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Posted

Ah you most likely have the quick restrain option enabled. It'll skip the menu query and default to no-clone. 

 

As for removing mods mid-game that's a no no. The game stores a lot of data including scripts in your save that'll still be there even if you disable the mod. Then there's the base game and all other mods that may have hooked into this data and bug out when it finds some or all of it is gone. There are programs like Fallrimtools to remove orphaned scripts/data but it's no guarantee.

Posted
7 hours ago, LazyGirl said:

Ah you most likely have the quick restrain option enabled. It'll skip the menu query and default to no-clone. 

 

As for removing mods mid-game that's a no no. The game stores a lot of data including scripts in your save that'll still be there even if you disable the mod. Then there's the base game and all other mods that may have hooked into this data and bug out when it finds some or all of it is gone. There are programs like Fallrimtools to remove orphaned scripts/data but it's no guarantee.

*headpalm* yup that was the proplem turned it off then those showup...daymn i feel like an idiot now..XD. anyway thanks alot and sorry for bothering whit this then.

Posted

Hi,

 

I could use some help.  Installed abduction along with Flowers BDSM.  I get the sex option after capturing someone but the sex animations never start.  My charcter just stnad there nude and in a fighting posture.  And it evens cause a CTD if I try to wait one hour to get through it.

 

Can anyone point out what is going on?

 

I have placed BDSM after Flowergirls.

 

I have run FNIS multiple times, of course I always get the too many animations warning but that has never interfered with the game.  Since Leito's animations are some of the first that FNIS scans.

 

Any help would be appreciated.

Posted

If both Flowergirls and SexLab are detected SexLab will take priority for animations. It'll use a randomly tagged anim so it's likely trying to play one from your bugged anim list.

Posted

Yes remove excess animations until the warning message go away, they can't be used anyhow so there's no point keeping them. Alternatively switch to FNIS XXL if you haven't already, it supports a larger number of registrations.

Posted

Thanks Lazygirl

 

Do you have recommedations for which anims to remove.

 

I could probably start with the creature onese since that is not my wheelhouse anyway.

 

Any others?

Posted

Not really, it's a preference thing. I usually just disable set after set until the warning goes away to figure out how many needs to be removed. After that's just a matter of enabling/disabling sets until as many of the "must haves" as possible are loaded.

Posted

Well if you're using Mod Organizer simply unchecking them will work. That will remove their animationlist so FNIS can't read and add its contents. Might be other ways to do it, best bet is to check the official FNIS page on Nexus or the discussions here.

Posted
5 hours ago, puffballsunited45 said:

Just wanted to ask, but does this mod allow npcs to capture the player character?

No, for a more complete and "immersive" BAD END experience you want Defeat, there's a conversion guide for SSE here.

Posted

Really awesome mod, using it for my kinky stealth playtrough with flowergirls bdsm and sexlab. Thanks! Couple of questions. Is there a way to set up restrain sex to use males for pleasure? And is it possible to add an option to level up stealth skills a bit with each successful restrain? Cause right now restraining does nothing skill wise.

Posted

Thanks, glad you like it!

 

The animations are selecting using the most basic keywords to assure that the player has something that can be used. There's no way to change them besides editing the script and replace the tags (the sexlab hook is at line 1700 forward). If you don't want to recompile scripts and is OK with changing it manually whenever a scene triggers there's SexLab Tools (check conversion guide link above) which offers a shortcut key to select both tags and animations.

 

As for rewarding experience that's a good idea, I actually added that to the Fallout 4 Abduction version to prevent the player from feeling "cheated" out of XP for something that's generally harder to pull off than just killing the NPC.
However much like the Fallout 4 variant Abduction SSE won't be developed further. There are both new and converted Oldrim mods (like previously mentioned Defeat) that can handle stealth, sex and other shenanigans better. 

 

I am working on a new release similar to the Fallout 4 AbductionLite one though. It'll work the same with just the core functions to quickly and easily recruit NPCs to your side and have them function as followers, housekeepers and so on. For anything else, well, there's mods for that lol

Posted
1 hour ago, LazyGirl said:

Thanks, glad you like it!

 

The animations are selecting using the most basic keywords to assure that the player has something that can be used. There's no way to change them besides editing the script and replace the tags (the sexlab hook is at line 1700 forward). If you don't want to recompile scripts and is OK with changing it manually whenever a scene triggers there's SexLab Tools (check conversion guide link above) which offers a shortcut key to select both tags and animations.

 

As for rewarding experience that's a good idea, I actually added that to the Fallout 4 Abduction version to prevent the player from feeling "cheated" out of XP for something that's generally harder to pull off than just killing the NPC.
However much like the Fallout 4 variant Abduction SSE won't be developed further. There are both new and converted Oldrim mods (like previously mentioned Defeat) that can handle stealth, sex and other shenanigans better. 

 

I am working on a new release similar to the Fallout 4 AbductionLite one though. It'll work the same with just the core functions to quickly and easily recruit NPCs to your side and have them function as followers, housekeepers and so on. For anything else, well, there's mods for that lol

So animations can be influenced, that's good, i haven't found hook at 1700 line, but at 1200 (in abductionquestscript), is that right? Just swap player and victim vars?

 

I actually like Abduction exactly cause it is so lightweight and modular, Defeat is heavier and all in one. Maybe leave hooks for at least flowergirls in your next mod? :smile:

Posted

SexLab considers the first actor passed in to be the victim so yes - swapping them around would mean the abductee would "have their way" with the player instead. Provided there's an installed animation matching the genders of course.

 

If you want to do this find the main selector function sexSelecta1212 in the same script.  It'll work with both the menu options as well as the dialogue triggers. 

 

just swap the input names so

function sexSelecta1212(Actor inPlayer, Actor inVictim, String abductedScene = "")

becomes

function sexSelecta1212(Actor inVictim, Actor inPlayer, String abductedScene = "")

For digging deeper and change the tags too as previously mentioned that's managed in the sexlabHook function. Example, to change out the "sleep" tag which may very few animations for another one more common like "sex" for sleeping NPCs:

 

change

Quote

slHook.QuickStart(inVictim, inPlayer, foundFollower ,none, none, none, "", "Sleeping")

into

Quote

slHook.QuickStart(inVictim, inPlayer, foundFollower ,none, none, none, "", "Sex")

 

A more "proper" solution if anyone wants to poke around is to add a toggle to the MCM menu that changes a variable (boolean) the sexselecta1212 checks to see if it should swap positions or not.

The tags for the different situations, "bound" for NPCs with the restrainedspell, "necro" for dead NPCs well sleeping or so on could be switched out for string variables instead. Using the text input options of MCM the user could then just type their own tags that best match their installed animations.

Posted

Hello again. After trying to fix some conflicts with new sexlab framework, removing it properly and reinstalling sexlab lite se 0.1.1, abductionquestscript just doesn't want to compile. Two errors in the console:

\Source\Scripts\sslThreadController.psc(366,1): the parameter defaults of function centeroncoords in state animating on script sslthreadcontroller do not match the parent script sslthreadmodel
\Source\Scripts\SexLabFramework.psc(3017,1): the parameter defaults of function newthread in state disabled on script sexlabframework does not match the empty state

Both scripts are from sexlab lite archive. Abduction script wasn't changed, just testing. Specific version of sexlab lite needed for it to compile properly?

Posted
59 minutes ago, Caerna said:

Hello again. After trying to fix some conflicts with new sexlab framework, removing it properly and reinstalling sexlab lite se 0.1.1, abductionquestscript just doesn't want to compile. Two errors in the console:


\Source\Scripts\sslThreadController.psc(366,1): the parameter defaults of function centeroncoords in state animating on script sslthreadcontroller do not match the parent script sslthreadmodel
\Source\Scripts\SexLabFramework.psc(3017,1): the parameter defaults of function newthread in state disabled on script sexlabframework does not match the empty state

Both scripts are from sexlab lite archive. Abduction script wasn't changed, just testing. Specific version of sexlab lite needed for it to compile properly?

Compilation is chained so if you compile script a that uses b that uses c it'll check all of them. So to troubleshoot SexLab Lite the best way is to try compiling its script separately, that way it's easy to see if there's a mixup with the source files or something similar.

 

I do remember getting that centeroncoords error too but it was so long ago I can't say how I fixed it. If you're using an external editor for papyrus (you should) I recommend putting any non-standard game script in their own folders and add the folders to the ScriptCompile.bat file in the "-i" switch. Like

 

Quote

-i="%~dp0..\Data\Source\Scripts"

into

Quote

-i="%~dp0..\Data\Source\Scripts";"%~dp0..\Data\Source\SexLabScripts"

 

That way you can have a separate folder for each mod which is handy since many SexLab addons overwrite scripts making it hard to track down conflicts.

 

A good way to start poking around with SexLab Lite stuff is to download and check out SexLab MatchMaker Light SE. It got source included with comments so it's a good thing to start with and get to compile/work. Plus it's Vinfamy's code so you know it's legit, do not learn from mine lol

  • 3 weeks later...
Posted

Update: nevermind, I damaged allmy save by move load order around & add/remove some mods. Now I can’t get your mod to work again on a new game :confused:

 

———————————————————

 

I would like to share a bit on my attempt to get the mod to load successfully. Not sure if it would benefit anyone since it seems very specific.

 

I use Windows 10 and mod refused to load. Disable other mod or change the name of esp also not helping. (I use Better Vamp, racemenu, Live another life, my home is your, flower girls, etc.) I can add perk/spell from console but none will function.

 

However I managed to get it to load in very specific case.

1. New game in newly open skyrim (Load other save and quit to Main Menu for New Game won’t work)

2. Save default racemenu setting for the main screen immediately (spending time on racemenu somehow prevents the mod from loading)

 

I tried a few times and this is only way I get it to work. Look like it need to be on the screen that let mod initialize asap. 

 

What I didn’t try. 

- run without live another live

- Change the esp name back to abduction 

 

 

Posted

Make sure non-consensual sex is enabled in SexLab. If that doesn't work check your papyrus log, it should state there if Abduction or something else failed getting things started.

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