Jump to content

SexLab Solutions 5.0.7 (01-December-2017)


Recommended Posts

Posted

This mod adds a much needed play style, but it is SOOO very effective. There is almost no use for the vanilla persuasion options. Do you think you'll ever add checks to it? Checks by gender/race/speech?

 

Well, I can agree with sex being extremely effective, but if I started adding checks to it, it would do more harm than good.

  1. Race checks would cause serious problems for people using custom races.
  2. Limiting by gender would be a big "fuck you" to those who want lesbian/gay scenes. I've taken great care into ensuring all of the mod's content is available to everyone, so I'm not going to start shoehorning NPCs into a specific orientation just for the sake of adding a rejection chance.
  3. If sex also had to succeed a speech check, then its usefulness would be identical to a persuade option, and the only deciding factor for the player would be "do I want to go through a sex animation right now?".
  4. Adding a failure chance means the NPC needs additional lines to reject the player, which would nearly double the amount of dialogue that needs to be created for each quest/encounter. I'm quite slow as it is when it comes to making new content. :lol:

 

With all that in mind, sex will remain as a 100% success rate option, for the foreseeable future. However, persuasion does have its advantages, namely that it increases your speechcraft skill and gets the intended result much faster if it succeeds, making sex more suited as a last-resort option (well, unless you're roleplaying a slutty character ;)). This is why I'm in the process of fixing the dialogue links structure so that the Solutions option remains in the dialogue choices after a failed persuation/intimidation/bribe attempt, in order to encourage trying those options first. All quest dialogue is now fixed in 4.0.1, and encounters should be done next version.

 

Additionally, if you feel that using sex to further your goals is unbalanced, there are SexLab mods that add negative consequences to it, like wear and tear debuffs, risk of pregnancy, and STDs. These may or may not be too realistic for your taste, but they'll definitely make you think twice before shagging every problem away. :P

Posted

 

 

I tried to offer sex to get the key from the guy in the Warrens, and it never fired after the dialogue completed. Tried it four times before just doing the normal way to get it. (speachcraft) 

 

I did have sex with him eventually, having him teach sneak for sex. That worked.

 

The sex scene never started, or you didn't get the key after sex?

 

 

Sex scene never started. 

 

It only did it for the training for sneak. This may have been SLEN for the training...

 

 

Yeah I had the same, this was reported a while ago. Sex for training is SLEN, but a couple of versions back of this mod I tried sex option with the guy for the key, and no sex started. I lockpicked the door for the journal, and later had sex with Hroki in the inn (after Escape from Cihdna was done at that) and at that point I got the MCM message about sex with the guy from the Warrens and got the key to Weylyn's room. So something seems to be stopping the scene from happening, but not stopping the key exchange from happening.

Posted

 

Yeah I had the same, this was reported a while ago. Sex for training is SLEN, but a couple of versions back of this mod I tried sex option with the guy for the key, and no sex started. I lockpicked the door for the journal, and later had sex with Hroki in the inn (after Escape from Cihdna was done at that) and at that point I got the MCM message about sex with the guy from the Warrens and got the key to Weylyn's room. So something seems to be stopping the scene from happening, but not stopping the key exchange from happening.

 

Garvey is already fixed for the upcoming release. You had previously bug-reported this and I attempted a fix in 3.1.5, but there was a second bug I only uncovered recently after hamthe3rd mentioned it again.

Posted

I noticed the Bounty Collector's not on the front page list. Will he be added?

Posted

I was messing around with a futa type character, and had a thought.

 

When confronting a random encounter thalmor justiciar, only female pc on male npc is an option for the "I Confess " dialog, correct?

 

I wondered if a male PC to female justiciar could comment "I confess... I have a big cock/I'm hung like a horse/I have a tiny willy" or something, and she can reply "I need a big cock" or "good, some no strings sex" and have it start a cowgirl anim

 

I'll try to do this myself, but I'm wondering in advance how hard it will be...

 

 

Posted

I was messing around with a futa type character, and had a thought.

 

When confronting a random encounter thalmor justiciar, only female pc on male npc is an option for the "I Confess " dialog, correct?

 

I wondered if a male PC to female justiciar could comment "I confess... I have a big cock/I'm hung like a horse/I have a tiny willy" or something, and she can reply "I need a big cock" or "good, some no strings sex" and have it start a cowgirl anim

 

I'll try to do this myself, but I'm wondering in advance how hard it will be...

 

It's either gender PC to male NPC, actually. I considered adding a new dialogue path if the player is talking to a female thalmor, but eventually decided against it as the Thalmor have a bit of a superiority complex and it wouldn't make much sense for one to bend over and get fucked by a random stranger on the side of the road.

 

If you want to do this yourself, it's relatively simple if you know the CK basics: just find the SSv2NPCsThalmorTopic dialog in the SSv2NPCs quest, duplicate it, change the condition from Male to Female, and do the text and scripting changes to your liking.

Posted

 

I was messing around with a futa type character, and had a thought.

 

When confronting a random encounter thalmor justiciar, only female pc on male npc is an option for the "I Confess " dialog, correct?

 

I wondered if a male PC to female justiciar could comment "I confess... I have a big cock/I'm hung like a horse/I have a tiny willy" or something, and she can reply "I need a big cock" or "good, some no strings sex" and have it start a cowgirl anim

 

I'll try to do this myself, but I'm wondering in advance how hard it will be...

 

It's either gender PC to male NPC, actually. I considered adding a new dialogue path if the player is talking to a female thalmor, but eventually decided against it as the Thalmor have a bit of a superiority complex and it wouldn't make much sense for one to bend over and get fucked by a random stranger on the side of the road.

 

If you want to do this yourself, it's relatively simple if you know the CK basics: just find the SSv2NPCsThalmorTopic dialog in the SSv2NPCs quest, duplicate it, change the condition from Male to Female, and do the text and scripting changes to your liking.

 

 

I thought that might be the process... but really great to have the actual quest and topic... I have trouble finding what I need, and searching for it should help a lot.

 

I suspect this is something from taking over legacy code, but the other thing I'm finding is that the game gender and not sexlab gender is generally used.... my futa character is getting lesbian dialog.  Might just have to use the sexchange function in game if it bothers me.

 

Posted

 

I suspect this is something from taking over legacy code, but the other thing I'm finding is that the game gender and not sexlab gender is generally used.... my futa character is getting lesbian dialog.  Might just have to use the sexchange function in game if it bothers me.

 

Yeah, Solutions uses the player actor's gender, rather than the SexLab one. The main reason is because with dialogue conditions, it's just not very practical to check the SexLab gender compared to the vanilla one. (with scripts, it'd be another story, but unfortunately, Solutions is mostly dialogue) Plus, given that Bromm's content was all made to to use actor gender, I kinda just went with it even for the new content.

 

However, it's definitely something that could be changed, and I only haven't bothered with it thus far because it's not my kind of thing, and my impression is that not many people use it either. If I'm wrong, and enough people request support for futas, I'll consider adding it in a future release.

Posted

 

 

I suspect this is something from taking over legacy code, but the other thing I'm finding is that the game gender and not sexlab gender is generally used.... my futa character is getting lesbian dialog.  Might just have to use the sexchange function in game if it bothers me.

 

Yeah, Solutions uses the player actor's gender, rather than the SexLab one. The main reason is because with dialogue conditions, it's just not very practical to check the SexLab gender compared to the vanilla one. (with scripts, it'd be another story, but unfortunately, Solutions is mostly dialogue) Plus, given that Bromm's content was all made to to use actor gender, I kinda just went with it even for the new content.

 

However, it's definitely something that could be changed, and I only haven't bothered with it thus far because it's not my kind of thing, and my impression is that not many people use it either. If I'm wrong, and enough people request support for futas, I'll consider adding it in a future release.

 

 

Solutions has an MCM, so in the update function (or any script that runs once) you could check sexlab gender, then flip a switch ( global.setvalue() ) based on the result, then in dialogue check the state of the global instead of actor gender.

 

That's how I did pretty much everything in Reward Your Followers, because that mod is entirely dialogue too.

Posted

 

Solutions has an MCM, so in the update function (or any script that runs once) you could check sexlab gender, then flip a switch ( global.setvalue() ) based on the result, then in dialogue check the state of the global instead of actor gender.

 

That's how I did pretty much everything in Reward Your Followers, because that mod is entirely dialogue too.

 

 

I was thinking of loading the player's SexLab gender into a variable during OnPlayerLoadGame(), and using GetVMQuestVariable in dialogue conditions to check the variable, but your way sounds simpler.

 

I do have a question about it, though: how does your mod know when the player has changed their SexLab gender in the middle of a playthrough? With the concept I had in mind, it just automatically sorts itself out the next time the player loads a save, but I assume your implementation requires an extra option in MCM to toggle it manually?

Posted

 

 

Solutions has an MCM, so in the update function (or any script that runs once) you could check sexlab gender, then flip a switch ( global.setvalue() ) based on the result, then in dialogue check the state of the global instead of actor gender.

 

That's how I did pretty much everything in Reward Your Followers, because that mod is entirely dialogue too.

 

 

I was thinking of loading the player's SexLab gender into a variable during OnPlayerLoadGame(), and using GetVMQuestVariable in dialogue conditions to check the variable, but your way sounds simpler.

 

I do have a question about it, though: how does your mod know when the player has changed their SexLab gender in the middle of a playthrough? With the concept I had in mind, it just automatically sorts itself out the next time the player loads a save, but I assume your implementation requires an extra option in MCM to toggle it manually?

 

 

You're right - it doesn't do it automatically, and it will require a separate MCM toggle, or some other method. Your OnPlayerLoadGame() will do just fine, and you can use it either through GetVMQuestVariable or with a GetGlobal check.

 

I never liked using GetVMQuestVariable because it always seems like there are a lot more steps to that than the other way... IIRC there's like, a whole two more mouse clicks when setting up the dialogue condition. ;)

 

Also, I was using globals before I added an MCM, because I wanted the player to be able to change the variables manually through the console. With an MCM, that's not necessary, but still requires the player toggling a box.

Posted

I never liked using GetVMQuestVariable because it always seems like there are a lot more steps to that than the other way... IIRC there's like, a whole two more mouse clicks when setting up the dialogue condition. ;)

 

I know, right! It's like 65% more clicks per click compared to a GetGlobal. So inefficient! -_-

 

And yeah, globals being more accessible for the player makes it a better candidate for this kind of thing, so it's settled: GetGlobal + OnPlayerLoadGame() it is!

Posted

Thank you for creating this mod; your creativity and hard work a much appreciated.

 

The latest version (4.01) unfortunately is causing me a lot of problems. I can't play Summerset Isle at all because with Solutions installed the game CTDs immediately. The other problem is that as long as this mod is active, most of my saves won't load. Use also PO and have not tried to determine if that is part of the problem or not. Have uninstalled a number of SL mods to try to solve the problem of saves not loading and your mod was the only one that caused a problem.

 

Don't know if others have reported this or not, but will wait for your next version.

Posted

Thank you for creating this mod; your creativity and hard work a much appreciated.

 

It's largely Bromm83's work, I'm just maintaining it and adding a few things here and there. :)

 

 

 

The latest version (4.01) unfortunately is causing me a lot of problems. I can't play Summerset Isle at all because with Solutions installed the game CTDs immediately. The other problem is that as long as this mod is active, most of my saves won't load. Use also PO and have not tried to determine if that is part of the problem or not. Have uninstalled a number of SL mods to try to solve the problem of saves not loading and your mod was the only one that caused a problem.

 

Don't know if others have reported this or not, but will wait for your next version.

 

With Summerset Isle, is the crash right at the beginning, before the main menu options become available? This type of crash is generally caused by a missing master dependency, you can run TES5Edit to spot any mods that might be missing.

 

As for saves not loading, were you using an older version (3.x.x) before you updated to 4.0.1? If so, please read the Updating section in the first post.

Posted

People have been getting a lot of crashes in general with Summerset Isle, without any other mods necessarily being at fault. Just a heads up.

Posted

Thanks for responding to my post.

 

Have played Summerset Isle 3 times, so, yes, some people have problems, but found if follow his load order recommendations, could play mod without CTDs.

 

With Solutions 4.01 active , as soon as tried to go to Summerset Isle via courier message, CTD.

 

Had started a new game as novice at Winterhold using "Alternative Start". On quest "Hitting the Books", could not load any of the  saves after entering Fellglow Keep through reporting back to Urag gro-Shub. After bringing books to Urag gro-Shub,  shut down game. When tried to restart game, could not open saves until unchecked Solutions.

 

Actually, unckecked many of SL mods until could load last saved game. Then added back mods to determine which mod was causing the problem. Only Solutions caused CTD when tried to load last save game and all previous saves afer entering Fellglow. It may be a load order issue, but Solutions is not essential to my game play so have not tried to determine if a change in load order would solve problem. Didn't experience this problem with previous versions of "Solutions". Only reported it in case others were having same problem. If I'm the only one, then it most likely has something to do with my particular set of mods.

Posted

Thanks for responding to my post.

 

Have played Summerset Isle 3 times, so, yes, some people have problems, but found if follow his load order recommendations, could play mod without CTDs.

 

With Solutions 4.01 active , as soon as tried to go to Summerset Isle via courier message, CTD.

 

Had started a new game as novice at Winterhold using "Alternative Start". On quest "Hitting the Books", could not load any of the  saves after entering Fellglow Keep through reporting back to Urag gro-Shub. After bringing books to Urag gro-Shub,  shut down game. When tried to restart game, could not open saves until unchecked Solutions.

 

Actually, unckecked many of SL mods until could load last saved game. Then added back mods to determine which mod was causing the problem. Only Solutions caused CTD when tried to load last save game and all previous saves afer entering Fellglow. It may be a load order issue, but Solutions is not essential to my game play so have not tried to determine if a change in load order would solve problem. Didn't experience this problem with previous versions of "Solutions". Only reported it in case others were having same problem. If I'm the only one, then it most likely has something to do with my particular set of mods.

 

Understood. I don't see how Solutions could be doing that, but with Skyrim being quirky as it is, who knows.

Posted

Hello wraith

i translated the last SSV Version completely in german. that was a long work. when i open the actual solution Version in tes5translator, then press tool and take that translated SSV Version, press translate all, then only those sentences are translated, which come from skyrim.  do you know any way how to get the full Translation from SSV to the actual Version ? i attach that Translation here. i dont have the other files from that last SSV Version anymore.  is that older SSV esp compatible with the actual script Folder ? otherwise, if there is no way to ttranslate, do you have the files from that SSV.esp and can you attach them here please ?

SSv2.esp

Posted

Hello wraith

i translated the last SSV Version completely in german. that was a long work. when i open the actual solution Version in tes5translator, then press tool and take that translated SSV Version, press translate all, then only those sentences are translated, which come from skyrim.  do you know any way how to get the full Translation from SSV to the actual Version ? i attach that Translation here. i dont have the other files from that last SSV Version anymore.  is that older SSV esp compatible with the actual script Folder ? otherwise, if there is no way to ttranslate, do you have the files from that SSV.esp and can you attach them here please ?

 

I'm sorry, but I'm not entirely sure what you're asking of me. I assume your problem with TES5Translator is due to the ESP name change?  There has to be a way you can make your translations target the new ESP.

 

Posted

ok lets try to explain again.

ssv2 and Solutions are 2 different esp. ssv2 is older. i translated that one some month ago into german completely. i want to Transfer the german sentences to the new solutuion file. for this, there is a tool called tes5translator.

ssv2 and Solutions, both contains not only the dialogues made for the mod, but also a lot of original vanilla dialogues. i dont know why there are vanilla dialoguers in the esp files, because they are not modded. but they are there. ok.

with that tool the english sdialogues in Solutions are translated into german from the ssv2 Translation.. the vanilla skyrim sentences.

ok ?

but not the modded sentences ! they Keep in english. i cant explain this, because they are the exact same sentences in both esp, ssv2 and Solutions. there are just some  new dialogues in Solutions, those who made this Version the new one., those who where made later , after ssv2 was made.

ok?

you have changed the dialogue Identifikation of the modded sentences in solutions in a way, that tes5translator does not recognize them anymore. thats why they are not translated int german. the translator cant see, that these sentences are the same in both esp. and therefore does not translate the enflish ones in Solutions into german, as he made it with the original vanilla dialogues.  you must know what you have changed and what do to, to get them translated with tesVtranslator.

i have attached thetranslated ssv2 file in the post before, you can try to translate the Solutions esp with this one in the texvtranslator and see by yourself.

Posted

I didn't change anything with the dialogues from 3.x to 4.0. I just renamed the ESP, and kept adding content the exact same way I always have. I can't help you there.

Posted

I didn't change anything with the dialogues from 3.x to 4.0. I just renamed the ESP, and kept adding content the exact same way I always have. I can't help you there.

 

do you have tes5translator ? shouldnt be difficult to get. please try yourself and see.

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...