Bad Dog Posted January 13, 2015 Posted January 13, 2015 I'm with Schrymp on this. I've already got SL animations set up to make me happy and I'd much rather you didn't restrict things from here. I've disabled the boob jobs (generally don't have 'em) and the foot jobs (feet? really?), and I've adjusted positions so vag pretty much = anal and cunnilingus pretty much = teabagging or rimming and they work just fine that way. Same with foreplay... I've set up blowjobs and handjobs to be foreplay options. The only thing that's sorta awkward, and it has not much to do with your mod, is that foreplay animations play in aggressive contexts, which doesn't really make sense. The bandit that just knocked me down suddenly gets all cuddly? And then goes back to some harsh rape-type sex? Weird. But I like the foreplay in consensual situations, so I just fast-forward through it. On another subject: Just got the new Orc plaything solution going and I think you might have dialed the annoyance factor back too far. First I could negotiate up the wazoo for how much abuse I'd take, then I still have the option to refuse when I go to a stronghold? I think there should be some real cost to choosing the plaything option over doing one of their quests. I'd suggest keep the up-front negotiation but there's no negotiating or discussion at the stronghold. You already gave consent, they just grab you. Maybe more than one. Then they leave you alone for the negotiated time. Maybe also, from time to time an orc outside the stronghold will realize you're an untouched plaything and grab you (when you're not on a horse or in combat). Even an orc follower might get that evil gleam in his eye. Maybe then there could be a dialog: "Hey! It's time you put out!" "Now's not the time, you lunk!" followed by either, "I'll wait... but not long. Don't try my patience" or "I say it is time!" followed by sex.
WraithSlayer Posted January 13, 2015 Author Posted January 13, 2015 I'm with Schrymp on this. I've already got SL animations set up to make me happy and I'd much rather you didn't restrict things from here. I've disabled the boob jobs (generally don't have 'em) and the foot jobs (feet? really?), and I've adjusted positions so vag pretty much = anal and cunnilingus pretty much = teabagging or rimming and they work just fine that way. Same with foreplay... I've set up blowjobs and handjobs to be foreplay options. Got it. I've made it so that any gay scene has foreplay enabled by default, and if it isn't flagged with a specific context it'll just pick a random animation of any type that the player has enabled. The only thing that's sorta awkward, and it has not much to do with your mod, is that foreplay animations play in aggressive contexts, which doesn't really make sense. The bandit that just knocked me down suddenly gets all cuddly? And then goes back to some harsh rape-type sex? Weird. But I like the foreplay in consensual situations, so I just fast-forward through it. That's one of the many reasons I'm working on the handler, actually. SexLab's startSex() function doesn't include a parameter for toggling foreplay, so my workaround until recently was to just flag the animation as rape, which disables the foreplay stage automatically. With the handler, I'll be able to disable foreplay for aggressive animations even if they're consensual, for those scenarios where it's rough sex but not quite rape. On another subject: Just got the new Orc plaything solution going and I think you might have dialed the annoyance factor back too far. First I could negotiate up the wazoo for how much abuse I'd take, then I still have the option to refuse when I go to a stronghold? I think there should be some real cost to choosing the plaything option over doing one of their quests. I'd suggest keep the up-front negotiation but there's no negotiating or discussion at the stronghold. You already gave consent, they just grab you. Maybe more than one. Then they leave you alone for the negotiated time. Maybe also, from time to time an orc outside the stronghold will realize you're an untouched plaything and grab you (when you're not on a horse or in combat). Even an orc follower might get that evil gleam in his eye. Maybe then there could be a dialog: "Hey! It's time you put out!" "Now's not the time, you lunk!" followed by either, "I'll wait... but not long. Don't try my patience" or "I say it is time!" followed by sex. In hindsight, I may have hit that one with the nerf-bat too harshly. Having the orcs just grab you is still a no though, as that's what was creating glitches in the first place. What I could do is: Set the rape chance to a very high value (like, 90%?) when the player is at a stronghold, so that refusing is practically pointless Make it so the dialogue can still occasionally appear for Orcs outside of strongholds, but with a significantly reduced chance
Budroi Posted January 13, 2015 Posted January 13, 2015 Not sure If it is a false positive or what but i thought I should make it known. In case it is not known already. I was going through my mods in TES5Edit so that I can get a general baseline of what to add to the block list for Patchus Maximus, by checking all mods for errors (right click esp and select "Check for errors"). I honestly do not know what they were but TES5Edit told me that SSv2.esp had some errors.
WraithSlayer Posted January 13, 2015 Author Posted January 13, 2015 Not sure If it is a false positive or what but i thought I should make it known. In case it is not known already. I was going through my mods in TES5Edit so that I can get a general baseline of what to add to the block list for Patchus Maximus, by checking all mods for errors. I honestly do not know what they were but TES5Edit told me that SSv2.esp had some errors. I'm not familiar with that feature of TES5Edit. I assume you're using "Check for errors"? I tried that on SSv2.esp but I only got: [00:00] Checking for Errors in [82] SSv2.esp [00:00] All Done! It does list a colossal amount of warnings if I try doing the same to Skyrim.esm instead, though. No idea if that's supposed to be happening or not.
maledic Posted January 13, 2015 Posted January 13, 2015 Hello there Nice that someone pick up this mod. One of my favorites and nice to see its not dead. But i have found a issue with one encounter. VampVictim (WEDL12) - Extort sex out of a vampire victim in exchange for a cure potion It shows the options, but, after sex, it doesnt give the cure, and i could ask for sex as many times as i wanted. I think is not suppose to be that way. Anyway, nice work mate. Cheers
WraithSlayer Posted January 13, 2015 Author Posted January 13, 2015 Hello there Nice that someone pick up this mod. One of my favorites and nice to see its not dead. But i have found a issue with one encounter. VampVictim (WEDL12) - Extort sex out of a vampire victim in exchange for a cure potion It shows the options, but, after sex, it doesnt give the cure, and i could ask for sex as many times as i wanted. I think is not suppose to be that way. Anyway, nice work mate. Cheers Found the problem, this will be fixed for next release.
Budroi Posted January 13, 2015 Posted January 13, 2015 Not sure If it is a false positive or what but i thought I should make it known. In case it is not known already. I was going through my mods in TES5Edit so that I can get a general baseline of what to add to the block list for Patchus Maximus, by checking all mods for errors. I honestly do not know what they were but TES5Edit told me that SSv2.esp had some errors. I'm not familiar with that feature of TES5Edit. I assume you're using "Check for errors"? I tried that on SSv2.esp but I only got: [00:00] Checking for Errors in [82] SSv2.esp [00:00] All Done! It does list a colossal amount of warnings if I try doing the same to Skyrim.esm instead, though. No idea if that's supposed to be happening or not. Here is what i got. using both TES5Edit and the newer xEdit. [00:00] Checking for Errors in [03] SSv2.esp [00:01] [iNFO:03004036] ('I must remember to compliment your master on your training.' in GRUP Topic Children of SSv2NPCsJzargoRespondSubmissive "SSv2NPCsJzargoRespondSubmissive" [DIAL:03004029]) [00:01] INFO \ VMAD - Virtual Machine Adapter \ Data \ Info VMAD \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "SSv2NPCs "Sexlab Solutions v2 NPC dialogue" [QUST:03000D63]"> [00:01] All Done!
spadgas Posted January 13, 2015 Posted January 13, 2015 Hi. According to TES5edit you have an identical to master quest record in here. is it ok to delete?
WraithSlayer Posted January 13, 2015 Author Posted January 13, 2015 Here is what i got. using both TES5Edit and the newer xEdit. [00:00] Checking for Errors in [03] SSv2.esp [00:01] [iNFO:03004036] ('I must remember to compliment your master on your training.' in GRUP Topic Children of SSv2NPCsJzargoRespondSubmissive "SSv2NPCsJzargoRespondSubmissive" [DIAL:03004029]) [00:01] INFO \ VMAD - Virtual Machine Adapter \ Data \ Info VMAD \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "SSv2NPCs "Sexlab Solutions v2 NPC dialogue" [QUST:03000D63]"> [00:01] All Done! You can safely ignore this warning, this dialogue branch has been made inacessible in-game. Hi. According to TES5edit you have an identical to master quest record in here. is it ok to delete? ITM records were already there when I started working on the mod. I'm not entirely sure if these were accidental or if they have a reason to be there, but I assume they should be fine to delete. I'll get rid of those myself for next version, assuming their absence doesn't cause any issues.
Quisling Posted January 13, 2015 Posted January 13, 2015 In my experience, vaginal animations with two guys visually pretty much equals anal (if it doesn't there are the position adjustment hotkeys) - any animation the individual player finds unappealing will probably be toggled off in their SexLab menu anyway. Although, tribadism is tagged vaginal...
Schrymp Posted January 14, 2015 Posted January 14, 2015 In my experience, vaginal animations with two guys visually pretty much equals anal (if it doesn't there are the position adjustment hotkeys) - any animation the individual player finds unappealing will probably be toggled off in their SexLab menu anyway. Although, tribadism is tagged vaginal... Indeed. And depending on whether the player finds tribadism performed by two men appealing or not, the animation will be toggled either on or off in their SexLab menu.
Destynova99 Posted January 14, 2015 Posted January 14, 2015 Indeed. And depending on whether the player finds tribadism performed by two men appealing or not, the animation will be toggled either on or off in their SexLab menu. Everyone knows that's how two dudes get it on... I mean... they just sort of scissor and rub their balls together, right? ;-)
Black Jackal Posted January 14, 2015 Posted January 14, 2015 I'm getting notifications in Loverslab that Sexlab Solutions has been updated many times but the changelog dosent reflect any changes. Anyone else noticing this?
srayesmanll Posted January 14, 2015 Posted January 14, 2015 Anytime the OP is resaved, you get an alert. Kind of a flaw in the system. Basically, if WS updates text on the OP, an alert is sent out saying that the page is updated (not necessarily the mod itself is updated, just something changed in the OP).
WraithSlayer Posted January 14, 2015 Author Posted January 14, 2015 Yeah, it's kind of a bummer that LL considers any kind of edit as an update, even when I'm just doing simple text stuff like adding a new suggestion to the queue list, and not actually changing/updating any of the mod's files.
WraithSlayer Posted January 15, 2015 Author Posted January 15, 2015 Version 3.0.4 released. - MCM added. You can now configure how much gold and equipment can be stolen during a robbery scene. More options to come soon...ish.- Vampire victim event (WEDL12) has been fixed to properly update the encounter state and remove a cure disease potion from the player's inventory. Note: If you've done this quest in its bugged state, you'll lose a cure disease potion next time you finish a SexLab animation.- The bandit toll scene at Valtheim Towers now works correctly if the player has paid the toll with sex previously.- Obsolete J'zargo content has been deleted as it was causing warnings due to missing variables.- Mod has been cleaned: Identical-to-master records have been removed, and record edits now (mostly) match UKSP fixes.
nutluck Posted January 15, 2015 Posted January 15, 2015 Very cool, I tested the last version a little here and there and didn't run into any problems.
WraithSlayer Posted January 15, 2015 Author Posted January 15, 2015 Umm, for anyone that updated to 3.0.4 on an existing save, can you confirm whether the MCM for Solutions appears on your list?
Arhon Posted January 15, 2015 Posted January 15, 2015 They do for me, they just need some time to appear. Sometimes it takes 1 whole in-game day or 2 hours in the wait ( T ) or entering/exiting an area for example entering the inn and then exit it.
WraithSlayer Posted January 15, 2015 Author Posted January 15, 2015 Odd. I had it working on the test version, with the MCM showing around 10 seconds after load. Then I released the new version, went and installed Convenient Horses, and now none of my MCMs update, even if I remove both CH and Solutions. I swear, I spend more time debugging random glitches than actually playing or modding.
Arhon Posted January 15, 2015 Posted January 15, 2015 Odd. I had it working on the test version, with the MCM showing around 10 seconds after load. Then I released the new version, went and installed Convenient Horses, and now none of my MCMs update, even if I remove both CH and Solutions. I swear, I spend more time debugging random glitches than actually playing or modding. no no no no . When you do any change in these 2 mods ( Auto Unequip Ammo and Convient Horses ) you MUST close the MCM menu complety ( exit the MCM menu then open it again ) because for some reason other MCM Menus (from other mods) wont show anything. EDIT: Also if you install 3 mods at the same time that have MCM Menu's it's a given that it will take sometime for them to appear.
nutluck Posted January 15, 2015 Posted January 15, 2015 Odd. I had it working on the test version, with the MCM showing around 10 seconds after load. Then I released the new version, went and installed Convenient Horses, and now none of my MCMs update, even if I remove both CH and Solutions. I swear, I spend more time debugging random glitches than actually playing or modding. The life of a modder, which is why I am nice and helpful as I can to modders. Cause I am surprised you all don't just throw up your hands in disgust and quit.
Arhon Posted January 15, 2015 Posted January 15, 2015 Odd. I had it working on the test version, with the MCM showing around 10 seconds after load. Then I released the new version, went and installed Convenient Horses, and now none of my MCMs update, even if I remove both CH and Solutions. I swear, I spend more time debugging random glitches than actually playing or modding. The life of a modder, which is why I am nice and helpful as I can to modders. Cause I am surprised you all don't just throw up your hands in disgust and quit. So you are saying we are not ?.... Because that's how i took it
WraithSlayer Posted January 15, 2015 Author Posted January 15, 2015 Odd. I had it working on the test version, with the MCM showing around 10 seconds after load. Then I released the new version, went and installed Convenient Horses, and now none of my MCMs update, even if I remove both CH and Solutions. I swear, I spend more time debugging random glitches than actually playing or modding. no no no no . When you do any change in these 2 mods ( Auto Unequip Ammo and Convient Horses ) you MUST close the MCM menu complety ( exit the MCM menu then open it again ) because for some reason other MCM Menus (from other mods) wont show anything. EDIT: Also if you install 3 mods at the same time that have MCM Menu's it's a given that it will take sometime for them to appear. I know about the blank page issue you're talking about, but that's not what I was dealing with here. Rather, the 3 new MCM-enabled mods I was trying to add (Solutions, CH, VioLens) weren't even being added to the MCM list in the first place. I followed your suggestion and just used Wait for half a day, and sure enough, they eventually all popped up. I've heard about mods sometimes needing a very long time to show up, but in my experience it never took more than a minute, so I'm not sure why my Skyrim suddenly decided to be a slowpoke about it... but at this point I'm just glad stuff works. Thanks for mentioning the long wait times, I'd probably still be pulling hair trying to figure this out if not for your suggestion.
Arhon Posted January 15, 2015 Posted January 15, 2015 Its fine dont worry besides i can relate to that, maybe its because of the scripts or because of the many mods we put the load times slow down considerably.
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