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Spouses Enhanced 1.7.3 (14-Oct-2015)


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Posted

NO, NO, NO!  Don't make spouse do jealousy thing!

 

I have milk maids and she sometimes watches me milk them! And sometimes.... one of my cows needs "freshening".

 

Oh.... jealous spouse would be bad for milk business......

 

Posted

NO, NO, NO!  Don't make spouse do jealousy thing!

 

I have milk maids and she sometimes watches me milk them! And sometimes.... one of my cows needs "freshening".

 

Oh.... jealous spouse would be bad for milk business......

 

why not get milk from your wife :P so she dont feel left out :)

Posted

NO, NO, NO!  Don't make spouse do jealousy thing!

 

I have milk maids and she sometimes watches me milk them! And sometimes.... one of my cows needs "freshening".

 

Oh.... jealous spouse would be bad for milk business......

it can be the other way. ;)  i don't care what the reaction is as long as there is one!  reason? immersion 

 

EDIT: this isn't for you Chajapa.  i want to apologize for the perhaps spamy amount of messages on this topic.

   i only feels a bit offended when i got called out as a cheater.  :(

Posted

 

Hmmm... oddity.....

 

I went into a save and even though my affection level is 4 in the MCM, my wife seems to have lost some options. 

AND.... I saw a message that my bond with her had increased (even though it says it's at the highest level)

 

Even at max level of affection I'm not seeing the offer of a 3-way AND it seems that entry events have stopped. 

 

She still has all of the other options for sex type and they all seem to work (had to test them..... tired....)

 

Is there a way to check a variable to see what's affecting this? Or to reset a variable to get it back to where it's supposed to be? 

 

I tried the override in MCM and it reset my days intimate from over 30 back to 28 (when I set the override to 4)

 

Is the 3-way option not there at all? Because it's supposed to be there from the start, but your spouse refuses to go through with it until affection gets to a certain level.

 

Looking at the conditions, the 3-way dialogue seems to have a condition that the others don't: GetPlayerTeammate == 0, so if your spouse is currently following you, that may be why you're not getting the 3-way option. I'm not quite sure what the purpose of having that condition was, but I'll see if it's safe to remove it.

 

As for entry events, that's a much more complex matter, as it could be any number of things:

 

  1. Check that you didn't accidentally disable entry events in MCM. Additionally, type show _SE_EntryEventsEnabled in the console, the result should be 1.
  2. Move far away from the spouse's location, then wait 24 hours in-game and check your Papyrus log file for a line that says "Daily OnUpdateGameTime() event triggered". If it's not there, let me know. If it is there, go back to your spouse and see if they're doing an entry event now.
  3. If it's not working yet after the above 2 steps, save your game and send me a copy of the save as well as your Papyrus log.

 

 

I went back 2 saves and everything works. So now I need to find out what piece I added that made things break!

 

I checked show _SE_EntryEventsEnabled and it was = 1. Entry events showed as being enabled in MCM too.

Moved far away, waited 24 hours, tabbed out and checked log and the Daily OnUpdateGameTime() event was there. There was even some message about it selecting an entry event with "Success!" in the log line. However.... no entry event played

 

I was busily doing a whole lot of shit to see if I could get it working again so.... my log probably looks like, "what the fuck?". But I still have that save intact and all I'd have to do is start a new session with it and I could probably get a meaningful log.

 

I see this a lot though .... in case this small exerpt is of any use:

 

[07/24/2015 - 01:16:24PM] ERROR: Unable to call GetReference - no native object bound to the script object, or object is of incorrect type
stack:
[<NULL alias> (14) on <NULL quest> (00021382)].ReferenceAlias.GetReference() - "<native>" Line ?
[<NULL alias> (14) on <NULL quest> (00021382)].ReferenceAlias.GetRef() - "ReferenceAlias.psc" Line 42
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.GetHousecarl() - "_se_playerscript.psc" Line 402
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.PollForLoveInterest() - "_se_playerscript.psc" Line 98
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.OnUpdate() - "_se_playerscript.psc" Line 65
[07/24/2015 - 01:16:24PM] ERROR: Unable to call GetReference - no native object bound to the script object, or object is of incorrect type
stack:
[<NULL alias> (15) on <NULL quest> (00021382)].ReferenceAlias.GetReference() - "<native>" Line ?
[<NULL alias> (15) on <NULL quest> (00021382)].ReferenceAlias.GetRef() - "ReferenceAlias.psc" Line 42
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.GetHousecarl() - "_se_playerscript.psc" Line 404
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.PollForLoveInterest() - "_se_playerscript.psc" Line 98
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.OnUpdate() - "_se_playerscript.psc" Line 65
[07/24/2015 - 01:16:24PM] ERROR: Unable to call GetReference - no native object bound to the script object, or object is of incorrect type
stack:
[<NULL alias> (16) on <NULL quest> (00021382)].ReferenceAlias.GetReference() - "<native>" Line ?
[<NULL alias> (16) on <NULL quest> (00021382)].ReferenceAlias.GetRef() - "ReferenceAlias.psc" Line 42
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.GetHousecarl() - "_se_playerscript.psc" Line 406
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.PollForLoveInterest() - "_se_playerscript.psc" Line 98
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.OnUpdate() - "_se_playerscript.psc" Line 65

My plan is to open the last know good save and then try to repeat what I did to break it.

One of the things I was doing is installing a new player home and moving everyone to it. So I wonder if I fucked things up by doing too much. If I want my Spouse to move to a new home, is it sufficient to simply cast Lovers' Sanctuary on the bed? I don't have to set her new home in EFF or My Home is Your Home?

 

 

 

NO, NO, NO!  Don't make spouse do jealousy thing!

 

 

 

I have milk maids and she sometimes watches me milk them! And sometimes.... one of my cows needs "freshening".

 

Oh.... jealous spouse would be bad for milk business......

 

 

 

why not get milk from your wife :P so she dont feel left out :)

 

 

I DO get milk from the wife. That doesn't mean she'd be happy about me milking 6 other females though.... without a machine..... manually..... without a bucket....

 

(My belly is full and my mouth is happy!)

and I have no idea how that became 1 post.... I swear it was 2 separate posts.....

 

Posted

 

I went back 2 saves and everything works. So now I need to find out what piece I added that made things break!

 

I checked show _SE_EntryEventsEnabled and it was = 1. Entry events showed as being enabled in MCM too.

Moved far away, waited 24 hours, tabbed out and checked log and the Daily OnUpdateGameTime() event was there. There was even some message about it selecting an entry event with "Success!" in the log line. However.... no entry event played

 

I was busily doing a whole lot of shit to see if I could get it working again so.... my log probably looks like, "what the fuck?". But I still have that save intact and all I'd have to do is start a new session with it and I could probably get a meaningful log.

 

I see this a lot though .... in case this small exerpt is of any use:

 

[07/24/2015 - 01:16:24PM] ERROR: Unable to call GetReference - no native object bound to the script object, or object is of incorrect type
stack:
[<NULL alias> (14) on <NULL quest> (00021382)].ReferenceAlias.GetReference() - "<native>" Line ?
[<NULL alias> (14) on <NULL quest> (00021382)].ReferenceAlias.GetRef() - "ReferenceAlias.psc" Line 42
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.GetHousecarl() - "_se_playerscript.psc" Line 402
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.PollForLoveInterest() - "_se_playerscript.psc" Line 98
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.OnUpdate() - "_se_playerscript.psc" Line 65
[07/24/2015 - 01:16:24PM] ERROR: Unable to call GetReference - no native object bound to the script object, or object is of incorrect type
stack:
[<NULL alias> (15) on <NULL quest> (00021382)].ReferenceAlias.GetReference() - "<native>" Line ?
[<NULL alias> (15) on <NULL quest> (00021382)].ReferenceAlias.GetRef() - "ReferenceAlias.psc" Line 42
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.GetHousecarl() - "_se_playerscript.psc" Line 404
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.PollForLoveInterest() - "_se_playerscript.psc" Line 98
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.OnUpdate() - "_se_playerscript.psc" Line 65
[07/24/2015 - 01:16:24PM] ERROR: Unable to call GetReference - no native object bound to the script object, or object is of incorrect type
stack:
[<NULL alias> (16) on <NULL quest> (00021382)].ReferenceAlias.GetReference() - "<native>" Line ?
[<NULL alias> (16) on <NULL quest> (00021382)].ReferenceAlias.GetRef() - "ReferenceAlias.psc" Line 42
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.GetHousecarl() - "_se_playerscript.psc" Line 406
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.PollForLoveInterest() - "_se_playerscript.psc" Line 98
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.OnUpdate() - "_se_playerscript.psc" Line 65

My plan is to open the last know good save and then try to repeat what I did to break it.

One of the things I was doing is installing a new player home and moving everyone to it. So I wonder if I fucked things up by doing too much. If I want my Spouse to move to a new home, is it sufficient to simply cast Lovers' Sanctuary on the bed? I don't have to set her new home in EFF or My Home is Your Home?

 

Those errors are not related to entry events, and I can't figure out why they're happening without seeing the rest of the log anyway.

 

 

Posted

 

 

I went back 2 saves and everything works. So now I need to find out what piece I added that made things break!

 

I checked show _SE_EntryEventsEnabled and it was = 1. Entry events showed as being enabled in MCM too.

Moved far away, waited 24 hours, tabbed out and checked log and the Daily OnUpdateGameTime() event was there. There was even some message about it selecting an entry event with "Success!" in the log line. However.... no entry event played

 

I was busily doing a whole lot of shit to see if I could get it working again so.... my log probably looks like, "what the fuck?". But I still have that save intact and all I'd have to do is start a new session with it and I could probably get a meaningful log.

 

I see this a lot though .... in case this small exerpt is of any use:

 

[07/24/2015 - 01:16:24PM] ERROR: Unable to call GetReference - no native object bound to the script object, or object is of incorrect type
stack:
[<NULL alias> (14) on <NULL quest> (00021382)].ReferenceAlias.GetReference() - "<native>" Line ?
[<NULL alias> (14) on <NULL quest> (00021382)].ReferenceAlias.GetRef() - "ReferenceAlias.psc" Line 42
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.GetHousecarl() - "_se_playerscript.psc" Line 402
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.PollForLoveInterest() - "_se_playerscript.psc" Line 98
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.OnUpdate() - "_se_playerscript.psc" Line 65
[07/24/2015 - 01:16:24PM] ERROR: Unable to call GetReference - no native object bound to the script object, or object is of incorrect type
stack:
[<NULL alias> (15) on <NULL quest> (00021382)].ReferenceAlias.GetReference() - "<native>" Line ?
[<NULL alias> (15) on <NULL quest> (00021382)].ReferenceAlias.GetRef() - "ReferenceAlias.psc" Line 42
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.GetHousecarl() - "_se_playerscript.psc" Line 404
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.PollForLoveInterest() - "_se_playerscript.psc" Line 98
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.OnUpdate() - "_se_playerscript.psc" Line 65
[07/24/2015 - 01:16:24PM] ERROR: Unable to call GetReference - no native object bound to the script object, or object is of incorrect type
stack:
[<NULL alias> (16) on <NULL quest> (00021382)].ReferenceAlias.GetReference() - "<native>" Line ?
[<NULL alias> (16) on <NULL quest> (00021382)].ReferenceAlias.GetRef() - "ReferenceAlias.psc" Line 42
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.GetHousecarl() - "_se_playerscript.psc" Line 406
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.PollForLoveInterest() - "_se_playerscript.psc" Line 98
[alias Player on quest _SE_MainQuest (58000D62)]._se_playerscript.OnUpdate() - "_se_playerscript.psc" Line 65

My plan is to open the last know good save and then try to repeat what I did to break it.

One of the things I was doing is installing a new player home and moving everyone to it. So I wonder if I fucked things up by doing too much. If I want my Spouse to move to a new home, is it sufficient to simply cast Lovers' Sanctuary on the bed? I don't have to set her new home in EFF or My Home is Your Home?

 

Those errors are not related to entry events, and I can't figure out why they're happening without seeing the rest of the log anyway.

 

 

Attaching log.

Keep in mind that this is from the WORKING save and still shows those entries...

 

My player and spouse are in the first house she was brought to in this save. My eventual goal is to try to move everyone to Aspen Manor as it's a player home with room for 12 followers (so I can store them!)

 

OR..... move with wife and one follower to Riverside Lodge and just put my cows at another location as yet to be determined. 

 

*sigh*..... I wish I had a farm..... a barn with stalls and hay beds for my cows and a relatively simple home with a master bedroom at one end and a follower bedroom for 2 to 4 followers at the other. Too bad I suck at modding :)

 

Papyrus.0.log.7z

Posted

 

Attaching log.

Keep in mind that this is from the WORKING save and still shows those entries...

 

My player and spouse are in the first house she was brought to in this save. My eventual goal is to try to move everyone to Aspen Manor as it's a player home with room for 12 followers (so I can store them!)

 

OR..... move with wife and one follower to Riverside Lodge and just put my cows at another location as yet to be determined. 

 

*sigh*..... I wish I had a farm..... a barn with stalls and hay beds for my cows and a relatively simple home with a master bedroom at one end and a follower bedroom for 2 to 4 followers at the other. Too bad I suck at modding :)

 

 

Your game seems to have the same issue as Judgement16's.

 

You know how TES5Edit works, right? Can you open all your mods and search for 00021382 in the FormID field. When TES5Edit finds it, let me know if there are any mods editing it, other than Hearthfires and unofficial patches.

 

Posted

 

 

Attaching log.

Keep in mind that this is from the WORKING save and still shows those entries...

 

My player and spouse are in the first house she was brought to in this save. My eventual goal is to try to move everyone to Aspen Manor as it's a player home with room for 12 followers (so I can store them!)

 

OR..... move with wife and one follower to Riverside Lodge and just put my cows at another location as yet to be determined. 

 

*sigh*..... I wish I had a farm..... a barn with stalls and hay beds for my cows and a relatively simple home with a master bedroom at one end and a follower bedroom for 2 to 4 followers at the other. Too bad I suck at modding :)

 

 

Your game seems to have the same issue as Judgement16's.

 

You know how TES5Edit works, right? Can you open all your mods and search for 00021382 in the FormID field. When TES5Edit finds it, let me know if there are any mods editing it, other than Hearthfires and unofficial patches.

 

 

 

Just the 4 you'd expect

Skyrim, Unofficial Skyrim patch, Hearthfires, unofficial Heathfires patch.

 

BUT WAIT! There's More!

No, seriously... I think I installed Spouses Can Live Anywhere while trying to get teh beds to accept the Lovers' Sanctuary spell. 

 

DING! DING! DING! DING!

That may have been it. I activated Spouses Can Live Anywhere and it edits that formID.

I'm going to try removing it from the broken saves and see if they recover. 

Posted

 

 

 

Attaching log.

Keep in mind that this is from the WORKING save and still shows those entries...

 

My player and spouse are in the first house she was brought to in this save. My eventual goal is to try to move everyone to Aspen Manor as it's a player home with room for 12 followers (so I can store them!)

 

OR..... move with wife and one follower to Riverside Lodge and just put my cows at another location as yet to be determined. 

 

*sigh*..... I wish I had a farm..... a barn with stalls and hay beds for my cows and a relatively simple home with a master bedroom at one end and a follower bedroom for 2 to 4 followers at the other. Too bad I suck at modding :)

 

 

Your game seems to have the same issue as Judgement16's.

 

You know how TES5Edit works, right? Can you open all your mods and search for 00021382 in the FormID field. When TES5Edit finds it, let me know if there are any mods editing it, other than Hearthfires and unofficial patches.

 

 

 

Just the 4 you'd expect

Skyrim, Unofficial Skyrim patch, Hearthfires, unofficial Heathfires patch.

 

BUT WAIT! There's More!

No, seriously... I think I installed Spouses Can Live Anywhere while trying to get teh beds to accept the Lovers' Sanctuary spell. 

 

DING! DING! DING! DING!

That may have been it. I activated Spouses Can Live Anywhere and it edits that formID.

I'm going to try removing it from the broken saves and see if they recover. 

 

 

I have the same mod which prevents my Spouses enchanced working 100% correctly

Posted

 

 

 

 

 

 

Attaching log.

Keep in mind that this is from the WORKING save and still shows those entries...

 

My player and spouse are in the first house she was brought to in this save. My eventual goal is to try to move everyone to Aspen Manor as it's a player home with room for 12 followers (so I can store them!)

 

OR..... move with wife and one follower to Riverside Lodge and just put my cows at another location as yet to be determined. 

 

*sigh*..... I wish I had a farm..... a barn with stalls and hay beds for my cows and a relatively simple home with a master bedroom at one end and a follower bedroom for 2 to 4 followers at the other. Too bad I suck at modding :)

 

 

Your game seems to have the same issue as Judgement16's.

 

You know how TES5Edit works, right? Can you open all your mods and search for 00021382 in the FormID field. When TES5Edit finds it, let me know if there are any mods editing it, other than Hearthfires and unofficial patches.

 

 

 

Just the 4 you'd expect

Skyrim, Unofficial Skyrim patch, Hearthfires, unofficial Heathfires patch.

 

BUT WAIT! There's More!

No, seriously... I think I installed Spouses Can Live Anywhere while trying to get teh beds to accept the Lovers' Sanctuary spell. 

 

DING! DING! DING! DING!

That may have been it. I activated Spouses Can Live Anywhere and it edits that formID.

I'm going to try removing it from the broken saves and see if they recover. 

 

 

 

 

I have the same mod which prevents my Spouses enchanced working 100% correctly

 

 

OK, well I'm going to tell you that you apparently don't need it. I use both EFF and My Home is Your Home. 

I have discovered that if I tell my spouse, "This is your new Home" using the dialogue in My Home is Your Home.... and then I cast Lovers' Sanctuary on the bed.... everything works. .... EVERYTHING... as far as I can tell. Although she never sets up a store like a vanilla wife. :)

 

It ALSO appears from just a quick test, that simply REMOVING Spouses can Live Everywhere, will not fix your save. Next I'm going to see if I can clean it, but to be honest, I thinnk if it changed a FormID then I don't think a save cleaning tool is going to do anything. So I'm not expecting it to work, but.... you never know.

Posted

 

Just the 4 you'd expect

Skyrim, Unofficial Skyrim patch, Hearthfires, unofficial Heathfires patch.

 

BUT WAIT! There's More!

No, seriously... I think I installed Spouses Can Live Anywhere while trying to get teh beds to accept the Lovers' Sanctuary spell. 

 

DING! DING! DING! DING!

That may have been it. I activated Spouses Can Live Anywhere and it edits that formID.

I'm going to try removing it from the broken saves and see if they recover.

 

 

Seeing that some mods seem to love messing around with RelationshipMarriageFIN and breaking it somehow, I'm going to try changing SE's implementation to be a bit more robust, and hopefully still find the Hearthfire house aliases if they've been shuffled around. However, that still won't help at all if the mods rip out the house aliases completely, which 'Spouses Can Live Anywhere' seems to do. Its description even says it does not cater to Hearthfire. :wacko:

 

On the custom bed front, I'm making some progress, and may have a working solution based on the target-actor system that the SexLab framework uses.

Posted

 

OK, well I'm going to tell you that you apparently don't need it. I use both EFF and My Home is Your Home. 

I have discovered that if I tell my spouse, "This is your new Home" using the dialogue in My Home is Your Home.... and then I cast Lovers' Sanctuary on the bed.... everything works. .... EVERYTHING... as far as I can tell. Although she never sets up a store like a vanilla wife. :)

 

Just a heads-up, I'm not entirely sure how SE will react to having the spouse set to a custom home. I'll need to do some more research, but this may explain why you're not getting entry events. (as far as SE is concerned, the spouse isn't at home) EDIT: Nevermind, seems Lover's Sanctuary might be sufficient for SE to start functioning at a new (custom) location.

 

 

It ALSO appears from just a quick test, that simply REMOVING Spouses can Live Everywhere, will not fix your save. Next I'm going to see if I can clean it, but to be honest, I thinnk if it changed a FormID then I don't think a save cleaning tool is going to do anything. So I'm not expecting it to work, but.... you never know.

 

You're correct, you won't be able to fix it with a save cleaner, as the problem isn't due to scripts. It's that the instance of the quest has been modified to drop the Hearthfire house aliases. The only way to fix this is to restart the quest, or revert to a save before you installed the offending mod.

Posted

 

 

Just a heads-up, I'm not entirely sure how SE will react to having the spouse set to a custom home. I'll need to do some more research, but this may explain why you're not getting entry events. (as far as SE is concerned, the spouse isn't at home)

 

 

It ALSO appears from just a quick test, that simply REMOVING Spouses can Live Everywhere, will not fix your save. Next I'm going to see if I can clean it, but to be honest, I thinnk if it changed a FormID then I don't think a save cleaning tool is going to do anything. So I'm not expecting it to work, but.... you never know.

 

You're correct, you won't be able to fix it with a save cleaner, as the problem isn't due to scripts. It's that the instance of the quest has been modified to drop the Hearthfire house aliases. The only way to fix this is to restart the quest, or revert to a save before you installed the offending mod.

 

 

Using Winterstone Castle and BEFORE I messed with Spouses Can Live Everywhere, SE worked flawlessly. Not one hiccup that I can remember. 

 

I did have to change the bed in order to get Lovers' Sanctuary to work, but I understand why I had to do that and once done, everything clicks along smoothly.

 

I set my spouses home using My Home is Your Home.  Cast LS on the bed. Done deal. Everything works.

 

I'm going to confirm this on at least 4 or 5 other custom player homes, but probably not tonight anymore. I have to make dinner, walk the dogs and then my wife and I (the REAL wife.... not the milky-titted elf) are going to go fishing for a couple hours. So... maybe I can get back to this tomorrow, but I have a high degree of confidence that SE will work fine with custom homes if the spouses home is set to the new place properly.

Posted

 

Using Winterstone Castle and BEFORE I messed with Spouses Can Live Everywhere, SE worked flawlessly. Not one hiccup that I can remember. 

 

I did have to change the bed in order to get Lovers' Sanctuary to work, but I understand why I had to do that and once done, everything clicks along smoothly.

 

I set my spouses home using My Home is Your Home.  Cast LS on the bed. Done deal. Everything works.

 

I'm going to confirm this on at least 4 or 5 other custom player homes, but probably not tonight anymore. I have to make dinner, walk the dogs and then my wife and I (the REAL wife.... not the milky-titted elf) are going to go fishing for a couple hours. So... maybe I can get back to this tomorrow, but I have a high degree of confidence that SE will work fine with custom homes if the spouses home is set to the new place properly.

 

Yeah, I edited the post a while after but I assume you missed it. SE seems to use the AmorousBed reference as an anchor to figure out where the spouse is living, and that's the reference that updates when you cast Lover's Sanctuary, so it should work fine with custom homes.

 

Posted

 

 

 

 

 

I'm having the same problem. Works fine on 3 of my characters, but not on the one that has a female wife. Is girl on girl not supported?

 

It is supported. Does your girl-on-girl save happen to be an update from SE 1.41? Because I just uncovered a potential issue with that.

 

I don't think so, I downloaded this mod for the first time 2 days ago.

Posted

 

 

 

 

 

 

I'm having the same problem. Works fine on 3 of my characters, but not on the one that has a female wife. Is girl on girl not supported?

 

It is supported. Does your girl-on-girl save happen to be an update from SE 1.41? Because I just uncovered a potential issue with that.

 

I don't think so, I downloaded this mod for the first time 2 days ago.

 

 

 

Strangely enough, I restarted my computer and it started working. That was the only thing. I loaded my game, Muiri was already standing in front of me, turned around and ohh, hello! It worked.

Posted

WraithSlayer,

You might want to put a note on the OP in the Compatibility section regarding Spouses Can Live Everywhere breaking SE. 

Especially since the damage it does is pretty much irreparable.

 

I'm fortunate in that I can go back 2 saves and not lose anything as the only thing I was doing when I broke it was trying to move everyone out of Winterstone Castle and into Aspen Manor. But I just figured out how to change the childrens' room beds into follower beds in Winterstone so ..... not sure if we're moving just yet :)

 

Posted

WraithSlayer,

You might want to put a note on the OP in the Compatibility section regarding Spouses Can Live Everywhere breaking SE. 

Especially since the damage it does is pretty much irreparable.

 

I'm fortunate in that I can go back 2 saves and not lose anything as the only thing I was doing when I broke it was trying to move everyone out of Winterstone Castle and into Aspen Manor. But I just figured out how to change the childrens' room beds into follower beds in Winterstone so ..... not sure if we're moving just yet :)

 

Thanks, I've updated it now.

Posted

This mod looks really cool. Thanks to TheDudeGuy for coming up with it and WraithSlayer for resurrecting from the dead (along with Solutions and Radiant Prostitution - thanks for those too, heh)!

 

I'd like to give it a shot since I'm getting rid of Submit and I realized that there's a dearth of mods that let you do any kind of sexing that don't involve combat, specific quest events, or godmode spells. Before I do, can anyone give me an idea of how heavy the script overhead is? On a scale from.. texture replacement to Epic Gameplay Overhaul, how much does it make Skyrim's poor little script system do at any given moment?

Posted

This mod looks really cool. Thanks to TheDudeGuy for coming up with it and WraithSlayer for resurrecting from the dead (along with Solutions and Radiant Prostitution - thanks for those too, heh)!

 

I'd like to give it a shot since I'm getting rid of Submit and I realized that there's a dearth of mods that let you do any kind of sexing that don't involve combat, specific quest events, or godmode spells. Before I do, can anyone give me an idea of how heavy the script overhead is? On a scale from.. texture replacement to Epic Gameplay Overhaul, how much does it make Skyrim's poor little script system do at any given moment?

 

You're welcome! :)

 

SE does have a fair amount of recurring script code that I should optimize when I get the time, but it shouldn't have a significant impact on Papyrus performance, at least compared to something like SexLab Aroused.

 

Posted

 

This mod looks really cool. Thanks to TheDudeGuy for coming up with it and WraithSlayer for resurrecting from the dead (along with Solutions and Radiant Prostitution - thanks for those too, heh)!

 

I'd like to give it a shot since I'm getting rid of Submit and I realized that there's a dearth of mods that let you do any kind of sexing that don't involve combat, specific quest events, or godmode spells. Before I do, can anyone give me an idea of how heavy the script overhead is? On a scale from.. texture replacement to Epic Gameplay Overhaul, how much does it make Skyrim's poor little script system do at any given moment?

 

You're welcome! :)

 

SE does have a fair amount of recurring script code that I should optimize when I get the time, but it shouldn't have a significant impact on Papyrus performance, at least compared to something like SexLab Aroused.

 

 

Alright, thanks again :)

Posted

"You're correct, you won't be able to fix it with a save cleaner, as the problem isn't due to scripts. It's that the instance of the quest has been modified to drop the Hearthfire house aliases. The only way to fix this is to restart the quest, or revert to a save before you installed the offending mod."

 

Two thoughts on this...

 

Would deleting the bed formid using Save Cleaner then reenabling the form in the console work (shot in the dark)? 

 

Would a divorce mod allow you to restart the marriage quest?

Posted

"You're correct, you won't be able to fix it with a save cleaner, as the problem isn't due to scripts. It's that the instance of the quest has been modified to drop the Hearthfire house aliases. The only way to fix this is to restart the quest, or revert to a save before you installed the offending mod."

 

Two thoughts on this...

 

Would deleting the bed formid using Save Cleaner then reenabling the form in the console work (shot in the dark)? 

 

Would a divorce mod allow you to restart the marriage quest?

 

There IS a divorce mod that resets the marriage formID correctly..... I know there is.... I just don't remember which one it is.

 

It *might* be by TmpPhoenix.... but to be honest I'd have to google the hell out of this to find out :) It's just been way too long since I used one and I didn't even keep the mod archived anywhere. I think I used it in my NMM days and once I switched to Mod Organizer, I got rid of a lot of stuff. (and collected a bunch more)

Posted

 

"You're correct, you won't be able to fix it with a save cleaner, as the problem isn't due to scripts. It's that the instance of the quest has been modified to drop the Hearthfire house aliases. The only way to fix this is to restart the quest, or revert to a save before you installed the offending mod."

 

Two thoughts on this...

 

Would deleting the bed formid using Save Cleaner then reenabling the form in the console work (shot in the dark)? 

 

Would a divorce mod allow you to restart the marriage quest?

 

There IS a divorce mod that resets the marriage formID correctly..... I know there is.... I just don't remember which one it is.

 

It *might* be by TmpPhoenix.... but to be honest I'd have to google the hell out of this to find out :) It's just been way too long since I used one and I didn't even keep the mod archived anywhere. I think I used it in my NMM days and once I switched to Mod Organizer, I got rid of a lot of stuff. (and collected a bunch more)

 

Would it be this one?

 

http://www.nexusmods.com/skyrim/mods/29249/?

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