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11 hours ago, HexBolt8 said:

In addition to RND (as Bane master noted), iNeed also removes disease curing from shrines (that part might require iNeed's optional Dangerous Diseases plugin).  Diseases became more meaningful if I had to buy, make, or swipe curing potions.  Much better this way.

Do these methods fix the other super easy hawk feather methods as well I wonder?

9 hours ago, 7osisg4d said:

How does a new game start, where do you go, what do you do?

Rough. Early game it's a lot of running from enemies, scrounging from the dead that I didn't kill and pilfering 'low hanging fruit' like lightly guarded chests I know of. 

First order of business is to set up a camp somewhere safe. Tent, tanning rack, stash. Get some basic survival skills (hunterborn). Smithing perk 1 to craft basics at the rack. 

Only sell stuff in small towns. Avoid enforcers at all costs. If caught then concentrate on paying off forced escort and dump them as soon as possible and go back to scrounging. If things go badly at this point I might be forced to steal stuff. Which I don't like doing as hired thugs are a pain in the ass. Mostly because they don't seem to work right. They'll attack me, usually defeat (defeat mod) me. Rape my PC. Let her go. Attack her again. Rape her again. Let go again. Never seems to get offloaded to SD. 

 

When I gather enough skills/perks/gold. Go for a licence. Which usually depends on how much armor/weapons/magic stuff I've built up in the stash. Do some starter missions for the companions/imperials/stormcloaks/mages guild to get easy-ish discounts on licences. Or do some thieves guild missions to get fences. The guy in Honningbrew meadery is especially useful. Outside town. Takes all items. 

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7 hours ago, Fulanoo said:

Tried it, but no luck, just got the "strop dropping stuff" approach. Maybe there's some other mod here conflicting with it.

Out of interest. Try 'Player.AddSpell xx0732E5'

This is the spell that detects when you draw/sheathe your weapons. I wonder if the spell is being removed somehow. The console should tell you if you already have the spell or not. 

44 minutes ago, mangalo said:

Is it really necessary, though ?  I mean from a technical point of view. 

Yes. Otherwise the SLSO game grinds to a near snails pace. And I find rape scenes that go on forever without orgasms to be very odd. Why rape someone if not to get off?

45 minutes ago, mangalo said:

It's a bit weird to see magic being applied to you when you're supposed to have lost your magic powers.

The idea is that it is the curse magic suppressing your magic. 

Ideally it wouldn't fire on animation stop. But that's just the way skyrim magic effects work. I have been meaning to make it quieter though. It is quite loud. 

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5 hours ago, Monoman1 said:

Do these methods fix the other super easy hawk feather methods as well I wonder?

In my experience it does.  iNeed's Dangerous Diseases adds a separate cure for every disease.  The "Cure Disease" potion only cures Sanguinaire Vampiris, the early stages of vampirism.  I'd tried hawk feathers with Ataxia and that didn't seem to help.  It might cure Sanguinaire Vampiris but I never tried that. 

 

The downside of this system is that one must carry a curing potion for each disease that's likely to be encountered.  I tend to limit myself to one of each since weight becomes a consideration, and that leads to a difficult decision when I first get infected.  Cure now and risk reinfection, or wait until I'm past an area with this type of creature (which might be an entire dungeon) and cure it when I'm unlikely to get it again.  The other thing is that cures are no longer instant, so I'll still have to suffer the effects for a while even if I use a cure right away.  It can be a pain, but I prefer it to having a wonder cure that instantly removes any and all ailments. 

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12 hours ago, Monoman1 said:

Out of interest. Try 'Player.AddSpell xx0732E5'

This is the spell that detects when you draw/sheathe your weapons. I wonder if the spell is being removed somehow. The console should tell you if you already have the spell or not. 

 

I was the one having the problem with the game not detecting drawn weapons. I also checked my game to see if I had that _sls_weaponreadyspell and yeah, it's there, it's also on the list for active, hidden effects and yet guards just don't care if I wave my weapons in their face. They also don't care for armor equipped or dropping weapons.

 

This has happened many times before but the only way I've ever gotten it to work again is by doing a remove, clean, reinstall procedure on survival. I do suspect there's probably a mod conflict with one of the many mods that capture guard dialogue for interaction that I have installed but I haven't gotten around to testing for that yet.

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mushroom03.nif missing root textures textures\SL Survival\Aradia\architecture\farmhouse\Mushroom03B.dds and textures\SL Survival\Aradia\architecture\farmhouse\Mushroom03B_n.dds missing from textures directory, I used the mushroom02B.dds and mushroom02B_n.dds textures as they looked similar.

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1 hour ago, lmccloud said:

I have been all over whiterun, solitude etc, and I cannot find ANY quartermasters. Where the heck are they?!?!?!?! (Really tired of losing my things into the eather)

Wheel->Misc->Debug Menu->Teleport To->Quartermaster->Whiterun

If the guy is somewhere unexpected please tell me where you found him and post a screenshot of Wheel->Misc->Debug->Get Actor Package

2 hours ago, lcewolf said:

Could you add to the MCM menu an amount that we can award when we beg for money? With the percentage of success?

20200828075623_1.jpg.aeb46ffebbf9012e8f79288f65d17d7d.jpg

 

Surely chance of success depends on successfully completing the task you're assigned?

5 hours ago, Whizkid said:

mushroom03.nif missing root textures textures\SL Survival\Aradia\architecture\farmhouse\Mushroom03B.dds and textures\SL Survival\Aradia\architecture\farmhouse\Mushroom03B_n.dds missing from textures directory, I used the mushroom02B.dds and mushroom02B_n.dds textures as they looked similar.

Hmm. Ok. But looks like they're missing from the original mod as well :(

Haven't noticed any blue textures though.

6 hours ago, Fulanoo said:

In my case I found out some other mods are also not working well. I tried making a new save and now everything works fine.

In my experience it's always fine on new games. The issue only develops later. 

7 hours ago, ttpt said:

I was the one having the problem with the game not detecting drawn weapons. I also checked my game to see if I had that _sls_weaponreadyspell and yeah, it's there, it's also on the list for active, hidden effects and yet guards just don't care if I wave my weapons in their face. They also don't care for armor equipped or dropping weapons.

 

This has happened many times before but the only way I've ever gotten it to work again is by doing a remove, clean, reinstall procedure on survival. I do suspect there's probably a mod conflict with one of the many mods that capture guard dialogue for interaction that I have installed but I haven't gotten around to testing for that yet.

Mmm. You might be right but it's an answer that doesn't sit well with me. 

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23 hours ago, Monoman1 said:

Do some starter missions for the companions/imperials/stormcloaks/mages guild to get easy-ish discounts on licences. Or do some thieves guild missions to get fences. The guy in Honningbrew meadery is especially useful. Outside town. Takes all items. 

Goes to show how extremely different configurations can be, and assumptions (like buying Cure Disease potions is meaningless) do not hold in all games.

In most of my games, crafting is extremely hard to learn.

In my game a Cure Disease Potion is 250 to 350 gold.

There is no bikini armor, so a bikini license is meaningless.

In my game thieves' guild and companions missions are locked off behind having to have met strict requirements that no starting character can possibly achieve.

I need to have stolen hundreds of items and have substantial thieving skills to be able to open up the guild.

I need to have high weapons skills and grind tons of quests to get into the Companions.

 

Those are not "easy beds" by any means, access to fences requires a lot of play and dedication.

 

But somebody else's game would likely be very different again.

 

Assumptions about play style are always wrong.

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29 minutes ago, Lupine00 said:

Assumptions about play style are always wrong.

Now you're assuming that I'm assuming :P

I was asked what the start of my game is like and I described it. That's all. 

 

Btw what mod do you have that limits access to the thieves guild? I already run ESF companions so that's covered. What about imperial/stormcloak quests. Anything for those? That quest to get the jagged crown is really bad btw. I can just sit back and let the rest of them do the work. 

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5 hours ago, Monoman1 said:

I was asked what the start of my game is like and I described it. That's all. 

And I was mainly referring to your dismissal of the entire concept of potion purchases as a "thing" in Skyrim.

But it is kind of a thing for you to assume that prices in other games are like prices in your games, when they may be very different, as may the general scarcity of classes of items.

5 hours ago, Monoman1 said:

what mod do you have that limits access to the thieves guild?

Thieves Guild Requirements

https://www.nexusmods.com/skyrim/mods/14157

You can adjust the requirements.

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@Monoman1

Is it possible to apply the magicka or bikini curses to followers while using party licence style, or would that be a lot of effort?

 

I don't mind either way, but my randomly assigned escort happens to be a mage so the confiscation of all her gear doesn't stop her from easily handling most basic enemies on the roads (wolves mostly so far, not sure how she will do against a group of bandits yet).

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44 minutes ago, Tenri said:

@Monoman1

Is it possible to apply the magicka or bikini curses to followers while using party licence style, or would that be a lot of effort?

 

I don't mind either way, but my randomly assigned escort happens to be a mage so the confiscation of all her gear doesn't stop her from easily handling most basic enemies on the roads (wolves mostly so far, not sure how she will do against a group of bandits yet).

This is something that I've been wanting for a while too, so I'll throw in my support for this! Some of my favorite followers are mages, and they just roll over most enemies with spells without me lifting a finger even when they're naked, lol.

 

The actual curses work on them if you apply them via console command. But since there's no script refreshing them, they lose the curse on loading a different cell.

 

I might try modding it if this isn't something Monoman wants to do, but SLS has a lot of dependencies to collect to get things to compile that I don't look forward to slogging through.

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1 hour ago, Lute said:

This is something that I've been wanting for a while too, so I'll throw in my support for this! Some of my favorite followers are mages, and they just roll over most enemies with spells without me lifting a finger even when they're naked, lol.

 

The actual curses work on them if you apply them via console command. But since there's no script refreshing them, they lose the curse on loading a different cell.

 

I might try modding it if this isn't something Monoman wants to do, but SLS has a lot of dependencies to collect to get things to compile that I don't look forward to slogging through.

I think I have my development environment able to compile SLS again, but I haven't tried, only missing a couple things if I am missing anything.

 

I could try doing it myself, but I think it would drift outside what I know how to do a little bit.

 

I don't know how well my follower will fare on her own in a real fight, she only has flames and conjure fire atronach IIRC. She is actually a follower I made myself and designed them to be about on par with an early game player, as I use EFF I can teach her better spells as I learn them myself.

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So I was trying to use Nemesis Unlimited Behavior Engine with this mod. It didn't work... but that's ok, I figured out how to fix it. You essentially use this bat file and instructions in order to convert all the .hkx's animation files to 64 bit instead of 32 bit.
https://www.nexusmods.com/skyrimspecialedition/mods/2970

It says not to do this with the .hkx behavior files, but those were erroring as well and this fixed them... and I had to do the animations and behavior files in Amputation Framework and Spanking as well... but so far, everything seems to be working.

 

Hope this helps

[Sorry, this didn't actually work, and I had the wrong survival downloaded anyways. Was in pain and being an idiot yesterday.]

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8 hours ago, Tenri said:

I don't mind either way, but my randomly assigned escort happens to be a mage so the confiscation of all her gear doesn't stop her from easily handling most basic enemies on the roads (wolves mostly so far, not sure how she will do against a group of bandits yet).

If you want reliable escorts, only make males available. It's more ... SLS "lore" friendly.

 

I guess it would be neat to have a keyword you could set on an actor that would make SLS treat them as male, regardless of actual sex.

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3 hours ago, Lupine00 said:

If you want reliable escorts, only make males available. It's more ... SLS "lore" friendly.

 

I guess it would be neat to have a keyword you could set on an actor that would make SLS treat them as male, regardless of actual sex.

I have 10 available escorts and a few of them are male, it just rolled one of the female ones, specifically one who is intended to be a rather strict and dominant character. I made 5 followers for my own use, and may be released one day, you can actually see a screenshot of the one intended to be submissive here if you are curious, she had been having a rather tough time when I took those shots, my character probably didn't look much happier though, honestly probably worse.

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19 hours ago, Lupine00 said:

And I was mainly referring to your dismissal of the entire concept of potion purchases as a "thing" in Skyrim.

I see. It's not that I don't like the idea. On the contrary, I quite like it. It just that for me personally it wouldn't get much use. And as you know motivation for me to do stuff I'll never get any use out of is really really low. Perhaps if there were another 'angle' to it I might be more interested. Maybe replacing potions placed in the world with 'stale piss' potions. 

As well as that I think it'd be fairly obvious you got screwed when buying/picking up a potion anyway because:

 

1. Adding/removing items generally isn't silent, despite 'silent' flags. Silent works for some but not all. 

2. Potions wouldn't stack in your inventory. So the dummy potion would stick out a lot. Probably not a problem for cure disease as you're unlikely to be carrying more than one at a time. Traps & pitfalls has this problem where identical items have different base forms = no stacking => something is obviously different about that item. 

 

15 hours ago, Tenri said:

Is it possible to apply the magicka or bikini curses to followers while using party licence style, or would that be a lot of effort?

MMmm I don't know. Sounds like a lot of tricky work. Before even talking about getting the effects to apply you've got to deal with:

 

1. Every god damned follower framework ever made doing things differently. No trivial task. There might be a GetFollowers() type function in SLS for confiscations. I forget at this point. 

2. How many followers are following...

 

Given that it's already a small point and that it should only work for 'party wide' licence system making it even smaller then you've got to ask yourself is it worth the effort?

10 hours ago, armada3 said:

Hope this helps

Are the animations not working in the SE conversion?

7 hours ago, sshar22 said:

@Monoman1 and @Whizkid

Aradia's Mushroom needs Realistic HD Mushrooms as base

 

cheers

Ok. But why?

I'm pretty sure I don't have that mod and the mushrooms look fine to me....?

 

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Kennel expansion:

20200829115216_1.thumb.jpg.c5d9ab2638d0fbad8e80e09afaef1d62.jpg

 

Also there'll be kennels 'in every city' next version. But it's the same kennel. Just with some door trickery. 

Additionally, the new licence objects (curfew, whore, property & freedom) have been added to the licence system and can be bought & expire naturally etc. But I've only done the mechanics for the property licence so far for which I still need to add inspection for it when passing through gates or getting caught by enforcers. At the moment when the licence expires you're evicted from your homes. 

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49 minutes ago, Monoman1 said:

 

Ok. But why?

I'm pretty sure I don't have that mod and the mushrooms look fine to me....?

 

 

quoted from the author  ?

 

you probably have a mod (overhaul or anything with mushrooms) that adds those textures, but on vanillaSky you will find them missing

 

Cheers

 

 

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2 hours ago, Monoman1 said:

Are the animations not working in the SE conversion?

They are n....
Damnit, this is what a sprained back does to you. I had the old versions of Survival AND Spank... and I spent 5h trying to get it to work... shoot me.

Welp, off to fix, ignore my previous statement.

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7 hours ago, Monoman1 said:

Also there'll be kennels 'in every city' next version. But it's the same kennel. Just with some door trickery. 

That will be nice.

 

I wasn't thinking of the potions thing being silent. You could know you've been cheated right away, but how do you prove it.

 

"Hey! You just gave me a potion of stale urine!"

"How would you know whore? Are you sure you aren't just smelling yourself?"

"Here, look at it!"

"That's not the potion I gave you. And if you say otherwise, who will believe a slut like you?"

 

The point is they want you to know they've screwed you over. That's sort of the point.

And then they can rub your inability to do anything about it in your face.

 

But...

 

I can see a way to do it secretly, though it's rather a bother.

 

Replace the vanilla Cure Disease potion with an overwrite that has conditional effects.

If a global is set just so, it no longer works as intended but instead runs a script. Which unsets the global.

Or it could even be a counter, though you'd get all your urine potions in a row like that, but maybe that makes sense?

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