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Posted

Would be great to see a kennel or at least an instance of it in every city. Could you add an adjustment to how many animals are in there or at least a cool down on them

Posted
35 minutes ago, Rob_J said:

Would be great to see a kennel or at least an instance of it in every city.

Well that was the original plan. I wanted unique ones for each city which was really ambitious in retrospect (building shit takes a fucking ton of time). So I might just copy and paste them if I ever make it back to survival.

35 minutes ago, Rob_J said:

Could you add an adjustment to how many animals are in there or at least a cool down on them

Survival only triggers sex while sleeping if I remember right. But you're right, there's no way to configure the chance of rape while sleeping right now. I think the chance increases every hour you successfully sleep so you might still be very unlucky and get raped 3 times in 3 hours. Or get you might not get raped at all. Think of it a Russian roulette for your characters orifices. ?

Posted
17 minutes ago, Monoman1 said:

Well that was the original plan. I wanted unique ones for each city which was really ambitious in retrospect (building shit takes a fucking ton of time). So I might just copy and paste them if I ever make it back to survival.

Survival only triggers sex while sleeping if I remember right. But you're right, there's no way to configure the chance of rape while sleeping right now. I think the chance increases every hour you successfully sleep so you might still be very unlucky and get raped 3 times in 3 hours. Or get you might not get raped at all. Think of it a Russian roulette for your characters orifices. ?

ahhh something is broken in my version then cause it's happening constantly while in there, like everything's arousal is set to 100% or something. One other thing could you change the shape of the dungeon slightly I keep getting ported up and down into the office for some reason during animations. 

Posted

as a suggestion, how about make it so the player can't dismiss followers (escorts) until they return to a city. or add it as an option, anyway

Posted
11 hours ago, Rob_J said:

ahhh something is broken in my version then cause it's happening constantly while in there, like everything's arousal is set to 100% or something. One other thing could you change the shape of the dungeon slightly I keep getting ported up and down into the office for some reason during animations.

Sounds like you might have another mod triggering sex while in there. I think the only time survival teleported you is to 'push you inside' the cell. But there could be problems around timing - getting teleported to the kennel keeper for sex. 

58 minutes ago, letterman said:

as a suggestion, how about make it so the player can't dismiss followers (escorts) until they return to a city. or add it as an option, anyway

This bugs me as well. I was hoping devious followers might implement something. What I might try to do is add an initial debt of around 500 gold say after hiring a follower. Then automatically remove 500 gold debt 12 hours later. Something like that just stop you hiring and firing immediately after paying the toll. 

 

Edit: now that I think about it. Your debt in devious followers is adjusted with interest on your existing debt so I'm not sure about this idea now. You'd end up paying more with a starting debt of 500. I don't like the idea of adding conditions to follower dialog because too many other mods do it and it'd be too prone to conflicts. 

Posted

What about an option that if you try dismissing a follower too soon after you hire them, they charge you a fee for wasting their time?

Posted
9 minutes ago, letterman said:

What about an option that if you try dismissing a follower too soon after you hire them, they charge you a fee for wasting their time?

I think that would require editing follower dialog which I don't want to get into. Too many mods do it. Eff, ufo, devious followers, relationship dialog overhaul. I'd rather not throw my hat in that ring.

Posted

maybe you could edit the toll box or toll collector somehow to make it so that it checks which follower you leave with and you're expected to return with that follower? i don't know if that's possible. just throwing ideas out there

Posted
27 minutes ago, letterman said:

maybe you could edit the toll box or toll collector somehow to make it so that it checks which follower you leave with and you're expected to return with that follower? i don't know if that's possible. just throwing ideas out there

I could potentially I think add a penalty to the toll if you were to dismiss a follower outside of a walled city but then you'd be restricted to hiring followers that 'live' in cities only. 

29 minutes ago, letterman said:

Just throwing ideas out there

I know. Keep em coming. Helps me think too. 

Posted

maybe you could have a timer in there that adds a bounty if you dismiss your follower too soon. without using dialogues

Posted
34 minutes ago, letterman said:

maybe you could have a timer in there that adds a bounty if you dismiss your follower too soon. without using dialogues

I'm probably just going to sound argumentative now but I'm not sure if i'd like that. Plus which city would get the bounty? With that said i am looking for ways to increase your bounty to get you evicted more readily so maybe. 

Posted

Whichever city you left I would think. I just figured it would be like the follower reporting u for dismissing them too early. Just not them saying anything about it. Or just getting a message in the top left about it.

 

Can't think of any other ideas atm. Maybe I'll think of something later on

Posted

Very good mod thanks for the work :)

 

Im just having a little issue, the body scalling that is suppose to work with RND dont seems to work for me, whatever my hunger is i dont see any changes on my body.

Thanks in advance for answers

Posted
6 hours ago, Quest_Items said:

Very good mod thanks for the work :)

 

Im just having a little issue, the body scalling that is suppose to work with RND dont seems to work for me, whatever my hunger is i dont see any changes on my body.

Thanks in advance for answers

The scaling is barely noticeable tbh. Particularly since I can't use negative values to make your character look more famished. But I assume you are using sl inflation framework? 

Posted

I have a suggestion, which I believe someone has already said it before (?). Being one of those who prefer to play with a follower I find this whole taking Lydia just to leave cities rather breaks the whole point of having a bodyguard. What if there is a dialogue option where you could try to lie that your follower is coming right behind you or something? Of course this could have consequences if need be.

 

Another small suggestion, what if there was a timer (A one hour in-game time by default, configurable in the MCM) that gets applied that lets you go in and out of the city freely after you paid the tax? 

Posted

I wish disabling tolls disabled the toll collectors entirely. it is both my least fav feature of the mod and  it conflicts with the city overhaul I use. at the same time I can't live without the cum swallow option and the begging options so i just try to ignore the fact that the toll collectors are standing half-stuck in buildings.

Posted
7 minutes ago, Brumka1 said:

Yes.

It seems that Kz style npc overhaul and Sl Survival are incompatible, but if you are not using any city overhaul you can try to use the Open Cities  mod for to prevent ctd.

Posted
49 minutes ago, Neo Heero said:

It seems that Kz style npc overhaul and Sl Survival are incompatible, but if you are not using any city overhaul you can try to use the Open Cities  mod for to prevent ctd.

Exactly was removed from the collector of Argonians and Khajiit and CTD was gone. Thanks so much.

  • 2 weeks later...
Posted
On 5/22/2018 at 1:53 PM, Monoman1 said:

RND 2.0  is NOT compatible

Can you tell what incompatibility with RND 2.0?
I'm very used to widgets and I like function of changing weight from hunger/overeating.

 

I tried to edit SL Survival.esp to make it compatible with RND 2.0+:
I add (copied from RND2.0 esp) missing "Properties" in Magic Effect "RND_HungerEffect00 "Gluttony" [MGEF:0C000D62]",
and also copied from RND2.0 "DESC - Description" in Spell "RND_HungerSpell00 "Hunger" [SPEL:0C001D97]" (it was empty).

 

I played with installed SL Survival 0.2.02 (with smal ESP edits) and RND 2.3.3: and it seems functionality associated with RND is working properly.

 

Are there any conflicts in the scripts?
I briefly looked - at first glance, scripts must be compatible.

 

There are minor differences in "RND_LItemMiscItems75 [LVLI:0C007F65]", and in some Container/Chests (changes from Unofficial Skyrim Patch).
But they will have little influence on the work of mods.

 

Principle in order to get rid of main conflict, it is enough to remove from "SL Survival.esp" edit of Magic Effect "RND_HungerEffect00 "Gluttony" [MGEF:0C000D62]".
Then probably mod will be compatible with RND 1.9.10 and RND 2.0+.
 

Now about seen problems:

 

- During requests for help during the dialogue writes error+warning in papyrus-log:

Spoiler

[11/17/2018 - 04:46:18PM] Error: Cannot call GetValueInt() on a None object, aborting function call
stack:
	[alias PlayerRef on quest _SLS_Main (80000D64)].sls_main.UpdateSwDrugPool() - "SLS_Main.psc" Line 1922
	[alias PlayerRef on quest _SLS_Main (80000D64)].sls_main.UpdateBeggingDialogFactors() - "SLS_Main.psc" Line 1009
	[topic info 8001C008 on quest _SLS_Begging (8001C004)].TIF__0501C008.Fragment_1() - "TIF__0501C008.psc" Line 9
[11/17/2018 - 04:46:18PM] warning: Assigning None to a non-object variable named "::temp445"
stack:
	[alias PlayerRef on quest _SLS_Main (80000D64)].sls_main.UpdateSwDrugPool() - "SLS_Main.psc" Line 1922
	[alias PlayerRef on quest _SLS_Main (80000D64)].sls_main.UpdateBeggingDialogFactors() - "SLS_Main.psc" Line 1009
	[topic info 8001C008 on quest _SLS_Begging (8001C004)].TIF__0501C008.Fragment_1() - "TIF__0501C008.psc" Line 9

 

 

- After waking up from sleep with 'Rest anywhere' in the city by guards, player control is blocked.
  (It seems problem is that installed old version of Prison Overhaul. It will be the same if PrisonOverhaul is not installed.)
  And always begins dialogue "_SLS_RestAnywhereDisturb2nd2":
  Probably ahead of time execute "Init.SleepRoughWarning = true" in script "SLS_RestAnywhereTrack.psc".

 

- When trying to get out of city, the mod don't see followers like Sofia. (same problem as in BIS tweaked?)
 

- (inessential) If disable in MCM map&compass mechanic without map&compass in your inventory, and then enable again, then map will work whatever.
  If take and remove map from inventory then mechanic work fine again.
 

And suggestions:

 

- When Player try to open map without it in inventory would be good to add notification in corner "I have no map", and "My eyes are blindfolded" (for example) while wearing a blindfold.
 

- When asking for help, it would be good if the sex scene did not start immediately, but you could choose to “start right here” or “go to a quiet place”.
  (E.g. as implemented in SexLab Solutions or SexLab TDF Aggressive Prostitution)
  You can add penalty if NPC agrees to go around corner, or bonus if PC agrees to "start right here".
 

- With creatures, it would also be more interesting not to start the scene immediately with creature teleportation, but then PC need go to creature and start scene with it.

 

- Mechanics of sleep processing from SL Dialogs 'Rest anywhere' would be well do also for mod "Simple Actions".
 

Posted
10 minutes ago, Asertyp said:

Can you tell what incompatibility with RND 2.0?

When I released survival originally I thought it was compatible with RND 2.0 but users started reporting that they got 'stuck' at glutted. I used to use RND 2.0 until I had the same problem and that was before I created survival. Also, I noticed recently that something MME was doing seemed to be causing the same thing. I think it's fixed for MME now though. 

13 minutes ago, Asertyp said:

Probably ahead of time execute "Init.SleepRoughWarning = true" in script "SLS_RestAnywhereTrack.psc".

Yup I've noticed this. 

13 minutes ago, Asertyp said:

- When trying to get out of city, the mod don't see followers like Sofia. (same problem as in BIS tweaked?)

Yup same problem. Sofia uses her own framework which is a pain in the ass. You can cheat I suppose and set 'PlayerFollowerCount to 1' in the console. Don't think it's something I'll ever be able to fix as there's just too many followers using their own system. 

15 minutes ago, Asertyp said:

- (inessential) If disable in MCM map&compass mechanic without map&compass in your inventory, and then enable again, then map will work whatever.
  If take and remove map from inventory then mechanic work fine again.

I've seen this too. 

 

16 minutes ago, Asertyp said:

- When Player try to open map without it in inventory would be good to add notification in corner "I have no map", and "My eyes are blindfolded" (for example) while wearing a blindfold.
 

- When asking for help, it would be good if the sex scene did not start immediately, but you could choose to “start right here” or “go to a quiet place”.
  (E.g. as implemented in SexLab Solutions or SexLab TDF Aggressive Prostitution)
  You can add penalty if NPC agrees to go around corner, or bonus if PC agrees to "start right here".
 

- With creatures, it would also be more interesting not to start the scene immediately with creature teleportation, but then PC need go to creature and start scene with it.

All good suggestions. But things like waiting for the player to start sex adds a lot of complications. What if you just walk off. What if another mod blocks it. But you're right. Ideally that's the way it should be but for simplicity it's the way I made the mod. 

18 minutes ago, Asertyp said:

- Mechanics of sleep processing from SL Dialogs 'Rest anywhere' would be well do also for mod "Simple Actions".

Hmm. I wonder would it just be possible to detect if the player is just sleeping outdoors inside the walls without interfacing with every mod that allows sleeping on the spot. I'd have to check but I think survival has a bool flag for when the player is inside the walls then I could just check IsInInterior() when sleep starts. But I'd have to look into it further. 

 

BUT before all of this survival needs a massive overhaul of soft and hard dependencies. Remove as many hard dependencies as I can (DD and RND if I can. SK won't be removable) and rework the soft dependencies like I've done for milk addict. It's easy to type that on one line in a forum post. Much harder to actually do. 

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