Monoman1 Posted July 28, 2022 Author Share Posted July 28, 2022 (edited) 15 minutes ago, audhol said: Hmm I didnt see that, To be fair it is very intrusive but thats by design and kinda the point of it. I havent noticed any bugginess using 0.685 on 1.6.353 with sexlab 1.64c. I dont know how he or she has set up the MCM's but there seems to be lots of mods that would conflict with each other. How even are default options changed with wabbajack? Only thing I can think of is A) providing a starting save (which seems a bit shit) or B) recompiling scripts which I think I'm not cool with (given they're not going to be very familiar with the inner workings of mods (and/or very proficient at scripting?)) and passes the buck, yet again, to the mod author for supporting said deficiencies... Edited July 28, 2022 by Monoman1 Link to comment
audhol Posted July 28, 2022 Share Posted July 28, 2022 (edited) 29 minutes ago, Monoman1 said: How even are default options changed with wabbajack? Only thing I can think of is I'm playing around with setting up a vortex collection and you can use https://www.nexusmods.com/skyrimspecialedition/mods/61719 You can change MCM recorder's json to autorun on new game start so all your options are set to how you set them up previously. Edited July 28, 2022 by audhol 2 Link to comment
Monoman1 Posted July 28, 2022 Author Share Posted July 28, 2022 17 minutes ago, audhol said: You can change MCM recorder's json to autorun on new game start so all your options are set to how you set them up previously That looks pretty handy. Curious as to how it works though. I don't see menus opening when loading recordings. Link to comment
audhol Posted July 28, 2022 Share Posted July 28, 2022 2 minutes ago, Monoman1 said: That looks pretty handy. Curious as to how it works though. I don't see menus opening when loading recordings. I've tried a few collections from nexus that use it and all the user see's is a popup to say its started and then the stages are listed in the top left corner like normal new game startup info. Finaly a message says all is done and away you go. 2 Link to comment
RaptorVz Posted July 28, 2022 Share Posted July 28, 2022 Another mod that is handy is MCM maid 2. Let's you hide mcm's you don't use and allows for unlimited mcm mods. It can also rearrange the mcm menu for you, so for example you can have sexlab survival at the very top rather than the bottom. Link to comment
RaptorVz Posted July 28, 2022 Share Posted July 28, 2022 (edited) On 7/23/2022 at 5:42 PM, Monoman1 said: Very (and I mean VERY) early test of a new stealing tracking and reaction system for Npcs. The main points are that: 1. This cell actually has objects belonging to two different factions. The armor/weapons are owned by one and the cups & clutter is owned by another. Both are captured. 2. Npc reacts to seeing you stealing his shit. If he catches you he'll give you a shakedown and remove all the things you've stolen from him. 3. Stuff is put back where it belongs. 4. System is also handling vanilla thugs. You might have noticed the detection popups. If a bunch of stuff goes missing from an Npc but they don't actually see you take anything then the chance they'll send thugs your way is heavily based on whether they knew you were there at the time all their shit went missing. (Jugs apparently have 0 value which is why it wasn't processed. Meh) Note: Obviously it's using a baka animation but I haven't yet got permission to use it. Bakas a hard guy to get in touch with. - Might not actually make it into the mod. this looks really cool! Is it possible to make it so if they catch you, they'll blackmail you into having sex with them otherwise they'll report you to the guards? If you agree to sex you don't get a bounty, but you must let him have his way with you. If you disagree then he will report you to the guards Edit: You could make it so the bounty you'd get if you disagreed to his blackmail was equal to the amount you stole. And then you could also have other options than just sex, he could blackmail you to wear armbinders for 24 hours or furniture bondage etc Edited July 28, 2022 by RaptorVz Link to comment
leakim Posted July 28, 2022 Share Posted July 28, 2022 11 hours ago, audhol said: I'm playing around with setting up a vortex collection and you can use https://www.nexusmods.com/skyrimspecialedition/mods/61719 You can change MCM recorder's json to autorun on new game start so all your options are set to how you set them up previously. Holy crap! I'll have to try this one out. Does it work well with things that take a while to setup as well? Like for example Sexlab or SLAL animation registration? Well, maybe I should just try it instead of asking stupid questions. ^_^ 1 Link to comment
Straze Posted July 29, 2022 Share Posted July 29, 2022 (edited) SL Survival: 0.684[?] Skyrim SE Evening! This mod is my “Must Have” for every playthrough, and for the first time I am experiencing an issue with the mod that goes beyond my understanding. I’d like to try and fix it because I’m excited to try out my newly improved modlist. I feel like all mods work well with each other to create a great experience. As for the issue I am having... 1. Loc not Known This problem happens when the Vanilla Gate is changed by an other mod and thus common occurrence with city overhauls. I use JK Skyrim, but I load it before Survival to have Survival detect JK Skyrim. That worked last time, and I don’t see why it wouldn’t work now, but for some reason the locations are not tracked. 2. Inn Prices MCM Within the MCM, all the location names are gone and only the prices are visible which I can not adjust, the Inn prices are 90gold/night. I expect the MCM problem to happen due to the ‘Unknown Locations’. 3. Works, but then it does not? For the Locations not to be tracked is something I thought I could easily fix, but I became confused when I saw that the “Inn Prices” MCM show up normally on a New Game (AS-LAL) and possibly tracked the Locations for towns/cities (if Inn prices are tied to it). At first I thought the mod didn’t load correctly on the other play test, but after a crash and reloading the same save; the MCM inn prices locations disappeared. I tried to look into xEdit to see if some other mods changed the City gates, but I couldn’t find the object within it, but what I found of Whiterun had not their objects overwritten after SL Survival. I am kind of lost and unsure what actions I could take next to try to find and solve the issue, any suggestion? If required, I can share Papyrus, mod list, crash log or load order. Edited July 29, 2022 by Straze Link to comment
Monoman1 Posted July 29, 2022 Author Share Posted July 29, 2022 20 minutes ago, Straze said: 1. Loc not Known If running Beta 0685 there's a harmless bug that prints this when curfew changes and you're out in the woods somewhere. 21 minutes ago, Straze said: 2. Inn Prices MCM Not sure what you mean. Pic might help. 21 minutes ago, Straze said: 3. Works, but then it does not? If there's a problem with the location tracker examining the save file might help. If the loc track script is stuck for some reason then it would explain why the inn prices page isn't printing because the price variables are stored in the loc track script. 11 hours ago, RaptorVz said: this looks really cool! Is it possible to make it so if they catch you, they'll blackmail you into having sex with them otherwise they'll report you to the guards? If you agree to sex you don't get a bounty, but you must let him have his way with you. If you disagree then he will report you to the guards Edit: You could make it so the bounty you'd get if you disagreed to his blackmail was equal to the amount you stole. And then you could also have other options than just sex, he could blackmail you to wear armbinders for 24 hours or furniture bondage etc Nothing for certain right now but you can bet you won't get off scot free (when has SLS ever done that) Link to comment
audhol Posted July 29, 2022 Share Posted July 29, 2022 10 hours ago, leakim said: Does it work well with things that take a while to setup as well? Like for example Sexlab or SLAL animation registration? Just tried it on a sexlab modlist and it works fine, it waits for each operation to finish before starting the next one. Also I been working on some texture replacers for an objectified female world, not something I would release as a mod but if MM1 is interested in any of it I can pass it to you? Spoiler Link to comment
Dawndrake Posted July 29, 2022 Share Posted July 29, 2022 So there is a new idle animation playing after I install this mod. My PC's face shakes a little and she moves her fingers a bit and she is no longer standing straight but is coruched forward a bit. Where can I find this idle? I want to disable it and let my default idle play. Link to comment
Monoman1 Posted July 29, 2022 Author Share Posted July 29, 2022 12 minutes ago, Dawndrake said: So there is a new idle animation playing after I install this mod. My PC's face shakes a little and she moves her fingers a bit and she is no longer standing straight but is coruched forward a bit. Where can I find this idle? I want to disable it and let my default idle play. Not this mod. 3 hours ago, audhol said: Also I been working on some texture replacers for an objectified female world, not something I would release as a mod but if MM1 is interested in any of it I can pass it to you? Not sure where'd I'd use em. Daydreaming maybe. Not sure it fits the theme. But also replacing so many different objects is costly. Better to replace more common objects for better 'bang for buck' ratio. Link to comment
Straze Posted July 29, 2022 Share Posted July 29, 2022 13 hours ago, Monoman1 said: If running Beta 0685 there's a harmless bug that prints this when curfew changes and you're out in the woods somewhere It came to my attention when paying the toll in Whiterun because the "Loc not Known" message popped up. 13 hours ago, Monoman1 said: Not sure what you mean. Pic might help. Spoiler First it showed, just to disappear the next time I load up the save. I did run around through the forest and did some questing up to arriving at Whiterun. Even older saves from that playthrough seems to show the same issues. After 13 hours ago, Monoman1 said: ...examining the save file might help. Not sure how to do that, what program does it need to examine save file? Doing more research to see what exactly triggers it. Link to comment
Monoman1 Posted July 29, 2022 Author Share Posted July 29, 2022 2 hours ago, Straze said: Not sure how to do that, what program does it need to examine save file? Use falrim tools to examine active scripts and suspended stack Link to comment
Straze Posted July 29, 2022 Share Posted July 29, 2022 4 hours ago, Monoman1 said: Use falrim tools to examine active scripts and suspended stack Spoiler I looked into it, and the _SLS_LocTrackCentralAlias seems to be fine, but the _SLS_ LictownCheckPlayerAlias does not. Can that be the cause for the MCM / location tracking? Link to comment
Monoman1 Posted July 29, 2022 Author Share Posted July 29, 2022 2 hours ago, Straze said: Hide contents I looked into it, and the _SLS_LocTrackCentralAlias seems to be fine, but the _SLS_ LictownCheckPlayerAlias does not. Can that be the cause for the MCM / location tracking? That save doesn't look healthy. 109 active scripts. Whats the suspended stack count? There's a lot of what look like new game scripts still running... *LAL* - Live another live (Alternate start) _SLS_MQ101Kicker - MQ101 stage 240 kicker Link to comment
Straze Posted July 30, 2022 Share Posted July 30, 2022 (edited) 15 hours ago, Monoman1 said: That save doesn't look healthy. 109 active scripts. Whats the suspended stack count? There's a lot of what look like new game scripts still running... *LAL* - Live another live (Alternate start) _SLS_MQ101Kicker - MQ101 stage 240 kicker ah, didn't know what I had to expect when opening the program - those errors must be due to the save after exiting the AS-LAL instance. I checked an other save that is further in and there are 0 Suspended Stacks / 28 Active Scrips. That save too does not show MCM for Inn prices/untracked location. Spoiler There is a lot of Devious Adventures scripts because when collared and certain action(behaviours) are executed - guards can approach / punish you(with DCL events and such). So far with a new character I have not experienced same problem yet with Location Tracker/MCM - will keep going to see if it actually happens again. Edited July 30, 2022 by Straze Link to comment
FoxLotus Posted August 3, 2022 Share Posted August 3, 2022 (edited) Not sure entirely what the issue may or may not be. I know it's vague, yet perhaps you might have a vague thought process of what I can look for. Sexlab survival parts aren't working with ineeds *edit* RND AIO USSEP needs. More precisely the eat/drink options aren't actually addressing the needs regardless of where I move the toggled amount per to. It's registering the addiction aspects an it's showing the degrees of the outcome of it's effect in the upper left speech/thought. As for actually affecting the hunger/thirst effects from time.. it does nothing. So. I'm a little confused to what's not cooperating. Thanks to anyone who may know what the issue is, or has suggestions to look in to. Edited August 4, 2022 by FoxLotus Link to comment
nilead Posted August 3, 2022 Share Posted August 3, 2022 Skyrim SE, 0.685 beta. Got a weird interaction with mik addict. Nothing gamebreaking, but equipping a new piece of slot 32 equipment causes them to be momentarily "dropped". Apparently, such pieces are considered as "stolen" when guards stop PC for licence check, and get taken away. Wonder if it is an inevitable downside of armor registering, or i screwd something up. Items arent flagged as stolen in inventory thou. Link to comment
Monoman1 Posted August 3, 2022 Author Share Posted August 3, 2022 6 hours ago, FoxLotus said: Not sure entirely what the issue may or may not be. I know it's vague, yet perhaps you might have a vague thought process of what I can look for. Sexlab survival parts aren't working with ineed needs. More precisely the eat/drink options aren't actually addressing the needs regardless of where I move the toggled amount per to. It's registering the addiction aspects an it's showing the degrees of the outcome of it's effect in the upper left speech/thought. As for actually affecting the hunger/thirst effects from time.. it does nothing. So. I'm a little confused to what's not cooperating. Thanks to anyone who may know what the issue is, or has suggestions to look in to. Afraid I don't use ineed so I can't help that much. If anyone wants to submit changes to the ineed interface script, be my guest. 1 hour ago, nilead said: Skyrim SE, 0.685 beta. Got a weird interaction with mik addict. Nothing gamebreaking, but equipping a new piece of slot 32 equipment causes them to be momentarily "dropped". Apparently, such pieces are considered as "stolen" when guards stop PC for licence check, and get taken away. Wonder if it is an inevitable downside of armor registering, or i screwd something up. Items arent flagged as stolen in inventory thou. First, I don't think this is SLS confiscation. It's probably vanilla guard arrest dialogue. SLS doesn't check what's stolen or not. Second, IIRC I think this is an old vanilla bug when it comes to stolen items in Skyrim. If you drop an item from your inventory it is owned by 'PlayerBase'. MA drops items to get a object ref for your cuirass (There's no other way). Vanilla arrest and stolen item confiscation seems to consider items owned by any actor base to be stolen, including the player base. Tldr: Probably vanilla bug I reckon. 1 Link to comment
Straze Posted August 3, 2022 Share Posted August 3, 2022 (edited) Back again, sorry but I gotten the same issue as before with SLS Gates(location tracker)/Inn prices. I was setting up Mod Configurations in MCM for a new Wartimes playthrough (now with Fertility Mode & YPS) when I noticed that for Survival MCM the stats were gone. Upon seeing it, I closed the game and checked Papyrus where I gotten the following Errors; Spoiler [08/03/2022 - 11:44:38PM] Error: alias _SLS_TollGateRiftenJkDoorInterior on quest _SLS_TolledGates (47009ED6): Cannot force the alias's reference to a None reference. stack: [alias _SLS_TollGateRiftenJkDoorInterior on quest _SLS_TolledGates (47009ED6)].sls_tollgate.ForceRefTo() - "<native>" Line ? [_SLS_Main (47000D64)].sls_init.PlayerLoadsGame() - "SLS_Init.psc" Line 216 [alias PlayerRef on quest _SLS_Main (47000D64)].sls_main.LoadGameMaintenance() - "SLS_Main.psc" Line 125 [alias PlayerRef on quest _SLS_Main (47000D64)].sls_main.OnPlayerLoadGame() - "SLS_Main.psc" Line 82 [08/03/2022 - 11:44:38PM] SLS_: JKs Skyrim installed: TRUE [08/03/2022 - 11:44:38PM] SLS_: Soft dependency check end ============================================================== Spoiler [08/03/2022 - 11:52:11PM] Error: Cannot call GetBaseObject() on a None object, aborting function call stack: [_SLS_QST_MCM (42027A66)].SLS_QST_MCM.OnPageReset() - "SLS_QST_MCM.psc" Line 310 [_SLS_QST_MCM (42027A66)].SLS_QST_MCM.SetPage() - "SKI_ConfigBase.psc" Line 865 [SKI_ConfigManagerInstance (1C000802)].SKI_ConfigManager.OnPageSelect() - "SKI_ConfigManager.psc" Line 148 [08/03/2022 - 11:52:11PM] Error: Cannot call GetName() on a None object, aborting function call stack: [_SLS_QST_MCM (42027A66)].SLS_QST_MCM.OnPageReset() - "SLS_QST_MCM.psc" Line 310 [_SLS_QST_MCM (42027A66)].SLS_QST_MCM.SetPage() - "SKI_ConfigBase.psc" Line 865 [SKI_ConfigManagerInstance (1C000802)].SKI_ConfigManager.OnPageSelect() - "SKI_ConfigManager.psc" Line 148 [08/03/2022 - 11:52:11PM] WARNING: Assigning None to a non-object variable named "::temp11" stack: [_SLS_QST_MCM (42027A66)].SLS_QST_MCM.OnPageReset() - "SLS_QST_MCM.psc" Line 310 [_SLS_QST_MCM (42027A66)].SLS_QST_MCM.SetPage() - "SKI_ConfigBase.psc" Line 865 [SKI_ConfigManagerInstance (1C000802)].SKI_ConfigManager.OnPageSelect() - "SKI_ConfigManager.psc" Line 148 [08/03/2022 - 11:52:15PM] Error: Cannot call GetBaseObject() on a None object, aborting function call stack: [_SLS_QST_MCM (42027A66)].SLS_QST_MCM.OnPageReset() - "SLS_QST_MCM.psc" Line 310 [_SLS_QST_MCM (42027A66)].SLS_QST_MCM.SetPage() - "SKI_ConfigBase.psc" Line 865 [SKI_ConfigManagerInstance (1C000802)].SKI_ConfigManager.OnPageSelect() - "SKI_ConfigManager.psc" Line 148 [08/03/2022 - 11:52:15PM] Error: Cannot call GetName() on a None object, aborting function call stack: [_SLS_QST_MCM (42027A66)].SLS_QST_MCM.OnPageReset() - "SLS_QST_MCM.psc" Line 310 [_SLS_QST_MCM (42027A66)].SLS_QST_MCM.SetPage() - "SKI_ConfigBase.psc" Line 865 [SKI_ConfigManagerInstance (1C000802)].SKI_ConfigManager.OnPageSelect() - "SKI_ConfigManager.psc" Line 148 [08/03/2022 - 11:52:15PM] WARNING: Assigning None to a non-object variable named "::temp11" stack: [_SLS_QST_MCM (42027A66)].SLS_QST_MCM.OnPageReset() - "SLS_QST_MCM.psc" Line 310 [_SLS_QST_MCM (42027A66)].SLS_QST_MCM.SetPage() - "SKI_ConfigBase.psc" Line 865 [SKI_ConfigManagerInstance (1C000802)].SKI_ConfigManager.OnPageSelect() - "SKI_ConfigManager.psc" Line 148 [08/03/2022 - 11:53:07PM] Error: HasMagicEffect called with invalid Magic Effect Not sure if either one could be the case for the problem I'm facing. The Resaver: Spoiler It is possible that it's entirely Hardware (memory or HDD) related, since I'm in the working on building a new PC due to blue screens I'm facing on a daily basis for quite a while. P.s. the other small testing playthrough didn't experience the problem and I played for good amount of hours, so I guess it's a matter of creating bunch of New Games till it works. Was curious if it was actually related to one of those papyrus.log errors to have an idea of what may be causing it. edit: As mentioned, starting New Games till the Inn prices MCM showed up worked. So I should be hopefully fine now since it loaded correctly. Time to start a ‘Wartimes’ Skyrim playthrough. Due to the randomness, I guess SL Survival isn’t in the correct LoadOrder location, but afraid to break stuff - so I always use LOOT. Edited August 4, 2022 by Straze Link to comment
FoxLotus Posted August 4, 2022 Share Posted August 4, 2022 (edited) 20 hours ago, Monoman1 said: Afraid I don't use ineed so I can't help that much. If anyone wants to submit changes to the ineed interface script, be my guest. TY for the response. An forgive me, I was under the impression from the mods menus that it interacted with or at least in part with the ineeds hunger/thirst/disease survival framework. Is SLS interacting with another mod that hooks into a hunger/thirst/disease framework? Or is it simply a standalone system? *EDit* sorry I had both RnD AIO USSEP and ineed (frostfall reasons). I had both so disabled ineed.. RND works as intended with SLS. All's good now. Edited August 4, 2022 by FoxLotus fixed Link to comment
Anunya Posted August 4, 2022 Share Posted August 4, 2022 22 minutes ago, FoxLotus said: TY for the response. An forgive me, I was under the impression from the mods menus that it interacted with or at least in part with the ineeds/needs hunger/thirst/disease survival mod framework. Is SLS interacting with another mod that hooks into a hunger/thirst/disease framework? Or is it simply a standalone system? SLS works well with Realistic Needs and Diseases. Link to comment
Dervecna Posted August 4, 2022 Share Posted August 4, 2022 Hey, I'm trying to run this mod with slaverun and checked the option to only require license in slaveran cities, but it's asking me for license everywhere, even before the slaverun quest starts. Am I doing something wrong? I can share papyrus, modlist, loadorder, whatever needed, but my Modlist and load order are a kinda big. Link to comment
BYJE137 Posted August 4, 2022 Share Posted August 4, 2022 Just sharing an idea I recently had, which has changed game-play somewhat and made things more interesting: Before I had sort of limited myself to thinking of curfew as the sort of rule where you're not supposed to be out when it's dark/late. But what if it's not, what if it instead applies during the daytime, during hours where you'd really want to be out there, 'when the stores are open'? Now what you miss out on if you decide to go without (...can't afford-) that curfew license just increased, by a lot. Questions: I get a 'curfew can not begin before it ends' notification if I try to specify a curfew time range where it starts in the morning and ends in the evening. I'm assuming this is because the idea was to have the first timestamp be on day X and the second timestamp be on day X+1 and this is in some way how the curfew timeframe is evaluated so there's some sanity check to make sure it conforms (something along those lines)? This setup makes it slightly harder to implement the sort of approach I'm aiming for because there's no way to avoid applying the curfew to the night if you want to apply it to any other time of the day as well (workaround now is to have current settings from 11 PM to 6 PM, but this is not ideal and somewhat oppressive). It would be nice to have more freedom to specify the time range of the curfew, so that it would not be mandatory to apply it to the night hours if you want it at all (maybe with an option of specifying whether or not the suggested curfew time range spans over midnight or not and a change in the evaluation function). Another question: Is the 'gate curfew' part dependent on the 'general' curfew in some way? It looks like it might be. I was playing around with the idea to apply a gate curfew during most of the hours where the curfew license period did not apply, to effectively make it harder to leave town, but that doesn't seem to work. During testing with the 684 version (I think it's that one), if I specify a gate curfew time range outside of the curfew time range I do get notifications that you can't leave during curfew when trying to pay the toll, but the doors are not locked and it's no problem leaving despite the 'Lockdown Toll Doors' option being selected. I know that lockdown function works when the gate curfew is within the curfew license time range. This sort of setting structure, where doors are locked when the curfew is not in effect, actually arguably makes some sense in this context - if you don't have money to pay for being allowed outside during the daytime you're also not allowed to leave the city. Link to comment
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