I constantly have less than 20 magicka all the time. I had accepted the setting that it's tied to mage quests but my mage quests are sort of stuck so I wanted to get my magicka back.
DeepBlueFrog Posted June 2, 2019 Author Posted June 2, 2019 6 hours ago, Suomu said: Is there any way to reset my character's magicka status? I applied the magicka trough console but the regeneration is busted. I constantly have less than 20 magicka all the time. I had accepted the setting that it's tied to mage quests but my mage quests are sort of stuck so I wanted to get my magicka back. Did you try to also set your Magicka Rate by console?
Suomu Posted June 3, 2019 Posted June 3, 2019 14 hours ago, DeepBlueFrog said: Did you try to also set your Magicka Rate by console? Ah good point. I didn't know that one. Googled it now and I'm gonna apply it. My character had magickaratemult negative 16000 and magickarate of something like plus 200. No wonder it was never regenerating. Thanks.
Stan the Madness Returns Posted June 8, 2019 Posted June 8, 2019 I got a small question and afraid to ask, mostly because its highly likely i read over it somewhere in this comment section (38 pages), im not even 100% certain if its really from the mod and not one of the other sexlabs, but i have been having a bug with the dialog called "kiss me" in which i transition to a kissing animation. after which when i try to get out i wont have control over my character (not being able to move/ interract) been trying the usual, reloading, tfc, coc teleport, ragdolling and "enableplayercontrol". sorry for being a bother in advance.
rewolfer Posted June 8, 2019 Posted June 8, 2019 mod breaks my game(nothing happens after launching the game) my problem: https://www.loverslab.com/topic/123480-skyrim-doesnt-launch-after-pressing-play/
bigglebojiggle Posted June 11, 2019 Posted June 11, 2019 I have a question. If I'm trying to romance a character, how can I tell that characters disposition towards me? Like say I'm trying to romance Ysolda or Camilla, how can I tell, other than a speech check, if they would be my lover, slave, etc?
freetheporn Posted June 17, 2019 Posted June 17, 2019 Not sure the mod is functioning as intended on my end. I have all of the prerequisites installed. Dialogue options pop up, and pressing them does have repercussions, but there doesn't seem to be a verbal or text response to anything I say. Running the SSE version. Edit: Issue resolved. Was missing Fuz Ro Dah.
DeepBlueFrog Posted June 17, 2019 Author Posted June 17, 2019 On 6/14/2019 at 1:31 AM, Highborn said: any news regarding updates? My schedule has been disrupted by family obligations and offline work for most of the past month. I am getting back on the saddle and just updated Github with the latest changes I made during the few times I could focus on mods in the past month. My next target will be to release a June update to all my mods, so I will keep going through the list of bugs and features request and see what I can do before the end of the month. 1
bob36512 Posted June 27, 2019 Posted June 27, 2019 I got a question. The mod seems to ignore all chastity devices, tried zaz and dcl ones no effect, can coose anything oral/Slow/rough etc, still get orgasm, even when giving oral. (Seperate orgams in SL are enabled) is it planed to change it in future updates?
dragon13 Posted July 16, 2019 Posted July 16, 2019 suggest you change how your magicka system works cause bringing mana down to where basic flames skill can barely create a small fartflame is nuts, especially for altmer characters who by lore are given a 50 magic bonus
DeepBlueFrog Posted July 18, 2019 Author Posted July 18, 2019 On 7/15/2019 at 9:00 PM, dragon13 said: suggest you change how your magicka system works cause bringing mana down to where basic flames skill can barely create a small fartflame is nuts, especially for altmer characters who by lore are given a 50 magic bonus Thanks for the report. The system is not finely tuned yet and several features I am planning will make it easier to use, but it is true there should be a racial component to make it easier or harder for some races. I will add that to my list.
dragon13 Posted July 20, 2019 Posted July 20, 2019 On 7/18/2019 at 5:58 PM, DeepBlueFrog said: Thanks for the report. The system is not finely tuned yet and several features I am planning will make it easier to use, but it is true there should be a racial component to make it easier or harder for some races. I will add that to my list. srsly i started an altmer character who by default with the racial bonus gets 150 mp, as soon as i turned on the system that dropped to 1 mp?
antanispani Posted August 1, 2019 Posted August 1, 2019 On 5/3/2019 at 1:00 AM, Obamaisded said: My game just ctd before I load it up, my mo2 just unlocks after enabling this mod. IS there a fix? Thanks in advance Bump, I'm having the same problem here
cmeleon Posted August 8, 2019 Posted August 8, 2019 On 5/19/2019 at 9:16 AM, Soulcookie said: I have looked through all my mods and I do not understand why, when I activate this mod, i press play on the skyrim launcher and nothing happens. only with this mod, am I alone? I had a similar problem while adding 3 mods: SexLab Hormones, Sexlab Dialogues, Apropos2, and then Sexlab Dialogues at the same time. I think in that order, but unsure. Decided to try and figure out what mod was doing it. Booted with SKSE each time, adding more plugins as I went. Got to those last 3 mods, then to everything but SLD plugin at the bottom of the load order. Booted it up with everything but SLD, and it worked. So imagine my surprise when booting it WITH SLD and it still didn't crash on boot. I haven't been able to recreate the bug, either. I'll post my load order with SLD+ that's still working below just in case. So try booting without SLD, then boot with SLD. Or try moving SLD around mod order. Spoiler Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm SexLab.esm SexLabAroused.esm Devious Devices - Assets.esm Devious Devices - Integration.esm Devious Devices - Expansion.esm ZaZAnimationPack.esm Skyrim Project Optimization - Full Version.esp FNIS.esp LeftHandRings.esp lanterns of skyrim - all in one.esp detailed cities.esp StaticMeshImprovementMod.esp SexLabDefeat.esp SL_Kidnapped_Redux.esp SLSO.esp SexLab Submit.esp Devious Devices For Him.esp DD - Interactions.esp Deviously Enslaved.esp DeviouslyHelpless.esp RaceMenuMorphsCBBE.esp SOSRaceMenu.esp XPMSE.esp SkyUI.esp RaceMenu.esp RaceMenuPlugin.esp UIExtensions.esp Alternate Start - Live Another Life.esp SexLab Romance.esp Skyrim Romance Animated.esp SexLabRomance_IgnoreGender.esp Skyrim Project Optimization - Full Version.esm daymoyl.esm Brows.esp Beards.esp SLAL_AnimationsByLeito.esp SLAnimLoader.esp Schlongs of Skyrim - Core.esm Schlongs of Skyrim.esp SOS - VectorPlexus Regular Addon.esp ApachiiHair.esm VOBS.esp hydra_slavegirls.esp sr_FillHerUp.esp EggFactory.esp EggIncubator.esp SLALAnimObjBillyy.esp SexLab_Dialogues.esp SexLab_Hormones.esp Apropos2.esp SlaveTats.esp SlaveTatsEventsBridge.esp PetCollar.esp sanguinesDebauchery.esp
oblii Posted August 13, 2019 Posted August 13, 2019 So Skyrim fails to load at any point that I have this installed. Like, I've taken it down to the bare minimum it requires to run, it and just its requirements, and Skyrim still won't boot up. Tried it in each of the very few load order positions, still no dice. Edit :: I did go ahead and try it with varying levels of the mods being set up. From the point mentioned above to a full load. It always works with Dialogue turned off, and never boots with Dialogue turned on.
Celedhring Posted August 19, 2019 Posted August 19, 2019 Does this Oldrim version have the "Fix Follower Dialogue" spell that the Newrim version has?
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