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8 hours ago, Crasses123 said:

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?

Glad you got it working. I use adventures too but loot sorted survival very low in my load order. I will check what happens if I move adventures below survival. 

 

You need to buy a map and compass from a general trader. 

 

The simply knock thing isn't really finished. It took a lot of time and testing just to get hooked into SK script and dialogue wise. Right now it's just to add a little flavour and give you a place to sleep. You can't actually sleep in the Npc house in stock simply knock. Crazy shit happens in my game at night so it's best to just sleep through it when I'm low level. 

 

And you think getting stripped and put in an armbinder is nice? I won't be knocking on your door late at night when I'm cold & tired! ?

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43 minutes ago, MetZwerg said:

i would like to know, if the saddle bags from "Convenient horses" is still safe ?

 

Can't say for certain but I suspect they are completely safe because either:

A) The container is the horse itself but horses are actors and actors are excluded or

B) the container is actually in a storage cell somewhere but unless the container is the one under your crosshairs it is also excluded. 

 

16 minutes ago, siderr said:

Hi, great mod! Is there any chances for INeed version? And also a small suggestion, maybe adding some sort of cum addiction mechanic?

ineeds, probably not. Not for a while anyway. 

Cum addiction is not a bad idea... buffs and debuffs or something else?

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4 hours ago, Monoman1 said:

ineeds, probably not. Not for a while anyway. 

Cum addiction is not a bad idea... buffs and debuffs or something else?

Maybe also begging for oral by dialogues, some progression by swallowing to much. Belly/butt inflation?

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Really Lilke the mod! But either I have a bug, or do i just pay once for exiting a city a several times? Would like much more to pay everytime ❤️

Had a really nice "new game" startet as a prostitute in whiterun - made money, got a follower, etc~


Also i would really love to the the implementation of Devious Followers Willpower :)
-For example also a Bank for SAVE Storage. Something like deposit should be 1/10 price of item/gold, withdraw should be 1/10 price of item/gold x 10-[current willpower], so it gets really expensive to store stuff there.
Just an Idea you maybe like (;

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2 hours ago, strawberrysnolf said:

Really Lilke the mod! But either I have a bug, or do i just pay once for exiting a city a several times? Would like much more to pay everytime ❤️

Had a really nice "new game" startet as a prostitute in whiterun - made money, got a follower, etc~


Also i would really love to the the implementation of Devious Followers Willpower :)
-For example also a Bank for SAVE Storage. Something like deposit should be 1/10 price of item/gold, withdraw should be 1/10 price of item/gold x 10-[current willpower], so it gets really expensive to store stuff there.
Just an Idea you maybe like (;

You should have to pay the toll each time you want to leave the city. Wouldn't be much of a toll otherwise :)

The only thing I can think of is that you started your game inside the city (teleported) but the door lockdown is actually started by activating the outside door (going into the city). So you wouldn't have used the outside door the first time. It should work every time after that though. 

 

the only other thing is if you are entering the city by some other means other than the vanilla gates then you would not be triggering the lockdown either. I forgot JKs skyrim is actually a soft dependency too for the extra door in Riften. 

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Working great right now, no problems yet. Love the mod, love the cum aspect with RND (been trying to figure out how to do that myself for YEARS). Toll system feels very immersive, although I personally don't like how it's JUST famels who need to pay a toll, and just the added dialogue of having a female companion is frowned upon but allowed took me out of it just a little bit, but I can live with it. Still love the functions, and if I have any bugs I'll post them here. 

Again, fucking great mod - adds a lot of what Skyrim was missing for me. Thank you!

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40 minutes ago, SpyVsPie said:

Really awesome mod, love it! Big fan of the idea of adding a dialogue option to beg for cum when starving.

 

Would it be possible to let the water in bath mods wash cum off the same way swimming does or does the game not really recognize that as water? 

Thanks :)

Begging dialogue is on the to-do list. Well begging for food/water but Npcs might suggest a substitute ;)

Begging for cum itself will probably er... come if I can figure out an addiction system. 

I've wanted to allow the mod 'Bathing in Skyrim' to remove cum when bathing. This is really easy to do yourself (I've done it in my setup) but finding a way to capture the event dependency free without modifying the base script is a little more complicated...

 

22 minutes ago, NearlyWastedNell said:

Working great right now, no problems yet. Love the mod, love the cum aspect with RND (been trying to figure out how to do that myself for YEARS). Toll system feels very immersive, although I personally don't like how it's JUST famels who need to pay a toll, and just the added dialogue of having a female companion is frowned upon but allowed took me out of it just a little bit, but I can live with it. Still love the functions, and if I have any bugs I'll post them here. 

Again, fucking great mod - adds a lot of what Skyrim was missing for me. Thank you!

Thanks, comments like this keep me motivated :)

I understand if the dialogue isn't really your thing. Dialogue definitely isn't going to be my strong point anyway. It would feel more immersive if you were running mods like slaverun and sexist guards but yes, I get what you are saying. It's not going to be for everyone. 

 

Also if there are any more ideas on how to keep the player low on gold/wealth but 'fairly' I'd love to hear them. For example: I hope to expand a little on eviction where if the player is sleeping in the house, the guards interrupt your sleep, take all your stuff until you pay and toss you into the street naked before boarding up the door. 

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On 5/23/2018 at 1:36 PM, 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?

 

On 5/23/2018 at 6:29 PM, Krazyone said:

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.

Bad news, good news on this.

 

Bad news:

EFF and AFT do not increment PlayerFollowerCount when you gain a follower. EFF doesn't even try it seems. AFT does try: pPlayerFollowerCount.SetValue(1) but for some reason it doesn't actually increment. Thought it might be something to do with AFT setting PlayerFollowerCount as a constant but disabling that didn't do anything either. I can't help but feel it's rather.... silly to not do this but perhaps there's good reason, I don't know.

 

Good news:

I've found that both these mods use global variables of their own to track follower count. So I might be able to sort it out with yet more soft dependency checks. Still why they didn't use the existing variable escapes me from both an efficiency and compatibility point of view. 

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I figured out some weird behaviour.

 

I have the problem that sometimes the whiterun gate is not locked so I did some testing and it seems to depend on where in Whiterun I go.

 

When I enter whiterun the door is locked.

When I enter Warmaidens and leave the door is still locked.

When I enter the bannered mare and leave suddenly the door is unlocked.

 

I'll do some more testing and check if any of my other mods do anything to the whiterun gate but hopefully this can help someone.

 

EDIT:

 

I think I found the culprit

 

The Whiterun main gate [REFR:0001B1F3] has a script called "defaultunlockonload" attached wich automatically unlocks the door after you finished the part of he mainquest where the whiterun guard stops you at the entrance.

 

I'm not 100% sure why entering and leaving warmaidens doesn't reload the gate but after removing the script in skyrim.esm and removing the scriptinscance via scriptcleaner the door stays locked even when entering and leaving the bannered mare.

 

Hopefully this will help fixing the problem in the future.

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35 minutes ago, lanastara said:

I figured out some weird behaviour.

 

I have the problem that sometimes the whiterun gate is not locked so I did some tasting and it seems to depend on where in Whiterun I go.

 

When I enter whiterun the door is locked.

When I enter Warmaidens and leave the door is still locked.

When I enter the bannered mare and leave suddenly the door is unlocked.

 

I'll do some more testing and check if any of my other mods do anything to the whiterun gate but hopefully this can help someone.

I had similar problems while developing the mod but thought I had eliminated it. I will check it out. 

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Hey tough question, but i've tried using this in SSE and it works quite well after simple conversion, using RND and door knock SSE versions. Everything is working, the UI is coming up giving me the options etc. The problem is the hunger/thirst is not modified when you choose to swallow the cum. Only normal food is having an effect on it, despite getting all the cum related messages. Anyone have a suggestion? Cheers

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Hi, really cool mod. Just got one problem. My character is unable to enter the main city through main gate as the gate is locked. There is no additional dialogue with city guard on opening the door and my charecter is stuck outside the city. There is toll collectoer, however, they are only appears inside the city. 

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22 hours ago, Monoman1 said:

Also if there are any more ideas on how to keep the player low on gold/wealth but 'fairly' I'd love to hear them.

 

Easy. Buyable (time-expirable) licenses for:

- hunting

- using crafting stations (need to join the guild for that station first ? - for example Farengar sells Enchanter guild licenses, Bothela in Markarth for Alchemists and so on)

- foraging plant life (wood chopping?)

- to buy and carry weapons (otherwise they must be given to guards upon entering city) for each hold separately

- to cross bridges (like it was IRL)

 

There are some mods for some of these features out there, but I'd frankly rather have them all in one mod and one esp.

 

Then also more bandit toll ambushes. Guard/soldier extortions or even blackmails (by anyone) for witnessed taboo acts.

 

On 25. maj 2018 at 8:16 AM, Monoman1 said:

 Crazy shit happens in my game at night so it's best to just sleep through it when I'm low level. 

 

Okay, I'm interested, what happens and what mods? :)

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5 hours ago, turtle321 said:

Hey tough question, but i've tried using this in SSE and it works quite well after simple conversion, using RND and door knock SSE versions. Everything is working, the UI is coming up giving me the options etc. The problem is the hunger/thirst is not modified when you choose to swallow the cum. Only normal food is having an effect on it, despite getting all the cum related messages. Anyone have a suggestion? Cheers

I haven't got a clue about converting to SSE. I loaded it up once when I got it for free but since the mod community was non-existent I went back to oldrim. I should probably look into moving over but my load order is.... extensive to put it mildly. 

 

4 hours ago, zwdragonbone8314 said:

Hi, really cool mod. Just got one problem. My character is unable to enter the main city through main gate as the gate is locked. There is no additional dialogue with city guard on opening the door and my charecter is stuck outside the city. There is toll collectoer, however, they are only appears inside the city. 

Hmm, that shouldn't happen anymore. Did the gate require a key or was it pickable at master level? And are you using the latest version of survival?

 

3 hours ago, zwdragonbone8314 said:

And also if it is not too much trouble. Can I ask what am I suppose to do after my charcter be let enter the NPC's house. they gave me a bed roll and ask me to point a location to set it up. But how did I do that? 

It's an RND bedroll (slightly modified), so you drop it from your inventory, sneak and activate it to turn it into a sleeping spot. The dialogue is just sort of for immersions sake. 

 

12 minutes ago, user9120975435 said:

Okay, I'm interested, what happens and what mods? :)

Nothing like that :P

Just high level encounters that would eat my character up and spit her out. Werewolves, vampires that sort of thing. Not sure what mod actually does it. It's probably either requiem or immersive creatures. 

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5 hours ago, zwdragonbone8314 said:

Hi, really cool mod. Just got one problem. My character is unable to enter the main city through main gate as the gate is locked. There is no additional dialogue with city guard on opening the door and my charecter is stuck outside the city. There is toll collectoer, however, they are only appears inside the city. 

 

10 hours ago, lanastara said:

I figured out some weird behaviour.

 

I have the problem that sometimes the whiterun gate is not locked so I did some testing and it seems to depend on where in Whiterun I go.

 

When I enter whiterun the door is locked.

When I enter Warmaidens and leave the door is still locked.

When I enter the bannered mare and leave suddenly the door is unlocked.

 

I'll do some more testing and check if any of my other mods do anything to the whiterun gate but hopefully this can help someone.

 

EDIT:

 

I think I found the culprit

 

The Whiterun main gate [REFR:0001B1F3] has a script called "defaultunlockonload" attached wich automatically unlocks the door after you finished the part of he mainquest where the whiterun guard stops you at the entrance.

 

I'm not 100% sure why entering and leaving warmaidens doesn't reload the gate but after removing the script in skyrim.esm and removing the scriptinscance via scriptcleaner the door stays locked even when entering and leaving the bannered mare.

 

Hopefully this will help fixing the problem in the future.

Thanks for the reports. I've actually confirmed both.

The outside doors locking I think I've fixed (again). For now, if you have this problem, just go into the MCM, disable door lockdown. Open the console, click on the gate and type 'unlock'. Then re-enable door lockdown in the MCM before proceeding through the gates. 

I was aware of the vanilla script attached to the door. Thought I'd beaten it though. Still looking into it. 

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I'm pretty interested in the devious part of the mod, what you got so far is written great!

 

Another option to keep the player low on gold/wealth is to keep her hogtied/wrapped up/locked into furniture for X hours. When freed your scrambling to fill her needs, which cost gold.  In ...Pet Project By Srende... for example, alot of time is skipped in between scenes. So you'd start with a full stomach and by the end, you'd need to eat.

 

Thanks for sharing this!

 

 

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Updated. Mostly just fixes and compatibility changes. Only new things really are toll increases in slaverun towns and a TesEdit script to increase the value of food. For details on the TesEdit script see the second post of the support page. 

 

Clean save would be best.

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On 5/29/2018 at 3:07 AM, thefakebobdole said:

I'm pretty interested in the devious part of the mod, what you got so far is written great!

 

Another option to keep the player low on gold/wealth is to keep her hogtied/wrapped up/locked into furniture for X hours. When freed your scrambling to fill her needs, which cost gold.  In ...Pet Project By Srende... for example, alot of time is skipped in between scenes. So you'd start with a full stomach and by the end, you'd need to eat.

 

Thanks for sharing this!

 

 

That's not a bad idea. Could spend x amount of hours in some Zaz furniture to pay a toll in a slaverun town. Or for trying to lie to them perhaps. Would make you I nice example for the rest of the town. 

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I like this... I am all about a sense of realism to my game. To go with the knock and need a place to stay... I find that I run out of food at times. At this point if I can't afford food I whore my PC out using RP, but that could be a nice touch to this mod to have it that if you are hungry and thirsty, you can also get food via trade system, and if no gold, then other 'demands'.

 

I just put this on, will try it out. I just got rid of all the "slavery" mods, so I can't say I will utilize all of that, right now, but should still add an interesting flavor. Love the Knock aspect... I am always trying to find a cheap place to sleep.

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Sorry guys but that didn't fix the god damned doors. Very annoying. But I think I understand the problem now at least: I think the doors are being unlocked from the other side by NPCs coming into the city which doesn't trigger the lockdown script on the door on the near side. Bastards!

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For some reason I'm unable to get the MCM menu to appear. I have all of the requirements though I'm using the USLEEP version of RND. The MCM menu never appears. I can knock on a door and get a response, but nothing happens after that. I can talk to the toll collector but he doesn't do anything and the doors never lock.  Tried on both an old game and a new game. 

 

Spoiler

"sls_init"
[05/30/2018 - 04:44:05PM] Error: Unable to link types associated with function "PlayerLoadsGame" in state "" on object "sls_init".
[05/30/2018 - 04:44:05PM] Error: Unable to link type of variable "::init_var" on object "sls_main"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of property "Init" on object "sls_main"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of variable "Main" on object "SLS_KnockPlayerScript"
[05/30/2018 - 04:44:05PM] Error: Unable to link types associated with function "OnInit" in state "" on object "SLS_KnockPlayerScript".
[05/30/2018 - 04:44:05PM] Error: Unable to link types associated with function "onBeginState" in state "inknockedcell" on object "SLS_KnockPlayerScript".
[05/30/2018 - 04:44:05PM] Error: Unable to link type of variable "::init_var" on object "sls_evictiontrack"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of property "Init" on object "sls_evictiontrack"
[05/30/2018 - 04:44:05PM] Cannot open store for class "PaySexCrimeMCM", missing file?
[05/30/2018 - 04:44:05PM] Error: Unable to link type of variable "::Main_var" on object "sls_mcm"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of variable "::init_var" on object "sls_mcm"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of property "Main" on object "sls_mcm"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of property "Init" on object "sls_mcm"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of variable "::init_var" on object "SLS_DrinkAlcohol"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of property "Init" on object "SLS_DrinkAlcohol"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of variable "::init_var" on object "SLS_MilkLeakWet"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of property "Init" on object "SLS_MilkLeakWet"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of variable "::Menu_var" on object "SLS_WarmBodies"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of property "menu" on object "SLS_WarmBodies"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of variable "::init_var" on object "sls_stashtrackplayer"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of variable "::Menu_var" on object "sls_stashtrackplayer"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of property "Init" on object "sls_stashtrackplayer"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of property "menu" on object "sls_stashtrackplayer"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of variable "::Menu_var" on object "sls_stashmonitor"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of variable "::StashTrack_var" on object "sls_stashmonitor"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of property "StashTrack" on object "sls_stashmonitor"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of property "menu" on object "sls_stashmonitor"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of variable "::Main_var" on object "SLS_SwimCleanCum"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of variable "::Menu_var" on object "SLS_SwimCleanCum"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of property "menu" on object "SLS_SwimCleanCum"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of property "Main" on object "SLS_SwimCleanCum"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of variable "::init_var" on object "SLS_CumBreath"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of property "Init" on object "SLS_CumBreath"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of variable "::init_var" on object "SLS_EvictionNoteAct"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of property "Init" on object "SLS_EvictionNoteAct"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of variable "::init_var" on object "SLS_TollGate"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of variable "::Menu_var" on object "SLS_TollGate"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of property "menu" on object "SLS_TollGate"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of property "Init" on object "SLS_TollGate"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of variable "::Menu_var" on object "_SLS_LevelUpTrack"
[05/30/2018 - 04:44:05PM] Error: Unable to link type of property "menu" on object "_SLS_LevelUpTrack"
[05/30/2018 - 04:44:05PM] Error: Unable to bind script _SLS_LevelUpTrack to _SLS_LevelUpQuest (6600CD31) because their base types do not match
[05/30/2018 - 04:44:05PM] Error: Unable to link types associated with function "Fragment_0" in state "" on object "QF__SLS_LevelUpQuest_0600CD31".
[05/30/2018 - 04:44:05PM] Error: Unable to bind script QF__SLS_LevelUpQuest_0600CD31 to _SLS_LevelUpQuest (6600CD31) because their base types do not match
[05/30/2018 - 04:44:06PM] Error: Unable to link type of variable "::init_var" on object "SLS_TollBox"
[05/30/2018 - 04:44:06PM] Error: Unable to link type of property "Init" on object "SLS_TollBox"
[05/30/2018 - 04:44:06PM] Error: Unable to link types associated with function "OnActivate" in state "" on object "SLS_TollBox".
[05/30/2018 - 04:44:06PM] Error: Unable to bind script SLS_TollBox to  (6600A10A) because their base types do not match
[05/30/2018 - 04:44:06PM] Error: Unable to link type of variable "::init_var" on object "SLS_TollGuard"
[05/30/2018 - 04:44:06PM] Error: Unable to link type of property "Init" on object "SLS_TollGuard"
[05/30/2018 - 04:44:06PM] Error: Unable to link types associated with function "PaidGuard" in state "" on object "SLS_TollGuard".
[05/30/2018 - 04:44:06PM] Error: Unable to bind script SLS_TollGuard to  (6600B726) because their base types do not match

 

 

That's the errors I'm seeing in the Papyrus logs. Any idea? I have to say the idea of this mod sound great and it seems to tie in very well to Devious Followers. Have to have a follower to leave a city and even doubly broke. Fun times. I appreciate any ideas.

 

Thanks in advance. 

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