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SexLab Solutions 5.0.7 (01-December-2017)


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Posted

 

 

Is it possible to remove dialogue from certain npcs in TESV edit. It annoys me when I just want to give a beggar a septim and having to cancel out the sexual favor log following it.

Just want to bump this if anyone can help?

 

 

FavorJobsBeggarsGiveMoneyTopic is the Dialog Topic form you're looking for, you can delete it safely and the beggars will revert to their vanilla dialogue tree.

 

Thank you!

  • 4 weeks later...
Posted

First of all, thanks for this great mod.  It's very thorough.  Now, haven't gotten very far in the game, but wanted to offer my thoughts.

 

1: The solution to the love letter triangle quest is superb.  I was very happy to begin my character's journey with that one.

2: The change to Ulfr the Blind is one I had to delete, because it eliminates the fully vanilla option from the tree.  I'll watch out for other cases in the future.

 

Posted

This mod changes a great deal of written language to Spanish, if you don't speak Spanish don't get this mod. Took me so long to track the cause back to this mod alone, but it is the cause.

 

::EDIT:: idk why but i had some other random version of this mod and it was changing the language, downloaded this one and it fixed my game! :D YAY!!!

Posted

2: The change to Ulfr the Blind is one I had to delete, because it eliminates the fully vanilla option from the tree.  I'll watch out for other cases in the future.

 

I think that's the only one where I deliberately overwrote the vanilla option (for female characters). My reasoning was that a blind guy that relies mostly on hearing shouldn't have any issue distinguishing a male's voice from a woman trying to sound like one, so her choices should be limited to seduce or kill. I know that's open to opinion though, so I'm glad people take initiative and edit mods to suit their tastes.

Posted

And I always thought that needed a change, but I just say it in my head instead of opening the CK to your mod.

 

"Rodulf?"

 

"No, I'm just a little gift he sent to say he's sorry for his little pranks." (Too bad the rest of your cronies paid me more than he did.)

Posted

Thank you so much for this! I started the game off with these modded additions so I have no clue what the game would be like without them but I can say the ones I've encountered so far have been amazing! I love the fact that I can choose so many different responses.

  • 2 weeks later...
Posted

The bandits at Valtheim Towers demands toll? They've always attacked me on sight.

Posted

The bandits at Valtheim Towers demands toll? They've always attacked me on sight.

 

From my experience, the Valtheim bandits will attack on sight if you approach from the east, you have to come from the west (Whiterun's side) for them to force-greet you and show the persuade/bribe/SexLab Solutions dialogues.

Posted

 

The bandits at Valtheim Towers demands toll? They've always attacked me on sight.

 

From my experience, the Valtheim bandits will attack on sight if you approach from the east, you have to come from the west (Whiterun's side) for them to force-greet you and show the persuade/bribe/SexLab Solutions dialogues.

 

 

I think they'll attack the Whiterun side approach if you have followers as well.  Also, if there is another "enemy" NPC in the area - I use the "populated" mods, so the bandits tend to go after everything including my PC.

Posted

 

 

The bandits at Valtheim Towers demands toll? They've always attacked me on sight.

 

From my experience, the Valtheim bandits will attack on sight if you approach from the east, you have to come from the west (Whiterun's side) for them to force-greet you and show the persuade/bribe/SexLab Solutions dialogues.

 

 

I think they'll attack the Whiterun side approach if you have followers as well.  Also, if there is another "enemy" NPC in the area - I use the "populated" mods, so the bandits tend to go after everything including my PC.

 

 

Whenever I walk in from the Whiterun side, I make sure to kill off the deer and elk that are nearby. If they flee in the direction of Valtheim, they trigger the bandit's aggressive tendencies and I get attacked.

 

And I recently found out that the bandits at Robber's Gorge are supposed to do the same basic thing, but never in my life have I not been attacked going that way.

Posted

 

And I recently found out that the bandits at Robber's Gorge are supposed to do the same basic thing, but never in my life have I not been attacked going that way.

 

Robber's Gorge is a bunch of bloodthirsty savages. They also have dialogue in SexLab Solutions, but it had to be implemented differently than Valtheim because they'd randomly aggro in the middle of the sex scene for no fucking reason.

Posted

 

 

 

The bandits at Valtheim Towers demands toll? They've always attacked me on sight.

 

From my experience, the Valtheim bandits will attack on sight if you approach from the east, you have to come from the west (Whiterun's side) for them to force-greet you and show the persuade/bribe/SexLab Solutions dialogues.

 

 

I think they'll attack the Whiterun side approach if you have followers as well.  Also, if there is another "enemy" NPC in the area - I use the "populated" mods, so the bandits tend to go after everything including my PC.

 

 

Whenever I walk in from the Whiterun side, I make sure to kill off the deer and elk that are nearby. If they flee in the direction of Valtheim, they trigger the bandit's aggressive tendencies and I get attacked.

 

And I recently found out that the bandits at Robber's Gorge are supposed to do the same basic thing, but never in my life have I not been attacked going that way.

 

 

That NPCs have to attack any animals they see is very annoying actually, since it ruins a lot of SL content. I know Bethesda didn't have sex mods in mind when designing the game but they kinda failed with the AI. That a whole bandit gang start chasing after a poor rabbit(while an armed adventurer approaches) isn't exactly natural behavior.

 

Anyway, if I approach Valtheim from the west they still go hostile but in Robber's Gorge the dialogue triggers like it should. I got attacked by a slaughterfish while swimming from Crabber's Shanty so I expected them to go hostile but they killed the fish and left me alone.

Posted

 

 

And I recently found out that the bandits at Robber's Gorge are supposed to do the same basic thing, but never in my life have I not been attacked going that way.

 

Robber's Gorge is a bunch of bloodthirsty savages. They also have dialogue in SexLab Solutions, but it had to be implemented differently than Valtheim because they'd randomly aggro in the middle of the sex scene for no fucking reason.

 

They have their own unique faction (dunrobbersgorgefaction I think, or maybe dunrobbersgorgebanditfaction, something like that).

What about this - add the player to that faction (maybe extend a trigger box out from the location and apply the faction when the player enters) and then remove the player from the faction when leaving or when not agreeing to the extortion?

 

I've never seen the Sexlab Solutions dialogue for those bandits.

 

 

why should enemies start killing deer and rabbit while they are guarding their base? 

 

SPIES! The animals are spying for the Whiterun guards!

Posted

 

 

 

why should enemies start killing deer and rabbit while they are guarding their base? 

 

SPIES! The animals are spying for the Whiterun guards!

 

 

You can never be too careful I guess.

Posted

That NPCs have to attack any animals they see is very annoying actually, since it ruins a lot of SL content. I know Bethesda didn't have sex mods in mind when designing the game but they kinda failed with the AI. That a whole bandit gang start chasing after a poor rabbit(while an armed adventurer approaches) isn't exactly natural behavior.

 

That's an unfortunate side-effect of bandit NPCs being set to attack anything that's neutral to them, which includes the occasional rabbit and deer. You can fix it by adding the PreyFaction as an ally to all the bandit/necromancer/etc factions.

 

 

Anyway, if I approach Valtheim from the west they still go hostile but in Robber's Gorge the dialogue triggers like it should. I got attacked by a slaughterfish while swimming from Crabber's Shanty so I expected them to go hostile but they killed the fish and left me alone.

I honestly don't know then. If it happens on a fresh game, I can only assume some mod is overwriting their behaviour.

 

 

 

They have their own unique faction (dunrobbersgorgefaction I think, or maybe dunrobbersgorgebanditfaction, something like that).

What about this - add the player to that faction (maybe extend a trigger box out from the location and apply the faction when the player enters) and then remove the player from the faction when leaving or when not agreeing to the extortion?

 

I've never seen the Sexlab Solutions dialogue for those bandits.

 

That might work, but that faction already has PlayerFaction marked as friendly, so it's probably a script forcing them to attack the player for whatever reason.

 

In any case, I wouldn't hold my breath for a fix, at least not from me. My working version of Solutions requires the latest unofficial patch and all DLCs, and last time I released an update with any dependencies I got nothing but complaints. :-/

Posted

 

That's an unfortunate side-effect of bandit NPCs being set to attack anything that's neutral to them, which includes the occasional rabbit and deer. You can fix it by adding the PreyFaction as an ally to all the bandit/necromancer/etc factions.

 

That actually sounds like a pretty handy mod to have on its own.

 

I don't recall Valtheim bandits ever wanting to talk. Robber's Gorge occasionally, but yes some of the bandits inside the fort eventually aggro for whatever reason, I think I have always approach them from rock trap side. The guard from the spiked gate side tend to behaves differently from the rest sometimes not aggroing even the rest of the bandits are fighting. Should try approaching from the other side and see what happens.

 

I gave USLEEP a try recently, seems ok, didn't like the conjuration fix but oh well :P

There seems to be a beta of it that has some fixes for the older version also so might want to wait on that regardless.

Posted

I think part of the aggro in those locations (in my case) is the use of the "populated" series.  Specifically the one that adds bandits to the normal bandit locations (originally called "Populated Forts Towers Places by Reliosavini".  The original mod had a "bug" where the bandit would try to approach but the newly added bandits (either the ones added to the bridge or the one added outside with the "approach" bandit) would immediately aggro.  Don't believe any of the newer versions of the mod that exploded onto Nexus fix that problem.

Posted

I'm kinda sad this is no longer being updated. Some thing is preventing the mod from triggering any of the animations. I'm going to need to try and reinstall it or something.

 

This seems to be the relavent exction of my log

 

[04/24/2016 - 09:55:38PM] Info: SEXLAB - FATAL - Thread[0] AddActor(Homura) - AddActor(Homura) -- Failed to add actor -- They are not a valid target for animation
stack:
    <unknown self>.Debug.TraceStack() - "<native>" Line ?
    [sexLabThread00 (14061EEF)].sslthreadcontroller.FATAL() - "sslThreadModel.psc" Line 1149
    [sexLabThread00 (14061EEF)].sslthreadcontroller.AddActor() - "sslThreadModel.psc" Line ?
    [sSv2System (6A002386)].ssv3handler.SexForTwo() - "SSv3Handler.psc" Line 72
    .ssv2_tif__03003428.Fragment_2() - "ssv2_tif__03003428.psc" Line 19
[04/24/2016 - 09:55:38PM] SEXLAB - Thread[0] AddActor() ERROR - Cannot add an actor to a locked thread
[04/24/2016 - 09:55:38PM] SEXLAB - GetByTags(ActorCount=2, Tags=Vaginal, TagsSuppressed=, RequireAll=TRUE)
[04/24/2016 - 09:55:39PM] Error: Cannot cast from None to sslBaseAnimation[]
stack:
    [sSv2System (6A002386)].ssv3handler.SexForTwo() - "SSv3Handler.psc" Line 148
    .ssv2_tif__03003428.Fragment_2() - "ssv2_tif__03003428.psc" Line 19
[04/24/2016 - 09:55:39PM] SEXLAB - Thread[0] StartThread() ERROR - Cannot start thread while not in a Making state
[04/24/2016 - 09:55:40PM] Error: Cannot call GetFactionRank() on a None object, aborting function call
stack:

 

Is there maybe some setting that is preventing anything from happening?

 

New saves work my old save is not. Weird. I even uninstalled it and reinstalled after cleaning the save. Maybe It is time to start a new save. I have been tampering with the mods a little too much

 

Posted

I think part of the aggro in those locations (in my case) is the use of the "populated" series.  Specifically the one that adds bandits to the normal bandit locations (originally called "Populated Forts Towers Places by Reliosavini".  The original mod had a "bug" where the bandit would try to approach but the newly added bandits (either the ones added to the bridge or the one added outside with the "approach" bandit) would immediately aggro.  Don't believe any of the newer versions of the mod that exploded onto Nexus fix that problem.

 

I haven't used the Populated mod series, but still occasionally have this problem.

 

I think part is direction of approach, part is other mobs that might provoke the bandits (wandering random encounters, deer, mudcrabs, etc.)  A mod that adds more of any of these would just increase the chance of it happening.

 

I would imagine a mod like OBIS or others that might change factions of bandits could also lead to this problem.

 

Posted

I have played extensively with the Populated Skyrim mods on and off, and yes, they do contribute to the problem. I haven't used OBIS, but it's also true that OBIS will contribute to the problem, as will any mod that alters factions.

But the key word here is "contribute" - the problem starts with the way the game is designed. Vanilla, with or without USKP/USLEEP or any other factions, AI mods, etc. In the vanilla game, sometimes the bandits at Valtheim are hostile, sometimes not. Sometimes it always works for one person and never for another person. It's a crap shoot.

 

It's been a consistent problem since Morrowind... although in Morrowind it went the other direction (for me), with my joining of several factions ending up with some enemies being consistently nonhostile even when they're specifically designed to attack the player on-sight.

Oblivion I don't remember having that kind of trouble with.

 

But Skyrim... it does have problems. A mod like Sexlab Solutions just shines a light on those problems... if every time you go past Valtheim Towers (or Robbers Gorge) the bandits are hostile without demanding any money, you won't ever know that they aren't supposed to be that way until you play with a mod that makes use of their supposedly vanilla and intended behavior.

 

EDIT: Makes me wonder how many other bandits are supposed to demand a toll to pass... like those bandits just outside of Falkreath, on the bridge that spans the road, not far from Pinewatch. Are they too supposed to demand money when you pass? Like Robbers Gorge and unlike Valtheim Towers, they're always hostile when I approach, regardless of which direction I come from.

Posted

I'm kinda sad this is no longer being updated. Some thing is preventing the mod from triggering any of the animations. I'm going to need to try and reinstall it or something.

 

This seems to be the relavent exction of my log

 

[04/24/2016 - 09:55:38PM] Info: SEXLAB - FATAL - Thread[0] AddActor(Homura) - AddActor(Homura) -- Failed to add actor -- They are not a valid target for animation

stack:

    <unknown self>.Debug.TraceStack() - "<native>" Line ?

    [sexLabThread00 (14061EEF)].sslthreadcontroller.FATAL() - "sslThreadModel.psc" Line 1149

    [sexLabThread00 (14061EEF)].sslthreadcontroller.AddActor() - "sslThreadModel.psc" Line ?

    [sSv2System (6A002386)].ssv3handler.SexForTwo() - "SSv3Handler.psc" Line 72

    .ssv2_tif__03003428.Fragment_2() - "ssv2_tif__03003428.psc" Line 19

[04/24/2016 - 09:55:38PM] SEXLAB - Thread[0] AddActor() ERROR - Cannot add an actor to a locked thread

[04/24/2016 - 09:55:38PM] SEXLAB - GetByTags(ActorCount=2, Tags=Vaginal, TagsSuppressed=, RequireAll=TRUE)

[04/24/2016 - 09:55:39PM] Error: Cannot cast from None to sslBaseAnimation[]

stack:

    [sSv2System (6A002386)].ssv3handler.SexForTwo() - "SSv3Handler.psc" Line 148

    .ssv2_tif__03003428.Fragment_2() - "ssv2_tif__03003428.psc" Line 19

[04/24/2016 - 09:55:39PM] SEXLAB - Thread[0] StartThread() ERROR - Cannot start thread while not in a Making state

[04/24/2016 - 09:55:40PM] Error: Cannot call GetFactionRank() on a None object, aborting function call

stack:

 

Is there maybe some setting that is preventing anything from happening?

 

New saves work my old save is not. Weird. I even uninstalled it and reinstalled after cleaning the save. Maybe It is time to start a new save. I have been tampering with the mods a little too much

 

Your log makes it very clear what the problem is: Homura wasn't a valid actor for SexLab, at the time the animation tried to start. There should be an additional log entry just before where you started copying, which explains in detail why the actor validation failed, but you didn't provide the entire log so you can't expect me to be able to help you any further.

 

Posted

Hey, Wraith, are you working on any updates for this or any other mods you took over, or just doing bug fixes for any future releases?

 

Short answer: Like the red text at the top says, no new updates are planned, and anyone that wants to pick up the mod is welcome to do so. I still lurk in the support thread to help people out with problems or answer questions, but that's it.

 

Not so short answer: I still play Skyrim, and have SexLab Solutions in my load order, but when I got started on Dawnguard and Dragonborn content for it, it quickly became clear that developing separate ESPs for each DLC was way more trouble than I had patience for, compared to just adding DG/DB as masters into Solutions itself. If you've been following this mod for a while, you'll know I briefly added the unofficial patch as a dependency to save me headaches each update, and even that, which is a free mod that everyone should have if they like not having bugs, was met with a mixed reaction. So, rather than continue updating, and essentially giving the middle finger to everyone that didn't buy the DLC, I decided it was only fair to step down, letting someone else take over and do it the right way. I still work on the mod privately, at my own ridiculously slow pace, but unless there's overwhelming support for DLCs as hard requirements, I don't think I'll go back to releasing updates, as catering to everyone's whims just isn't for me.

Posted

 

I'm kinda sad this is no longer being updated. Some thing is preventing the mod from triggering any of the animations. I'm going to need to try and reinstall it or something.

 

This seems to be the relavent exction of my log

 

[04/24/2016 - 09:55:38PM] Info: SEXLAB - FATAL - Thread[0] AddActor(Homura) - AddActor(Homura) -- Failed to add actor -- They are not a valid target for animation

stack:

    <unknown self>.Debug.TraceStack() - "<native>" Line ?

    [sexLabThread00 (14061EEF)].sslthreadcontroller.FATAL() - "sslThreadModel.psc" Line 1149

    [sexLabThread00 (14061EEF)].sslthreadcontroller.AddActor() - "sslThreadModel.psc" Line ?

    [sSv2System (6A002386)].ssv3handler.SexForTwo() - "SSv3Handler.psc" Line 72

    .ssv2_tif__03003428.Fragment_2() - "ssv2_tif__03003428.psc" Line 19

[04/24/2016 - 09:55:38PM] SEXLAB - Thread[0] AddActor() ERROR - Cannot add an actor to a locked thread

[04/24/2016 - 09:55:38PM] SEXLAB - GetByTags(ActorCount=2, Tags=Vaginal, TagsSuppressed=, RequireAll=TRUE)

[04/24/2016 - 09:55:39PM] Error: Cannot cast from None to sslBaseAnimation[]

stack:

    [sSv2System (6A002386)].ssv3handler.SexForTwo() - "SSv3Handler.psc" Line 148

    .ssv2_tif__03003428.Fragment_2() - "ssv2_tif__03003428.psc" Line 19

[04/24/2016 - 09:55:39PM] SEXLAB - Thread[0] StartThread() ERROR - Cannot start thread while not in a Making state

[04/24/2016 - 09:55:40PM] Error: Cannot call GetFactionRank() on a None object, aborting function call

stack:

 

Is there maybe some setting that is preventing anything from happening?

 

New saves work my old save is not. Weird. I even uninstalled it and reinstalled after cleaning the save. Maybe It is time to start a new save. I have been tampering with the mods a little too much

 

Your log makes it very clear what the problem is: Homura wasn't a valid actor for SexLab, at the time the animation tried to start. There should be an additional log entry just before where you started copying, which explains in detail why the actor validation failed, but you didn't provide the entire log so you can't expect me to be able to help you any further.

 

 

 

I see. I'll try and replicate the event again.

 

[04/25/2016 - 07:24:58PM] FNIS aa SetAnimGroup mod: FNIS Sexy Move Actor: Reach Hold Guard group: _mt base: 1 number: 2

[04/25/2016 - 07:24:58PM] FNIS aa SetAnimGroup mod: FNIS Sexy Move Actor:  group: _mt base: 1 number: 8

[04/25/2016 - 07:25:00PM] SEXLAB - GetByTags(ActorCount=3, Tags=sex, TagsSuppressed=, RequireAll=TRUE)

[04/25/2016 - 07:25:00PM] SEXLAB - Thread[0]  - Entering Making State

[04/25/2016 - 07:25:00PM] SEXLAB - NOTICE: ValidateActor(Homura) -- FALSE -- They appear to already be animating

[04/25/2016 - 07:25:00PM] ERROR: Cannot call GetFactionRank() on a None object, aborting function call

stack:

 

 

I hope that is the missing part.

Posted

 

I hope that is the missing part.

 

It is:

[04/25/2016 - 07:25:00PM] SEXLAB - NOTICE: ValidateActor(Homura) -- FALSE -- They appear to already be animating

 

You only get that validation error if there's an active SexLab thread that contains that actor. If that actor doesn't look like they're animating, SexLab probably bugged out and didn't close an older thread. Go to SexLab's MCM -> Rebuild & Clean -> Stop Current Animations, then check if the issue's fixed. If not, go back to the same MCM page, and select Clean System instead.

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