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Posted

Hey. 

I need help with a problem I can't solve myself.

I have downloaded a modpack and installed Sex Slaves SSE. The modpack uses AFT...

If I make Andrew a follower, I can manage him with AFT, he fights with me and everything else... The big problem is, he isn't following me. He just walks casually around the room he is in until I summon him with AFT to my character.

 

I tried a few things already, such as using a command to add him to my followerrank, reset and upgrade of AFT, adding the interesting NPC mod (3DNPC) and its AFT-patch, using EFF instead of AFT (completely useless, probably because I changed it midgame)

 

Any ideas?

Posted
10 hours ago, finlaro said:

Hey. 

I need help with a problem I can't solve myself.

I have downloaded a modpack and installed Sex Slaves SSE. The modpack uses AFT...

If I make Andrew a follower, I can manage him with AFT, he fights with me and everything else... The big problem is, he isn't following me. He just walks casually around the room he is in until I summon him with AFT to my character.

 

I tried a few things already, such as using a command to add him to my followerrank, reset and upgrade of AFT, adding the interesting NPC mod (3DNPC) and its AFT-patch, using EFF instead of AFT (completely useless, probably because I changed it midgame)

 

Any ideas?

You can't change follower frameworks mid-game and expect it to work.  ALL of the follower frameworks tell you this.  If you change follower frameworks (except the one built in to Sex Slaves) you must start a new game.  If you add one to Sex Slaves, dismiss all your followers first.

  • 3 months later...
Posted
15 hours ago, Spoilerman said:

does this mod add any locations to the map? do i need to re-run dyndolod if i add this?

Yes, it adds two player homes.

Posted
12 hours ago, Spoilerman said:

so i NEED to run dyndolod? or are the homes in interior cells?

I have no idea about the dyndolod.  I don't use it, but both homes have exterior assets.  I think the only issue you may have if you don't run dyndolod is that you may have pop-in, but you need to be fairly close to them to see them anyway. so I doubt it makes any difference.

Posted (edited)
14 hours ago, jerryrhp said:

@fishburger67 Any plans to update the version for girls?

Not at the moment.  I am only updating Version 8 now and you are the first female asking for it.  This would be months of work for me and without female help writing the dialog, it would come out like shit because I am not a girl and don't know what they would say in given instances.   If you want to volunteer, send me a PM, but you gotta be a real girl, not a boy playing as a female.  The reason is that I want authentic responses.

 

I would actually LIKE to do it, but I want it to turn out right.   I have lots of requests to redo Andrew so he is not so brutal.

Edited by fishburger67
Posted
10 hours ago, fishburger67 said:

I have no idea about the dyndolod.  I don't use it, but both homes have exterior assets.  I think the only issue you may have if you don't run dyndolod is that you may have pop-in, but you need to be fairly close to them to see them anyway. so I doubt it makes any difference.

just to be safe i re-run it (also i had to because some mods i used got updated) :) also, i can't find how the quest starts, any spoiler free tip?

Posted
13 hours ago, fishburger67 said:

Not at the moment.  I am only updating Version 8 now and you are the first female asking for it.  This would be months of work for me and without female help writing the dialog, it would come out like shit because I am not a girl and don't know what they would say in given instances.   If you want to volunteer, send me a PM, but you gotta be a real girl, not a boy playing as a female.  The reason is that I want authentic responses.

 

I would actually LIKE to do it, but I want it to turn out right.   I have lots of requests to redo Andrew so he is not so brutal.

 

No, I'm not a woman, but I really miss updates to this mod. Andrew is a bit too rough; it would be interesting to have a bit more romance with him and for him to use the bedroom furniture more in the end... It's been a while since I played the mod, but I remember it had some bugs where you constantly needed to use "setstage" to advance, which breaks the immersion a bit. I also miss a patch for the ostim; that would be wonderful.

 

Posted
15 hours ago, Spoilerman said:

just to be safe i re-run it (also i had to because some mods i used got updated) :) also, i can't find how the quest starts, any spoiler free tip?

Just go to any major city and you will get a courier delivery.  If you don't go into the inn and come back out.  If you still don't get the delivery, your courier system is hosed.  Also, check your books section for the note.  It frequently happens that the courier delivers multiple letters and ours gets missed by the user.

Posted
12 hours ago, jerryrhp said:

 

No, I'm not a woman, but I really miss updates to this mod. Andrew is a bit too rough; it would be interesting to have a bit more romance with him and for him to use the bedroom furniture more in the end... It's been a while since I played the mod, but I remember it had some bugs where you constantly needed to use "setstage" to advance, which breaks the immersion a bit. I also miss a patch for the ostim; that would be wonderful.

 

I am working on an OStim conversion for version 8.  However, it is looking more and more like that will not happen.  OStim does not have the functionality I need for some critical bits and the author is not willing to consider making work the parts I need.

Posted
8 hours ago, fishburger67 said:

Just go to any major city and you will get a courier delivery.  If you don't go into the inn and come back out.  If you still don't get the delivery, your courier system is hosed.  Also, check your books section for the note.  It frequently happens that the courier delivers multiple letters and ours gets missed by the user.

ah, found the issue: i had disabled the city functions, that's why it wasn't working XD

i wanted this to work with simple slavery++ as an outcome but, when i got it, i got the message "you manage to free yourself" and i found myself at the hunters cabin with 2 goons, one named enemy woman and a tied up woman.

then i got defeated again because i had no armor on and was ganged before i could reposition, got my items stolen and teleported near the cave you find Valdr (a bit north from the cabin), managed to get back to the guy who robbed me, killed him but then the named enemy woman killed me again and i ended up in ivarstead O_o

by the time i got back to the cabin the named enemy was gone and i couldn't interact with the tied girl so i ended up teleporting the named NPC to me and defeated her. oly then i got the option to free the other girl but the dialogue mentioned "i'm looking for a missing girl" so i thought all those defeats broke the quest or something

Posted
17 hours ago, fishburger67 said:

OStim does not have the functionality I need for some critical bits

Can you tell what's needed?

Posted
15 hours ago, Spoilerman said:

ah, found the issue: i had disabled the city functions, that's why it wasn't working XD

i wanted this to work with simple slavery++ as an outcome but, when i got it, i got the message "you manage to free yourself" and i found myself at the hunters cabin with 2 goons, one named enemy woman and a tied up woman.

then i got defeated again because i had no armor on and was ganged before i could reposition, got my items stolen and teleported near the cave you find Valdr (a bit north from the cabin), managed to get back to the guy who robbed me, killed him but then the named enemy woman killed me again and i ended up in ivarstead O_o

by the time i got back to the cabin the named enemy was gone and i couldn't interact with the tied girl so i ended up teleporting the named NPC to me and defeated her. oly then i got the option to free the other girl but the dialogue mentioned "i'm looking for a missing girl" so i thought all those defeats broke the quest or something

Yep, I am betting you are right.  I have been killed by a dragon, had the dragon kill the named npc and so on.  Each time, I had to reload a save to get it going.

Posted (edited)
7 hours ago, gegging said:

Can you tell what's needed?

I mostly need to have sequences work for NPC - NPC animations.  I think I might have a work around for that though.  Just be a lot of extra work for me.  There are some other issues as well.   I have been using OStim on another mod with an eye toward porting Sex Slaves and ran into several issues.  They are not catastrophic, just immersion breaking.  I expect I can work around them too.  They mostly have to do with scenes being marked as "any" for the actor actions when they should be marked male or female.  I could just remake the offending json files, but I have yet to talk to the mod authors.  The one i am worried about is Open Animations.  It is the biggest (and maybe only) offender.

 

In any event, if I can make this work, it will take more than a month.

 

Having said that, I love OStim and would very much like to make it work.  It starts animations in the blink of an eye and the fade to black that Sexlab and Flowergirs use before starting a scene is not required with OStim.  In addition, many of the OStim native animations (not the sexlab ported ones) are just terrific (especially the aforementioned Open Animations ones.  Would be a pity to tell my users not to install it.

Edited by fishburger67
Posted
2 hours ago, fishburger67 said:

I mostly need to have sequences work for NPC - NPC animations

I recommend checking out the sequence making code in Captive Followers.

I haven't dabbled into making sequences via OThreadbuilder for my patches because it's not what I am personally interested in.

Posted
13 hours ago, gegging said:

I recommend checking out the sequence making code in Captive Followers.

I haven't dabbled into making sequences via OThreadbuilder for my patches because it's not what I am personally interested in.

I already looked at code in OStim Community Resources and I am sure I am doing it right.  Waiting on feedback from VersuchDrei.  But thanks for the tip.  I have a look at Captive Followers.

 

Edit:

Well, just looked at Captive Followers and I see something I have not tried before, OThreadBuilder.AddStartingAnimation.   Are you the author of that code?  And if so, does adding these starting animations restrict what happens after all the starting animations are played?

Posted
51 minutes ago, fishburger67 said:

I already looked at code in OStim Community Resources and I am sure I am doing it right.  Waiting on feedback from VersuchDrei.  But thanks for the tip.  I have a look at Captive Followers.

 

Edit:

Well, just looked at Captive Followers and I see something I have not tried before, OThreadBuilder.AddStartingAnimation.   Are you the author of that code?  And if so, does adding these starting animations restrict what happens after all the starting animations are played?

 

What is it exactly that you need?  are you looking to keep the player from navigating to a different scene?  You could try OThreadBuilder..NoPlayerControl().  https://github.com/VersuchDrei/OStimNG/blob/main/data/Scripts/Source/OThreadBuilder.psc  (A lot of people use OStim specifically to have more control over the scene, though.)

Posted
3 hours ago, fishburger67 said:

code in OStim Community Resources and I am sure I am doing it right

It is much faster to check the source .psc files for ostim via github or otherwise directly.

 

It has been a good while since I last used anything that uses addstartinganimation(separate from setstartinganimation), but I doubt it removed player control over scenes.

If you want the player to not have control over it, there is noplayercontrol().

Posted
9 hours ago, chrystelle said:

 

What is it exactly that you need?  are you looking to keep the player from navigating to a different scene?  You could try OThreadBuilder..NoPlayerControl().  https://github.com/VersuchDrei/OStimNG/blob/main/data/Scripts/Source/OThreadBuilder.psc  (A lot of people use OStim specifically to have more control over the scene, though.)

The problems I have had are strictly to do with NPC-NPC animations.   I do not want to restrict PC - NPC animations as that is one of the main benefits of OStim.  OStim currently has lots of problems with NPC-NPC animation sets.  You cannot use sequences with NPC - NPC animations even if you specify the exact sequence.  If you use the Tags="lesbian" argument to retrieve animations, you get exactly one animation for NPC-NPC requests even those both (or all in FFF animaitons) are female.  Specifying a lot of action tags as in AnyActionType = "rubbingclitoris,lickingvagina,femalemasturbation,lickingnipples", you get back a lot of animations even though these are all tagged "Lesbian".

 

In other words, I have no problems or issues with PC-NPC animations.  Only with NPC-NPC or just NPC solo animaitons,  I have a lot of these to that I will have to port and it would be a lot easier if these all worked well.  Never had any of these issues with Sexlab or Flowergirls.  I have already experimented a month of 8 hour days with OStim and do not yet have a solid road map in my head as to how to proceed with an OStim port.  

 

If I had the time, I'd get into the OStim source and see if I couldn't fix this stuff.   I have written millions of lines of C and C++ code, but I am loathe to dig into a large codebase that someone else wrote again.

Posted (edited)
6 hours ago, gegging said:

It is much faster to check the source .psc files for ostim via github or otherwise directly.

 

It has been a good while since I last used anything that uses addstartinganimation(separate from setstartinganimation), but I doubt it removed player control over scenes.

If you want the player to not have control over it, there is noplayercontrol().

I have looked in detail at ALL the source .psc file in the OStim distribution.  There is no example code for sequence use.  Don't believe me, have a look at OSequence.psc as well as the text file detailing how to make them.  I am told by VersuchDrei that sequences were an after-thought as well as NPC-NPC animaitons.  As I told him, I can work around this issue by writing my own code to call sendAnimationEvent for these NPC sequences, but that limits me to a small number of known in advance possible animation sequences and I would way rather use the getrandomsequence so that my users are not seeing the same animation set over and over (the biggest problem with Flowergirls).  This also requires me to require specific animation packs which I am also loathe to do.  But, I may have to because these NPC - NPC scenes are mostly for show anyway.

 

I have yet to try the addstartinganimation thing.  Maybe that will work for NPC - NPC animation sets.

Edited by fishburger67
Posted (edited)
On 6/7/2026 at 9:50 PM, gegging said:

I recommend checking out the sequence making code in Captive Followers.

I haven't dabbled into making sequences via OThreadbuilder for my patches because it's not what I am personally interested in.

Well, I tried the addstartinganimation thing and it worked a charm.   Unless and until the OStim folks fix the sequences thing, this will work.  A little clungy, but it works.  Doesn't have the randomness that I would like and I will have to require specific animation packs, but it works.  Thanks for pointing this out.

Edited by fishburger67
  • 3 months later...
Posted

🛠️ GUIDE: How to fix Crash to Desktop (CTD) when using the Whip/Cane in Mia's Lair (Skyrim SE 1.6.1130+ / 1.7+)

🚨 The Problem
When attempting to draw, equip, or use the whip (Slave Training Crop) or the cane (Slave Training Cane) in Mia's Dungeon, the game instantly crashes to desktop. In your crash logs (Crash Logger SSE / Trainwreck), you will see an

EXCEPTION_ACCESS_VIOLATION

pointing to

SkyrimSE.exe+03F2DBA

or a memory execution error involving

BSUtilityShader*

.

This happens due to a combination of a corrupted texture hidden inside the mod's original compressed archive and a memory manager conflict with SSE Engine Fixes on modern game versions (1.6.1130 through 1.7.104+).

Follow this step-by-step blueprint to clean your assets and fix the crash permanently.

---

📋 Step-by-Step Solution

STEP 1: Unpack the .BSA and fix the corrupted texture
The Skyrim SE engine cannot parse the original compressed index because it contains a bad layout file. We need to convert it into loose files.

  1. Open your mod manager (Mod Organizer 2 or Vortex).
  2. Run the Mia's Lair mod folder through Cathedral Assets Optimizer (CAO) to unpack the
    .bsa
    and optimize the meshes to 64-bit architecture.
  3. Once CAO is finished, open the newly optimized loose files folder and navigate to:
    textures\miaslair\zaz\
  4. Locate and DELETE the corrupted asset quarantined by CAO:
    pillorywood_dark.dds.caobad
    .
  5. To prevent purple textures, go to your master ZaZ Animation Pack mod folder, copy its native
    pillorywood_dark.dds
    file, and paste it directly into the Mia's Lair folder path where you just deleted the broken one.
  6. Crucial: Delete the original
    MiasLair.bsa
    file from your mod directory to force the engine to read the clean loose files you just extracted.

STEP 2: Configure SSE Engine Fixes for 1.6.1130+ / 1.7+
The form caching and custom sound allocation features inside Engine Fixes clash with older weapon scripts attached to these specific items on newer game builds.

  1. Right-click SSE Engine Fixes in your mod manager and select Open in Explorer.
  2. Go into
    SKSE\Plugins\
    and open
    EngineFixes.toml
    with Notepad.
  3. Locate the following lines under the [Patches] section and change their values to
    false
    :
    • Change
    bFormCaching = true
    ➡️
    bFormCaching = false

    • Change
    bSaveAddedSoundCategories = true
    ➡️
    bSaveAddedSoundCategories = false
  4. Save the file and exit.

STEP 3: Check Priorities & Rerun FNIS / Nemesis

  1. In the MO2 left-panel resource hierarchy, make sure MiasLair text (your loose files folder) has a higher priority index than the base mod so it overwrites everything successfully.
  2. Ensure your skeleton (XPMSE) is loaded below Mia's Lair to map the custom weapon physics hooks correctly.
  3. Open FNIS or your chosen behavior deployment engine.
  4. You MUST check the following patches at the bottom:
    •
  5.  GENDER_Specific_Animations

    •
  6.  SKELETON Arm Fix
  7. Click Update FNIS Behavior and let it run until successful completion.

STEP 4: Clean the Corrupted Script Reference from your Save Game
The game caches broken weapon references in your active inventory. You need to recycle the item to initialize the fixed data.

  1. Load your save game, open the console command line (
    ~
    or
    º
    key) and drop the broken item from your player character:
    • If using the whip:
    player.removeitem 130029BE 1

    • If using the cane:
    player.removeitem 130029C1 1

    (Note: Replace the "13" with the hex placement index of MiasLair.esp in your current load order).
  2. Close the console, confirm the item is gone, make a NEW clean manual save slot, and exit the game to desktop.
  3. Relaunch the game, load that clean save slot, open the console, and spawn a fresh, clean item:
    • Whip:
    player.additem 130029BE 1

    • Cane:
    player.additem 130029C1 1

The weapon will now render perfectly in your character's hand without throwing access violations or causing desktop crashes!
 

Posted

Not sure why but when training Mia I get so far as having Volkar give her the ecstasy spell but then he face fucks her, she plays with herself and then I have no options to give food/get blowjob to continue the training. After the spell is applied the only choice when the scenes finish is “need more training” and once she is hanging up again I lose the correct dialogue options. Tried reloading older saves but it happens every time and the dialogue options all revert to standard follower dialogue only… any suggestions or am I missing something really simple because I’m a bit thick? 

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