EagleFive Posted May 8, 2021 Posted May 8, 2021 Would it be possible to add a "Hide Clock/Time" option to this mod? A lot of things rely on the time of day, and I think it would be wonderful to not know precisely how long you have until guards start harassing you. Or for sneaking out of the walled cities, exactly what time you left so you know exactly what time to return. I've tried simply not looking at it, but the time is everywhere in the menu screens (and wait and sleep screens). Unfortunately the closest thing I've found for the time is a SE mod called "Time Format Changer" but I'm using LE. BTW, I love that you added the remove compass thing. I used to have a separate mod that did that, now I don't need it.
Xiaron Posted May 8, 2021 Posted May 8, 2021 Just may have noticed something about the FHU integration. If a character has an anal plug in, swallowing cum doesn't seem to increase the FHU pool value. Can anyone else duplicate this? I'm using the latest SLS and Baka FHU versions.
Monoman1 Posted May 8, 2021 Author Posted May 8, 2021 19 minutes ago, Xiaron said: Just may have noticed something about the FHU integration. If a character has an anal plug in, swallowing cum doesn't seem to increase the FHU pool value. Can anyone else duplicate this? I'm using the latest SLS and Baka FHU versions. Yep. Have known about this since it was added. FHU always expects ah...... cum to be coming from a certain direction. So there's no way I avoid it unless I edit the FHU scripts. I don't want to do that. Best I can do is request that @factoryclose add a function to FHU that I can call to inflate actors that will ignore plugs/chastity belt or anything else. I do my own checks for gags etc. 2
Monoman1 Posted May 8, 2021 Author Posted May 8, 2021 2 hours ago, EagleFive said: Would it be possible to add a "Hide Clock/Time" option to this mod? A lot of things rely on the time of day, and I think it would be wonderful to not know precisely how long you have until guards start harassing you. Or for sneaking out of the walled cities, exactly what time you left so you know exactly what time to return. I've tried simply not looking at it, but the time is everywhere in the menu screens (and wait and sleep screens). Unfortunately the closest thing I've found for the time is a SE mod called "Time Format Changer" but I'm using LE. BTW, I love that you added the remove compass thing. I used to have a separate mod that did that, now I don't need it. Hmm. Well there's no stock clock displayed in the HUD in skyrim. I've used 'A matter of Time' mod since forever though, which does add a time widget. I can see the appeal of not knowing the time. Perhaps I could even add a 'timepiece' you can buy that would enable it but manipulating the UI is a bit of a nightmare tbh. + I'd have to change the stock 'wait' menu interface to one without time. And I don't know that I can change the wait menu interface on the fly in game.
EagleFive Posted May 8, 2021 Posted May 8, 2021 2 minutes ago, Monoman1 said: Hmm. Well there's no stock clock displayed in the HUD in skyrim. I've used 'A matter of Time' mod since forever though, which does add a time widget. I can see the appeal of not knowing the time. Perhaps I could even add a 'timepiece' you can buy that would enable it but manipulating the UI is a bit of a nightmare tbh. + I'd have to change the stock 'wait' menu interface to one without time. And I don't know that I can change the wait menu interface on the fly in game. Yeah, everything I saw mentioned it being a pain to try to eliminate it everywhere because it's in so many places. Maybe an easier alternative is to give a slider for +/- to the times, meaning guards can start enforcing rules a bit early (to maybe a lot early) because, why not? They are the guards, what are you going to do? Then you won't know exactly when or how much time you have, just that "it's getting late."
Herowynne Posted May 9, 2021 Posted May 9, 2021 3 hours ago, Monoman1 said: Yep. Have known about this since it was added. FHU always expects ah...... cum to be coming from a certain direction. So there's no way I avoid it unless I edit the FHU scripts. I don't want to do that. Thanks for the explanation! And thanks for your concern and care about avoiding conflicts with other mods. I do like SLS's oral->anal cum fill integration with FHU -- that is yet another of SLS's "essential" features. 1
Lupine00 Posted May 9, 2021 Posted May 9, 2021 10 hours ago, Fulanoo said: Btw, SLAX should overwrite SLSO right? It used to be advisable. SLAX fixed some questionable decisions in SLSO's orgasm handler patch for SLA. Those may have been fixed and improved upon in SLSO now, so possibly you can try either way. Or it may break SLAX by changing functions that got updated... so if you really want the safe way you should merge the code files by hand and rebuild. I'm working on an updated SLAX now, and it will definitely be properly compatible with latest SLSO. 3
factoryclose Posted May 9, 2021 Posted May 9, 2021 8 hours ago, Monoman1 said: Yep. Have known about this since it was added. FHU always expects ah...... cum to be coming from a certain direction. So there's no way I avoid it unless I edit the FHU scripts. I don't want to do that. Best I can do is request that @factoryclose add a function to FHU that I can call to inflate actors that will ignore plugs/chastity belt or anything else. I do my own checks for gags etc. I can make a patch for it. Adding a code to Ignore plugs/chastity belts would be all? 1
Lupine00 Posted May 9, 2021 Posted May 9, 2021 3 hours ago, EagleFive said: Maybe an easier alternative is to give a slider for +/- to the times, meaning guards can start enforcing rules a bit early (to maybe a lot early) because, why not? They are the guards, what are you going to do? Then you won't know exactly when or how much time you have, just that "it's getting late." This is overall a much better solution. It avoids modifying a whole bunch of swf files in a potentially conflicting way (widescreen mods). It keeps the change - that really relates only to SLS features - internal to SLS. Besides, it's crazy not to have some idea of time. I wouldn't mind it if times were across the game changed to approximates like "Dawn", "Early morning", "Mid-morning", "Before noon", "Noon", "Early afternoon", etc. But... you would still need places you could check the time - would want "clock" mods for locations like Solitude. 1
Monoman1 Posted May 9, 2021 Author Posted May 9, 2021 35 minutes ago, factoryclose said: I can make a patch for it. Adding a code to Ignore plugs/chastity belts would be all? Sure, sounds good. But by 'patch' do you mean it would be a separate download or something? SLS calls function InflateTo() directly. I understand that you probably wouldn't want to add another parameter (IgnorePlugs) to the function for backwards compatibility. But you could add a new function so it wouldn't affect backwards compatibility. But I'm not familiar with the ins & outs of FHU so I'll leave it up to you to decide the best approach.
Monoman1 Posted May 9, 2021 Author Posted May 9, 2021 9 hours ago, EagleFive said: Maybe an easier alternative is to give a slider for +/- to the times, Yea. It does seem like the best solution but..... Always a but. As it is the timing is kind of tricky. Especially since there's essentially 2/4 timers going on. Start/end, Slaverun start/end. I'll keep it in mind though.
Thisdudeja Posted May 10, 2021 Posted May 10, 2021 On 1/10/2021 at 4:35 PM, Monoman1 said: There's an animation somewhere that has your character bouncing up and down on a potion bottle. My idea is to fill empty cumtainers when played but the problem is that I don't know that I can do that without adding functionality to FHU. And since baka took over FHU recently I don't want to do a tweak for it. So it's in limbo for now. Is there any Update on this? I just thought of this again when i saw the recent conversation with Baka.
DoubleCheeseburger Posted May 10, 2021 Posted May 10, 2021 (edited) Don't read this post, see this one instead: ---------- Hi hello, I generated voice files using SKVA Synth for Sexlab Survival which can be downloaded here (1.82 Gb archived, 2.20 Gb unpacked): https://mega.nz/file/HjIDlKbQ#oBxvBx0K8HIlrCn2oh7MgIm3sgYQsr4PXxtF5G2lQ7c This will make NPC's dialog lines voiced but there are a few caveats as always: 1. For the sake of sanity and laziness this was made by batch so don't expect speech to be top notch tuned. Generated audio ranges all the way from atrocious to nearly perfect. I attached few examples to this post so you can check it out for yourself and decide whether or not you need this. 2. Even though I used all SKVA Synth's available voice models including those from Patreon, there are still some major voices missing. So don't expect it to have 100% coverage for now. 3. There are few lines in which asterisks are used to accent some words and in other lines it's used to describe NPC's actions. For example: "The man that lives there is *very* friendly and you don't even have to pay." "*Before you have time to react he reaches down pinches a tuft of your pubic hair, pulls it out roughly and holds the hairs up to your face*" Again, being this batch generated I didn't want to edit lines by hand, so I decided to remove all text contained within asterisks, brackets, square brackets and "<...>" contructions from speech generation. 5. My CreationKit64 keeps crashing when I try to generate .lip files by batch so I just used dummy .lip files. This means that lip sync will be off. 6. And, finally, I play Skyrim Special Edition so I generated voice files based on Sexlab Survivel SE version 0.635. But this should work fine on Legendary Edition as well as newer versions of Survival as long as dialog lines remain more or less the same. Voice models used: Spoiler DLC1SeranaVoice DLC2FemaleDarkElfCommoner DLC2FemaleUniqueFrea DLC2MaleDarkElfCommoner DLC2MaleDarkElfCynical FemaleArgonian FemaleCommander FemaleCommoner FemaleCondescending FemaleDarkElf FemaleElfHaughty FemaleEvenToned FemaleKhajiit FemaleNord FemaleOldGrumpy FemaleOldKindly FemaleOrc FemaleShrill FemaleSultry FemaleUniqueAstrid FemaleUniqueDelphine FemaleUniqueKarliah FemaleUniqueMaven FemaleUniqueVex FemaleYoungEager MaleArgonian MaleBrute MaleCommoner MaleCommonerAccented MaleCondescending MaleDarkElf MaleEvenToned MaleGuard MaleKhajiit MaleNord MaleNordCommander MaleOldGrumpy MaleOldKindly MaleOrc MaleSlyCynical MaleSoldier MaleUniqueMercerFrey MaleUniqueTullius MaleUniqueUlfric MaleYoungEager Maven Installation: 1. Install the downloaded archive using your Mod Manager. 2. Let it overwrite Sexlab Survival OR let Sexlab Survival overwrite it if you want to keep lines that are already voiced as they are. And you're done! Also would like to use this post to thank @Monoman1 for this insanely well made mod. Thank you. _SLS_Beggi__SLS_BeggingPus_0001F131_1.wav _SLS_Tolle__SLS_TolledGate_0000A0F3_1.wav HousePurch__SLS_LicHouseSo_000D8C89_1.wav Edited July 11, 2021 by DoubleCheeseburger 11
Lupine00 Posted May 10, 2021 Posted May 10, 2021 34 minutes ago, DoubleCheeseburger said: 1.82 Gb archived, 2.20 Gb unpacked) !!! It's soooo big. Thanks for making this. Did you follow the discussion on the DFC forum about creating LIP files? It seems like you have a method for making the dummy LIPs; is the same as mentioned there? I want to do something to make that better ... if I ever get time. Also curious what causes some LIP files not to generate through the CK - but you wouldn't have come across that as you used the 64-bit CK that can't seem to generate them anyway. It looks a bit like that feature was hacked in for modders rather than being Beth's own preferred workflow. All we need now is community sharing and evolving edited batch files for SKVA so that people can cooperate to improve the individual lines. 1
DoubleCheeseburger Posted May 10, 2021 Posted May 10, 2021 35 minutes ago, Lupine00 said: Did you follow the discussion on the DFC forum about creating LIP files? Hmm... DFC is Devious Followers Continued I assume? Anyway, no, I haven't seen the discussion. Oddly, I can't even find anything "lip" related in there. Do you have a link by any chance? The way I did it, at least for now, I grabbed Stock_10.lip from Fuz Ro D-oh - Silent Voice and executed the following command in Windows CMD: for /R %G in (*.wav) do copy Stock_10.lip "%~dG%~pG%~nG.lip" This copied Stock_10.lip next to every single .wav file in subfolders with appropriate file name. Super quick and lazy way just to make NPC's lips move. 42 minutes ago, Lupine00 said: Also curious what causes some LIP files not to generate through the CK - but you wouldn't have come across that as you used the 64-bit CK that can't seem to generate them anyway. It looks a bit like that feature was hacked in for modders rather than being Beth's own preferred workflow. I don't know myself. Originally, I tried to batch generate .lip files for SLSF Fame Comments SE but it crashed with 0xC0000005 exception after some time. Moreover, I'm pretty sure that it's some specific dialog line that is causing Creation Kit to crash because after restart CK crashes immediately. And I don't know what line it is due to lack of any usable log. I might try again for SL Survival later, maybe it will work just fine. The process is just sooo long. 1
Lupine00 Posted May 10, 2021 Posted May 10, 2021 14 minutes ago, DoubleCheeseburger said: Do you have a link by any chance? https://www.loverslab.com/topic/130527-devious-followers-continued/?do=findComment&comment=3375073 Read forward from here. Or back and forward. This is where I located an open-source tool that knows how to make LIP files of arbitrary length - which means a) possibly it can read a target length from a WAV already b) if it can't, you can create that capability Also, long, long ago, I created two different programs to produce phoneme animations from WAV audio. So, I could theoretically go beyond simply putting nonsense phonemes in there and produce something as good (or likely better) than Beth's own LIP generator. I say better, because it seems likely Beth haven't touched this code since Oblivion and there all kinds of libraries available now that weren't then. In my ideal world, somebody else runs off and does it right away so I don't ever have to do it. But a batch based WAV to LIP generator would clean up the most fragile part of the bulk dialog generation. If you read back from my post, you can see that finalfrog had issues with LIPs that didn't auto generate for DFC, but generated manually just fine. Nothing I've done to those dialogs made them generate, and I tried quite a few things. Nor is there anything that leaps out about them in the ESP. (Or maybe I'm just blind). Someone with more time to experiment could likely reduce it to a minimal repro-case and from there work out the cause, but again, there are other things I should be doing. 1
Onomatophobia Posted May 10, 2021 Posted May 10, 2021 How is this mod affected by SexLab - Fame mod? I saw it in the Interfaces tab, but cant figure out how do they interact with each other.
DoubleCheeseburger Posted May 10, 2021 Posted May 10, 2021 3 hours ago, Lupine00 said: https://www.loverslab.com/topic/130527-devious-followers-continued/?do=findComment&comment=3375073 Read forward from here. Or back and forward. This is where I located an open-source tool that knows how to make LIP files of arbitrary length - which means a) possibly it can read a target length from a WAV already b) if it can't, you can create that capability Thanks a lot. Silent Voice Generator seem to be working fine and fast. Very nice. Personally I don't care about lip sync in games very much to create some alternative to Bethesda's tools. Or at least not before SKVA Synth gets better itself. So I'll just be using Silent Voice Generator. 1 hour ago, Onomatophobia said: How is this mod affected by SexLab - Fame mod? I saw it in the Interfaces tab, but cant figure out how do they interact with each other. Pretty sure Survival doesn't get affected by player's fame, but it does increase fame during various quests. For example during begging quests.
Monoman1 Posted May 10, 2021 Author Posted May 10, 2021 5 hours ago, Onomatophobia said: How is this mod affected by SexLab - Fame mod? I saw it in the Interfaces tab, but cant figure out how do they interact with each other. Currently just increases fame in certain events. Doesn't use it. That may change. Does anyone know if SLSF fame ever goes down? Can't say I've ever seen it. 9 hours ago, DoubleCheeseburger said: I generated voice files Neato. I look forward to trying it out whenever I get around to actually playing the game again 13 hours ago, Thisdudeja said: I just thought of this again when i saw the recent conversation with Baka. For that I would also have to annoy @factoryclose to provide a function that would allow me to drain cum without animations or cum leaking meshes being equipped (silently more or less. Just drain with belly deflation). Unrelated but: At least I have finally added a 'Collect cum' button when giving blowjobs and empty cumtainer count > 0. 1
Herowynne Posted May 11, 2021 Posted May 11, 2021 17 hours ago, DoubleCheeseburger said: I generated voice files using SKVA Synth for Sexlab Survival I downloaded, installed, and have been playing with the voice pack. Wow, it is amazing! It really adds a huge amount of immersion! Thanks so much for sharing this @DoubleCheeseburger ! 1
BYJE137 Posted May 11, 2021 Posted May 11, 2021 On 5/8/2021 at 8:46 PM, EagleFive said: A lot of things rely on the time of day, and I think it would be wonderful to not know precisely how long you have until guards start harassing you. I suggested the same slider approach @Lupine00 mentions in the SE thread a little while back and I think a couple of other people also seemed to like the idea. What might make such a change even more powerful would be the ability to customize the (...randomized/slider-based?) consequences/outcomes associated with breaking curfew in the MCM. Currently there's no ability to modify the 'harshness' of curfew outcomes, at least from what I can gather, aside from time-linked metrics (how much time do you have to go find a safe place, start/end-time), but that's a separate idea. Lots of potential ways to modify this component, some of which presumably would take a lot of work, but perhaps not all of them. Option to disable the port to inn outcome option in walled cities, you get throw directly into the kennel the first time you're caught out? Size of bounty? Option to have restraints added when sent to an inn (so you're safe and won't be able to run around and harm yourself outside)? Option to have guards tell the kennel owner that player should not be allowed to pay for a cell key for some (ideally configurable) time period if entering voluntarily. I love the outcome where you talk to the kennel owner early on about what kind of place this is and he throws you into the kennel without the option of paying for a cell key - it would be nice if a similar option could also execute later on, so that you'll sometimes not be able to buy a key from the kennel owner but the kennel owner will instead add restraints and throw you in there without a key. Configurable probability of this happening, maybe this outcome could be avoided if you have a talk to the license guy to make sure your kennel insurance is up to date.. Just throwing ideas out there.
ttpt Posted May 11, 2021 Posted May 11, 2021 11 hours ago, Monoman1 said: Does anyone know if SLSF fame ever goes down? Can't say I've ever seen it. It can go down but it all depends on your settings, also your avoidance of the places where you want it to go down at. 1
Monoman1 Posted May 11, 2021 Author Posted May 11, 2021 3 hours ago, BYJE137 said: What might make such a change even more powerful would be the ability to customize the (...randomized/slider-based?) consequences/outcomes associated with breaking curfew I think I'd probably be even more reluctant to change that. It's already a rats nest of conditions.... Location Inside walls/outside walls HasInn? HasKennel? HasBeggingLair? HasHome? HasWartimesHome? HasPropertyLicence? IsPropertyLicenceEnabled? IsEvicted? ViolationCount? Even more conditions for punishments like IsDeviousDevicesInstalled etc. 1
Frosferes Posted May 11, 2021 Posted May 11, 2021 This is a really nice mod that I want to include in my load order for the needs/survival mod integration, but some of the other features are too invasive. I'm also playing a male character which makes it rather immersion breaking. Would it be possible to include MCM toggles for features like barefoot walking, licences, NPC interactions etc.?
tamai Posted May 11, 2021 Posted May 11, 2021 8 minutes ago, Frosferes said: This is a really nice mod that I want to include in my load order for the needs/survival mod integration, but some of the other features are too invasive. I'm also playing a male character which makes it rather immersion breaking. Would it be possible to include MCM toggles for features like barefoot walking, licences, NPC interactions etc.? That is asking too much unfortunately, that is to much work to put on top of his already big list of things hes already working on. So I would say its safe to say thats not going to happen sorry.. but thats just my thinking.
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