karlpaws Posted May 1, 2016 Posted May 1, 2016  v9 is up. From now on I'll put the changelogs here. Easier to keep track of. Sorry this is late everyone. I've spent the last several days digging holes, pouring concrete, jacking up supports, and sawing wood. On the plus side, the porch is level again! On the minus side, this update is pretty anemic.   Fixed, level porches are good. Sagging, unlevel porches tend to sag and fall and pull down houses. That stops updates entirely, which is bad.  The dog chewtoy start also has a dialog with the dog seller outside of the city (I forgot to check if he has it without doing the start).  I think this mod would be well thought of in the way a discussion on the Manipulator mod went... many of these mods can be used in a modular fashion, and do not need to have a fully fleshed out, self contained ... quest/event/management whatever. This mod is great for starting a game with certain conditions. Those can include animals ready for Beastess or Untamed claiming, waking up straight into slavery (sending you into a framework module that itself links to other slave based mods), dropping you in an Inn as the house hooker, and hooking into a hooking mod, a vampire mod (and Better Vampires with Sexual Vampire feed and the SLAL mod for the feeding animations).... however someone wants to assemble their game.
Content Consumer Posted May 1, 2016 Author Posted May 1, 2016 Â Â The dog chewtoy start also has a dialog with the dog seller outside of the city (I forgot to check if he has it without doing the start). Ah heck, I forgot about him. Â EDIT: Wait, no, I remembered after all!Â
Plumber Posted May 1, 2016 Posted May 1, 2016 Tried this mod recently, everything works - not without some hiccups, of course. Quick tip - if animals in one of the stories are hostile, try to open the console and wait about 30-45 seconds. It might happen because scripts take their sweet time to actually run. Â I adjusted my start a bit, though. My character left her mind somewhere in the cave full of Falmers and became True Brood Queen. Â Â Â Â
Content Consumer Posted May 2, 2016 Author Posted May 2, 2016  *snip* Fixed some problems with the "Parasites of Skyrim" book. BTW - if anyone wants to make up some sketches or something for those parasites, I'd love to include them... *snip*    Just wanting to draw everyone's attention to this. People tend to glide over these kinds of notes, So if someone has some skillz please raise your hand!   Right now I'm sort of half-assed looking for free online stuff. It's not easy - I'd like either monochrome black and white or sepia, and damned if I can't find anything without a big old watermark on it, i.e. not free after all hahahaha sucker.
karlpaws Posted May 2, 2016 Posted May 2, 2016 Tried this mod recently, everything works - not without some hiccups, of course. Quick tip - if animals in one of the stories are hostile, try to open the console and wait about 30-45 seconds. It might happen because scripts take their sweet time to actually run. Â I adjusted my start a bit, though. My character left her mind somewhere in the cave full of Falmers and became True Brood Queen. Â Â Â Â Â I recognize the axes belly button tat and the chest one, but what did you use for the pelvis and legs?
JDough Posted May 2, 2016 Posted May 2, 2016 Â Hey ContentConsumer, Â What I did to fix it: Now I opened my save game with 'Save Game Cleaner' v2.0.6, filtered for 'CCAS' scripts and deleted the whole set of script instances (not the listed scripts, only the instances). Saved the modified save game, loaded and started a random scenario (dog scenario): Success! Closed and restarted Skyrim, loaded back into the modified save (LAL cell) and chose another scenario (pregnant slave to Kin family): Success! Â Â But the cleaning of the CCAS instances made it all work - for me anyways. Â I just checked, and it looks like most of the script instances that are running are the cleanup scripts. So like I said before, it should be fine to do that, the only downside could possibly be the player remaining a member of various factions after they're not supposed to be (for example, the player remaining a member of the Wolf faction even after leaving the cave in the Wolf Bitch start, meaning all wolves permanently might be nonhostile to the player). Â Glad it's working for you though. Â Â Finally got around to test agian. I loaded one save earlier than the one I had cleaned (still using CCAS v0.8c + v0.9 main script, same setup as before). Tried starting as bandit: no joy, loading into LAL cell Opened that 'unclean' save to verify I had not cleaned anything else apart from CCAS (to make sure I am not reporting a red herring): I had indeed deleted some remains of Jugs. So this time I removed only that and some unrelated orphaned entries (flagged with #) but did not touch CCAS at all: no joy I cleaned the CCAS script instances (as you say, only cleanup scripts + ccas_QA_ccas_handler.. ): works. Â Now I restored that non-CCAS-cleaned save, loaded and updated to CCAS v0.9: no joy Delete CCAS script instances and started as bandit: bingo! starts as expected though I was attacked by the bandits (though that could easily be due to Altenate Death mod, as per your FAQ). Â I know that the Giant's start scenario relies/uses on Slave Tats (though only as option): it started and the giant directly in the camp was non-violent. I left the camp downhill to the left, where the second giant stands with the mammuts and he was immediately aggressive. I ran away and after some time returning to the camp area and that giant, running around the fire, started to attack me as well. I checked the wolf's bitch scenario as well. Apart from the initial attack by one of the ice wolfes all were nice to me I checked the wolf faction (player.getfactionrank 3E691) in the den: 0 Leaving the den I checked the faction again again and now it has -2 Returning into the den the wolves attacked me immediately, so that seems to work as expected. Â After all I had only deleted the instances which, I would expect, get re-created with default values (if missing) on restart of the game (but I might be wrong). Â cheers
Content Consumer Posted May 2, 2016 Author Posted May 2, 2016  Finally got around to test agian.  I know that the Giant's start scenario relies/uses on Slave Tats (though only as option): it started and the giant directly in the camp was non-violent. I left the camp downhill to the left, where the second giant stands with the mammuts and he was immediately aggressive. I ran away and after some time returning to the camp area and that giant, running around the fire, started to attack me as well. I checked the wolf's bitch scenario as well. Apart from the initial attack by one of the ice wolfes all were nice to me I checked the wolf faction (player.getfactionrank 3E691) in the den: 0 Leaving the den I checked the faction again again and now it has -2 Returning into the den the wolves attacked me immediately, so that seems to work as expected.  After all I had only deleted the instances which, I would expect, get re-created with default values (if missing) on restart of the game (but I might be wrong).  cheers   I'm going to put cleaning the scripts on the main page. I honestly don't know why that would fix it, nor why it would cause a problem in the first place, but if it works, it works.  The giants being hostile is the same thing as the other starts (or at least, how they're supposed to work) - like the Troll Cave, when you leave the cave, they get hostile. For the giants, when you get far enough away from the camp, they get hostile. On my to-do list is a way to make the giants only get hostile if you remove the tattoos, like a script that triggers when removing them. I'm sure it's possible, I just need to figure it out. However, doing that would essentially make that start require slavetats, because without it the giants would always be hostile (I think).  Your mentioning the rank of the faction gives me an idea, though - maybe all of these problems are because the player isn't of the appropriate rank in the faction. A member is different from an ally, I think... not totally certain. I'll look into it.
karlpaws Posted May 2, 2016 Posted May 2, 2016 Found another "missed" .. the NPCs and stocks you added to Ilinalta's Deep are there without picking that start. Â Not exactly sure it matters as they (I think) just replace two other NPCs that should be there, and were hostile when I went in on the Black Star quest. Â EDIT Â Well they might not matter, but the blocked stairway did. TCL to the rescue.
Content Consumer Posted May 2, 2016 Author Posted May 2, 2016 Found another "missed" .. the NPCs and stocks you added to Ilinalta's Deep are there without picking that start.  Not exactly sure it matters as they (I think) just replace two other NPCs that should be there, and were hostile when I went in on the Black Star quest.  Yeah, that's fine... they're the same faction as everyone else in there, so they should be fully compatible with the Black Star, or any other mods that alter that faction or that cell (hopefully). Other NPCs that exist when you pick other starts include everyone in the Expectant Mother start, the Forsworn start, the Vampire Larder start (though the door guard should spawn dead in that case), the Bandit Honeypot start (same deal as Soulgem Incubator), and the Forsworn Captive start (same). I think that's about it...  The stocks in Ilinalta's Deep may potentially cause a problem if the player is using any mod that drastically overhauls that area, but the only problem would probably be stuff like objects floating in midair, that kind of thing.  EDIT  Well they might not matter, but the blocked stairway did. TCL to the rescue.  Oh dear... I thought I fixed that. The blocked stairway should automatically disable as soon as you enter the cell if you didn't use that start. I'll take a look. EDIT: I reversed it... the barrier would only be disabled if you did use that start. Oops. Fixed in the next version.Â
Millicent Bystander Posted May 2, 2016 Posted May 2, 2016 seems I found a problem with the bumbling magician  after the conversation with the Dremora nothing happens.  I've attached the log and load order   loadorder.txt Papyrus.0.log    what I see is the quest starts and stops a few seconds later, not sure if this is correct.   [05/02/2016 - 01:55:03PM] CCAS starting 390[05/02/2016 - 01:55:06PM] [DCUR] Periodical update starts[05/02/2016 - 01:55:07PM] [DCUR] Sex attacks are disabled![05/02/2016 - 01:55:09PM] Error: Attempting to stop an invalid sound instancestack:   <unknown self>.Sound.StopInstance() - "<native>" Line ?   [None].DW_BreathSpellScr.OnEffectFinish() - "DW_BreathSpellScr.psc" Line 84[05/02/2016 - 01:55:10PM] Error: Attempting to stop an invalid sound instancestack:   <unknown self>.Sound.StopInstance() - "<native>" Line ?   [None].DW_BreathSpellScr.OnEffectFinish() - "DW_BreathSpellScr.psc" Line 85[05/02/2016 - 01:55:13PM] [Zad]: Set slot mask to [0]: 0[05/02/2016 - 01:55:13PM] CCAS Quest: 390 Bumbling Mage[05/02/2016 - 01:55:14PM] CCAS Quest: 390 Bumbling Mage end    the actual error might be related to this. [05/02/2016 - 02:01:56PM] Error: Unable to link types associated with function "Fragment_0" in state "" on object "ccas_TIF__0720A966". I tried with and without the "being female" mod
Content Consumer Posted May 2, 2016 Author Posted May 2, 2016 seems I found a problem with the bumbling magician  after the conversation with the Dremora nothing happens.  the actual error might be related to this. [05/02/2016 - 02:01:56PM] Error: Unable to link types associated with function "Fragment_0" in state "" on object "ccas_TIF__0720A966".  I tried with and without the "being female" mod  The thing where the quest appears to be starting and stopping immediately is normal. In between there, it's doing stuff like adding items and equipping clothing on you (so you don't start naked and with no inventory) and teleporting you from the LAL prison cell to the dremora dungeon. All of that takes place the instant you use the LAL bed. If you ended up in the dremora's dungeon with some items, it all happened just fine. Ideally all of these starts should have that - looking like the quest starts up and immediately closes. Although I guess the Soulgem Incubator start might have some delays in there... not sure. EDIT: For example, here is everything that is happening between the beginning and end lines (colored red to show what is in your log):   debug.trace("CCAS Quest: 390 Bumbling Mage",0) ccas_globalstart.setvalue(390) SetObjectiveDisplayed(390) sexlab.stats.setint(sexlab.playerref, "Vaginal", utility.randomint(10,20)) sexlab.stats.setint(sexlab.playerref, "Anal", utility.randomint(10,20)) sexlab.stats.setint(sexlab.playerref, "Oral", utility.randomint(10,30)) sexlab.stats.setint(sexlab.playerref, "Foreplay", utility.randomint(10,20)) sexlab.stats.setint(sexlab.playerref, "Lewd", utility.randomint(10,20)) sexlab.stats.setint(sexlab.playerref, "Pure", utility.randomint(10,20)) sexlab.stats.setint(sexlab.playerref, "Males", utility.randomint(3,6)) sexlab.stats.setint(sexlab.playerref, "Females", utility.randomint(2,4)) sexlab.stats.setint(sexlab.playerref, "Creatures", utility.randomint(0,1)) sexlab.stats.setint(sexlab.playerref, "Victim", utility.randomint(0,1)) sexlab.stats.setint(sexlab.playerref, "Aggressor", utility.randomint(0,1)) playerref.additem(foodapple02, 3, true) playerref.additem(foodbeefcooked, 1, true) playerref.additem(foodwinealto, 2, true) playerref.additem(damagehealth01, 1, true) playerref.additem(foodbread01b, 1, true) playerref.additem(restoremagicka01, 1, true) playerref.additem(restorehealth01, 2, true) playerref.additem(restorestamina01, 1, true) playerref.additem(irondagger, 1, true) playerref.additem(lockpick, 1, true) playerref.additem(gold001, 15, true) playerref.additem(enchringresistmagic01, 1, true) playerref.additem(soulgempetty, 1, true) playerref.additem(soulgempettyfilled, 1, true) playerref.additem(clothesnovicerobes, 1, true) playerref.additem(clothescollegeboots, 1, true) playerref.equipitem(clothesnovicerobes, absilent = true) playerref.equipitem(clothescollegeboots, absilent = true) playerref.MoveTo(ccas_startmarker_dremora) ;ccas_handler.setobjectivecompleted(390, true) ;ccas_handler.completequest() debug.trace("CCAS Quest: 390 Bumbling Mage end",0) ARTHLALRumorsOfWarQuest.RegisterForSingleUpdate(0.25) The stuff in the middle in your log is apparently happening from Deviously Cursed Loot, and shouldn't affect this one way or another.  I'm pretty sure the error about the ccas_tif script (unable to link types) is just telling you that you are missing either Soulgem Oven, Beeing Female, or both. Nothing to worry about... he should still teleport you out normally. The Bumbling Mage start uses both of those mods, but neither is required. That script is where Sexlab, Beeing Female, and Soulgem Oven are called.  I'm not sure why he wouldn't be teleporting you to Skyrim... you did talk to him again after sex, right? He should say something about not wanting you to give birth around him and then teleport you to Mundus. Â
Millicent Bystander Posted May 2, 2016 Posted May 2, 2016    seems I found a problem with the bumbling magician  after the conversation with the Dremora nothing happens.  the actual error might be related to this. [05/02/2016 - 02:01:56PM] Error: Unable to link types associated with function "Fragment_0" in state "" on object "ccas_TIF__0720A966". I tried with and without the "being female" mod  The thing where the quest appears to be starting and stopping immediately is normal. In between there, it's doing stuff like adding items and equipping clothing on you (so you don't start naked and with no inventory) and teleporting you from the LAL prison cell to the dremora dungeon. All of that takes place the instant you use the LAL bed. If you ended up in the dremora's dungeon with some items, it all happened just fine. Ideally all of these starts should have that - looking like the quest starts up and immediately closes. Although I guess the Soulgem Incubator start might have some delays in there... not sure. EDIT: For example, here is everything that is happening between the beginning and end lines (colored red to show what is in your log):   debug.trace("CCAS Quest: 390 Bumbling Mage",0) ccas_globalstart.setvalue(390) SetObjectiveDisplayed(390) sexlab.stats.setint(sexlab.playerref, "Vaginal", utility.randomint(10,20)) sexlab.stats.setint(sexlab.playerref, "Anal", utility.randomint(10,20)) sexlab.stats.setint(sexlab.playerref, "Oral", utility.randomint(10,30)) sexlab.stats.setint(sexlab.playerref, "Foreplay", utility.randomint(10,20)) sexlab.stats.setint(sexlab.playerref, "Lewd", utility.randomint(10,20)) sexlab.stats.setint(sexlab.playerref, "Pure", utility.randomint(10,20)) sexlab.stats.setint(sexlab.playerref, "Males", utility.randomint(3,6)) sexlab.stats.setint(sexlab.playerref, "Females", utility.randomint(2,4)) sexlab.stats.setint(sexlab.playerref, "Creatures", utility.randomint(0,1)) sexlab.stats.setint(sexlab.playerref, "Victim", utility.randomint(0,1)) sexlab.stats.setint(sexlab.playerref, "Aggressor", utility.randomint(0,1)) playerref.additem(foodapple02, 3, true) playerref.additem(foodbeefcooked, 1, true) playerref.additem(foodwinealto, 2, true) playerref.additem(damagehealth01, 1, true) playerref.additem(foodbread01b, 1, true) playerref.additem(restoremagicka01, 1, true) playerref.additem(restorehealth01, 2, true) playerref.additem(restorestamina01, 1, true) playerref.additem(irondagger, 1, true) playerref.additem(lockpick, 1, true) playerref.additem(gold001, 15, true) playerref.additem(enchringresistmagic01, 1, true) playerref.additem(soulgempetty, 1, true) playerref.additem(soulgempettyfilled, 1, true) playerref.additem(clothesnovicerobes, 1, true) playerref.additem(clothescollegeboots, 1, true) playerref.equipitem(clothesnovicerobes, absilent = true) playerref.equipitem(clothescollegeboots, absilent = true) playerref.MoveTo(ccas_startmarker_dremora) ;ccas_handler.setobjectivecompleted(390, true) ;ccas_handler.completequest() debug.trace("CCAS Quest: 390 Bumbling Mage end",0) ARTHLALRumorsOfWarQuest.RegisterForSingleUpdate(0.25) The stuff in the middle in your log is apparently happening from Deviously Cursed Loot, and shouldn't affect this one way or another.  I'm pretty sure the error about the ccas_tif script (unable to link types) is just telling you that you are missing either Soulgem Oven, Beeing Female, or both. Nothing to worry about... he should still teleport you out normally. The Bumbling Mage start uses both of those mods, but neither is required. That script is where Sexlab, Beeing Female, and Soulgem Oven are called.  I'm not sure why he wouldn't be teleporting you to Skyrim... you did talk to him again after sex, right? He should say something about not wanting you to give birth around him and then teleport you to Mundus.    that will be the problem, the sex never gets initiated, the conversation just goes back to the start, I'll turn on sexlab debugging and see if anything pops up
Content Consumer Posted May 2, 2016 Author Posted May 2, 2016  that will be the problem, the sex never gets initiated, the conversation just goes back to the start, I'll turn on sexlab debugging and see if anything pops up  Now that I'm looking at it again, there definitely is a problem. Your log should at least show these three lines somewhere in it: CCAS dremora impregnate BF pre-sex CCAS dremora impregnate SGO pre-sex CCAS dremora start sex Just to make sure... you did go through the entire dialogue tree with him? Excuse me -> Who are you -> Do you know the way out -> Can you help me get out -> Well? -> I can help you -> What sort of project -> What kind of help do you need -> That's not better! -> BF, SGO, and Sexlab trigger The second part of the conversation goes: You raped me! -> Teleport to Skyrim
Millicent Bystander Posted May 2, 2016 Posted May 2, 2016   that will be the problem, the sex never gets initiated, the conversation just goes back to the start, I'll turn on sexlab debugging and see if anything pops up  Now that I'm looking at it again, there definitely is a problem. Your log should at least show these three lines somewhere in it: CCAS dremora impregnate BF pre-sex CCAS dremora impregnate SGO pre-sex CCAS dremora start sex Just to make sure... you did go through the entire dialogue tree with him? Excuse me -> Who are you -> Do you know the way out -> Can you help me get out -> Well? -> I can help you -> What sort of project -> What kind of help do you need -> That's not better! -> BF, SGO, and Sexlab trigger The second part of the conversation goes: You raped me! -> Teleport to Skyrim   definitely going through the full conversation tree to "That's not better", then he says his lines ending with "Now lets get those clothes off" at this point I assume sex should start, however the conversation does not end, it just returns to the beginning of the conversation tree where I can choose Excuse me once again.  I've tried the pregnant start and that works fine, also the giant's plaything worked as well. going to go through the rest to see if anything else doesn't work, hopefully I'll be able to narrow down what is causing it to fail for me
Content Consumer Posted May 2, 2016 Author Posted May 2, 2016  definitely going through the full conversation tree to "That's not better", then he says his lines ending with "Now lets get those clothes off" at this point I assume sex should start, however the conversation does not end, it just returns to the beginning of the conversation tree where I can choose Excuse me once again.  I've tried the pregnant start and that works fine, also the giant's plaything worked as well. going to go through the rest to see if anything else doesn't work, hopefully I'll be able to narrow down what is causing it to fail for me   The conversation should end at that point - I don't end it, but it should end automatically as the Sexlab scene starts. If the scene isn't starting... you did remember to install and activate Sexlab, right? 1.6 doesn't autostart, it needs to be manually started.  EDIT: Actually, now that I think about it, that can't be all the problem, because even if you don't get sexlab started, you shouldn't get the "excuse me" option any more after that point no matter what. And your log should have those three dremora entries. It doesn't, which means the script never fires.  Try this: copy this file into your data/scripts directory. It's basically the same as the one it's overwriting, just cleaned up a bit. Maybe that'll fix it? ccas_TIF__0720A966.pex The only other thing I can think of is that you're getting that rare bug where ending dialogue fragments don't fire off, but beginning ones do. I've had that issue a couple of times in the Devious Manual, and once already in CCAS too. I don't know why that happens, but it's irritating. If it persists even after replacing this script, maybe that's the problem. If so, there's not much I can do for now, but I'll try to fix it in the next version.
Millicent Bystander Posted May 2, 2016 Posted May 2, 2016 The conversation should end at that point - I don't end it, but it should end automatically as the Sexlab scene starts. If the scene isn't starting... you did remember to install and activate Sexlab, right? 1.6 doesn't autostart, it needs to be manually started.  That was my first thought as well, but I could initiate sex through one of the other mods I've got installed.  Try this: copy this file into your data/scripts directory. It's basically the same as the one it's overwriting, just cleaned up a bit. Maybe that'll fix it? ccas_TIF__0720A966.pex The only other thing I can think of is that you're getting that rare bug where ending dialogue fragments don't fire off, but beginning ones do. I've had that issue a couple of times in the Devious Manual, and once already in CCAS too. I don't know why that happens, but it's irritating. If it persists even after replacing this script, maybe that's the problem. If so, there's not much I can do for now, but I'll try to fix it in the next version. I tried this one but no dice, still not firing, all the others I have mods for are working correctly, just the same hostile issues as others have mentioned.
Content Consumer Posted May 2, 2016 Author Posted May 2, 2016  I tried this one but no dice, still not firing, all the others I have mods for are working correctly, just the same hostile issues as others have mentioned.   Okay, try this patch then. It fiddles around with the last bit of dialogue with him and moves the script, and essentially triplicates it. One of the three should work!  CCAS Starts v9b patch.7z  If it doesn't... I'm stumped. And stuck - I just barely tried it here, and it worked perfectly. With and without BF, with and without SGO. Fingers crossed...  EDIT: Other testers are reporting that this doesn't fix it either. I'll try regenerating the seq file, maybe that'll help? ccas_starts seq.7z Put the seq file in your data/seq directory.
Content Consumer Posted May 3, 2016 Author Posted May 3, 2016 Note to everyone: The Bumbling Mage scenario doesn't seem to be working. It works fine for me, but I am apparently the only one (because I'm so special!)... for now, don't use the Bumbling Mage scenario (or Aspiring Mage rather) until I can fix the problem.
Bugg Posted May 3, 2016 Posted May 3, 2016 I fear I may be about to throw a slight spanner in the works, as the Aspiring Mage start seems to be working fine for me. The dialog goes to completion, the sex scene starts (though due to my impatience it doesn't start until after the dialog is complete) and finishes, I get a message from SGO confirming the impregnation and then I'm teleported back to Skyrim, though, if when I rush (because I'm being impatient) I end up floating outside the Banered Mare and have to tcl to get back. Â Side note: Great mod, every start I've tried has worked beautifully and I can't wait to see what else gets added in. *tents fingers and smiles deviously*
Content Consumer Posted May 3, 2016 Author Posted May 3, 2016 I fear I may be about to throw a slight spanner in the works, as the Aspiring Mage start seems to be working fine for me. The dialog goes to completion, the sex scene starts (though due to my impatience it doesn't start until after the dialog is complete) and finishes, I get a message from SGO confirming the impregnation and then I'm teleported back to Skyrim, though, if when I rush (because I'm being impatient) I end up floating outside the Banered Mare and have to tcl to get back.  Side note: Great mod, every start I've tried has worked beautifully and I can't wait to see what else gets added in. *tents fingers and smiles deviously*  Well, I'm glad it's working for somebody! That's the problem with most of the bugs in this mod - they're intermittent. Which means it's very hard to track down the underlying cause. Is it load order? High script load? Mod conflicts? Low script load? Something I did, or didn't do? The ghost of ENIAC come back to haunt modern computers? And it's worse because I don't notice them during development and testing; they don't happen at all to me. Tough to pin down. Kind of like this one:  I end up floating outside the Banered Mare and have to tcl to get back. ??? I, uh... I teleport you inside the Bannered Mare... how do you end up outside and have to noclip your way around?
Bugg Posted May 3, 2016 Posted May 3, 2016  I fear I may be about to throw a slight spanner in the works, as the Aspiring Mage start seems to be working fine for me. The dialog goes to completion, the sex scene starts (though due to my impatience it doesn't start until after the dialog is complete) and finishes, I get a message from SGO confirming the impregnation and then I'm teleported back to Skyrim, though, if when I rush (because I'm being impatient) I end up floating outside the Banered Mare and have to tcl to get back.  Side note: Great mod, every start I've tried has worked beautifully and I can't wait to see what else gets added in. *tents fingers and smiles deviously*  Well, I'm glad it's working for somebody! That's the problem with most of the bugs in this mod - they're intermittent. Which means it's very hard to track down the underlying cause. Is it load order? High script load? Mod conflicts? Low script load? Something I did, or didn't do? The ghost of ENIAC come back to haunt modern computers? And it's worse because I don't notice them during development and testing; they don't happen at all to me. Tough to pin down. Kind of like this one:  I end up floating outside the Banered Mare and have to tcl to get back. ??? I, uh... I teleport you inside the Bannered Mare... how do you end up outside and have to noclip your way around?  I think its a problem on my end, caused by my impatience. Because when I was testing the start I skipped through most, if not all of the dialog with the Dremora, the sex scene didn't properly start until I had been teleported back. Then when the scene starts and my game loads my character jumps around a bit, trying to find the Dremora, then ends up outside the map... Â
Millicent Bystander Posted May 3, 2016 Posted May 3, 2016    I end up floating outside the Banered Mare and have to tcl to get back. ??? I, uh... I teleport you inside the Bannered Mare... how do you end up outside and have to noclip your way around?  I get that a lot with daymol/defeat - I end up falling through the worldspace.   maybe we should compare Modlists and load orders. perhaps we can find the issue there, my setup is quite script heavy so that could be the issue.  maybe we need to get super picky here, what race did you both play?
darkconsole Posted May 3, 2016 Posted May 3, 2016 just tried the soulgem incubator start since it is the only one of those mods i have   Â
Content Consumer Posted May 3, 2016 Author Posted May 3, 2016 I think its a problem on my end, caused by my impatience. Because when I was testing the start I skipped through most, if not all of the dialog with the Dremora, the sex scene didn't properly start until I had been teleported back. Then when the scene starts and my game loads my character jumps around a bit, trying to find the Dremora, then ends up outside the map...   Ah, that makes sense.  Side note: Great mod, every start I've tried has worked beautifully and I can't wait to see what else gets added in. *tents fingers and smiles deviously* Right now, just working on the Bumbling Mage start, expanding the starting area a bit.  I get that a lot with daymol/defeat - I end up falling through the worldspace.  maybe we should compare Modlists and load orders. perhaps we can find the issue there, my setup is quite script heavy so that could be the issue. maybe we need to get super picky here, what race did you both play?  It's a physics/animation thing. Sexlab basically (if I'm not mistaken) just forces idle animations onto the actor. That's fine, but if the actor(s) are far enough into a hill or something, they might end up falling through. I doubt the race has anything to do with it, unless you're using a custom race that is particularly outsized. I usually just choose Nord female or male when testing, because that's quickest.  just tried the soulgem incubator start since it is the only one of those mods i have  Glad you like it! But you should really get some more mods. SGO is great, but you should also try Untamed or Mana Tanks. And a little bird told me that the author's new computer works well (despite the long load times), so we might even eventually see an update to MSE! Maybe?
DeepBlueFrog Posted May 4, 2016 Posted May 4, 2016 I updated SexLab Stories with fixes to the Red Wave bounty notifications and the Nord Queen sex notifications if you do not choose these player start scenarios.
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now