Jump to content

Recommended Posts

Posted

BeamerM - I apologize for misunderstanding and not presenting the issue well. :)

 

These two settings (in red box) I never ever enable. Never. But on loading the import profile, they are enabled. Something triggers them. You see, there is something very interesting: when run SLEn for the first time, these two options are disabled by default. I also leave them disabled. After the setting of my profile, I save the profile. When starting a new game and import the profile, something enables them.

attachicon.gifScreenShot4.jpg

 

The only way that could happen is if it is saved like that in your profile. When you save a profile in the MCM menu, you always have to make a manual savegame afterwards to persist it. In my experience Autosave and Quicksave don't work for that, only a normal game save.

 

You can check the profile yourself in a text editor like Notepad. The filename is \Skyrim\Data\SKSE\Plugins\StorageUtil.json. In the spoiler below you can find an example what to look for and the description of the different options. Note that there may be data from other mods in the same file so look for the "sexlabeagernpcs.global" list if that is the case. These are the 2 relevant options:

 

                        "TRUE",                         (= Enable shout learning state)

                        "TRUE",                         (= Enable Cure Sex Addiction potions state)

 

 

 

{

        "stringList" :

        {

                "sexlabeagernpcs.global" :

                [

                        "SexLabEagerNPCs.Global",       (= profile name)

                        "20160606",                     (= version)

                        "TRUE",                         (= Sex dialogue state)

                        "2",                            (= Trainer dialogue state)

                        "100",                          (= Pleasant surprise event chance)

                        "100",                          (= Dragon kill event chance)

                        "25",                           (= Dragon soul absorb exposure)

                        "25",                           (= Dragon kill witness exposure)

                        "100",                          (= Location cleared event chance)

                        "TRUE",                         (= Use gender preference?)

                        "TRUE",                         (= Pleasant surprise gives lover's comfort?)

                        "0",                            (= PC Ugliness penalty)

                        "TRUE",                         (= Enable shout learning state)

                        "TRUE",                         (= Enable Cure Sex Addiction potions state)

                        "TRUE",                         (= Lover's perks dialogue state)

                        "TRUE",                         (= Dragon kill event ask for confirmation)

                        "TRUE",                         (= Location cleared event ask for confirmation)

                        "TRUE",                         (= Pleasant Suriprise event confirmation)

                        "43",                           (= Gender swap hotkey code)

                        "15.000000",                    (= Pleasant Surprise event delay)

                        "10.000000",                    (= Dragon kill event delay)

                        "8.000000",                     (= Location cleared event delay)

                        "TRUE",                         (= Dibella's Refuge quest state)

                        "1.000000",                     (= Relationship increase difficulty)

                        "1.000000",                     (= Charm difficulty)

                        "1.000000",                     (= Charm XP earning factor)

                        "1.000000",                     (= Dibella's Refuge NPCs have sex state)

                        "0.000000",                     (= Dialogue minimum arousal to show)

                        "TRUE"                          (= Allow tracking non-uniques state)

                ]

        }

}

 

 

 

To fix it, either save your profile again (after disabling the options), and then make a manual savegame afterwards to make sure it is persisted. Or if you're feeling adventurous you can change it directly in the text file, just change the 2 options from "TRUE" to "FALSE" and save the file, then load the profile in your game.

 

 

Edit: Note that the default setting for both of these options is on, not off as you said:

  1. If you enable SLEN with the "Mod enabled" checkbox, everything will initially be off.
  2. If you enable it with "Enable and set defaults", both the options will be on.
  3. If you enable it with "Enable and load profile", or if you enable SLEN and then Load your profile, it will take the setting from the profile of course. However, if no profile is found, it will fall back to applying the default settings, so it will turn both options ON. So it could be the case that your profile was not saved at all and that it is using the default settings. In that case you will see the below messages in your papyrus log:

SLEN MCM - Warning: SexLabEagerNPCs.Global profile not found, restore not possible

SLEN MCM - Info: Default settings restored successfully

 

 

 

Posted

 

 

Ok so mine is working now apparently there was an "issue"(for lack of a better word) with the mind control mod, but it works just fine after I installed it first even the mind control mod works. My only suggestion is since you are using MO(I believe uncheck all the loverslab mods(outside of sexlab, aroused and zazanimations) and reinstall after eager npcs. Load order doesn't matter just recheck the boxes with eager npcs first. That's all I can say because I have no idea how it happened, but that was how I fixed it.

Wait it sounded like I thought there was something wrong with the mod, not my intention at all I saw the reviews and questions before posting mine, I was trying to figure out where I fucked up. Sorry for the confusion

 

 

Glad to hear you got it to work! I have no problem if people post SLEN bugs and issues, that's exactly what this thread is for :)  However, information is key in solving any script related problems, so always try to include a papyrus log and load order. This increase the chance of getting useful suggestions tenfold, helps to identify conflicts with other mods, and it keeps the number of posts in this thread down which in turn will help other people to more quickly find answers to questions that have already been asked in the past. If you don't know how to enable papyrus logging you can find the necessary information in the 2nd post in this thread.

Guest ffabris
Posted

The only way that could happen is if it is saved like that in your profile. When you save a profile in the MCM menu, you always have to make a manual savegame afterwards to persist it. In my experience Autosave and Quicksave don't work for that, only a normal game save.

 

You can check the profile yourself in a text editor like Notepad. The filename is \Skyrim\Data\SKSE\Plugins\StorageUtil.json.

Two questions/thoughts:

  • Would you not get around the issue of having to save the game to get settings to save, be "solved" by a call to:

    bool function Save(string FileName, bool minify = false) global native

    in the OnConfigClose() event handler?

  • Why not save to your own json file?

 

Posted

 

The only way that could happen is if it is saved like that in your profile. When you save a profile in the MCM menu, you always have to make a manual savegame afterwards to persist it. In my experience Autosave and Quicksave don't work for that, only a normal game save.

 

You can check the profile yourself in a text editor like Notepad. The filename is \Skyrim\Data\SKSE\Plugins\StorageUtil.json.

Two questions/thoughts:

  • Would you not get around the issue of having to save the game to get settings to save, be "solved" by a call to:

    bool function Save(string FileName, bool minify = false) global native

    in the OnConfigClose() event handler?

  • Why not save to your own json file?

 

 

I haven't tested if a script save will persist it but that's not something I want to do automatically as plenty of people have problems with auto-saves. Not everyone has an SSD and a savegame can be a pretty laggy operation on one of those old spinning disk monsters. It's no different from any other mod I know that uses the storage util anyway (like the SexLab animation profiles and settings export). I will add a message about it though to remind people.

 

The reason I don't use a separate file is because it is a low and fixed number of settings, not a variable length list like an animation or actor storage. There's no need to waste another file allocation for a couple dozen settings.

Guest ffabris
Posted

 

 

The only way that could happen is if it is saved like that in your profile. When you save a profile in the MCM menu, you always have to make a manual savegame afterwards to persist it. In my experience Autosave and Quicksave don't work for that, only a normal game save.

 

You can check the profile yourself in a text editor like Notepad. The filename is \Skyrim\Data\SKSE\Plugins\StorageUtil.json.

Two questions/thoughts:

  • Would you not get around the issue of having to save the game to get settings to save, be "solved" by a call to:

    bool function Save(string FileName, bool minify = false) global native

    in the OnConfigClose() event handler?

  • Why not save to your own json file?

 

 

I haven't tested if a script save will persist it but that's not something I want to do automatically as plenty of people have problems with auto-saves. Not everyone has an SSD and a savegame can be a pretty laggy operation on one of those old spinning disk monsters. It's no different from any other mod I know that uses the storage util anyway (like the SexLab animation profiles and settings export). I will add a message about it though to remind people.

 

The reason I don't use a separate file is because it is a low and fixed number of settings, not a variable length list like an animation or actor storage. There's no need to waste another file allocation for a couple dozen settings.

 

 

OK - but I didn't mention autosave. I suggested using the JsonUtil Save() function, in the SkyUI OnConfigClose event handler. Since I use that method, I can say with confidence that changes are saved to the Json config file, without having users do a game save - and therefore no need to add a message. :)

 

Posted

First, I want to say thanks for making and updating this wonderful mod!

 

Second, I have a request. It seems that this mod uses the MM and MMM tags for all-male scenes outside the main seduction options? Is it possible to either use other tags or at least include other tags in animation calls? I'm asking because the number of animations with the MM tag is pretty limited, and when you only have six animations to play it gets a bit repetitive. I've basically stopped using the threesome option with lovers because I'm tired of the one available MMM-animation being played over and over and over. As for the main seduction options, there seems to be a similar limitation going on there with the anal tag? Although that is at least not quite so restrictive (except for the "ride you/me" option - again, only one animation available, in my game anyway).

 

So I was tired of testing the animal addon and looking for something a bit more technical to get my mind off all the perversion :D I cobbled up something to open up more animations for MM and MMM couples and threesomes. See the attached screenshot. It works quite simple, at step 1 you select one of the pre-defined animation sets. This loads all the found animations in the set under step 2, where you can select the ones to which you want to add the relevant gender tag. Finally, click the button at step 3 and the additional gender tag will be added to all the selected animations.

 

Currently I have 4 sets defined:

  1. FM Anal animations - animations containing the tag 'Anal' and none of the tags 'MM,FF,Vaginal,Lesbian,Cunnilingus'
  2. FM DoggyStyle animations - animations containing either of the tags 'DoggyStyle,Doggy,Doggie' and none of the tags 'MM,FF,Missionary,Lesbian,Cunnilingus'
  3. FMM Threesomes - animations containing the tag 'FMM' and not containing the tag 'MMM'
  4. FFM Threesomes - animations containing the tag 'FFM' and not containing the tag 'MMM'

There will be some changes to this still but the big picture should be clear.

 

Note that because these tags are added during run-time, resetting the SexLab animation registry will remove them again, so the tags will have to be re-added after a reset. This seems fine however as it gives an easy way to remove the tags in case it doesn't work out as you expected. You just need to remember to re-add the tags after you install a couple of new animations.

 

post-424489-0-42461100-1468250933_thumb.png

Posted

 

 

OK - but I didn't mention autosave. I suggested using the JsonUtil Save() function, in the SkyUI OnConfigClose event handler. Since I use that method, I can say with confidence that changes are saved to the Json config file, without having users do a game save - and therefore no need to add a message. :)

 

 

 

I'm not using jsonutil though. When you force an auto-save it becomes impossible to try out changes before making a save, so you could never revert them - because they are saved in a separate file, reloading an earlier save game will not restore them. So it would just replace one problem with another. Besides it should hardly come as a surprise to people that a save is needed to persist these settings, as it has worked that way in most other mods for years.

Guest ffabris
Posted

 

 

 

OK - but I didn't mention autosave. I suggested using the JsonUtil Save() function, in the SkyUI OnConfigClose event handler. Since I use that method, I can say with confidence that changes are saved to the Json config file, without having users do a game save - and therefore no need to add a message. :)

 

 

 

I'm not using jsonutil though. When you force an auto-save it becomes impossible to try out changes before making a save, so you could never revert them - because they are saved in a separate file, reloading an earlier save game will not restore them. So it would just replace one problem with another. Besides it should hardly come as a surprise to people that a save is needed to persist these settings, as it has worked that way in most other mods for years.

 

 

My bad, I thought you were using JsonUtil - which I think is quite widespread now. It doesn't have the issues that StorageUtil-based saving does. (And again, I never mentioned game auto-save; JsonUtil doesn't require or do that.)

 

My mistake to have made the assumption that you were using it as well. Sorry, and never mind. :)

 

Posted

 

 

My bad, I thought you were using JsonUtil - which I think is quite widespread now. It doesn't have the issues that StorageUtil-based saving does. (And again, I never mentioned game auto-save; JsonUtil doesn't require or do that.)

 

My mistake to have made the assumption that you were using it as well. Sorry, and never mind. :)

 

 

I didn't mean game auto-save. When you automatically save something, which is what you're proposing as I understand it, it's auto-save, right? Or did I misunderstand what you have in mind?

 

I use StorageUtil because it exposes an interface for both global (external file based) and local (savegame based) saves, so it allows me to make both shareable saves and saves that are restricted to the savegame. The JsonUtil exposes the same interface, but always saves to files, which can be problematic if the data you are saving is game-timeline dependent. Restoring an old savegame will still fetch the external data from the much more recent external file, which may contain data or values that are not appropriate to the state of the savegame. I am not aware of any issues with StorageUtil - it certainly has its limitations but since I only use it to save short and fixed-length parameter arrays I haven't run into those.

Guest ffabris
Posted

I didn't mean game auto-save. When you automatically save something, which is what you're proposing as I understand it, it's auto-save, right? Or did I misunderstand what you have in mind?

OK, yes, that's correct. I'm not sure why auto-saving a variable is an issue though. It is trivial to change the setting again if not happy with it.

 

I use StorageUtil because it exposes an interface for both global (external file based) and local (savegame based) saves, so it allows me to make both shareable saves and saves that are restricted to the savegame. The JsonUtil exposes the same interface, but always saves to files, which can be problematic if the data you are saving is game-timeline dependent. Restoring an old savegame will still fetch the external data from the much more recent external file, which may contain data or values that are not appropriate to the state of the savegame. I am not aware of any issues with StorageUtil - it certainly has its limitations but since I only use it to save short and fixed-length parameter arrays I haven't run into those.

You can use both JsonUtil and StorageUtil. JsonUtil for settings that you want to persist across new games, StorageUtil for data that make sense only with the current game, and thus should be zeroed on a new game. That's what I do with Manipulator, for example. I suspect that CPU does the same with SSX.

 

So taking SLEN as an example, you could use JsonUtil to persist settings like charm difficulty, whether to use Lover's Comfort, etc. I think most set those the same way with each play-through. Then use StorageUtil to keep track of relationship changes (for example). This is the best of both worlds. Plus data saved via JsonUtil will be available even if you revert to an older save - as well, of course, as being there for a new game.

 

The added advantage is also that you don't have to require people to make a save if they want their settings to persist, nor do you need Save/Load buttons to save and restore settings, since they automagically go to the json file when referenced/changed in the code. Just replace StorageUtil.SomeFunc() with JsonUtil.SomeFunc() - for variables you want to persist between saves - and you're done.

 

None of this is a big deal, of course. It just makes life a tiny bit easier for users, that's all.

Posted

 

I didn't mean game auto-save. When you automatically save something, which is what you're proposing as I understand it, it's auto-save, right? Or did I misunderstand what you have in mind?

OK, yes, that's correct. I'm not sure why auto-saving a variable is an issue though. It is trivial to change the setting again if not happy with it.

 

I use StorageUtil because it exposes an interface for both global (external file based) and local (savegame based) saves, so it allows me to make both shareable saves and saves that are restricted to the savegame. The JsonUtil exposes the same interface, but always saves to files, which can be problematic if the data you are saving is game-timeline dependent. Restoring an old savegame will still fetch the external data from the much more recent external file, which may contain data or values that are not appropriate to the state of the savegame. I am not aware of any issues with StorageUtil - it certainly has its limitations but since I only use it to save short and fixed-length parameter arrays I haven't run into those.

You can use both JsonUtil and StorageUtil. JsonUtil for settings that you want to persist across new games, StorageUtil for data that make sense only with the current game, and thus should be zeroed on a new game. That's what I do with Manipulator, for example. I suspect that CPU does the same with SSX.

 

So taking SLEN as an example, you could use JsonUtil to persist settings like charm difficulty, whether to use Lover's Comfort, etc. I think most set those the same way with each play-through. Then use StorageUtil to keep track of relationship changes (for example). This is the best of both worlds. Plus data saved via JsonUtil will be available even if you revert to an older save - as well, of course, as being there for a new game.

 

The added advantage is also that you don't have to require people to make a save if they want their settings to persist, nor do you need Save/Load buttons to save and restore settings, since they automagically go to the json file when referenced/changed in the code. Just replace StorageUtil.SomeFunc() with JsonUtil.SomeFunc() - for variables you want to persist between saves - and you're done.

 

None of this is a big deal, of course. It just makes life a tiny bit easier for users, that's all.

 

 

Sorry but I don't agree with you. What you propose violates a cardinal rule of save games. When I make a change, then try out the effects of that change and decide I don't like them, I need to be able to quit my game, load my last save, and rest assured that I will find the situation as it was when I saved that game. If I do what you propose, this is not the case. If stuff gets saved when I don't save it it doesn't make life easier, just more confusing.

 

As for StorageUtil vs. JsonUtil the issue is non-existent, the File* functions of StorageUtil are simply proxies for the JsonUtil functions, they use the same library.

Guest ffabris
Posted

Sorry but I don't agree with you. What you propose violates a cardinal rule of save games. When I make a change, then try out the effects of that change and decide I don't like them, I need to be able to quit my game, load my last save, and rest assured that I will find the situation as it was when I saved that game. If I do what you propose, this is not the case. If stuff gets saved when I don't save it it doesn't make life easier, just more confusing.

OK, that's fine - different point of view. :) 

 

As for StorageUtil vs. JsonUtil the issue is non-existent, the File* functions of StorageUtil are simply proxies for the JsonUtil functions, they use the same library.

Maybe, maybe not. StorageUtil requires a manual game save to get the data to write to file, JsonUtil does not.

 

Anyway, it was just a suggestion, nothing more. Thanks for the awesome mod! :)

Posted

BeamerM.  - I have no complain at mod at all but have one notification: When I set all the things I like in MCM menu, I save them for later import. When importing the settings on the new character and the new game, the import also enables fields that I didn't enabled before exporting/saving the settings. The two fields that are added on import the settings are "Learn the shout spell" and "Buy Aphrodisiac potions"  - Sorry, I know those aren't the proper names from the MCM menu, I simply forgot to write them down, but I'm sure you know what I'm talking about. :)

 

While testing new additions I found a bug after all that causes options to be turned on when restoring a profile, even when they are off in the saved profile. It will be fixed in the next version.

 

A new version will be forthcoming soon. My Italian translator seems to have disappeared (probably on vacation, it is that time of the year) so I have decided to release an interim version. The Italian translation will hopefully come with the release after that.

Posted

 

BeamerM.  - I have no complain at mod at all but have one notification: When I set all the things I like in MCM menu, I save them for later import. When importing the settings on the new character and the new game, the import also enables fields that I didn't enabled before exporting/saving the settings. The two fields that are added on import the settings are "Learn the shout spell" and "Buy Aphrodisiac potions"  - Sorry, I know those aren't the proper names from the MCM menu, I simply forgot to write them down, but I'm sure you know what I'm talking about. :)

 

While testing new additions I found a bug after all that causes options to be turned on when restoring a profile, even when they are off in the saved profile. It will be fixed in the next version.

 

A new version will be forthcoming soon. My Italian translator seems to have disappeared (probably on vacation, it is that time of the year) so I have decided to release an interim version. The Italian translation will hopefully come with the release after that.

 

 

Thank you very much Beamer. Looking forward to see new version.  Love this mod a lot... :)

 

Posted

 

My Italian translator seems to have disappeared (probably on vacation, it is that time of the year) so I have decided to release an interim version. The Italian translation will hopefully come with the release after that.

 

 

Italians usually all go on mass vacation in August. It' a kind national thing. In that time Croatia is full of lovely Italian girls and less lovely Italian guys. ;)

Posted

 

 

My Italian translator seems to have disappeared (probably on vacation, it is that time of the year) so I have decided to release an interim version. The Italian translation will hopefully come with the release after that.

 

 

Italians usually all go on mass vacation in August. It' a kind national thing. In that time Croatia is full of lovely Italian girls and less lovely Italian guys. ;)

 

 

Dang, that's the sort of tip I should have known 20 years ago :D

Posted

all right I love this mod but this is really really irritating.  it was working right up to the point where I am tasked to head to the refuge.  Now  every time I try to move to the Refuge I get a CTD.  I've even tried using the coc console commands and still CTD.  was wondering if anyone has had this happen to them before and how do you go about fixing it.

Posted

all right I love this mod but this is really really irritating.  it was working right up to the point where I am tasked to head to the refuge.  Now  every time I try to move to the Refuge I get a CTD.  I've even tried using the coc console commands and still CTD.  was wondering if anyone has had this happen to them before and how do you go about fixing it.

 

I have never had any CTDs with "Refuge". Not since the first release of this wonderful mod.

Just asking: do you have all requirements?

(Requires: SexLab, SexLab Aroused [Redux], SKSE, SkyUI MCM, Fuz Ro D-oh)

 

If you do have all requirements, do you happenly have some mod that changes Dawnstar surroundings/environment? Because, if you have all requirements and there is nothing in the conflict with Dawnstar environment, there is no reason for "Refuge" not to work.

Posted

 

all right I love this mod but this is really really irritating.  it was working right up to the point where I am tasked to head to the refuge.  Now  every time I try to move to the Refuge I get a CTD.  I've even tried using the coc console commands and still CTD.  was wondering if anyone has had this happen to them before and how do you go about fixing it.

 

I have never had any CTDs with "Refuge". Not since the first release of this wonderful mod.

Just asking: do you have all requirements?

(Requires: SexLab, SexLab Aroused [Redux], SKSE, SkyUI MCM, Fuz Ro D-oh)

 

If you do have all requirements, do you happenly have some mod that changes Dawnstar surroundings/environment? Because, if you have all requirements and there is nothing in the conflict with Dawnstar environment, there is no reason for "Refuge" not to work.

 

 

I have all the requirements and the only think that I can think of that might mess with dawnstar enviroment is Immersive patrols and populated towns, forts and roads.

 

Posted

 

 

all right I love this mod but this is really really irritating.  it was working right up to the point where I am tasked to head to the refuge.  Now  every time I try to move to the Refuge I get a CTD.  I've even tried using the coc console commands and still CTD.  was wondering if anyone has had this happen to them before and how do you go about fixing it.

 

I have never had any CTDs with "Refuge". Not since the first release of this wonderful mod.

Just asking: do you have all requirements?

(Requires: SexLab, SexLab Aroused [Redux], SKSE, SkyUI MCM, Fuz Ro D-oh)

 

If you do have all requirements, do you happenly have some mod that changes Dawnstar surroundings/environment? Because, if you have all requirements and there is nothing in the conflict with Dawnstar environment, there is no reason for "Refuge" not to work.

 

 

I have all the requirements and the only think that I can think of that might mess with dawnstar enviroment is Immersive patrols and populated towns, forts and roads.

 

 

 

Can you be more precise about what you mean with "when I move to the refuge"? When exactly does the CTD happen? Is it when you open the refuge door, or when you fast travel to Dawnstar, or when you run to Dawnstar, and if the latter, how far away are you when it happens and does it always happen at the same point? When you load a save just before the quest is started and move to dibella's refuge then in the same way, do you still get the CTD? Do you have a papyrus log (or can you create one) from the session in which you talk to Senna and she tells you to go to dibella's refuge?

 

When Senna tells you to go to the refuge the only thing that really changes in Tamriel world is:

1. The dummy door that is in the side of the altar is disabled

2. A regular (locked) door leading to the Dibella's Refuge cell is enabled in the same place

3. The map marker to Dibella's Refuge is enabled, which points to the newly enabled door

 

Therefor if you have the map marker pointing to Dibella's Refuge (Rather than to the "Dibella altar door") all these actions were done correctly. All of this is pretty benign and there's not much that can go wrong with it. The resources used (the door and stone arch) are just standard resources from the CK that are used all throughout the world - so it's not likely there's any problem with those.

Posted

Release 20160714 is available on the download page!

 

 

ChangeLog:

  • Senna should now be able to send the letter for the Champion of Dibella quest even when the A Night to Remember quest is active.
  • A choice to do it standing up is now available in the 2nd menu of the Charm dialogue
  • It should now be possible to correctly charm NPCs who have a negative relationship to you (but are not hostile)
  • When using the 'no teleporting' option in SexLab, SLEN dialogues should no longer get stuck and prevent the NPC from walking towards the location of the sex scene
  • SKSE Translation files for the MCM script are now included. A separate download contining only the translation files is available on the download page for translators (files will be put in Skyrim\Data\Interface\translations)
  • Dragon kill witnesses will be in awe for some time (1 hour real time) after seeing you absorb the soul of a dragon, and will be easier to charm as a result and be more open to kinky sex, including parttaking in or initiating threesomes. This effect works in addition to the configureable arousal increase. The more dragons you kill, the more the people of Skyrim will get used to it, and consequently the less pronounced the charm bonus will be.
  • Maximum number of nearby 3rd partner choices shown for a threesome has been increased from 5 to 9
  • Moved some settings from the MCM General tab to the new Advanced tab in preparation for future additions, to keep the pages manageable.
  • Added some extra feedback to the profile handling to warn when profile loading fails
  • Profile load will only be enabled when a profile has actually been stored before
  • Fixed an issue where toggle options incorrectly reverted to ON after loading a profile
  • For power users: Added an animation tag editor ("Animation Tags" page) to the MCM menu. This page allows you to add tags to or remove tags from (sets of) animations. For example, you can add the 'MMM' tag to all 'FMM' threesomes, or add the 'MM' tag to some of the 'FM,Anal' animations.
  • For overpowered users: a file can be created that contains custom animation sets, defined by yourself. You can switch between the standard animation sets as defined by SLEN, and the animation sets as defined in your custom animation set file. You can download an installer for an example file from the Downloads page. The example file and explaining text file will be put in the Skyrim\Data\SKSE\Plugins\SLEN\ folder.

 

As noted above this release is now much easier to translate as translations of script files are not necessary anymore. If you want to make a translation to your language, download the SLEN_TranslationFiles.7z archive and install it. Then translate the "Data\SexLab Eager NPCs.esp" file and the "Data\Interface\translations\SexLab Eager NPCs_YOURLANGUAGE.TXT" file. Send the translated ESP and TXT files to me and I will create the BSA and 7z archives and add it to the download page. Post your intention to translate in this thread so others don't start working on the same language.

 

The newly added Animation Tag editor contains a stern warning that you have to accept (once) before the tag editor is shown. Heed it!

 

Posted

Awesome update BeamerM. :)   Thank you very much

Guest ffabris
Posted

Tag editing is very nice, and very welcome, thank you! Also well designed, easy to use.

Posted

Tag editing is very nice, and very welcome, thank you! Also well designed, easy to use.

 

Credits go to the SkyUI team. They really made a gem of a framework, every time I try something new the flexibility of the MCM system surprises me. :)

Create an account or sign in to comment

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

Create an account

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

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

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