BarsikTheCaT Posted November 21, 2019 Posted November 21, 2019 2 hours ago, nomkaz said: Download the LE versions, and just replace the ESP ONLY, not the other files. If that works for you, I'll upload the form 43 esp with the converted files. Sometimes converting the ESP can cause unintended issues. Please do this and let me know. I do not have LE so I don't know how some certain functions are "supposed" to be working, so I can't tell if they aren't working correctly or not all the time. Just something I've recently learned about converting. Nope, I get the same result. Although it seems like with LE version Milk Economy bound properly and I could also beg for lactacid.
Lupine00 Posted November 21, 2019 Posted November 21, 2019 20 hours ago, Monoman1 said: Btw. Have noticed that _DResist in DFC v2.06 is type short. Not sure if that's intentional or not? Sending the mod event with numArg = 0.5 reduces resistance by 1.0 instead. I guess that's historical. Resistance has always been integral. Typically about 20 resistance per willpower. I may change it next release, as Float would be better. Just treat it as a float for the mod events and don't sweat it
Lupine00 Posted November 21, 2019 Posted November 21, 2019 19 hours ago, valcon767 said: if you have Defeat installed you might want to check it settings There's the thing. It's exactly like Defeat behaviour ... but I don't have Defeat installed at all and haven't used it in many months. Nor did I see this behaviour until recently. I wonder if it's coming from the new SD+?
Lupine00 Posted November 21, 2019 Posted November 21, 2019 12 hours ago, Darkwing241 said: I think this may be DCL. Both it and Defeat have these kinds of combat surrender mechanics, but DCL's menu options for the combat surrender stuff is incredibly difficult to spot. I don't have DCL installed at the moment to check but I think its like "advanced surrender mechanics" or something and it's like a single check box in a weird place. I thought that first too. But two things: 1) didn't have it until recently 2) when it started I disabled Advanced Surrender Mechanics, but it kept happening. It could be DCL though, but I also suspect SD+ ... If it's DCL, then I'm going to have to abandon DCL's combat defeat, as it's wrecking my game. Disabling that is my obvious next move, as I can't seem to isolate the cause of the disarms. (And no, it's not SLD, though it can do that, it has different messages).
Lupine00 Posted November 21, 2019 Posted November 21, 2019 13 hours ago, HexBolt8 said: I don't recall a message from Defeat about a "blow from behind" I think Defeat does have this actually. But perhaps it's DAYMOYL. In any case, whichever one of those two has it, has some detailed options for configuring it too. When you play with those options you get very careful about enemies getting behind you. Hey!!! The Font menu is back! Yay! Just need indent and outdent now
Monoman1 Posted November 21, 2019 Author Posted November 21, 2019 17 hours ago, donttouchmethere said: (if it's not SLS, then I messed up somewhere with poserhotkeys or even SUM ?) I wouldn't think so. SLS isn't sending any anims or anything. It's just listening to whether you're in a furniture or not. 17 hours ago, BarsikTheCaT said: - and begging does not seem to be working for me at all. I go through the dialog and then nothing happens. As if that wasn't bad enough, this same dialog now happens with all npcs when I'm begging. Sorry if that's not the right place for posting this, but I don't even know where to start to rectify this issue. Begging is supposed to be limited to what you actually need. Ie: you need to be hungry/thirsty to beg for food/drink. No clothes/boots in your inventory to beg for them etc. You need skooma whore/milk addict to beg for skooma/lactacid (and your addiction might need to be above a certain threshold, I can't remember off-hand). Npcs will remember what the wanted if you decline them or fail your task (not make them cum - orgasm required can be turned off in the mcm). 17 hours ago, Durante said: 1. After updating enforcers, toll guards and town guards considered me having 0 licenses despite me having purchased all of them. A few people have reported this but I've yet to see it myself. What does the stats mcm page say about your licences? If you drop the licences, wait a few seconds and pick them up again does it fix it? 17 hours ago, Durante said: As of this version, newly purchased licenses are considered stolen in inventory. This I should be able to fix. Oddly I've not seen it in my game either. 17 hours ago, Durante said: In the older versions I went into some buildings in Whiterun for 1-2 hours and town guards considered this as toll evasion, now whenever I activate this function I am collared and fined, therefore I can't keep this mod function enabled any longer, it would be nice if toll evasion debt was reset somehow. Was it a mod added building? Nothing I can do about mod added buildings. You can add them yourself via the mcm. 12 hours ago, kempo95 said: It would be cool that when you lock a container, it is impossible or way harder for a NPC to steal from it. I couldn't find anything about that in the description so that's why I am asking how they are treated. Or if you could maybe add that if it isn't a thing yet. No the script doesn't check if the container is locked as far as I remember since it's not possible to lock containers in vanilla. + locking a hunter's cache wouldn't be very realistic. 13 minutes ago, Lupine00 said: I guess that's historical. Resistance has always been integral. Typically about 20 resistance per willpower. I may change it next release, as Float would be better. Just treat it as a float for the mod events and don't sweat it Understood. 12 minutes ago, Lupine00 said: I wonder if it's coming from the new SD+? I think whoever suggested DCL might be right. Not certain but I didn't think it was defeat either.
donttouchmethere Posted November 21, 2019 Posted November 21, 2019 12 minutes ago, Monoman1 said: I wouldn't think so. SLS isn't sending any anims or anything. It's just listening to whether you're in a furniture or not. It also was a one time glitch on the first ZAZ furniture I tried on a new game. Couldn't repeat it later on ?♂️
BarsikTheCaT Posted November 21, 2019 Posted November 21, 2019 2 hours ago, Monoman1 said: Begging is supposed to be limited to what you actually need. Ie: you need to be hungry/thirsty to beg for food/drink. No clothes/boots in your inventory to beg for them etc. You need skooma whore/milk addict to beg for skooma/lactacid (and your addiction might need to be above a certain threshold, I can't remember off-hand). Npcs will remember what the wanted if you decline them or fail your task (not make them cum - orgasm required can be turned off in the mcm). Just to be sure: If you don't need something, you can still beg for it, but the dialog will just end abruptly and no scene will happen. This is intended behaviour, am I understanding this correctly?
Monoman1 Posted November 21, 2019 Author Posted November 21, 2019 15 minutes ago, BarsikTheCaT said: Just to be sure: If you don't need something, you can still beg for it, but the dialog will just end abruptly and no scene will happen. This is intended behaviour, am I understanding this correctly? No. If you don't need it then the dialogue option simply shouldn't show up. If you follow through the dialogue to it's conclusion (usually admitting that you're a whore) then it should fire up a sex scene automatically. If it doesn't I'd need to see a papyrus log. Are sex scenes from other mods triggering correctly?
NicoleDragoness Posted November 21, 2019 Posted November 21, 2019 @Monoman1 Please, you should introduce a sort of "pause" after the conclusion of all dialogues that bring a sex action afterward. This to avoid the constant "Prompt - Talk to ... " appeared and stuck in the middle of the screen during all the sex. I think that many of us are used to have the Hud enabled even during sex animations, because, for example, SLSO widgets, SLA widgets, maybe apropos lines and so on. With your mod, the dialogue just after "Yeah, I'm a Whore", starts at the same time of the message "use bed or not" or the start of the animation itself. Introducing a little delay (a couple of seconds) after the end of dialogue (and maybe force the dialogue itself to surely close), will help a lot. And ... yes, I know there are some mods to automatically eliminate the prompt but, at least in my game, they are too much intrusive, causing serious lags.
Monoman1 Posted November 21, 2019 Author Posted November 21, 2019 47 minutes ago, NicoleDragoness said: @Monoman1 Please, you should introduce a sort of "pause" after the conclusion of all dialogues that bring a sex action afterward. This to avoid the constant "Prompt - Talk to ... " appeared and stuck in the middle of the screen during all the sex. I think that many of us are used to have the Hud enabled even during sex animations, because, for example, SLSO widgets, SLA widgets, maybe apropos lines and so on. With your mod, the dialogue just after "Yeah, I'm a Whore", starts at the same time of the message "use bed or not" or the start of the animation itself. Introducing a little delay (a couple of seconds) after the end of dialogue (and maybe force the dialogue itself to surely close), will help a lot. And ... yes, I know there are some mods to automatically eliminate the prompt but, at least in my game, they are too much intrusive, causing serious lags. I use SLSO and apropos2. I can't remember ever seeing Talk to being stuck. Not saying you're wrong. Just not something I think I've seen. Edit: nevermind. I think I see what you mean. Mmm, I dunno. I kind of hate waiting for ages for an animation to begin. It annoys me.
Monoman1 Posted November 21, 2019 Author Posted November 21, 2019 I know it seems small but it all adds up. Wait for dialogue to end wait for npc to path to the player If it's a large Npc (horse etc), wait to be pushed around until it times out because the npc can't get close enough (how's this not been fixed?) Wait for the scene to get set up Begin! And if it's some kind of chained sex scene wait all over again.
ugibber Posted November 21, 2019 Posted November 21, 2019 2 hours ago, NicoleDragoness said: Ages? Two seconds? ? 2 seconds?!! Animations already take ages to start. Why don't just disable that bed prompt? It's annoying and unimmersive
Monoman1 Posted November 21, 2019 Author Posted November 21, 2019 Guys/gals. Please note that v0.568 contains changes to DeviceList.json for those that customize their json files!
Roggvir Posted November 21, 2019 Posted November 21, 2019 The SL Survival MCM menu stopped working. I opened it once, changed settings, closed the menu, and since then it doesn't open (well, i can click it and it "opens", but it remains empty, no submenus on the left, no settings in the main area, nothing). After some time i see the following error in the log: Spoiler [11/21/2019 - 09:15:18PM] ERROR: Cannot call OpenConfig() on a None object, aborting function call stack: [SKI_ConfigManagerInstance (1C000802)].SKI_ConfigManager.OnModSelect() - "SKI_ConfigManager.psc" Line 140 [11/21/2019 - 09:15:18PM] ERROR: Cannot call CloseConfig() on a None object, aborting function call stack: [SKI_ConfigManagerInstance (1C000802)].SKI_ConfigManager.OnMenuClose() - "SKI_ConfigManager.psc" Line 124 ...and i am using the SSE conversion by nomkaz (.567), for which there is no support topic (why @nomkaz?). Any ideas?
Monoman1 Posted November 21, 2019 Author Posted November 21, 2019 3 minutes ago, Roggvir said: The SL Survival MCM menu stopped working. I opened it once, changed settings, closed the menu, and since then it doesn't open (well, i can click it and it "opens", but it remains empty, no submenus on the left, no settings in the main area, nothing). After some time i see the following error in the log: Hide contents [11/21/2019 - 09:15:18PM] ERROR: Cannot call OpenConfig() on a None object, aborting function call stack: [SKI_ConfigManagerInstance (1C000802)].SKI_ConfigManager.OnModSelect() - "SKI_ConfigManager.psc" Line 140 [11/21/2019 - 09:15:18PM] ERROR: Cannot call CloseConfig() on a None object, aborting function call stack: [SKI_ConfigManagerInstance (1C000802)].SKI_ConfigManager.OnMenuClose() - "SKI_ConfigManager.psc" Line 124 ...and i am using the SSE conversion by nomkaz, for which there is no support topic (why @nomkaz?). Any ideas? There's a bug in version 0.567 in the stats mcm. Don't open up the stats page before leaving the LAL cell. It should be ok to open after you leave. This is fixed in 0.568.
Roggvir Posted November 21, 2019 Posted November 21, 2019 1 minute ago, Monoman1 said: There's a bug in version 0.567 in the stats mcm. Don't open up the stats page before leaving the LAL cell. It should be ok to open after you leave. This is fixed in 0.568. Aaah, crap. I just finished setting up all mods on a new game start - are you telling me i can start again from scratch? ...is the bug described somewhere, or can you describe it please? - maybe i can fix it retroactively? (for example, if its some property which value is now broken, maybe i can create one-off script to fix that property, or change the offending script and recompile with a fix, etc?)
Monoman1 Posted November 21, 2019 Author Posted November 21, 2019 15 minutes ago, Roggvir said: Aaah, crap. I just finished setting up all mods on a new game start - are you telling me i can start again from scratch? Sorry. If it's any comfort I've had to do that a few times myself. It's not fun I know. My advice is to save fairly regularly when setting up mcms (good manual saves so that you've a few checkpoints). 15 minutes ago, Roggvir said: ...is the bug described somewhere, or can you describe it please? - maybe i can fix it retroactively? (for example, if its some property which value is now broken, maybe i can create one-off script to fix that property, or change the offending script and recompile with a fix, etc?) The problem is that the stats mcm calls on the eviction script to get your bounty levels. But the eviction script is in a loop until leaving the LAL cell because RegisterForSingleUpdateGameTime() doesn't work until the main quest MQ101 is at or above a certain stage. I don't understand why that's the way it is but whatever (thank you beth). I've since changed the implementation as it wasn't good anyway. I can't garuntee anything but maybe if you: StopQuest _SLS_Eviction Leave the LAL cell and wait 20 seconds or that and StartQuest _SLS_Eviction I'd check everything is working as expected before moving on though or you could just be wasting more time in the end.
Roggvir Posted November 21, 2019 Posted November 21, 2019 16 minutes ago, Monoman1 said: Spoiler Sorry. If it's any comfort I've had to do that a few times myself. It's not fun I know. My advice is to save fairly regularly when setting up mcms (good manual saves so that you've a few checkpoints). The problem is that the stats mcm calls on the eviction script to get your bounty levels. But the eviction script is in a loop until leaving the LAL cell because RegisterForSingleUpdateGameTime() doesn't work until the main quest MQ101 is at or above a certain stage. I don't understand why that's the way it is but whatever (thank you beth). I've since changed the implementation as it wasn't good anyway. I can't garuntee anything but maybe if you: StopQuest _SLS_Eviction Leave the LAL cell and wait 20 seconds or that and StartQuest _SLS_Eviction I'd check everything is working as expected before moving on though or you could just be wasting more time in the end. It's ok - i used the LAL bed to start the game, and the menu works now. I thought it would get stuck forever, but apparently thats not the case. Thank you.
Naps-On-Dirt Posted November 21, 2019 Posted November 21, 2019 I don't know if you can soft-detect whether or not specific SlaveTats tattoo sets are installed, but there's a set somewhere on LL of Hold name tattoos, which would be cool for the gate guards to use to tattoo you if you choose that option.
CynicalCore Posted November 21, 2019 Posted November 21, 2019 is it right that V0.568 dont have the script SLS_AccessSLSF.psc from V0.567?
Monoman1 Posted November 21, 2019 Author Posted November 21, 2019 12 minutes ago, CynicalCore said: is it right that V0.568 dont have the script SLS_AccessSLSF.psc from V0.567? Yes it was replaced by a proper interface. I'm not sure the old version was 'gated off' properly.
Monoman1 Posted November 21, 2019 Author Posted November 21, 2019 14 minutes ago, Naps-On-Dirt said: I don't know if you can soft-detect whether or not specific SlaveTats tattoo sets are installed, but there's a set somewhere on LL of Hold name tattoos, which would be cool for the gate guards to use to tattoo you if you choose that option. If it's added to rapetats then it should have a chance to get added anyway.
CynicalCore Posted November 21, 2019 Posted November 21, 2019 I think i have a weird bug, the kennel... uhm the SL scenes starts for the NPCs but its really a mess often the animal isnt animated (just idle in/on the female) the female is alright, i tried other animations (just incase if the animation is broken, also realign actors, resetting the stage) still not working. Sometimes the animals dont switch into MNC meshes (no weewee) dunno if this is a SLSurvival thing. also can we maybe get a option where we can deactivate the kennel DD items? or even better, i can disable the DD items, chains and plugs are okay but this rubber stuff and pony thing is a bit to much for me... each his own, am i right (or is there a setting in DD? i havent found such thing)
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