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Shout Like a Virgin Evolved LE


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Posted

So you can pause the start of the of the start and also Tales & tallows.

But is there a way to pause virgin training?

 

I just finished it and have to report in after 5 days, but what if I'd just like to leave it be for a while?

Posted

So you can pause the start of the of the start and also Tales & tallows.

But is there a way to pause virgin training?

 

I just finished it and have to report in after 5 days, but what if I'd just like to leave it be for a while?

 

Delay to report configurable in MCM, you can also disable the need to report in MCM.

 

Posted

 

So you can pause the start of the of the start and also Tales & tallows.

But is there a way to pause virgin training?

 

I just finished it and have to report in after 5 days, but what if I'd just like to leave it be for a while?

 

Delay to report configurable in MCM, you can also disable the need to report in MCM.

 

 

 

No idea how I missed that, that's exactly what I needed.

 

Thanks!

Posted

Is there a way to disable ankle chain sounds in this mod? I tried lowering the db levels to the chain files in the sfx folder manually, I even deleted them... Nothing seems to affect them whatsoever. I just have constant, poor quality metal clanking noises that are at max volume compared to everything else in the game. Has no one had this issue?

 

Hell I adjusted all of the sound levels in the game menu... effects, footsteps, everything but master... NOTHING seems to disable these sounds and they are at max volume it is crazy.

 

This mod looks really well done but the ankle chain noises just make it completely unplayable for me. And I don't feel like playing the game muted because of this bug. I can't believe these sounds are this hard to eliminate from the game, and they seem to be so poorly done compared to the rest of what I have seen.

 

If anyone else has seen this issue or has a trick to fix this it would be appreciated.

Posted

Is there a way to disable ankle chain sounds in this mod? I tried lowering the db levels to the chain files in the sfx folder manually, I even deleted them... Nothing seems to affect them whatsoever. I just have constant, poor quality metal clanking noises that are at max volume compared to everything else in the game. Has no one had this issue?

 

Hell I adjusted all of the sound levels in the game menu... effects, footsteps, everything but master... NOTHING seems to disable these sounds and they are at max volume it is crazy.

 

This mod looks really well done but the ankle chain noises just make it completely unplayable for me. And I don't feel like playing the game muted because of this bug. I can't believe these sounds are this hard to eliminate from the game, and they seem to be so poorly done compared to the rest of what I have seen.

 

If anyone else has seen this issue or has a trick to fix this it would be appreciated.

 

This mod's MCM has chain volume on the Devices Tab.

 

That's assuming the chain device is a Virgin Device as opposed to those from Devious Devices.

Posted

Yeah unfortunately the MCM volume controllers seem to have no effect on the sounds in the game whatsoever.

 

It's a really weird problem Ive never had with any mod before. They are honestly playing at what seems like 200% volume no matter what I do. Annoying af.

 

The screams in Branding Devices of Doom and Estrus Chaurus are the only other 2 mods Ive had a similar problem. Certain sounds just seem to be complete unconstrained and ear piercing, and I cannot understand how after deleting all of the chain sound files from this mod and heretical devices they are still there... Crazy.

 

I even tried putting them back in after adjusting them to -20dB and they are still the exact same... I've never had this problem before for sure.

Posted

Yeah unfortunately the MCM volume controllers seem to have no effect on the sounds in the game whatsoever.

 

It's a really weird problem Ive never had with any mod before. They are honestly playing at what seems like 200% volume no matter what I do. Annoying af.

 

The screams in Branding Devices of Doom and Estrus Chaurus are the only other 2 mods Ive had a similar problem in. Certain sounds just seem to be complete unconstrained and ear piercing.

  • You are changing volume on the Shout Like a Virgin MCM Devices & Tats tab? (you can even turn it right off if slider is set to 0)
  • And the source of the sound is from Virgin Ankle Chains?
  • And you don't have some other chain device equipped that's not virgin (like from Devious Devices which are known to be much louder - virgin ones could not be characterized as you describe by default)?

 

Posted

No other devices, they started after Nocturnal equipped them after my second shout in the initial meeting.

 

I've turned the MCM sliders for Shout Like a Virgin to 50, 10 and 0%... Nothing changes the level

 

I edited the actual sound files in Data\Sound\fx\Virgin\ and lowered set them to -20 dB in Audacity, and overwrote the files in my game directory... Nothing. I even did the same thing to the sound files in Data\Sound\fx\HereticalResources\Chain\ to be sure... still nothing.

 

I deleted all the chain sound files in those 2 locations and still nothing.

 

Somehow it seems to be playing the files from a bsa or something, I have no freaking clue. All I know is it has made me realize you always spend more time tweaking mods than actually playing the game when you use these script heavy mods from this site, lol.

 

 

And no, before that encounter my character was wearing normal gear... Skaal boots I believe. The issue started immediately after the Nocturnal encounter.

Posted

No other devices, they started after Nocturnal equipped them after my second shout in the initial meeting.

 

I've turned the MCM sliders for Shout Like a Virgin to 50, 10 and 0%... Nothing changes the level

 

I edited the actual sound files in Data\Sound\fx\Virgin\ and lowered set them to -20 dB in Audacity, and overwrote the files in my game directory... Nothing. I even did the same thing to the sound files in Data\Sound\fx\HereticalResources\Chain\ to be sure... still nothing.

 

I deleted all the chain sound files in those 2 locations and still nothing.

 

Somehow it seems to be playing the files from a bsa or something, I have no freaking clue. All I know is it has made me realize you always spend more time tweaking mods than actually playing the game when you use these script heavy mods from this site, lol.

 

 

And no, before that encounter my character was wearing normal gear... Skaal boots I believe. The issue started immediately after the Nocturnal encounter.

 

The sound cannot be coming from this mod. Some how some residual from another mod is at play. Maybe a glitched device that you cannot see but is still seen by the game as equipped. I say this for these two reasons:

  1. Just now I deleted all files in Data\Sound\fx\Virgin\     Doing so prevented any sound.
  2. Also the description you give matches the sound from devious devices, or raw from HR. The sound from this mod is much quieter and less frequent by default. And those volume controls normally work. Nobody has ever reported a problem till now.

 

Do this test to verify it's not from this mod....

  1. Just as a test... start a new game. Now you have no residuals from any other mod possible I think
  2. use "Skip Initial Portion of Story" on the Misc tab. This will immediately equip you with the devices just like your first meeting with Nocturnal
  3. What's the sound like now?
Posted

If I get time this weekend I'll try to see if I can isolate the problem and share what I find out. I'm really not sure to be honest. If I'm the only one having the issue it must be some phantom thing, though I honestly cannot figure out where it is getting chain sounds from other than a bsa or something.

 

Do the MCM volume controls work for you on the chains just fine? And if you go ESC > Settings > Sounds, when you adjust the "effects", "footsteps", or whatever slider you have the sounds assigned to, does it lower the chain volume? The only volume control that affected the chains for me was the "master" slider. Just having those sounds subordinate to the "effects" slider or another slider would have been a big help.

 

I think I've decided that I'm going to stick with mods that are light on scripting as far as LL mods go (aside from core SL). So I'll try a run without SD, this mod, prison overhaul, maria eden, etc... At this point I just want to play the game without doing tech troubleshooting nonstop when I sit down to play, lol. Though you have created some amazing work that I look forward to revisiting again :)

 

Your mod looks great and other than the issue I had (related to my own build I'm sre) it appears really well made and looks like it was a ton of work. Maybe someday I can play it past the opening bit.

Posted

If I get time this weekend I'll try to see if I can isolate the problem and share what I find out. I'm really not sure to be honest. If I'm the only one having the issue it must be some phantom thing, though I honestly cannot figure out where it is getting chain sounds from other than a bsa or something.

  • I'm almost certain the sound simply cannot be coming from this mod
  • My guess is a glitched device from DD is getting the sounds from \Data\Sound\fx\DeviousDevices\Chain     did you try deleting those?
  • It could also be a corrupt save and the test I proposed will rule that out too
  • there's definitely no BSA at play

 

Do the MCM volume controls work for you on the chains just fine? yes

And if you go ESC > Settings > Sounds, when you adjust the "effects", "footsteps", or whatever slider you have the sounds assigned to, does it lower the chain volume? No and as expected. it's not tied to vanilla game controls. Not sure if that's even possible

 

The only volume control that affected the chains for me was the "master" slider. Just having those sounds subordinate to the "effects" slider or another slider would have been a big help. I've provide a volume control that's even more specific for the purpose

 

Posted

Cool, well thanks for all the help, it is appreciated and your mod is really impressive.

 

I'll try the new save thing Sat or Sun and post here what happens. Agreed something is def bugged on the toon it is just tiring tracking those things down so often, hehe.  Thanks again :)

Posted

Not sure if that's been reported before, it took me some time to find the problem:

The virgin tattoo seems to get updates every few seconds and after every update, it overlays the cum textures from Scoclb  and the dirt textures from bathing in Skyrim. I have several other slave tats tattoos which don't make any problems, could you have a look on this?

Next thing are the Virgin horns/halo: with them equipped, after every scene (sexlab & DDi) armor, boots etc get equipped even when i shouldn't be able to wear them, for example boots get equipped although i'm already wearing pony boots.

That no options in sexlab and DDi were making a difference drove me crazy until some mittens equipped by cursed loot made me drop the horns and it didn't happen again... but i admit, it was funny when the halo just dropped to the ground while using DCUL prostitution.  :P

For now i disabled both, but it would be nice if i could use them again in the future. :)

 

*edit: And my old problem with animations stopping isn't solved, but i think i know the reason (and, you not liking creature stuff, also why you didn't experience it yourself ;))

I'm pretty sure that it happens when a x-some is started and human + creatures (or different creatures) are chosen as actors. Like draugr and necromancers, or falmer and Lydia/Nocturnal, or anything + my conjured fire atronach.
 
 
Posted

Cool, well thanks for all the help, it is appreciated and your mod is really impressive.

 

I'll try the new save thing Sat or Sun and post here what happens. Agreed something is def bugged on the toon it is just tiring tracking those things down so often, hehe.  Thanks again :)

It might help if you could post a list of your mods. There are not that many mods around that add chain sounds. I can only think of "Slaves of  Tamriel" which adds its own chains with sounds, and "Devious Training", which adds chain sounds to all kinds of devious ankle cuffs, also to the ones from "Shout like a Virgin". Devious training also comes with a bsa, it was my first suspect when I read your posts. Are you using it?

Posted

 

Not sure if that's been reported before, it took me some time to find the problem:

The virgin tattoo seems to get updates every few seconds and after every update, it overlays the cum textures from Scoclb  and the dirt textures from bathing in Skyrim. I have several other slave tats tattoos which don't make any problems, could you have a look on this?

In releases beyond it's first release, it's not using slave tats. Same technique as bathing I suspect, which is why it conflicts. I'm not able to make compatible. But you can turn it off.

 

Next thing are the Virgin horns/halo: with them equipped, after every scene (sexlab & DDi) armor, boots etc get equipped even when i shouldn't be able to wear them, for example boots get equipped although i'm already wearing pony boots.

That no options in sexlab and DDi were making a difference drove me crazy until some mittens equipped by cursed loot made me drop the horns and it didn't happen again... but i admit, it was funny when the halo just dropped to the ground while using DCUL prostitution.  :P

For now i disabled both, but it would be nice if i could use them again in the future. :)

I'm not understanding your problem at all. I'm only aware of mittens conflicting. Could you be getting some strange stuff from DD Devices Underneath? Could you describe with a specific example naming the exact devices involved so I can try and recreate?

 

*edit: And my old problem with animations stopping isn't solved, but i think i know the reason (and, you not liking creature stuff, also why you didn't experience it yourself ;))

I'm pretty sure that it happens when a x-some is started and human + creatures (or different creatures) are chosen as actors. Like draugr and necromancers, or falmer and Lydia/Nocturnal, or anything + my conjured fire atronach.

I need a more specific problem statement/example to understand. I can tell you that there is no possible code path that tries to do creatures beyond the simple Player with 1 creature combo. It has no way to attempt anything else.

 

Posted

 

 

Not sure if that's been reported before, it took me some time to find the problem:

The virgin tattoo seems to get updates every few seconds and after every update, it overlays the cum textures from Scoclb  and the dirt textures from bathing in Skyrim. I have several other slave tats tattoos which don't make any problems, could you have a look on this?

In releases beyond it's first release, it's not using slave tats. Same technique as bathing I suspect, which is why it conflicts. I'm not able to make compatible. But you can turn it off.

Oh! I thought it uses slave tats, that explains it.

 

Next thing are the Virgin horns/halo: with them equipped, after every scene (sexlab & DDi) armor, boots etc get equipped even when i shouldn't be able to wear them, for example boots get equipped although i'm already wearing pony boots.

That no options in sexlab and DDi were making a difference drove me crazy until some mittens equipped by cursed loot made me drop the horns and it didn't happen again... but i admit, it was funny when the halo just dropped to the ground while using DCUL prostitution.  :P

For now i disabled both, but it would be nice if i could use them again in the future. :)

I'm not understanding your problem at all. I'm only aware of mittens conflicting. Could you be getting some strange stuff from DD Devices Underneath? Could you describe with a specific example naming the exact devices involved so I can try and recreate?

Hm, maybe my description was a bit confusing. My problem is, that after every sexlab scene and every DDi scene (masturbating from plugs etc) the non-DD items i'm usually wearing are equipped (don't think that matters, it was Black rose armor). No matter If those slots are already occupied by other items or not, but even if not it would be a problem because when i'm stripped naked and put in an armbinder, i don't want to be magically dressed again (and i can't unequip them because i'm bound).

It equipped them over some pony boots, default ones from DDa or DDx as well as over the new chain ankles in DDx (actually pretty much everything that was equipped by cursed loot).

It's totally possible that something strange from anywhere else happens, but it doesn't happen anymore after i lost/disabled the halo/horns, so i assume they are related to this problem. The conflict with the mittens isn't that bad, it only gave me the idea that the horns might be the problem. And as said, it's not only that things are equipped when it shouldn't be possible, it's that anything is equipped at all.

 

*edit: And my old problem with animations stopping isn't solved, but i think i know the reason (and, you not liking creature stuff, also why you didn't experience it yourself ;))

I'm pretty sure that it happens when a x-some is started and human + creatures (or different creatures) are chosen as actors. Like draugr and necromancers, or falmer and Lydia/Nocturnal, or anything + my conjured fire atronach.

I need a more specific problem statement/example to understand. I can tell you that there is no possible code path that tries to do creatures beyond the simple Player with 1 creature combo. It has no way to attempt anything else.

 

Ok, problem: when i shout (second word, no matter if in or out of combat) it happens that the animation just stops right after sexlab collects the participants (they all stand in one place, they get naked, they walk away). I've made a lot of tries this time, trying to figure out if it's a specific animation or anything, and my conclusion is that it works when no creatures are around. If some are around, it still has a chance, but there is also a chance that one of them is chosen as one of the actors in a 4-some which will either stop the animation or cause CTD. 

So i think there is actually a lack of code: excluding creatures as actors when hostile humans are around. (excluding Nocturnal/followers might be a thing in general, in this case even more because they are always around)  I didn't try if it really makes a difference when i disable creatures, but i could imagine that they are enabled is a point.

 

And: did i get it right that for creatures it will never trigger x-somes? Considering that i have almost more group animations than single ones for falmers and draugr, a chance to trigger them would be nice. ;)

 

 

Posted

 

 

 

Hm, maybe my description was a bit confusing. My problem is, that after every sexlab scene and every DDi scene (masturbating from plugs etc) the non-DD items i'm usually wearing are equipped (don't think that matters, it was Black rose armor). No matter If those slots are already occupied by other items or not, but even if not it would be a problem because when i'm stripped naked and put in an armbinder, i don't want to be magically dressed again (and i can't unequip them because i'm bound).

It equipped them over some pony boots, default ones from DDa or DDx as well as over the new chain ankles in DDx (actually pretty much everything that was equipped by cursed loot).

It's totally possible that something strange from anywhere else happens, but it doesn't happen anymore after i lost/disabled the halo/horns, so i assume they are related to this problem. The conflict with the mittens isn't that bad, it only gave me the idea that the horns might be the problem. And as said, it's not only that things are equipped when it shouldn't be possible, it's that anything is equipped at all.

I still don't understand. Very confused. I need a very specific example of what you see, before and after. What are the steps to recreate? Is the sexlab scene triggered by this mod or something else? (this then tells which mod is triggering the stripping and re-equip of the items... at this point I don't know but I'm gathering its a re-dress issue so which mod is redressing matters).

 

 

Ok, problem: when i shout (second word, no matter if in or out of combat) it happens that the animation just stops right after sexlab collects the participants (they all stand in one place, they get naked, they walk away). I've made a lot of tries this time, trying to figure out if it's a specific animation or anything, and my conclusion is that it works when no creatures are around. If some are around, it still has a chance,

So problem statement: love shout works fine when no creatures around. But if there are creatures around, presumably if it chooses to do creatures (MCM indeed makes this a chance that you can set), it can fail.

 

but there is also a chance that one of them is chosen as one of the actors in a 4-some which will either stop the animation or cause CTD. 

This is not a possibility. It has no means to attempt this.

 

So i think there is actually a lack of code: excluding creatures as actors when hostile humans are around. (excluding Nocturnal/followers might be a thing in general, in this case even more because they are always around)  I didn't try if it really makes a difference when i disable creatures, but i could imagine that they are enabled is a point.

No lack of code exists. The mod will only pair up player with 1 creature. I has no means to do any other combo

 

​My conclusion: I need your papyrus log, with sexlab logging on, for the point right after the problem occurred plus answer for these..

  1. ​Are creatures enabled in sexlab?​
  2. Do creature animations ever work using the Love Shout?

 

And: did i get it right that for creatures it will never trigger x-somes? Considering that i have almost more group animations than single ones for falmers and draugr, a chance to trigger them would be nice. ;)

Not going to happen anytime soon :P I decided it's not worth my time since so few creature types have group animations.

 

 

 

Posted

 

 

 

 

Hm, maybe my description was a bit confusing. My problem is, that after every sexlab scene and every DDi scene (masturbating from plugs etc) the non-DD items i'm usually wearing are equipped (don't think that matters, it was Black rose armor). No matter If those slots are already occupied by other items or not, but even if not it would be a problem because when i'm stripped naked and put in an armbinder, i don't want to be magically dressed again (and i can't unequip them because i'm bound).

It equipped them over some pony boots, default ones from DDa or DDx as well as over the new chain ankles in DDx (actually pretty much everything that was equipped by cursed loot).

It's totally possible that something strange from anywhere else happens, but it doesn't happen anymore after i lost/disabled the halo/horns, so i assume they are related to this problem. The conflict with the mittens isn't that bad, it only gave me the idea that the horns might be the problem. And as said, it's not only that things are equipped when it shouldn't be possible, it's that anything is equipped at all.

I still don't understand. Very confused. I need a very specific example of what you see, before and after. What are the steps to recreate? Is the sexlab scene triggered by this mod or something else? (this then tells which mod is triggering the stripping and re-equip of the items... at this point I don't know but I'm gathering its a re-dress issue so which mod is redressing matters).

Ok, to recreate: equip an armor, boots, etc. Get stripped (no matter if manually, or by cursed loot, or sexlab). Trigger a scene, it does'nt matter if it' triggered by virgin, cursed loot, DDi (does it even use SL?), doesn't matter, it happens every single time to me anything plays any animation. The armor, boots etc you were wearing earlier will be requipped, and it doesn't matter if you're already wearing anything else. In case of locked items, the inventory shows methat i'm wearing both then.

 

Ok, problem: when i shout (second word, no matter if in or out of combat) it happens that the animation just stops right after sexlab collects the participants (they all stand in one place, they get naked, they walk away). I've made a lot of tries this time, trying to figure out if it's a specific animation or anything, and my conclusion is that it works when no creatures are around. If some are around, it still has a chance,

So problem statement: love shout works fine when no creatures around. But if there are creatures around, presumably if it chooses to do creatures (MCM indeed makes this a chance that you can set), it can fail.

 

but there is also a chance that one of them is chosen as one of the actors in a 4-some which will either stop the animation or cause CTD. 

This is not a possibility. It has no means to attempt this.

 

So i think there is actually a lack of code: excluding creatures as actors when hostile humans are around. (excluding Nocturnal/followers might be a thing in general, in this case even more because they are always around)  I didn't try if it really makes a difference when i disable creatures, but i could imagine that they are enabled is a point.

No lack of code exists. The mod will only pair up player with 1 creature. I has no means to do any other combo

 

​My conclusion: I need your papyrus log, with sexlab logging on, for the point right after the problem occurred plus answer for these..

  1. ​Are creatures enabled in sexlab?​
  2. Do creature animations ever work using the Love Shout?

Yes and yes. It works fine all the time except when it should actually only chose humans as actors (which works also fine if there are no creatures), i will see that i produce a proper log.

And: did i get it right that for creatures it will never trigger x-somes? Considering that i have almost more group animations than single ones for falmers and draugr, a chance to trigger them would be nice. ;)

Not going to happen anytime soon :P I decided it's not worth my time since so few creature types have group animations.

 

 

 

*edit: log:Papyrus.0.log . Intresting enough, in the first try there was some "fail save": there were two humans + Nocturnal, 2-3 draugrs. I got a notification that 5-some will be played, so it obviously chose some draugr as valid actors, but then it stopped and started another animation with 3-some.

In the middle Helpless triggered and i had to wait a bit, at the end it happened again but didn't play any animation at all.

 

 

*edit2: i've noticed i got stack dumps in this log, which might make it more or less useless, but i'm not sure what i could do about that right now. In earlier cases i've checked the log for those and didn't have any, so that's not the initial problem.

 

*edit3: ARR, i'm an idiot. For the log i've loaded an older save where i knew creatures and humans were around, and forgot that there i hadn't disabled the DDi restrictions. It definitly happened some times even when i unchecked those options, but i start to wonder if that was some kind of script lag/stack dump in DDi so it didn't remove the restrictions properly? Anyways, ignore that point for now. If it happens again, i'll remember to post a log immediatly.

 

Maybe i should explain why i think so: there was (and partly still is) a very similar problem in defeat. Nobody will actually write code that says "start an animation with the PC, 3 other humans and one or two random creatures". But, i think it looks something like this: 

-get a random number for x-some. 

-get x valid sexlab actors

-start animation with those x actors.

 

And what happens is, that the first 1-3 actors are human, so sexlab chose an animation for humans, but the script also chose a creature because it's a valid sexlab actor.

So i believe it needs an explicit exlusion of creatures if a x-some shall be played.

 

 

Posted

 

 

 

Ok, problem: when i shout (second word, no matter if in or out of combat) it happens that the animation just stops right after sexlab collects the participants (they all stand in one place, they get naked, they walk away). I've made a lot of tries this time, trying to figure out if it's a specific animation or anything, and my conclusion is that it works when no creatures are around. If some are around, it still has a chance,

So problem statement: love shout works fine when no creatures around. But if there are creatures around, presumably if it chooses to do creatures (MCM indeed makes this a chance that you can set), it can fail.

 

but there is also a chance that one of them is chosen as one of the actors in a 4-some which will either stop the animation or cause CTD. 

This is not a possibility. It has no means to attempt this.

 

So i think there is actually a lack of code: excluding creatures as actors when hostile humans are around. (excluding Nocturnal/followers might be a thing in general, in this case even more because they are always around)  I didn't try if it really makes a difference when i disable creatures, but i could imagine that they are enabled is a point.

No lack of code exists. The mod will only pair up player with 1 creature. I has no means to do any other combo

 

​My conclusion: I need your papyrus log, with sexlab logging on, for the point right after the problem occurred plus answer for these..

  1. ​Are creatures enabled in sexlab?​
  2. Do creature animations ever work using the Love Shout?

Yes and yes. It works fine all the time except when it should actually only chose humans as actors (which works also fine if there are no creatures), i will see that i produce a proper log.

And: did i get it right that for creatures it will never trigger x-somes? Considering that i have almost more group animations than single ones for falmers and draugr, a chance to trigger them would be nice. ;)

Not going to happen anytime soon :P I decided it's not worth my time since so few creature types have group animations.

 

*edit: log:attachicon.gifPapyrus.0.log . Intresting enough, in the first try there was some "fail save": there were two humans + Nocturnal, 2-3 draugrs. I got a notification that 5-some will be played, so it obviously chose some draugr as valid actors, but then it stopped and started another animation with 3-some.

In the middle Helpless triggered and i had to wait a bit, at the end it happened again but didn't play any animation at all.

 

*edit2: i've noticed i got stack dumps in this log, which might make it more or less useless, but i'm not sure what i could do about that right now. In earlier cases i've checked the log for those and didn't have any, so that's not the initial problem.

Maybe i should explain why i think so: there was (and partly still is) a very similar problem in defeat. Nobody will actually write code that says "start an animation with the PC, 3 other humans and one or two random creatures". But, i think it looks something like this: 

-get a random number for x-some. 

-get x valid sexlab actors

-start animation with those x actors.

 

And what happens is, that the first 1-3 actors are human, so sexlab chose an animation for humans, but the script also chose a creature because it's a valid sexlab actor.

So i believe it needs an explicit exlusion of creatures if a x-some shall be played.

 

 

Redress

Your example is not specific enough. You are only talking in general. I can tell you that in general, I never have strip/redress problems. I need precise exact example or I can't even begin to diagnose or recreate. Example: Virgin Ankle Chains do not use the same slot as pony boot or vanilla game boots (it would be normal to have boots and ankle chains on at the same time). Knowing exactly which devices you actually see this happen with is important as well as the precise event that's occurring from what mod.

 

Here's an example:

  • in DD Devices underneath, I've cleared all slots to avoid conflict (note this could actually be your problem please make sure you test this for the example)
  • player wears vanilla boots and Virgin Ankle Chains
  • player takes care of Cassia's needs (Virgin played sexlab scene)
  • Boots came off during scene, put back on after

I need a description like this, but where it's done something you don't expect.

 

If you don't want to spend more time on this I'd not blame you it's complex and time consuming.

 

 

Love Shout

What the log shows for this sex scene:

  • Virgin asked sexlab to play animations for 5 actors. They are Alessia, Nocturnal, and 3 Totenbeschwörer (I don't know what Totenbeschwörer is but assuming its a non-creature necromancer type NPC, correct me if I'm wrong)
  • Sexlab verified them as valid and started to play a 5 actor scene (you'd see the grouping up/stripping stuff)
  • DDi then intercepted. It's filter determined it cannot play this animation due to some devices. It then asked sexlab to play a 4 actor. I can't tell what happened after that there's way too much noise from helpless (copied this part of log below)
[02/24/2017 - 07:11:16PM] [Zad]: Total actors: 5. Participating Actors: 5. Animation: FunnyBizness Rape FFFFM
[02/24/2017 - 07:11:16PM] SEXLAB - GetByTags(ActorCount=5, Tags=, TagsSuppressed=Vaginal,Yoke,Armbinder, RequireAll=TRUE)
[02/24/2017 - 07:11:16PM] [Zad]: Selecting SexLab animations with number of actors: 5
[02/24/2017 - 07:11:16PM] [Zad]: Selecting SexLab animations with tag string: 
[02/24/2017 - 07:11:16PM] [Zad]: Selecting SexLab animations with suppress string: Vaginal,Yoke,Armbinder
[02/24/2017 - 07:11:16PM] [Zad]: No animations available! Trying fallbacks...
[02/24/2017 - 07:11:16PM] [Zad]: Trying to resize actors...
[02/24/2017 - 07:11:16PM] [Zad]: Reduced number of actors to 4

Conclusion: DDI filter will sometimes cause there to be no scene played. Creatures have nothing to do with it.

 

It's not uncommon that sexlab will just stop because the DDi filter kicks in. I don't think anything's wrong at all with Virgin. Sometimes sexlab will not be able to play stuff when you have the DDi filters on and wear devices, more common with large # actors since less animations to pick from.

 

Try running with all DDi and Zaz filters turned off for a while. This will prove or disprove that it's just the filter.

 

As I've been trying to express to you, Virgin is incapable of requesting a combo of actors that contiains any creature, not matter what, other than the player + 1 creature. There's simply no way for it to request creatures in any other combo. In the example you've captured in the log, Virgin asked for 5 actors and that's where Virgin's role in this ends.

 

Try running with creatures turned off in Virgin MCM. This would prove (or not) that the creature theory is not the problem. I'm sure that with creatures off you are still going to have the same DDi filter thing occurring.

Posted

 

Cool, well thanks for all the help, it is appreciated and your mod is really impressive.

 

I'll try the new save thing Sat or Sun and post here what happens. Agreed something is def bugged on the toon it is just tiring tracking those things down so often, hehe.  Thanks again :)

It might help if you could post a list of your mods. There are not that many mods around that add chain sounds. I can only think of "Slaves of  Tamriel" which adds its own chains with sounds, and "Devious Training", which adds chain sounds to all kinds of devious ankle cuffs, also to the ones from "Shout like a Virgin". Devious training also comes with a bsa, it was my first suspect when I read your posts. Are you using it?

 

 

Actually yes I think I am... I will disable that first and see what happens. Thanks!

 

If that fixes the issue I will post details here so maybe others can avoid the issue in the future.

Posted

 

 

 

Redress

Your example is not specific enough. You are only talking in general. I can tell you that in general, I never have strip/redress problems. I need precise exact example or I can't even begin to diagnose or recreate. Example: Virgin Ankle Chains do not use the same slot as pony boot or vanilla game boots (it would be normal to have boots and ankle chains on at the same time). Knowing exactly which devices you actually see this happen with is important as well as the precise event that's occurring from what mod.

 

Here's an example:

  • in DD Devices underneath, I've cleared all slots to avoid conflict (note this could actually be your problem please make sure you test this for the example)
  • player wears vanilla boots and Virgin Ankle Chains
  • player takes care of Cassia's needs (Virgin played sexlab scene)
  • Boots came off during scene, put back on after

I need a description like this, but where it's done something you don't expect.

I'm not sure if we talk around each other a bit. It's not the virgin devices that get equipped, but just some normal armor (which i can't equip manually while wearing pony boots). And my problem with that isn't that much that they conflict with each other, but not beeing naked when other mods like cursed loot expect me to be naked because they stripped me and bound my hands, so i can't access inventory.

 

 

But to give you two examples: 

-Player wears vanilla armor, boots and gloves.

-Cursed Loot strips player, equips default pony boots (red), inflatable plugs, armbinder

-after some running around, the plugs cause DDi to play a horny animation (no stripping involved here)

-vanilla armor, boots and gloves are equipped.

 

-later same game, player wears nothing

-player gets raped by cursed loot for beeing naked

-vanilla armor, boots and gloves are equipped

 

I don't exactly know how i see if a slot is cleared in DD Undernearth, but i think if that's a problem i can equip mentioned boots over pony boots in inventory too, that's not the case. And it's not the main problem, the "I get dressed out of nowhere but everytime" is the problem. I've tried to unfavorite the armor, drop it and pick it up again, nothing worked... i can replace it with another one by equipping that once, that's all. Something remembers that i've worn this stuff once before and really wants me to be dressed.

If it would only happen if i wear it before the animation plays, it would be fine. But it dresses me even when i was naked before the animation played or i'm wearing something incompatible, and both quite annoying.

If you don't want to spend more time on this I'd not blame you it's complex and time consuming.

Same to you. ;) I'm still too curious what causes that to give up, but since disabling the horns seem to be a solution... i'd understand if you tell me to use it and live with it. ;)

 

Love Shout

What the log shows for this sex scene:

  • Virgin asked sexlab to play animations for 5 actors. They are Alessia, Nocturnal, and 3 Totenbeschwörer (I don't know what Totenbeschwörer is but assuming its a non-creature necromancer type NPC, correct me if I'm wrong) you are right, it's necromaner in german :)
  • Sexlab verified them as valid and started to play a 5 actor scene (you'd see the grouping up/stripping stuff)
  • DDi then intercepted. It's filter determined it cannot play this animation due to some devices. It then asked sexlab to play a 4 actor. I can't tell what happened after that there's way too much noise from helpless (copied this part of log below)
[02/24/2017 - 07:11:16PM] [Zad]: Total actors: 5. Participating Actors: 5. Animation: FunnyBizness Rape FFFFM
[02/24/2017 - 07:11:16PM] SEXLAB - GetByTags(ActorCount=5, Tags=, TagsSuppressed=Vaginal,Yoke,Armbinder, RequireAll=TRUE)
[02/24/2017 - 07:11:16PM] [Zad]: Selecting SexLab animations with number of actors: 5
[02/24/2017 - 07:11:16PM] [Zad]: Selecting SexLab animations with tag string: 
[02/24/2017 - 07:11:16PM] [Zad]: Selecting SexLab animations with suppress string: Vaginal,Yoke,Armbinder
[02/24/2017 - 07:11:16PM] [Zad]: No animations available! Trying fallbacks...
[02/24/2017 - 07:11:16PM] [Zad]: Trying to resize actors...
[02/24/2017 - 07:11:16PM] [Zad]: Reduced number of actors to 4

Conclusion: DDI filter will sometimes cause there to be no scene played. Creatures have nothing to do with it.

 

It's not uncommon that sexlab will just stop because the DDi filter kicks in. I don't think anything's wrong at all with Virgin. Sometimes sexlab will not be able to play stuff when you have the DDi filters on and wear devices, more common with large # actors since less animations to pick from.

 

Try running with all DDi and Zaz filters turned off for a while. This will prove or disprove that it's just the filter.

 

As I've been trying to express to you, Virgin is incapable of requesting a combo of actors that contiains any creature, not matter what, other than the player + 1 creature. There's simply no way for it to request creatures in any other combo. In the example you've captured in the log, Virgin asked for 5 actors and that's where Virgin's role in this ends.

 

Try running with creatures turned off in Virgin MCM. This would prove (or not) that the creature theory is not the problem. I'm sure that with creatures off you are still going to have the same DDi filter thing occurring.

 

See my third edit, in this log it was my stupity (and nothing else) that it didn't work. But since the DDi restrictions cause trouble with creatures, i turn them off by default, it just wasn't the case yet because i had to start a new game for some other reasons and forgot to disable them. If it happens again, i'll post a log immediatly.

Posted

Devious Training was at fault for the issues I had, uninstalling it also fixed some SD issues that had popped up recently. Thanks to those who wasted time helping me track it down and sorry for that, lol.

Posted

 

Love Shout

See my third edit, in this log it was my stupity (and nothing else) that it didn't work. But since the DDi restrictions cause trouble with creatures, i turn them off by default, it just wasn't the case yet because i had to start a new game for some other reasons and forgot to disable them. If it happens again, i'll post a log immediatly.

 

Ok. Don't forget let me know if the Zaz filter is on or off too.

 

Redress

 

But to give you two examples: 

-Player wears vanilla armor, boots and gloves.

-Cursed Loot strips player, equips default pony boots (red), inflatable plugs, armbinder

-after some running around, the plugs cause DDi to play a horny animation (no stripping involved here)

-vanilla armor, boots and gloves are equipped.

 

-later same game, player wears nothing

-player gets raped by cursed loot for beeing naked

-vanilla armor, boots and gloves are equipped

 

I'm sure you can see why I think disabling the halo/horns (essentially keeping slot 61 open) being the solution makes no sense. How could this be related lol? But if that's what you observed it must be true. Id challenge you to try turning it back on again and see if you are certain that this makes the difference.

 

From my point of view I'm interested to know:

  1. Why using slot 61 could effect you this way (certainly does not for me nor any other report)
  2. Does Virgin's re-dressing do this? Could you try to determine for sure? After something triggered by Virgin? If this is happening then I'd have more to go on. If not this is entirely not a Virgin issue beyond innocently using slot 61
Posted

Devious Training was at fault for the issues I had, uninstalling it also fixed some SD issues that had popped up recently. Thanks to those who wasted time helping me track it down and sorry for that, lol.

 

Thank you Brommer for providing the info.

Thank you indyskyho for the update.

 

I will try out Devious Training this weekend to understand it and maybe find a workaround. Then I shall add info about this to the Troubleshooting section.

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