NIkki1564 Posted November 29, 2017 Posted November 29, 2017 The characters I made today where both made from total new start ie: I opened skyrim and picked new. The second char (female) was also new, but I did not close skyrim, just went to main menu and picked new game. But I have gone back in after closing skyrim and made a 3rd char (female) and still the short list. I am using better message box control. After reading your post I checked which I had and appears I picked wrong one when I last installed mods. not sure if they has anything to do with it.....I did go back to the save of the male char with full list and checked they where still there and again backed out without picking...changed char to female, went back to statue, and sure enough the list was now the short list. Not sure if that was even anywhere near a good "test" but it popped in my head and figured I had nothing to lose. Just very odd (almost comical) that its doing this.
Content Consumer Posted November 29, 2017 Author Posted November 29, 2017 59 minutes ago, NIkki1564 said: The characters I made today where both made from total new start ie: I opened skyrim and picked new. The second char (female) was also new, but I did not close skyrim, just went to main menu and picked new game. But I have gone back in after closing skyrim and made a 3rd char (female) and still the short list. I am using better message box control. After reading your post I checked which I had and appears I picked wrong one when I last installed mods. not sure if they has anything to do with it.....I did go back to the save of the male char with full list and checked they where still there and again backed out without picking...changed char to female, went back to statue, and sure enough the list was now the short list. Not sure if that was even anywhere near a good "test" but it popped in my head and figured I had nothing to lose. Just very odd (almost comical) that its doing this. Better Messagebox Controls isn't the right mod though. That's for message boxes, and I don't think it actually affects the dialogue bug. What you want is Better Dialogue Controls or EZ2C Dialogue Menu. I prefer EZ2C but some people don't like the number of changes it makes. Did you try using arrow keys when talking to the Mara statue? Pretend that there are other options there, they're just invisible, and use your arrow keys - it should "reveal" the invisible ones. But that's just a stopgap and doesn't always work anyway - better to use one of the above two mods.
NIkki1564 Posted November 29, 2017 Posted November 29, 2017 Ok, I installed EZ2C, opened new game, created new character,,,and yup all options are there. I still dont understang why it bugged out due to lack of EZ2C in a gender sort of way, but that did take care of it. Thank You very much for helping me with this, and I do apologize as it turns out I was obviously in a hurry and grabbed the wrong mod.
Kuroyami Posted December 7, 2017 Posted December 7, 2017 Tried the Succubus Start, specifically the PSQ version - not sure if the Deadly Drain version is the same, since I have not tried that one. Still, I have some suggestions(some things based on a brief test, and could be wrong). 1. The location you spawn into, seems to be set up as a fairly simple player home. I like the idea, since it seems fairly on-theme for such a character. However, the base problem, is that I'm not sure if there is a way to return there, once you use the portal. -Perhaps a Teleport spell could be added, perhaps having a similar visual effect similar to the spell you find on the Nordic altar in front of where you spawn in, only this one would place you inside the ruin when used. -Related to another suggestion, but once you talk to the NPC, and regardless of what path you choose, the portal effect disappears, and beyond it is a small hallway leading to a door, itself leading to the Skyrim worldspace - likely somewhere in the cliffs near lake Yorgrim, close to Bronze Water Cave. Perhaps the exterior could be the same as the secondary exit for the Ruuvald Excavation/Darkwater Pass, or like High Gate Ruins(only the structure around the door, not all the pillars and arches). -Did not test this yet, so it may already, but the throne really should use the "slouch" sitting animation, like the Jarl's chairs. 2. I like the story for the start, but perhaps it could be expanded a little. Mostly in that, the NPC does indeed wish to be taken by you, only you have different ideas. While you can take her right there, depending on what result you get(mostly based on if you have the drain setting for PSQ to be on Aggressor/Victim or Unconditional), you have the choice to continue the dialog with her, and effectively keep her as willing thrall - though still allowing you to deal with her at any point later on. The only slight issue I saw with the start, would be that while the dialog does indeed progress to a SL scene, it requires you to press tab to end the dialog yourself(the dialog stays open with a forcegreet player line until you do), then the scene starts.
Content Consumer Posted December 7, 2017 Author Posted December 7, 2017 21 minutes ago, Kuroyami said: Tried the Succubus Start, specifically the PSQ version - not sure if the Deadly Drain version is the same, since I have not tried that one. Still, I have some suggestions(some things based on a brief test, and could be wrong). 1. The location you spawn into, seems to be set up as a fairly simple player home. I like the idea, since it seems fairly on-theme for such a character. However, the base problem, is that I'm not sure if there is a way to return there, once you use the portal. -Perhaps a Teleport spell could be added, perhaps having a similar visual effect similar to the spell you find on the Nordic altar in front of where you spawn in, only this one would place you inside the ruin when used. -Related to another suggestion, but once you talk to the NPC, and regardless of what path you choose, the portal effect disappears, and beyond it is a small hallway leading to a door, itself leading to the Skyrim worldspace - likely somewhere in the cliffs near lake Yorgrim, close to Bronze Water Cave. Perhaps the exterior could be the same as the secondary exit for the Ruuvald Excavation/Darkwater Pass, or like High Gate Ruins(only the structure around the door, not all the pillars and arches). -Did not test this yet, so it may already, but the throne really should use the "slouch" sitting animation, like the Jarl's chairs. 2. I like the story for the start, but perhaps it could be expanded a little. Mostly in that, the NPC does indeed wish to be taken by you, only you have different ideas. While you can take her right there, depending on what result you get(mostly based on if you have the drain setting for PSQ to be on Aggressor/Victim or Unconditional), you have the choice to continue the dialog with her, and effectively keep her as willing thrall - though still allowing you to deal with her at any point later on. The only slight issue I saw with the start, would be that while the dialog does indeed progress to a SL scene, it requires you to press tab to end the dialog yourself(the dialog stays open with a forcegreet player line until you do), then the scene starts. The two use the same location. And there is no way to return once you've left. I did have some idea about using the Atronach Forge instead at one point, for one or both of the succubus scenarios, and I still might do that. The teleport spell is a good idea, and should be easy enough to implement. I'm not sure if I can use a different sit animation - not sure if there is an un-attached "slouch" sit animation. There probably is, but I don't remember seeing it. Re the story - I did try to make a follower out of some NPCs at one point. It should be very easy, considering the sheer number of tutorials and example mods out there that make vanilla followers. For some reason though I couldn't get it to work. I'll revisit the idea at some point, I'm sure. Thanks for pointing out the tab-ending-dialogue thing. I keep forgetting to add that option in. I *think* I've gotten all of the missing ones with the Mara statue, but there are a number of others that are probably still missing.
SingoDingo Posted December 7, 2017 Posted December 7, 2017 Does the honeypot start only support the 'pursuing' bandit being female? The description seems gender neutral, but any and every attempt to change which bandit I get has ended in it being the same woman each and every time. If I'm missing anything obvious, please do tell!
Content Consumer Posted December 7, 2017 Author Posted December 7, 2017 18 minutes ago, Dingosilver57 said: Does the honeypot start only support the 'pursuing' bandit being female? The description seems gender neutral, but any and every attempt to change which bandit I get has ended in it being the same woman each and every time. If I'm missing anything obvious, please do tell! Yep, she's female whether you start the game as male or female.
Kuroyami Posted December 8, 2017 Posted December 8, 2017 8 hours ago, Content Consumer said: The two use the same location. And there is no way to return once you've left. I did have some idea about using the Atronach Forge instead at one point, for one or both of the succubus scenarios, and I still might do that. Not sure if the portal currently only places the player in Nightgate Inn when used, but you could argue that it is for a reason - a somewhat secluded, yet populated place where the player can feed. This still fits if a mod like Cutting Room Floor is used, where it is Heljarchen village, instead of just an Inn. Quote The teleport spell is a good idea, and should be easy enough to implement. Possibly it should be spawned on the player, just like the Bloodlight spell? Quote Re the story - I did try to make a follower out of some NPCs at one point. It should be very easy, considering the sheer number of tutorials and example mods out there that make vanilla followers. For some reason though I couldn't get it to work. I'll revisit the idea at some point, I'm sure. Making her a follower was not exactly my idea, and the journal you can find about some of the events suggests that she trapped there with the player. Perhaps some simple dialog can suggest that the player is able to break that binding, to get her as a follower? "You are bound to this place, but I shall bind you to my service, instead." Or something like that. Could lead to a SL scene too(possibly one that has her servicing the player, i.e cunnilingus, blowjob, etc), and then the follower option opens up. Also may want to use the name the journal suggests for the character, rather than the current generic one. Other suggestions about the location as a player home: -Having some kind of clothing in the cell for the player, especially if the follower option is added for the NPC. Likely some Necromancer or Black Robes. -A scaled down Nordic urn for storage, one each for the Alchemy and Enchanting tables? -A Nordic style chest close to the forge area, to store materials? -Perhaps a small room(with a door) behind the dais where the player spawns, for a larger bed? Would not want to suggest adding too much more, since the performance in that cell seems perfect at this point.
Content Consumer Posted December 8, 2017 Author Posted December 8, 2017 4 hours ago, Kuroyami said: Not sure if the portal currently only places the player in Nightgate Inn when used, but you could argue that it is for a reason - a somewhat secluded, yet populated place where the player can feed. This still fits if a mod like Cutting Room Floor is used, where it is Heljarchen village, instead of just an Inn. Possibly it should be spawned on the player, just like the Bloodlight spell? Making her a follower was not exactly my idea, and the journal you can find about some of the events suggests that she trapped there with the player. Perhaps some simple dialog can suggest that the player is able to break that binding, to get her as a follower? "You are bound to this place, but I shall bind you to my service, instead." Or something like that. Could lead to a SL scene too(possibly one that has her servicing the player, i.e cunnilingus, blowjob, etc), and then the follower option opens up. Also may want to use the name the journal suggests for the character, rather than the current generic one. Other suggestions about the location as a player home: -Having some kind of clothing in the cell for the player, especially if the follower option is added for the NPC. Likely some Necromancer or Black Robes. -A scaled down Nordic urn for storage, one each for the Alchemy and Enchanting tables? -A Nordic style chest close to the forge area, to store materials? -Perhaps a small room(with a door) behind the dais where the player spawns, for a larger bed? Would not want to suggest adding too much more, since the performance in that cell seems perfect at this point. I always felt that Nightgate Inn had a darker side to it. Oh sure, the people are friendly enough, but lurking beneath the surface veneer lies a hidden evil... a strange attractor that brings in other evils like... like... like a simile for evil things being drawn to other evil things. Insert some "moth to a dark flame" comment or something along those lines. I just added a teleport spell that is added to the player - just like bloodlight - with a low casting cost but a 6-second casting time. I'm not sure I want to expand on the cell any though. It's not really supposed to be a player home, it's supposed to be a quickie extra-dimensional altar, basically.
Kuroyami Posted December 8, 2017 Posted December 8, 2017 26 minutes ago, Content Consumer said: I'm not sure I want to expand on the cell any though. It's not really supposed to be a player home, it's supposed to be a quickie extra-dimensional altar, basically. Well, I'd still say having something for the player to wear would be good. -If you would want the Necromancer as a follower, then you might want her to keep the clothing she has. -If you just want her as a Thrall(i.e just keeping her in the Ritual area), then once you open the follower option(or it could appear regardless), after a possible SL scene, then you could have a line demanding her clothes. "Take those off, and give them to me - you do not need them."
jaidev Posted December 16, 2017 Posted December 16, 2017 On 13/04/2017 at 6:43 PM, Smac00 said: Hello there, i am having trouble with CCAS none of the starts are working correctly, it just procedes to strip me of all clothing and goes with the start "I want to escape from this cell" I am unsure of what is the problem i have attempted to uninstall and reinstall but it wont work. I'm having same issue, i manually installed CCAS bcz im using mod organizer. Even tried jdough's fix, but nothing seems to be working. I really need help..
Content Consumer Posted December 16, 2017 Author Posted December 16, 2017 5 hours ago, jaidev said: I'm having same issue, i manually installed CCAS bcz im using mod organizer. Even tried jdough's fix, but nothing seems to be working. I really need help.. Did you try the rest of the solutions on this list? If you're using any of the following mods, try disabling them: JUGS, Eternal Darkness Redone, ImprovementInn, OBIS, Genesis, Maria Eden, Skyrim Unbound, Populated Skyrim. If you're looking for the Chaurus Breeder scenario, make sure to activate and fully configure EC+ before you sleep in the LAL bed. Ideally, you'll be saving the game, exiting, and reloading it before even talking to the Mara statue. Make sure that Live Another Life is very low in your load order, ideally just before LAL mods (like CCAS), bashed patches, TES5Merged patch, etcetera. LOOT generally does a good job at sorting these mods. If you've been using an older save in the starting cell, that could cause problems - try beginning a brand new game instead. If you're using Mod Organizer or another mod manager, that might be the cause of some issues. I recommend manually installing just to be on the safe side. Make sure you're using EZ2C or Better Dialogue Controls or some other mod that fixes the vanilla engine bug with dialogue (NB: USKP or USLEEP does not fix this bug). If you plain don't want to use a mod like that, try using the arrow keys instead of the mouse in the dialogue menu. If you're having a common problem where you sleep in the LAL bed, the screen fades to black, and fades back in and nothing appears to have happened, try jdough's fix: http://www.loverslab.com/topic/60586-content-consumers-alternate-starts/page-27?do=findComment&comment=1596428 Note that the Giant Offering, Soulgem Oven, Chaurus Egg Breeder, Expectant Mother, and Egg Factory scenarios can take several seconds for everything to finish initializing after sleeping in the LAL bed. If you try all of that and still nothing is working, attach a copy of your papyrus log (instructions can be found here: http://www.loverslab.com/topic/22241-sexlab-troubleshooting-support-guide/ and I'll see if I can find anything relevant in it. A copy of your load order may also help. To keep the thread clean, please don't just paste the text directly in your post - put it in a spoiler tag or attach it as a text file instead.
Maho Posted December 23, 2017 Posted December 23, 2017 The dwemer puppet scenario never works for me. My char is teleportet to the falmer dungeon and I get the memory banks corrupted dialog. When I dismiss the dialog my char is just there standing naked next to E.L.L.E lying there. After a while some falmers popup, attack and kill me. That's it. Shouldn't my char be converted to a cyborg somehow and have the proper armor equipped? Shouldn't there be any active quest or npc I can talk to instead of just aggressive falmers? Even tried with a newly installed setup and it was always like this. All other starts work as expected.
Content Consumer Posted December 23, 2017 Author Posted December 23, 2017 2 hours ago, Maho said: The dwemer puppet scenario never works for me. My char is teleportet to the falmer dungeon and I get the memory banks corrupted dialog. When I dismiss the dialog my char is just there standing naked next to E.L.L.E lying there. After a while some falmers popup, attack and kill me. That's it. Shouldn't my char be converted to a cyborg somehow and have the proper armor equipped? Shouldn't there be any active quest or npc I can talk to instead of just aggressive falmers? Even tried with a newly installed setup and it was always like this. All other starts work as expected. Which version of Sexlab Stories are you using?
Maho Posted December 23, 2017 Posted December 23, 2017 I'm using Version 0.8.4 but it was the same with previous versions I tried.
Content Consumer Posted December 23, 2017 Author Posted December 23, 2017 3 hours ago, Maho said: I'm using Version 0.8.4 but it was the same with previous versions I tried. I recommend asking in the Sexlab Stories support thread. A papyrus log might be of some help too.
DeepBlueFrog Posted December 24, 2017 Posted December 24, 2017 11 hours ago, Maho said: The dwemer puppet scenario never works for me. My char is teleportet to the falmer dungeon and I get the memory banks corrupted dialog. When I dismiss the dialog my char is just there standing naked next to E.L.L.E lying there. After a while some falmers popup, attack and kill me. That's it. Shouldn't my char be converted to a cyborg somehow and have the proper armor equipped? Shouldn't there be any active quest or npc I can talk to instead of just aggressive falmers? Even tried with a newly installed setup and it was always like this. All other starts work as expected. This is all there is for that start at this point. Eventually, there will be more extensive things going on eventually but I first need to create custom Devious Devices out of the dwemer parts. For now, you can role play it by harvesting the parts from the dead dolls next to where you start and equip them manually. I am planning to get this start to work both as a new game start with CCAS or as a quest where you get trapped by a dwemer bot and turned into a cyborg against your will. The quest stages are roughly drafted, as well as the features of the mod. I will work on this one I am further along with SD+ main quest, and Parasites main quest (both top priority for me right now).
DeepBlueFrog Posted December 24, 2017 Posted December 24, 2017 5 hours ago, Content Consumer said: I recommend asking in the Sexlab Stories support thread. A papyrus log might be of some help too. Please yes... post questions about CCAS Stories related starts in the Stories thread (look in my signature for a link). You have to remember that CC graciously included these starts to hook into my mods. I have developed them just enough to be functional with some manual role play but I am still planning to develop more features and a quest for each (like I just did with the Nord Queen quest in 0.8.4).
AVS Posted December 24, 2017 Posted December 24, 2017 19 hours ago, Maho said: The dwemer puppet scenario never works for me. My char is teleportet to the falmer dungeon and I get the memory banks corrupted dialog. When I dismiss the dialog my char is just there standing naked next to E.L.L.E lying there. After a while some falmers popup, attack and kill me. That's it. Shouldn't my char be converted to a cyborg somehow and have the proper armor equipped? Shouldn't there be any active quest or npc I can talk to instead of just aggressive falmers? Even tried with a newly installed setup and it was always like this. All other starts work as expected. I've used this start a few times for test characters for my collection of Dwarven Cyborg parts (shameless plug). I've found that you can use Add Item Menu while in the LAL cell to select a cyborg outfit and bootstrap it onto your character, since this start doesn't have its own outfit set to auto-apply yet. You just spawn with whatever inventory you had in the LAL cell. Its questline might not be complete yet, but one thing this start does seem to do is add the player to the Dwarven Automaton faction, which can be pretty handy. 16 hours ago, Content Consumer said: Which version of Sexlab Stories are you using? Y'know, I hadn't bothered to re-check the requirements for this start when I first used it for a test character, and only just now noticed that it lists SD+. Does that actually add anything, or is it just a placeholder? I haven't used it yet, since player slavery's not really my thing.
Content Consumer Posted December 24, 2017 Author Posted December 24, 2017 1 hour ago, AVS said: Y'know, I hadn't bothered to re-check the requirements for this start when I first used it for a test character, and only just now noticed that it lists SD+. Does that actually add anything, or is it just a placeholder? I haven't used it yet, since player slavery's not really my thing. The OP is probably wrong. I got a lot of those wrong actually, sometimes listing SD+ and/or Stories and/or Devious Stories as a requirement when they weren't, and sometimes not listing them when they are. The best bet is to just install it all.
Content Consumer Posted December 25, 2017 Author Posted December 25, 2017 v14 is up, finally. Merry Christmas or other end-of-year holiday of your choice! Special thanks to the beta testers, without whom this probably wouldn't have happened for another six months, knowing me. Note: I removed the nested spoiler mess from the OP, and just put basic scenario information in a PDF instead. Quick changelog: Fixed numerous bugs. Reorganized Mara statue dialogue menus. Bandit Honeypot scenario now requires the Bandit Honeypot minimod. Added several new scenarios (Family Ties, Enslaved to a Lurker/Seeker, Reikling Shaman, Giant Slave, Beastess, Chaurus Slave, Escaped Slave). Revamped the Witch of the Wilds scenario. Revamped the Expectant Mother scenario. Some minor-ish changes to various starting cells (Aspiring Mage, Creature slaves, etc). New optional content from Devious Devices, Egg Factory, Sexlab (stats seeding), Apropos (W&T seeding), etc. Full changelog: Spoiler Reorganized the mara statue dialogue menus. Hopefully this is a little better... Added a "back to previous menu" option in all submenus Added a new submenu to root - escaped slave, where you can pick a hold to start out in. Requires the latest DD version for the optional DD content. Moved the Red Wave dialogue option under the Prostitute submenu. Changed Bandit Honeypot scenario, now requires Bandit Honeypot mod (WIP/beta) Enabled the Trapped In Rubber scenario Removed SD+ requirement for Alicia and Dibellan Sisterhood. Added a "must be Nord race" requirement to the Ancient Nord Queen scenario (must be female, nord, and have sexlab stories installed). These requirements are subject to change. Removed Estrus Chaurus requirement for the Chaurus Egg Breeder scenario (is an optional extra). Changed SD+ requirement to Sexlab Stories requirement for the Chaurus Egg Breeder scenario. Removed SD+ requirement from the Falmer Slave scenario (is an optional extra like all the SD+ enslavement scenarios) - note that the falmer may, in rare cases, be permanently hostile without it Fixed an array out of bounds error in the Surprise Me option (thanks skyrimll for catching that) Added the missing storageutil call to the Surprise Me option. A couple of changes to the Mara dialogue - typos, order issues, etc. Red Wave now moved back from Prostitute submenu into Miscellaneous submenu. I think it probably makes more sense this way... Giant Offering and Egg Factory scenarios moved to "none/optional requirements" submenu. Added Family Ties submenu and scenarios Added an Enslaved to a Seeker scenario (SD+ optional). Added an Enslaved to a Lurker scenario (SD+ optional). Added Reikling Shaman scenario (WIP/beta) Added a missing Inn Prostitute scenario (Ragged Flagon in Riften) Added some barebones "Beastess" scenarios under Miscellaneous. Requires Beastess Lairs. Added a new Chaurus Slave scenario (SD+) because of the changes to the current Egg Breeder scenario. Added some new mechanics to the Witch of the Wilds scenario, new crafting benches, and new recipes. Like Bandit Honeypot, this may eventually work its way into a separate mod. Witch of the Wilds now sets SD+ spriggan infection to zero when starting. This can be changed in the MCM. Moved the Witch of the Wilds scenario out of Anise's cellar. The cave entrance/exit is now in the Rift. Cleaned up the basement and removd all my changes. Fixed a bug where the quest would not complete properly in the Soulgem Incubator scenario. Moved the "wrong way" trigger box in the Soulgem Incubator scenario closer to the starting area. Prevented Necromancers and some undead from being permanently friendly if taking the "bad" ending route in Soulgem Incubator. Added patrol markers to the Dark Counselor so he wouldn't get too busy playing with alchemy to stop the player in the Soulgem Incubator scenario Fixed the Dark Counselor's voice Updated Egg Factory scenario for the newest version Fixed bad faction properties in the Egg Factory scenario Fixed a typo in the Egg Factory Cultist's journal. Egg Factory is now modevent-driven, meaning Egg Factory is actually an optional extra for the scenario. Egg Factory modevents also used in some other scenarios where appropriate. Beware possible complications with other node alteration mods, as always. Completely reworked the Expectant Mother scenario from the ground up. This includes all dialogue, stages, locations, etc. Hopefully this won't be quite so buggy now. Moved creature masters a bit farther away from the player, so script lag hopefully won't cause player damage or death. Added some minor things to the creature cell. Messed with the lighting in the creature start cell. Should be a bit better now, I hope. Added some missing navmesh in the creature cell (deliberately left some out though for testing). Moved the Falmer Slave scenario (standard SD+ enslavement) location to the creature cell. Moved the Spider scenario (SD+, not Arachnophobia) to the creature cell. Cleaned up blackreach. Added an extra Sabre Cat and Bear to the creature cell. Stripped out everything but the additem and modevent calls in the Egg Breeder scenario. This will prevent conflicts and extra script time with the new version of Stories/Parasites. Reworked Giant faction and slavetats effect. Should prevent conflicts with other mods in the Giant Offering scenario. Note - this scenario now uses custom giants, which means they will not be affected by any other mods that affect normal giants. Moved the SD+ Giant Slave start to Guldun Rock with a new master to prevent conflicts with the Giant Offering scenario. NB: This may or may not work properly as I have used a vanilla giant template with no aggro warning/attack settings. In practice, this *should* mean that your master is fine, but other giants will still attack you if you get too close (?). Note that since this is a templated actor with no alterations except the aggro settings, all other mods that alter giants should work. Added missing goodbye flag on Dremora's dialogue in the Aspiring Mage scenario A couple of (fairly minor) changes to the Maze of Oblivion cells. Added some more potions to the player's starting inventory in the Aspiring Mage scenario. Fixed some bad object alignment issues in the Maze of Oblivion cells. Added patrol markers to the Whiterun guard in the XPO scenario so he doesn't just sit in one place all day doing nothing. Users might not ever notice this unless they specifically use that scenario and even then only after getting out of prison. Moved starting location for Prison Overhaul closer to Whiterun Added a small item to the Inn Prostitute scenarios Fixed a typo in one of the Inn Prostitute scenarios Moved starting location for the Alicia scenario out of the prison (currently uses a forsworn camp). Changed SD+ parasite events to Kyne's Blessing events Added Kyne's Blessing parasites events (optional as always) to some scenarios where appropriate Family Ties (orphan) triggers the entry scene of the orphanage when exiting the punishment room. Fixed a bug that could prevent SD+ quests (notably, Enslaved to a Creature quests) from closing properly. Note that this fix will undo any changes players have made to their SD+ dreamworld setting. Changed Alicia journal entry Fixed a broken mod detection/requirement - Scenario 210 (brood maiden) now requires Sexlab Parasites instead of Sexlab Stories. Fixed the Skooma Whore cleanup script from triggering a debug trace whenever you'd enter the area around the worker's house in Mixwater Mill regardless of whether or not you're using that scenario. Fixed a partially broken script in the Aspiring Mage scenario when talking to Urulaaska-Shun. Fixed the Forsworn scenario actor forcegreeting the player during the game if you didn't select that scenario to start. Changed the Orc Master (SD+ enslavement) to an orc at Bilegulch Mine Removed the bow and thorn rake (sword) from the Spriggan Host entry scenario, as skyrimll is adding them to the next version of Stories anyway. Kept the arrows though, because I like the look of the Riekling gear. Fixed a problem with mixed up Kynesgrove/Candlehearth Inn Prostitute scenarios. Changed the starting area in the Aspiring Mage scenario. Removed the unnecessary (and possibly buggy) trigger outside Chillwind Depths. Added a spell to teleport you back to the Dark Retreat for the Succubus scenarios. Fixed missing goodbye flag on sex option in Succubus scenarios. Cleaned up .esp of unused items, spells, packages, globals, NPCs, etc. Players hopefully won't notice any difference, but it makes me happier. Deleted some unused meshes from the archive. Players hopefully won't notice any difference, but the archive should be a tad smaller now. Fixed numerous USLEEP overwrites... except the damnable Moldering Ruins issues. End users probably won't really notice anything, but take pleasure in the knowledge that CCAS is now (mostly) USLEEP-compatible. Renamed a lot of the topic information form scripts. Players won't notice any difference, but my sanity does. Changed how sexlab stats are seeded. Now 33% more better goodness! Added Apropos wear and tear seeding to all scenarios, if your apropos settings allow for W&T and after effects textures. Removed invalid race check. It's a resource hog and is too easy to bypass, making it mostly pointless. Fixed some missing/bad quest objectives Added missing north markers to some interiors Added some of actors to the Sexlab Forbidden faction. Should prevent enslavement, random sex, and sexist/derogatory comments. Added a modevent for Solstheim scenarios configurations. Hopefully players won't notice any difference. Updated book: Parasites volume 1 with new parasite Probably a few more things I've forgotten... 1
Mamango Posted December 25, 2017 Posted December 25, 2017 Does Escaped Slave scenario equips only collar?
raytalon Posted December 25, 2017 Posted December 25, 2017 It may be addressed, but I haven't found it....I have an issue where when I start the new game. it loads fast and seems fine, but my pc is stuck in a sitting position usually omewhere awkward like in the sky..I've tried fast travel and it moved me but the pc is in the same sitting position.. I cant move or anything.....anyone know how to help me?
bicobus Posted December 25, 2017 Posted December 25, 2017 4 hours ago, Mamango said: Does Escaped Slave scenario equips only collar? Depend on the scenario. Since you're an escaped slave, you don't have the full set of restrains.
CheddarTrauma Posted December 25, 2017 Posted December 25, 2017 The 'back to previous menu' option is mixed up in the submenus instead of at the top/bottom of each menu. Edit: the new site's post formatting is over my head.
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