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@valcon767 Cheers, I need to give them a lot more polish before thinking about it but maybe.

 

@Monoman1 Wheel seems to be working ok, possibly my hack conversion to se but dances don't do anything and the sexlab voice continues to play indefinitely after tease. Also is it intentional that when an idle is triggered your locked into it until you press jump? I think the sore ass is an old version too. I need to go through them all anyway.

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14 minutes ago, audhol said:

the sexlab voice continues to play indefinitely after tease.

Teasing has a stop button. 

14 minutes ago, audhol said:

Also is it intentional that when an idle is triggered your locked into it until you press jump?

Ah not intentional. Just unfinished. I need to go through the timings and play another idle when it's finished. Or set it as not looping in the fnis file. 

  

14 minutes ago, audhol said:

but dances don't do anything

Most of the dances are from zaz pack. So you need that installed. The cicero ones are from skyrim though. They should work. 

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4 minutes ago, Monoman1 said:

Teasing has a stop button.

ah ok and I broke the anim by jumping but the sound was waiting for a stop.

Did you use nio to adjust the height? I didn't think to remove heels to check for sinking otherwise an easy fix would be to make them all squatting instead of kneeling, could also help to differentiate from the kneel option on the wheel when you do it?

 

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17 minutes ago, audhol said:

Did you use nio to adjust the height? I didn't think to remove heels to check for sinking otherwise an easy fix would be to make them all squatting instead of kneeling, could also help to differentiate from the kneel option on the wheel when you do it?

No I haven't done much with the anims yet except add them to the wheel. Modding is slow work.

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12 minutes ago, King-Crimson said:

God damn the new beta (and most importantly the mega wheel) is AMAZING!

I can't wait until those features are safe-to-use.

Thanks :)

But they should be safe to use. General rule of thumb is if you toggle something on then check back at the wheel to see if there's a toggle off (the option changes). Off the top of my head:

Tease myself -> stop teasing

Crawl -> stop crawling

 

Some things I didn't do this for as they're unfinished. If so just jump to get out of it. 

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Is it this mod or a Peripheral mod that adds the requirement to always have a follower?

 

The scene I am talking about is a guard or enforcer will approach you when you look like a lost slave and you can try to convince them you are on errands. If they don't believe you they lock you up and ask you to escort them to your master. You then choose a follower and the guard will leave but the new follower will add on some debt from devious followers for the "inconvenience.

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2 hours ago, Monoman1 said:

Thanks :)

But they should be safe to use. General rule of thumb is if you toggle something on then check back at the wheel to see if there's a toggle off (the option changes). Off the top of my head:

Tease myself -> stop teasing

Crawl -> stop crawling

 

Some things I didn't do this for as they're unfinished. If so just jump to get out of it. 

 

Nice!

Oh and btw, a while back I reported how a bug in SL Survival caused my PCs mouth to always open regardless of the animation type and you stated that you don't think it is this mods fault...

Guess what? The beta just fixed that problem. I knew it! I was right! Hahaha! HAHAHAHAH!  HAHAHAHAHAHA hrrr *cough*

?

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18 minutes ago, Crota said:

The scene I am talking about is a guard or enforcer will approach you when you look like a lost slave and you can try to convince them you are on errands. If they don't believe you they lock you up and ask you to escort them to your master. You then choose a follower and the guard will leave but the new follower will add on some debt from devious followers for the "inconvenience.

That's devious followers.

 

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Hey I know this is an old issue of mine, but I didn't see anything for this on your changelog so I'd just like to ask before you take your break.

 

Remember how the enforcers in winterhold weren't working for me because a mod had changed the town enough, could you tell me which door or rock or gateway is tied to the script that makes enforcers recognize you've entered their town.  Or short of that which script does this check so I can have  look at it's source an figure this out on my own.

 

I figured the solution would be to just reenable this object and if it's in the way of something I could just move it under the ground.

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36 minutes ago, ttpt said:

I figured the solution would be to just reenable this object and if it's in the way of something I could just move it under the ground.

Looks like it's the longhouse door.

177FD

You might have to leave the area and return for it to start working. 

 

Should have used invisible markers in retrospect.

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Speaking of mystery mod behavior...

 

What mod is it that makes random NPCs say:

"Some things have gone missing. I'm going to have to subject you to a fully body search."

And then they have sex with you.

Then they spout something about how they needed to search every slit, orifice and fold.

 

And then they take money and items off you.

And you get a pop up box about how "Your abuser forces you to pay a fine."

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An idea for consideration for future change... when leave city via toll, toll collector takes all gold for safekeeping (you can get it back when you return to that city, similar to equipment). They don't trust you, you might lose it. Will make mods like devious followers much more difficult as you will then need to find gold or well, you know.

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I get some FNIS warnings with SLS 0.594

 

Duplicate AnimEvent SLS_BendOver_Twerk for character, mods SL_Survival and SL_Survival

Missing AnimFile SLS_BendOver.hkx for character, mod SL_Survival
Missing AnimFile SLS_TestAnim.hkx for character, mod SL_Survival
 4 possible consistence issues

 

Is it like: "It's a beta DTMT, ignore!"?

(...*CTD*)

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Hi @Monoman1 !

I've just started a new game with a clean save, gradually and softly installing my favorite mods in a 100% correct dependency order in a qasmoke cell with progressive setups, saves and reloads. 
BUT for some reason "SL Survival"'s RND belly scaling feature can't fire properly and register itself in SLIF. Yes, I have RND_2 and it is enabled)
Meanwhile the "Fill Her Up"'s  belly inflation fires as intended.
Can you please advice me something on this? Or maybe u can send me some kind of a test script with forced SLIF registration? :3

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5 hours ago, Lupine00 said:

Speaking of mystery mod behavior...

 

What mod is it that makes random NPCs say:

"Some things have gone missing. I'm going to have to subject you to a fully body search."

And then they have sex with you.

Then they spout something about how they needed to search every slit, orifice and fold.

 

And then they take money and items off you.

And you get a pop up box about how "Your abuser forces you to pay a fine."

It comes from the mod "Bondage Furniture World"

I think it can be turned off in its MCM, under "Bondage Gropers"

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7 hours ago, Boulo_92 said:

It comes from the mod "Bondage Furniture World"

I think it can be turned off in its MCM, under "Bondage Gropers"

Thanks.

 

I didn't think it was SLS, but I wasn't 100% sure.

And I have enough mods that trying to find it by elimination could take a while.

 

RifflingCrime was another candidate.

 

Interesting. I've had BFW in for a long time, but haven't seen it fire in this way until now.

I guess it just started working as it always should have done. Skyrim!

 

Another oddity, is that BFW features usually center around furniture, but these events do not involve furniture.

 

The problem I have with this feature is that it fires in odd places, and will teleport NPCs a very long way to interfere with the player.

Often NPCs that never had LOS to the player or were even remotely nearby.

e.g. The smith in Shor's Stone will run half a mile down the road to molest me, before I've even reached the town.

It's not ... um ... immersive?

 

This is what I found on the mod page:

Spoiler

 

  • If the Player steals while tied up wearing DD items that would normally block Furniture use, it is no longer a get out of jail free card.
    • New scenes where the Player will be randomly groped and full cavity searched. Stolen items will be confiscated and an 'inpection fee' will be assessed.
    • The Player can get a reprieve from the groping/fondling Vigilantes by finding a Jarl and making a deal.
      • After the Jarl deal, Vigilantes will leave the Player alone for ~ a day on average (but it's random so could be more or less).
  • In order for the Player to fully clear her name and to get the Strip-Searches to stop, she must escape all DD gear and then either get punished or escape from justice.

 

The problem is that the DDs worn should not, in any way, block punishment device use, but it's being blocked anyway.

I can't get out of the devices, because they have jammed locks and are struggle-proof. They aren't important enough for a DF to remove.

Help me please Laura! ... How much? I can't afford that...

 

 

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Sorry folks. Switching to the new licence system has been a bit... messier than I would have liked. 

 

Despite the scripts no longer being attached to the aliases they seem to continue running. Even after the quest is stopped and started again. So I had to duplicate the quest and redirect all the references. This should make skyrim dump the old scripts completely. Have tested it on my game and seems to work just fine now. But as a result your current licences will stop working. Cheat yourself some gold and buy replacements. 

 

I've updated the old post with v0.595.

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10 hours ago, ck2modfan said:

An idea for consideration for future change... when leave city via toll, toll collector takes all gold for safekeeping (you can get it back when you return to that city, similar to equipment). They don't trust you, you might lose it. Will make mods like devious followers much more difficult as you will then need to find gold or well, you know.

Mmm maybe. I'll think about it. 

10 hours ago, ttpt said:

From trying out the beta for a bit, using the attract attention gesture seems to get me a CTD every time.

Yup. Me too. Funny I must have tested that 100 times. 

Then I release it and CTDs!

Anyway. Think I've fixed it in 0.595.

8 hours ago, donttouchmethere said:

I get some FNIS warnings with SLS 0.594

I was wondering what you were talking about. 

Why are you running Fnis for modders? :P

 

Fixed now in 0.595. 

6 hours ago, Black Justicar said:

BUT for some reason "SL Survival"'s RND belly scaling feature can't fire properly and register itself in SLIF. Yes, I have RND_2 and it is enabled)

Checked it out and seems to be working fine for me (RND1 though).

I did make one change to the script in 0.595 but it's mostly to fix log spam on new games. But try it anyway. 

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2 hours ago, Lupine00 said:

I thought SLS was RND1 only where RND is concerned, and not RND2 compatible.

Hmm yea... there was.... something. But I can't remember. 

Might have just been issues around the old sleep deprivation implementation which has changed since.

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