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6 minutes ago, Monoman1 said:

Sorry buddy. I've check this out with just the mods you've mentioned and the mod installs and MCM comes up fine for me... :shrugs:

I am also running RND 2.0, have you tried that too?

I dont think it has anything to do with the soft reqs, as i cant even get the mod to load fully even ignoring the fact that MCM menu dont show up.

 

The toll guards and dialogues show up for instance, but the gates are unlocked and i dont think the toll box is working because i dont actually lose money when i use it.

The functions in Simply Knock doesent work either, the dialogues show up though.

Don't lose thirst and hunger after Oral scene either (Running with SLSO).

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23 minutes ago, Crasses123 said:

I am also running RND 2.0, have you tried that too?

I dont think it has anything to do with the soft reqs, as i cant even get the mod to load fully even ignoring the fact that MCM menu dont show up.

 

The toll guards and dialogues show up for instance, but the gates are unlocked and i dont think the toll box is working because i dont actually lose money when i use it.

The functions in Simply Knock doesent work either, the dialogues show up though.

Don't lose thirst and hunger after Oral scene either (Running with SLSO).

Yup was using RND 2.0. It works. Tested it again there just to be sure and on a new game I get "SL survival 0.10000 Installed". Save and reload the MCM comes up. Leave the alternate start cell I get "SLS_ Eviction quest started". Fondling creatures works. Tolls doors are working and swallowing cum reduces my characters hunger....

 

Not sure what to say. You can PM me a log if you don't want to post it up here. It does sound like things are stuck for you.

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Excellent mod, it's something I've been wanting for a long time, from first idea to last! I fully support RND vs iNeeds or some other needs mod, it's still the best needs mod out there.

 

Heads-up, there is a mod called "Immersive hold borders" which adds fortifications and gates at hold borders. If you've already added toll for vanilla cities, maybe soft dependancy to add toll for these mod borders as well?

 

Maybe add bandit tolls as well?

 

@Sarge Misfit the entire point of this mod is survival, it's what the mod is about... Removing the survival aspect would leave no mod left.... Also there is already a mod that adds map as a physical object that you can use as a normal item and look at it as if you would a torch in your hand. Forgot what's it called, sadly, but IIRC it uses Warburg's Paper World Map (which has the option to remove player's marker on map). There is also a mod that disables GPS waypoints, called "No GPS".

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21 minutes ago, user9120975435 said:

Excellent mod, it's something I've been wanting for a long time, from first idea to last! I fully support RND vs iNeeds or some other needs mod, it's still the best needs mod out there.

 

Heads-up, there is a mod called "Immersive hold borders" which adds fortifications and gates at hold borders. If you've already added toll for vanilla cities, maybe soft dependancy to add toll for these mod borders as well?

 

Maybe add bandit tolls as well?

Thanks :smile:

Holds is kind of interesting. Just looking at the pictures though a lot of them aren't gated. Do walls run throughout the hold or is it just at choke points? How difficult is it to just go around them? 

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7 minutes ago, Monoman1 said:

Thanks :smile:

Holds is kind of interesting. Just looking at the pictures though a lot of them aren't gated. Do walls run throughout the hold or is it just at choke points? How difficult is it to just go around them? 

 

I've gone only through Riverwood/Falkreath gate (next to river south of Riverwood close to Embershard Mine) and the crossroads on hill between Robber's Gorge and Rorikstead (the ambush spot) and they both have walls and frames of gates (like over entrance to Riverwood) and the latter also has wooden road-block, but no walls. They do, however have soldiers as border guards; on both sides of border, belonging to those specific holds. However I do not know if walls run the entire lengths of borders or if the crossings are just on roads. But wouldn't a force-greet demanding toll (like the bandit at the Towers) work as well?

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Heh nice, was wondering when someone would make a mod that ties in with Realistic Needs and Diseases for having oral sex. I like alot of the ideas, might give it a shot my next playthru. I use mods that disable fast travel and make carriages alot more expensive. So the no map and no compass idea sounds neat.

 

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I love the concept of this mod, but i was wondering if it was possible to have a seperate one that just includes the "meal" from oral, almost LITE in a way. Another cool idea would when it comes to frostfall, an option where cum layers on character would end up warming them, (inside and outside, for those FillHerUp users :classic_wink:)

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4 hours ago, Krazyone said:

Couldn't leave Windhelm with a hired bodyguard called Stenvar, it kept telling me that I needed to hire a male.

 

 

Hmm. Well I don't check if your follower is male or not :tongue:

Only thing that matters is that global playerfollowercount is >= MCM setting "Followers needed to leave"

Open up the console and type 'show playerfollowercount'. Stenvar should count since he's a vanilla follower. Playerfollowercount shouldn't be at 0. What follower management mod are you using? Try typing 'set playerfollowercount to 1' in the console and try going through the toll again. 

3 hours ago, Soaryne said:

I'm a little confused. Do I been to have Hunterborn load for this mod and what does Hunterborn add to this mod?

Hunterborn is not a required master. So you CAN run the mod without it. The problem is that finding a safe place to 'stash' your stuff is going to be a lot more difficult. Hunterborn has these 'hunters caches' you can make from animal bones that when you drop and activate them become a container that looks like a rock. So you can put them anywhere which will make finding a nice place for your stash a lot easier. If you haven't tried hunterborn before you should give it a chance. It's a pretty nice addition to a survival type play-through. 

3 hours ago, Soaryne said:

An idea for your mod.

Instead of have the cost of payment for enter and leave some city you may wnat to look into then Simple tax mod where if you fail to pay your taxes they make your character pay though blowjobs  and wear devious items until they out of debt.

 

https://www.nexusmods.com/skyrim/mods/57239

I do like the idea of a tax rate. It would help evict the player faster. I'm using SL Adventures right now which 'taxes' the player 100 gold every day you spend in a hold. But the last thing I want to do is turn the mod into something where you need to sit and watch the player give 7 blowjobs in a row. Mods that are overbearing like that aren't fun after the first time and haven't lasted long in my load order. 

3 hours ago, Mr. Wick said:

I love the concept of this mod, but i was wondering if it was possible to have a seperate one that just includes the "meal" from oral, almost LITE in a way. Another cool idea would when it comes to frostfall, an option where cum layers on character would end up warming them, (inside and outside, for those FillHerUp users :classic_wink:)

Probably not. I could spend the rest of my life chopping up the mod into parts that people want and I'm just one guy with very little spare time. If it's any consolation the mod is about 90% event driven. There are continuous updates but they're mostly for short term effects like warming during sex or getting wetter when leaking MME milk. The only other continuous updates are on stashes with updates running as little as every 6 in-game hours up to 48 game hours depending on where they are. 

 

Cum does currently warm the player up but make her wetter as well.

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4 hours ago, Monoman1 said:

 

I do like the idea of a tax rate. It would help evict the player faster. I'm using SL Adventures right now which 'taxes' the player 100 gold every day you spend in a hold. But the last thing I want to do is turn the mod into something where you need to sit and watch the player give 7 blowjobs in a row. Mods that are overbearing like that aren't fun after the first time and haven't lasted long in my load order. 

 

That why I subjection you use simple taxes to handle that part instead. The mod will only tax you if you have a follower, Horse, or House and will tax you for each one you. However you can set how often they come for the taxes with one every 7 days being the default. Adding try dialog option to that option to that mod would easier then fixes the bugs in the system you have now. Give the player more option on how often it happen and make your mod less script heavy and more compatible with follower overhauls

 

Speaking of with I find when I'm using Extensible Follower Framework your mod will not count all Vilina or Curse Loot followers for the leave town escort. Also disabling fast travel cause problems with some DLC's question like the lean's quest in Whiterun and the Bondage Adventure quest I find as and not have a compass or map also course conflict with many of DLC question that remove the map & compass for your invention as question relay of the map and compass to tell you where to do as the location are on a random. So can you give an option or add a keyword to it that will stop that item for being remove form one inventory by sexlab mods?

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27 minutes ago, Soaryne said:

Speaking of with I find when I'm using Extensible Follower Framework your mod will not count all Vilina or Curse Loot followers for the leave town escort. Also disabling fast travel cause problems with some DLC's question like the lean's quest in Whiterun and the Bondage Adventure quest I find as and not have a compass or map also course conflict with many of DLC question that remove the map & compass for your invention as question relay of the map and compass to tell you where to do as the location are on a random. So can you give an option or add a keyword to it that will stop that item for being remove form one inventory by sexlab mods?

you can do this with TES5Edit,  just edit the item itself to add the SexlabNoStrip keyword,  doing this should not take long and will not add a new master to the file 

as Sexlab is already a requirement.  this should (in theory) prevent sexlab mods from taking it from you but still allow it to be stolen or lost through other means.

 

 

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1 hour ago, Soaryne said:

That why I subjection you use simple taxes to handle that part instead. The mod will only tax you if you have a follower, Horse, or House and will tax you for each one you. However you can set how often they come for the taxes with one every 7 days being the default. Adding try dialog option to that option to that mod would easier then fixes the bugs in the system you have now. Give the player more option on how often it happen and make your mod less script heavy and more compatible with follower overhauls

 

Speaking of with I find when I'm using Extensible Follower Framework your mod will not count all Vilina or Curse Loot followers for the leave town escort. Also disabling fast travel cause problems with some DLC's question like the lean's quest in Whiterun and the Bondage Adventure quest I find as and not have a compass or map also course conflict with many of DLC question that remove the map & compass for your invention as question relay of the map and compass to tell you where to do as the location are on a random. So can you give an option or add a keyword to it that will stop that item for being remove form one inventory by sexlab mods?

Nope, adding simple taxes like that would add another hard requirement. 

 

Extensible follower framework needs to increment global variable PlayerFollowerCount. PlayerFollowerCount is a vanilla Skyrim variable. EFF SHOULD increment it in my humble opinion. I've no idea why EFF wouldn't do this, perhaps there's a good reason but...

 

I'd rather not add sexlabnostrip keyword to the compass as I want it to get stolen from me during defeat events and anything else that takes your stuff. That was almost the point of making it a physical thing, so it could get stolen.

 

It's a shame cursed loot does not tell you which NPC you need to make it back to :(

"Make it back to Jarl Balgruff in Whiterun"

 

I will think about adding options for fast travel disable and compass. Can't make everyone happy. 

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12 hours ago, Krazyone said:

Couldn't leave Windhelm with a hired bodyguard called Stenvar, it kept telling me that I needed to hire a male.

 

 

8 hours ago, Monoman1 said:

Hmm. Well I don't check if your follower is male or not :tongue:

 

Only thing that matters is that global playerfollowercount is >= MCM setting "Followers needed to leave"

Open up the console and type 'show playerfollowercount'. Stenvar should count since he's a vanilla follower. Playerfollowercount shouldn't be at 0. What follower management mod are you using? Try typing 'set playerfollowercount to 1' in the console and try going through the toll again. 

 

I use Amazing Follower Tweaks, I normally use only Lydia or Uthgert the Unbeaten

 

I have 3 followers.

 

- Stevnar ( hired bodyguard )

- Lydia

- Maxim Dovahkiir, a child that my character birthed, from the Beeing Female mod

 

Show PlayerFollowerCount = 0

set playerfollowercount to 1

 

after command

 

Show PlayerFollowerCount = 1

 

The set playerfollowercount to 1, worked and allowed my character to pay the 100 gold to exit, and leave Windhelm. I guess my Amazing Follower Tweaks mod is messing up the follower count amount.

 

I only hired Stevnar to try and get out of town...

The guards must be blind, as I picked the gate lock in front of them and escaped.

 

I used to use a hardcore map mod, years ago. Which might be an additional hardcore aspect for you, I stopped using it, because I was forever lost...

 

No GPS player map arrow markers ?

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17 minutes ago, Krazyone said:

 

I use Amazing Follower Tweaks, I normally use only Lydia or Uthgert the Unbeaten

 

I have 3 followers.

 

- Stevnar ( hired bodyguard )

- Lydia

- Maxim Dovahkiir, a child that my character birthed, from the Beeing Female mod

 

Show PlayerFollowerCount = 0

set playerfollowercount to 1

 

after command

 

Show PlayerFollowerCount = 1

 

The set playerfollowercount to 1, worked and allowed my character to pay the 100 gold to exit, and leave Windhelm. I guess my Amazing Follower Tweaks mod is messing up the follower count amount.

 

I only hired Stevnar to try and get out of town...

The guards must be blind, as I picked the gate lock in front of them and escaped.

 

I used to use a hardcore map mod, years ago. Which might be an additional hardcore aspect for you, I stopped using it, because I was forever lost...

 

No GPS player map arrow markers ?

So it's not just EFF, UFO does not change it either? You think for compatibility they would set a vanilla variable...

Right... so... how do these mods track follower count because the only thing I can think of now is periodically running a scan for NPCs in player follower factions which is a ridiculous waste of resources compared to just checking a global.... :shrugs:

Someone here must have had this problem with their mod before.

 

This is my follower mod if anyone is interested https://www.nexusmods.com/skyrim/mods/78935

Just turn off all the widgets and it's pretty good, otherwise the hud begins to look like a shuttle cockpit. 

 

1 hour ago, MayDayCray said:

I love the eviction and toll doors idea. But I can't get jiggy with RND.  Mmm... No chance of EatingSleepingDrinking - KuNeruNomu - getting support? Or a version where the needs mod portion is not included.

Nope sorry, I've already been asked for like 2 other needs mods. I can't. The best you could hope for is a version without needs but that won't be for a while if at all.

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Ok I've look into this a little more. And at least for UFO there shouldn't be a problem. UFO dialoguefollowerscript has this line:

pPlayerFollowerCount.SetValue(pPlayerFollowerCount.GetValue() + 1 as float)

Which should be upping your follower count. I've tested it in game with UFO and hired a custom follower that uses the vanilla "follow me I need your help" and follower count went up and down when it should.

 

I have seen it in the past where for some reason playerfollowercount gets messed up. I've seen minus figures :D

It's just something your going to have to keep an eye on. I don't have time right now to check out EFF. 

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7 hours ago, Monoman1 said:

 

Bug: when using the simple knock option it doesn't let me place the bedroll in an armbinder if hunterborn is not in the lord order

Bug: will have MME have you drink skooma or other drugs when you finish masturbating.  

 

Incompability: DCL and SD+

The reason i ask for an option to turn off the fast travel disable effect is with fast travel disable most of DLC event will make your game freeze or crush with that disable. The same also happen with SD+ trying to send you to the dream world when sleeping in a city. 

 

I hope this help you with your mod.

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9 hours ago, valcon767 said:

you can do this with TES5Edit,  just edit the item itself to add the SexlabNoStrip keyword,  doing this should not take long and will not add a new master to the file 

as Sexlab is already a requirement.  this should (in theory) prevent sexlab mods from taking it from you but still allow it to be stolen or lost through other means.

 

 

That will not stop the map & compass form being remove form one inventory. The SexlabNoStrip keyword just stop equipped items form being unequipped or dropped by sexlab framework stripping events. It doesn't stop thief events. The item have to be marked as a quest item for half of the thieving event not to take it.

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7 hours ago, Soaryne said:

Bug: when using the simple knock option it doesn't let me place the bedroll in an armbinder if hunterborn is not in the lord order

Bug: will have MME have you drink skooma or other drugs when you finish masturbating.  

 

Incompability: DCL and SD+

The reason i ask for an option to turn off the fast travel disable effect is with fast travel disable most of DLC event will make your game freeze or crush with that disable. The same also happen with SD+ trying to send you to the dream world when sleeping in a city. 

 

I hope this help you with your mod.

The bedroll is from RND so that shouldn't be a problem. You drop it, sneak and then activate it to turn it into a sleeping place. 

MME doesn't make you drink skooma  after masturbating and I don't trigger masturbation at any point so I'm not sure what's going on there. MME will have you drink skooma after drinking milk but you can disable that in MMEs MCM. 

 

As for fast travel. I've been using dcl  and sd+ for years with fast travel disabled but I will test it out. I will probably add an option anyway. 

 

7 hours ago, Soaryne said:

That will not stop the map & compass form being remove form one inventory. The SexlabNoStrip keyword just stop equipped items form being unequipped or dropped by sexlab framework stripping events. It doesn't stop thief events. The item have to be marked as a quest item for half of the thieving event not to take it.

Depends on the mod. A lot of LL mods will filter it which is why I'm left with a ton of unequipped devious devices afterwards. 

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31 minutes ago, asdfa93 said:

Can you make clothes harder to find? Because right now almost every random container has a piece of clothing, barrels, sacks etc. Or if a mod already exist doing that can you share it?

That always annoyed me so I did remove them for myself but it's part of an esp that I patched a lot of other mods too. Might see if there's something I can do about it. 

 

Until then you might find these 2 mods useful:

https://www.nexusmods.com/skyrim/mods/83379/

Rifling crime should be fairly self explanatory. Bounty for just being caught rummaging in someone's container. 

Skysouls makes it a lot easier to get caught stealing. You can configure which menus do pause. 

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After some testing i figured out what the problem was.

 

For some reason SLS refuses to load for me if i put Sexlab Adventures before it it my load order, no idea why this is.

 

Sexland Adventures also has an optional Gold weight Esp that i dont even use, so that cant be the problem.

 

Unfortunatly I deleted all the papyrus reports after i figured out what the problem was, they did not help me figure out what it was anyway, IIRC it just said that SLS quests and scrips were trying to make references to objects that either were changed or didn't exist. I specificly remember errors related to the Toll Box for some strange reason.

 

The mod works fine for me now.

 

I havent tested the mod that much but i do have some questions.

I can't open the map at all after i installed this mod, is this a permament feature to prevent fast traveling out of cities, or is it supposed to re-enable after you pay the toll?

Under what circumstances will your "host" after they let you into their house try to get sex? Is it related to your relations with the host? Ive tested this out about five times with different people and slept in a sleeping bag and nothing has happend. They seem a little too nice?

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