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Posted
12 hours ago, donkeywho said:

I use it OK with those

 

FWIW, you might be better running through the initial Helgen scene using the base game only, and then creating a save just before exiting into Skyrim.  Keep that to use every time you want to start a new game.  To that, then add other mods in stages, saving as you go

 

eg

textures;

other basic mods;

Racemenu/preset changes;

then LL mods. 

 

I'm sure you get the idea.  You can vary the order of installation to suit yourself, and maybe create an enhanced 'base save' from further down the line, with your main mods installed in it, if you want.  Just need to be sure to try to avoid making any drastic load order changes as save generations progress, so as to avoid building in related mod order probs right from the off

 

Hope that helps

Ok, FWIW I had POP working ... once. Then I installed another mod and POP stopped working (it was a follower mod don't remember which one),  I tried to uninstall POP and the game just froze up.

1. Would someone PLEASE explain how to uninstall these mods that use FNIS properly and NOT destroy the game? By destroy the game I mean I cant start a new game, the wagon scene just freezes up and the only cure is to uninstall Skyrim and reinstall it new.

2. I have installed SexLab, MNC 11.1 MatchMaker and everything works. I install POP, get arrested, turn around with my hands behind my back and the guard just stands there with his head up his ...  

My Install order

Skyrim Script Extender (aka: SKSE)
http://skse.silverlock.org/

Fores New Idles (aka: FNIS) (don't forget to download the "FNIS Creature Pack")
http://www.nexusmods.com/skyrim/mods/11811/

SkyUI
http://www.nexusmods.com/skyrim/mods/3863/

UIExtensions
http://www.nexusmods.com/skyrim/mods/57046/

SexLab
http://www.loverslab.com/files/file/150-skyrim-sexlab-sex-animation-framework-v161b-updated-jan-7th-2016/

Sexlab 1.62 sslActorAliasFIX
https://www.loverslab.com/search/?type=downloads_file&q=sslactoralias

SexLab Tools
http://www.loverslab.com/files/file/2018-sexlab-tools-v30/

Sexlab Aroused Redux (you only need it's bsa file to prevent the "Creature Framework API reference not found" error)
http://www.loverslab.com/files/file/1421-sexlab-aroused-redux-10-august-2016/

More Nasty Critters: SLAL Edition (aka: MNC)
http://www.loverslab.com/files/file/4130-more-nasty-critters-slal-edition/

True Wolves of Skyrim [mesh replacer for MNCv11 not a patch] by Saeros
http://www.loverslab.com/files/file/4130-more-nasty-critters-slal-edition/

HentaiCreatures_MNCv11_1
http://www.loverslab.com/files/file/4130-more-nasty-critters-slal-edition/

Creature Framework
http://www.loverslab.com/files/file/1622-creature-framework/

JContainers
http://www.nexusmods.com/skyrim/mods/49743/?

SexLab Animation Loader (aka: SLAL)
http://www.loverslab.com/files/file/2488-sexlab-animation-loader/

MatchMaker
http://www.loverslab.com/files/file/163-sexlab-matchmaker-updated-09172014/

Suggested Load Order:
(Skyrim and it's DLCs here)
SexLab.esm
SexlabAroused.esm (only if fully installed)
CreatureFramework.esm
(other SexLab related mod's .esm here)
(All other .esm mods here)
SkyUI.esp
UIExtensions.esp
FNIS.esp
(All other .esp mods here)
SexLabTools.esp
MoreNastyCritters.esp***
SexLabNudeCreatures.esp***
SexLabNudeCreaturesDG.esp***
SexLabNudeCreaturesDB.esp***
SexLabMatchMaker.esp
SLAnimLoader.esp

What am I doing wrong?

Posted
14 hours ago, TsukiDragon said:

Ok, FWIW I had POP working ... once. Then I installed another mod and POP stopped working (it was a follower mod don't remember which one),  I tried to uninstall POP and the game just froze up.

 

...

 

What am I doing wrong?

You are not using Mod Organizer which allows you to install and remove mods CLEANLY because it does not install mods to the Data folder unlike the other mod managers. (https://www.nexusmods.com/skyrim/mods/1334)

 

Also it sounds like you forgot that when you UNINSTALL a mod that requires FNIS you have to run FNIS again.  Try that first, switching to Mod Organizer ought to be done only when you know you really need to completely reload the game and reinstall all the mods because the mod manager you are using now has totally screwed up your game.

Posted

hi, inte! first of all, i love ur mod very much, thanks a lot.

but i got a problem. everything was fine before but when i updated to 3.44, the surrender hotkey seems not working, when i press H nothing happened...

i also tried to get arrested by trigger minor or major crime in debug menu, but i was told: not viable captor, and still nothing happend.

could u plz help me???

Posted
On 3/21/2018 at 8:32 AM, WaxenFigure said:

You are not using Mod Organizer which allows you to install and remove mods CLEANLY because it does not install mods to the Data folder unlike the other mod managers. (https://www.nexusmods.com/skyrim/mods/1334)

 

Also it sounds like you forgot that when you UNINSTALL a mod that requires FNIS you have to run FNIS again.  Try that first, switching to Mod Organizer ought to be done only when you know you really need to completely reload the game and reinstall all the mods because the mod manager you are using now has totally screwed up your game.

Ok, I completely installed Skyrim from scratch again and this time I am using Mod Organizer.  Played through to Helgen cave exit vanilla and made a save there (my new starting point).  I see your point and at this time I'm a believer (there's a song there somewhere).  Learning curve is not as bad as I thought it might be, if you are not using MO you really should give it a try.    PS:  SKSE, LOOT, FNIS and BODY SLIDE work beautifully.  Now let's see how SexLab (especially POP) plays.

 

As a side note: when I had it working the one time, the jailer took my PC to the Jorvasskr Hall and it's cage, unfortunately I had not been there yet so the whole scene was ruined (as would not proceed) because of the two numbskulls fighting and everyone (including the jailer) was rubbernecking.  So before you get arrested in White Run, go into Jorvasskr Hall at least once.

Posted
5 hours ago, TsukiDragon said:

Ok, I completely installed Skyrim from scratch again and this time I am using Mod Organizer.  Played through to Helgen cave exit vanilla and made a save there (my new starting point).  I see your point and at this time I'm a believer (there's a song there somewhere).  Learning curve is not as bad as I thought it might be, if you are not using MO you really should give it a try.    PS:  SKSE, LOOT, FNIS and BODY SLIDE work beautifully.  Now let's see how SexLab (especially POP) plays.

 

As a side note: when I had it working the one time, the jailer took my PC to the Jorvasskr Hall and it's cage, unfortunately I had not been there yet so the whole scene was ruined (as would not proceed) because of the two numbskulls fighting and everyone (including the jailer) was rubbernecking.  So before you get arrested in White Run, go into Jorvasskr Hall at least once.

I suggest using "Live another Life" and "Immerslave" mods to start directly where you want an skip Helgen completely. With Simple Slavery you can even start directly with a slave auction. 

Posted
3 hours ago, Nymra said:

I suggest using "Live another Life" and "Immerslave" mods to start directly where you want an skip Helgen completely. With Simple Slavery you can even start directly with a slave auction. 

I like Skyrim Unbound much better than Live Another Life even though far fewer people have created alternate content for it.  It gives you more customization options at the start.

Posted
10 hours ago, TsukiDragon said:

Ok, I completely installed Skyrim from scratch again and this time I am using Mod Organizer.  Played through to Helgen cave exit vanilla and made a save there (my new starting point).  I see your point and at this time I'm a believer (there's a song there somewhere).  Learning curve is not as bad as I thought it might be, if you are not using MO you really should give it a try.    PS:  SKSE, LOOT, FNIS and BODY SLIDE work beautifully.  Now let's see how SexLab (especially POP) plays.

 

As a side note: when I had it working the one time, the jailer took my PC to the Jorvasskr Hall and it's cage, unfortunately I had not been there yet so the whole scene was ruined (as would not proceed) because of the two numbskulls fighting and everyone (including the jailer) was rubbernecking.  So before you get arrested in White Run, go into Jorvasskr Hall at least once.

MO is simple enough, you just have to understand that the left pane controls which mods win file level conflicts while the right hand pane controls which mods win the game record level conflicts.  In general it's good to keep the left and right panes in the same or nearly the same order.  The true win with MO though is that it shows you all of the file level conflicts so you can make intelligent decisions. 

Posted

What do I have to do to change the "cage" that is put onto my characters face when she gets captured? I would rather prefer a gag or something like in the original mod where you would bite onto a wooden stick when being transported to prison/to the pillory?

Posted
2 hours ago, ThePipes123 said:

What do I have to do to change the "cage" that is put onto my characters face when she gets captured? I would rather prefer a gag or something like in the original mod where you would bite onto a wooden stick when being transported to prison/to the pillory?

SD Customization Addons 

Posted

Can I use some help? 

When guardian arrests my character she lay down on ground and then noting more happens.

How can I fix that?

Posted

If the guard arrests you and then just stands there looking stupid, remember you MUST have Fuz Ro D'oh (latest version) installed or the mod won't work at all.  I actually had to reinstall Fuz Ro D'oh and finally got everything working (only took me 2 days and switching to Mod Organizer).

Posted
5 hours ago, TsukiDragon said:

If the guard arrests you and then just stands there looking stupid, remember you MUST have Fuz Ro D'oh (latest version) installed or the mod won't work at all.  I actually had to reinstall Fuz Ro D'oh and finally got everything working (only took me 2 days and switching to Mod Organizer).

FRD'oh is working. I tried to reinstall it, but with the same effect. Guard just arests my character and bound|gagged her. Next one action - she laying on ground and don't move, and guard just standing near.

Posted
11 hours ago, Para123tera said:

FRD'oh is working. I tried to reinstall it, but with the same effect. Guard just arests my character and bound|gagged her. Next one action - she laying on ground and don't move, and guard just standing near.

Are you using Hydras Slavegirls Mod, without the later patches?  That causes the arrest process to get stuck, a bit like you describe. 

 

Look up this thread for relevant info (late Sept to late Oct 2016 or so), as well as in the Hydra mod thread for some of the patches which fix that

Posted

Skooma Whore

I searched this forum to see why this and POP are incompatible. I am running both of the  (well, all 3: POP 3.42, Skooma Whore 1.0, and Skooma Whore Addicted 3.61).

 

I don't think they are incompatible, BUT when you are arrested go to Skooma Whore in the MCM and disable the 'treat you like scum' option.

A) when you're arrested you're treated like scum anyway,

more importantly B) you don't want the guards threatening to arrest you as an undesirable when you are already arrested. I had this happen when I was in the pillory and later I was told I'd committed crimes against Skyrim and I could either fight to the death or acquiesce (I had no idea I was so talented). Needless to say, that broke the sequence (not the game, just the events). I went to an earlier save and disabled the scum option in SW. Once I was out of jail, I reenabled the options.

I read about disabling the forced drugging option in SW while under arrest. I don't know if that messes things up or not because I don't have that set to a high percentage.

 

Suggestion:  Maybe add a tip when you hover over 'Skooma Whore incompatible' telling the user what to do in SW? I'm guessing that's easier than doing a whatchamacallit, block? lockout? for those events in Skooma Whore when Pop status is under arrest? I don't know if there's a problem with the bounty system.

Posted

I don't believe they are functionally incompatible, unless POP does look for skooma consumption as a reason of arrest. The forced drugging should occurs after a rapey sexlab scene, consensual animations should be fine.

4 hours ago, Seeker999 said:

I had this happen when I was in the pillory and later I was told I'd committed crimes against Skyrim and I could either fight to the death or acquiesce (I had no idea I was so talented).

Sounds like Skooma Whore Addicted is kicking in. Addicted will actively make drugs illegal which, as you have seen, can interfere with POP public humiliation scenes. As long as you are not consuming drugs in a public place, you should be fine.

Posted

Ho. @bicobus

No, I hadn't consumed anything since coming to town, either voluntarily or forced. I was at level 3-4 addiction and a guard had told me I had an hour to get out of town or be arrested. Then when I was in the pillory (due to a completely different mod, fwiw) he tried to arrest me. When I replayed after turning off the 'Addicted are Scum' setting, POP was fine. I left 'Humiliating Comments' on. My Skyrim people are boringly law-abiding for the most part.

 

So, based on my experience to date, when I get arrested I will turn off SW's 'Addicted are Scum' until I'm released just as when I am in the Simple Slavery auction room I turn disable Naked Dungeons, Horrible Harrassment, and Deviously Enslaved to avoid too many competing interractions. Man, I wish I had the skills to create a mod that would look for those types of events in your mods and then map them out so they didn't step on each other's toes, so to speak.

 

Posted
1 hour ago, Seeker999 said:

Man, I wish I had the skills to create a mod that would look for those types of events in your mods and then map them out so they didn't step on each other's toes, so to speak.

Most mod would broadcast a dhlp-suspend event to stop others from interfering. Addicted might not "respect" that since it's not a sex mod.

Posted
On ‎3‎/‎15‎/‎2018 at 4:05 AM, VirginMarie said:

I was frustrated with the situation (and gave up), not Inte, since, as Inte has said, we've not talked.

 

 

There's two issues to solve for compatibility....

 

Removal of Devices

POP removes quest items (blockGeneric, Virgin is not using the new DD Quest item thing). Not all of them, and sometimes does not remove at the start, but then removes later.

 

In the past they were replaced when released from prison, but they would remain glitched (cannot manually remove) until reset (remove and put back on by script - an option in the MCM). In my most recent test (using not the very latest v of POP, but before that), POP no longer puts devices back on when released.

 

Is there anything I could do differently, like add a keyword?

 

Event Conflicts

Both POP and Virgin trigger lots of events. If at the same time or on top of each other, bad things can happen.

  1. Virgin will not start events under many cases, such as player controls disabled (several are checked), or when is in sexlab faction (Sexlab.IsActorActive(PlayerRef)), and others.
  2. The user can also use an MCM option "Busy Mode" which will turn off all events and is intended to improve compatibly when other mods have long scenes running. If you play POP with Busy Mode on, there are no issues aside from "removal of devices" above. Problem is, user needs to know the option is there and remember to turn it on.
  3. If you don't use Busy Mode, there will occasionally be events that occur on top of each other. I think its POP starting something after a Virgin event has already started, but could sometimes be the other way around, or a race condition.
  4. As an example, to prevent the same with Cursed Loot, I use If StorageUtil.GetIntValue(PlayerRef, "DCUR_SceneRunning"). This stops Virgin from overriding Cursed Loot. And I send SendModEvent("dhlp-Suspend"). This prevents Cursed Loot from overriding Virgin.

Could we do something like #4?

Removal of devices,

POP did have a bug in a previous version where the blockGeneric and quest items were removed. Fixed in the latest version.

Remember, there is a MCM option in POP that controls the blockGeneric and quest device removal. 

Also, if DDe is not installed then POP cannot detect those keywords and therefore no DD support.

 

How do you add/remove your devices? POP uses the function provided in DDi. The DD should be re-equipped in the latest version of POP and they should behave properly.  

 

Event conflicts,

I can totally do 4.
I could set a variable say, ‘xpoSceneRunning’ to 1 every time a POP scene runs. 
However, POP already has a SendModEvent in place for when most of its scenes are running. See usage bellow.
 
SendModEvent usage,

1. On a script attached to the player.

Event OnPlayerLoadGame()    
	RegisterEvents()
EndEvent
Function RegisterEvents()    
	;Other events    
	RegisterForModEvent("xpoSceneStart", "xpoOnSceneStart") ;Sent when a POP scene starts.    
	RegisterForModEvent("xpoSceneDone", "xpoOnSceneDone") ;Sent when the scene is done.
EndFunction

 

2. On a script that runs always (extending a never-ending quest).
Event xpoOnSceneStart(STRING eventName = "xpoSceneStart", STRING strArg , FLOAT numArg , Form eSender)    
	UnRegisterForModEvent("xpoSceneStart") ;To stop spamming this event while its working. (Optional)       
	;You can use your SLaVs own suspend variable, BusyMode was it?       
		BusyMode = True    
	RegisterForModEvent("xpoSceneStart", "xpoOnSceneStart") ;To catch future calls again.
EndEvent
Event xpoOnSceneDone(STRING eventName = "xpoSceneDone", STRING strArg , FLOAT numArg , Form eSender)   
	BusyMode = False
EndEvent 

That will turn ‘BusyMode’ on while POP scenes are running. 

 

TL;DR

 

 
I had an idea a while ago and I was about to discuss it with @Kimy, but things got sour between us rather fast.
My idea was to have a modder’s resource/database of common variables, or even a mod; I’ll explain.

The Database
This will simply be a pinned post somewhere here on LL. This post will contain a list of universal StorageUtil variables that ALL mods can access and modify. For example it will list a variable like ‘InScene’ prefixed or not, e.g. ‘Global_InScene’. Here is how this would work.

Right now if SLaV wants the player for some of its scenes, it would have to check if the player is in a scene from POP, CD, DCL, SD and so on. Obviously a PITA.
With the new database in place, when SLaV wants to check if the player is in a scene, it will do so in one simple check

StorageUtil.GetIntValue(PlayerRef, InScene) > 0 

If false, it will set that to +1; do its thing; then it will set it back to -1. 

 
The Mod
This mod will basically track these variables by recording and displaying in an MCM which mods are modifying/using them currently (for debugging mostly).  
 
Actually it would be even better if we the modders would form a club. Call it say ‘The LL Modder’s Club’.
There besides the database above, we can share code, ask modding questions and post pertinent news and information about new mod updates, and not have to worry about our posts getting buried by questions answered a thousand times before like ‘Why is my character invisible while wearing DDs?’ and so on. 
 

 

Posted
38 minutes ago, Inte said:

The Mod
This mod will basically track these variables by recording and displaying in an MCM which mods are modifying/using them currently (for debugging mostly).  

How about having that feature directly in the sexlab framework? Wouldn't that be better?

Posted
On ‎3‎/‎15‎/‎2018 at 6:36 AM, reKwest said:

Hey, I have a problem, after I am taken to my cell and a sexual interaction happens the guard goes out of the cell and stands there and does nothing and I am stuck there with him cause I get teleported back to his position, been pulling my hair out for a few hours trying to get it to work, please help.

Sounds like a order issue. 

Posted
14 minutes ago, bicobus said:

How about having that feature directly in the sexlab framework? Wouldn't that be better?

Papyrus Utilities would probably be even better, but I am not sure how @Ashal would feel about that. 

Posted
On ‎3‎/‎15‎/‎2018 at 2:22 PM, worik said:

A strange observation in the course of my updates of DDe and POP:

Whenever I update DDe, it remembers the filename where I saved my MCM settings. POP does not remember the filename.

Nothing serious but still curious about it.

 

I've seen this for the last version updates but can't remember anymore, with which update I noticed this difference first.

DDe did not reset its MCM script/quest.

Will be fixed for the next version. 

Posted
On ‎3‎/‎15‎/‎2018 at 10:03 PM, duangduangduang said:

There is nothing in release section 

?

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