Monoman1 Posted September 27, 2020 Author Posted September 27, 2020 In better news curfew is coming along nicely. The timing mechanics for stop/starting it seem fine. I've got most of the force greets + dialogue + punishments + a bit of an intro done. Needs some polishing and clearing up the debug. Was hoping to post something this weekend but I'm out of time. Got hung up on that RegisterForKey problem.  Currently you can be sent to the nearest inn, your home (if you're not evicted), a kennel or a 'beggars lair' if the city has one (like Beggar's Row in Riften & The Warrens in Markarth. Are there any other places like this?). Would like to add a prison cell but that'll probably come later. First time you're caught breaking curfew in a day you'll get no punishments but subsequent violations will be punished with the usual tats/drugs/devices/'fine'/bounty/kennel/taking your clothes/confined to town for a day/or they might let you off (just once). Both vanilla guards and enforcers respond to curfew breakers to make things interesting (and harder to avoid). Oh and 'gate curfew' and 'town curfew' are two separate things so you can set the gates to close earlier than town, potentially trapping you inside.  So, so far I've got:  - Added a town curfew system. Women are not allowed to wander the streets after hours without a curfew licence or whore licence (whore licence not implemented yet). Includes cities and towns. If you're caught then depending on circumstances and random choice you'll be taken to your home, taken to the inn, sent to the kennel or taken to a vanilla beggars cave (There's only 2 - The Warrens in Markarth or Beggar's Row in Riften). If you're caught out again that night you'll be punished (the usual - tats, drugs/cum, devices, 'fine', bounty, kennel, your clothes, confined to town etc) and taken back. Note that there are technically two curfews now. A gate curfew and a town curfew. So you can have the gates close early and then have town curfew kick in later to first trap you in town and then catch you later for town curfew. - Added orgasm fatigue. Set the number of orgasms you can have per day before it starts to add fatigue in the form of decreased magicka & stamina pools. Includes orgasms from devious devices. You lose 10% of your max stamina/magicka per orgasm above the threshold. Now you can almost literally cum your brains out. Try not to ok? Maybe a chastity belt would help? No plugs though! When you sleep you recover by 'Orgasms Recovered Per Hour' in the menu. If sleep deprivation is enabled then this value is multiplied by the sleep penalty. Making recovery in bad conditions slower. - Added 'compulsive sex' for SLSO. If your character is off her tits on skooma or highly aroused when sex begins then your character may automatically start fucking without your input, consensual or not. This will be a lot more obvious with the new sex sounds in STA. - Major overhaul of the code behind tolls. Old code was functional but messy & confusing AF and hard to modify/maintain. Most functions now centralized into TollUtil. This was a complete PITA and I'd be surprised if there WASN'T bugs. But this has allowed me to: - Added a little something for people running Immersive Fashion around tolls. Needs YPS tweak V1.2. Spoilers:    involves gate guards & hairy pussies. That's probably giving too much away - Added some comments for Npcs this time. Added over 30 comments for MaleNord, MaleBrute and FemaleNord & MaleNordCommander (Last two are reused comments from guards). Added a toggle for Npc comments. Even Jarl Balgruuf might compliment you on your lovely bum now! - Added proximity pushes for men & guards because they aren't pushy enough already. Added a cooldown option. - Added a couple more comments for MaleGuard, FemaleNord & MaleNordCommander. - Added a pink visual effect when jiggles applies. Might be annoying, so there's a toggle. Obviously. - Fixed some conditions on MaleNordCommander that allowed playing comments on non guards. - Added tracking of your BiS dirtyness for comments etc. - Added 'RevokeLicence' to the API. - Changed the kennel event in the API to reflect the addition of the other kennels. Also fixed the related kennel guard punishment which can now trigger in any city. - Fixed kennel lighting. - Fixed Jiggles mcm toggle and jiggles spell was not applying the buy/sell price perk. Also moved it to the sex menu. - Magic collar - Added compatibility with Submissive Lola. - Fixed - you must now make the toll guard cum to successfully pay the toll. - Fixed daydreaming oddness with nirnroot (visible but not harvestable). Existing nirnroot with the issue will need to respawn before being fixed (cell reset). - Changed gag begging to require you to kneel via the wheel instead of sneaking for compatibility. Also made serveral fixes for gagged begging. Still need a better kneeling animation though. - Added teleport to kennel to the debug menu. - Added a way for you to forbid certain Npcs from the escort scan via json 'ForbiddenEscorts.json'. Added all DCL followers to this list. - Restored the option to assign a hotkey to open your mouth. - Fixed dialogue conditions for buying a home when property licence is disabled. - Added additional checks to guard behaviors. Specifically DHLPsuspend and Player AI package = none. - Fixed some bugs in bikini distribution and added count for missing armors. - Probable fix for begging for clothes sometimes being missing. Also added conditions on begging for boots (must have none or at least must not be wearing any for MWA). - Fixed magic collar was applying the non collar curse with player centric licence system. - Fixed inflation potion could be equipped even when toggled off. - Expanded magic curse for followers support to 10 followers max. - Fixed ModEnjoyment() for SLSO 1.6.6. - Fixed initial guard behavior warning for doing drugs had no force greet package on the alias stack. How'd this go unnoticed for so long? - Sleeping on the ground - Changed punishment outcome to send you to vanilla prison if POP is not installed instead of adding a bounty which was causing guards to go mental with bloodlust (vanilla Skyrim behavior). Also swap heavy bondage for 3 other devices before sending to prison so you can actually use the bed.  That's on top of 0.610 posted a few pages back. 9
Hex Bolt Posted September 27, 2020 Posted September 27, 2020 33 minutes ago, Monoman1 said: Currently you can be sent to the nearest inn, your home (if you're not evicted), a kennel or a 'beggars lair' if the city has one (like Beggar's Row in Riften & The Warrens in Markarth. Are there any other places like this?). In Windhelm, the New Gnisis Cornerclub isn't much more than a beggar's lair. Like The Warrens, it has no unowned places to sleep (if that's the intent, to not compete with the kennel).Â
Monoman1 Posted September 27, 2020 Author Posted September 27, 2020 13 minutes ago, HexBolt8 said: In Windhelm, the New Gnisis Cornerclub isn't much more than a beggar's lair. Like The Warrens, it has no unowned places to sleep (if that's the intent, to not compete with the kennel). Yea. You'd have to at least be able to sleep on the ground there. Doesn't work. I dunno maybe I could add a pile of hay or something see what happens. 8 minutes ago, sshar22 said: Some more beta please? ? I would not subject you to my version. Pop up messages every where.Â
setokiaba Posted September 27, 2020 Posted September 27, 2020 I am having an issue with tolls. I pay my toll when I enter the city, but when I try to leave it says "toll already paid." Talking to the toll collector doesn't have anything special, he just tells me to use the box. However, when I leave I get the "the guards will noticed that I left" message and will be punished when I return to town. Is there something I am missing in order to "properly" leave a city?
mercplatypus Posted September 27, 2020 Posted September 27, 2020 20 minutes ago, setokiaba said: I am having an issue with tolls. I pay my toll when I enter the city, but when I try to leave it says "toll already paid." Talking to the toll collector doesn't have anything special, he just tells me to use the box. However, when I leave I get the "the guards will noticed that I left" message and will be punished when I return to town. Is there something I am missing in order to "properly" leave a city? You don't pay the toll to enter the city, only to exit. You are probably causing scripting issues by paying the toll then running off to do other stuff as the game expects you to leave immediately after the toll is payed.
Reesewow Posted September 27, 2020 Posted September 27, 2020 1 hour ago, Monoman1 said: So, so far I've got:  - Added a town curfew system. Women are not allowed to wander the streets after hours without a curfew licence or whore licence (whore licence not implemented yet). Includes cities and towns. If you're caught then depending on circumstances and random choice you'll be taken to your home, taken to the inn, sent to the kennel or taken to a vanilla beggars cave (There's only 2 - The Warrens in Markarth or Beggar's Row in Riften). If you're caught out again that night you'll be punished (the usual - tats, drugs/cum, devices, 'fine', bounty, kennel, your clothes, confined to town etc) and taken back. Note that there are technically two curfews now. A gate curfew and a town curfew. So you can have the gates close early and then have town curfew kick in later to first trap you in town and then catch you later for town curfew. These seem like great additions and something that will further encourage use of the the simply knock integration/voluntary kennel use/actually paying for an inn to make sure the PC isn't breaking curfew. Also gives teeth to property licenses if your player home is how you would normally avoid breaking curfew.  A few ideas to share:  Additional punishment option  - as a tie-in to the idea that a whore license exists (and may actually exist down the road), perhaps one of the punishments for breaking curfew could be for the PC to be forced into prostituting herself with the money she would otherwise earn instead paying for an arbitrary fine. Implication here being that if the PC was walking around breaking curfew, she's assumed to be attempting to prostitute herself without giving the city her cut (via license). So the guards may solicit a random passerby or "hire" the PC themselves to pay off her fine before taking her back.   Simplified guard evasion  - one other idea would be to offer a means of simplifying "hiding" from the guards for the purposes of breaking curfew or toll evasion.  If I recall correctly I think the mod currently checks item keywords to try to figure out how concealing a set of gear is, and mods the guard's detection based on that. With mod added armors and graphical replacers, I think often these keywords may no longer line up with the intended purpose of representing a person trying to remain anonymous (classic baggy cloak and low cowl for example).   One idea would be add a bulky cloak with cowl to the game (possibly sold at vendors similar to how map and compass are) that when equipped acts as a flag to SLS that the player is attempting to evade guards for whatever reason. This cloak being equipped could fulfill all the requirements of being fully covered, and also act as a flag for the mod to know the player was attempting to hide as opposed to say wearing slutty caster gear that happens to have keywords for hood and robe but doesn't actually offer any coverage. Alternatively, perhaps the player could flag a particularly item as being covering using the MCM menu, and have it act the same as the cloak for the purposes of the mod.  Reason I suggest the above: to make it easier to know if you are actually wearing something that offers coverage (and have it be visually reinforced) if SLS *knows* the player is intentionally evading guards/enforcers by virtue of having the item intended for that purpose equipped, the mod could react accordingly when they are caught. A guard that catches a rule breaker that isn't attempting to hide may react differently to one who catches someone who has been doing their best to evade detection and is using tools specifically intended for that purpose. I think there could be some cool possibilities for more detailed dialogue/consequences if SLS can make that distinction and players could opt-in by equipping the specific item or not.     1
setokiaba Posted September 28, 2020 Posted September 28, 2020 4 hours ago, mercplatypus said: You don't pay the toll to enter the city, only to exit. You are probably causing scripting issues by paying the toll then running off to do other stuff as the game expects you to leave immediately after the toll is payed. So while that would make sense, how come when I enter a city I see a message saying "The guards are expecting you to pay the toll now?"
mercplatypus Posted September 28, 2020 Posted September 28, 2020 5 minutes ago, setokiaba said: So while that would make sense, how come when I enter a city I see a message saying "The guards are expecting you to pay the toll now?" It's notifying you that if you leave the city without paying the toll you will be punished. It's not very well phrased and the confusion is understandable.
Corsayr Posted September 28, 2020 Posted September 28, 2020 6 minutes ago, setokiaba said: So while that would make sense, how come when I enter a city I see a message saying "The guards are expecting you to pay the toll now?" If you sneak into a city without being seen, you can then sneak back out without having to pay a toll. But once you are seen, leaving without paying will be a problem.Â
drunken toad Posted September 28, 2020 Posted September 28, 2020 Hey @Monoman1, Just wanted to say that I really like the idea of a sex partner gaining pleasure based on how voluptuous the player character is. I was wondering if you've considered adding a slider to the mcm so that the player can manually set how voluptuous they think their character is/should be viewed for those that don't use SLIF system.  Also, I saw you inquire about the sounds added to STA a while back. I think they are great.  Lastly, thank you for fixing slso checks for toll blowjobs. Looking forward to all the new content you are about to add.    Â
Kristus Kringle Posted September 28, 2020 Posted September 28, 2020 DD is required for Simply Knock integration, otherwise you don't get an armbinder and there is no dialogue or other events after they let you in, might want to add it to the OP. Most Survival users are probably also using DD but just in case.Â
Monoman1 Posted September 28, 2020 Author Posted September 28, 2020 46 minutes ago, Duncan Idaho said: DD is required for Simply Knock integration, otherwise you don't get an armbinder and there is no dialogue or other events after they let you in, might want to add it to the OP. Most Survival users are probably also using DD but just in case. There actually is a second dialogue path for non Dds. Haven't tested it in a long time though. 1 hour ago, tamai said: Is anyone having an issue buying a house in whiterun? I have a mod that has a addon with proventus i hope its not conflicting. He just says here the key to the house enjoy your new home then right after goes into the dialogue about upkeeping a license.  1.) i have the license 2.) i have the money still Are you running version 610? I had fierce trouble with that one fragment 'not loaded' Whatever that means. 5 hours ago, drunken toad said: Hey @Monoman1, Just wanted to say that I really like the idea of a sex partner gaining pleasure based on how voluptuous the player character is. I was wondering if you've considered adding a slider to the mcm so that the player can manually set how voluptuous they think their character is/should be viewed for those that don't use SLIF system.  Also, I saw you inquire about the sounds added to STA a while back. I think they are great.  Lastly, thank you for fixing slso checks for toll blowjobs. Looking forward to all the new content you are about to add.  Probably not this time around. I want to finish adding stuff for now a push out all the fixes. Lot of fixes in the last few beta versions.Â
Monoman1 Posted September 28, 2020 Author Posted September 28, 2020 10 hours ago, Reesewow said: A few ideas to share: Ah I'll think about it. I do want to redo toll evasion. But mostly to: 1. Make it lighter 2. Be a tad easier. Currently its impossible.Â
Kristus Kringle Posted September 28, 2020 Posted September 28, 2020 11 minutes ago, Monoman1 said: There actually is a second dialogue path for non Dds. Haven't tested it in a long time though. Are you running version 610? I had fierce trouble with that one fragment 'not loaded' Whatever that means. Probably not this time around. I want to finish adding stuff for now a push out all the fixes. Lot of fixes in the last few beta versions.  Perhaps another mod broke it, after agreeing to the armbinder I was allowed in and that was the end of it, no other dialog BUT I do occasionally have missing dialog and I'm not sure which mod is causing it so might be me. It does work as intended with DD installed.Â
Monoman1 Posted September 28, 2020 Author Posted September 28, 2020 18 minutes ago, tamai said: mhmm i am, i am still doing tests with it now the only mod i ever made was a breezehome addon lol so again i dont know if that has anything to do with it either so i still need more tests.  EDIT: also there is edits that were made by hearthfires to the housepurchase quest i dont know how the creationkit works that well but i am not sure if that should effect it or not >< I've got work today so I can only help in a limited fashion.  The fragment giving trouble is TIF__000A7B1E So if you put A7B1E into tesedit search it should take you straight to the dialogue. Maybe you'll spot something. Can't see anything wrong right now 1
Monoman1 Posted September 28, 2020 Author Posted September 28, 2020 1 hour ago, tamai said: Okay i figured it out ?! I believe lol not sure if it breaks any of your additions but...  I went into HousePurchase quest then under the branch I saw two dialogues saying "splendid theres a house available"  Reveal hidden contents  I took a look at the first and the then second one and i removed or deleted the 2nd one that has only one branch instead of 3, i mean that 1 branch could probably be moved over to the other one? Either way deleted the 2nd one worked for me.   Reveal hidden contents   SL Survival.esp here is the edited esp (also i learned i had to make the knock mod a fake esm otherwise creationkit decides to delete it for some reason.) ?  IIRC. there's one branch for property licence disabled and another branch for licences enabled.
valcon767 Posted September 28, 2020 Posted September 28, 2020 16 hours ago, Monoman1 said: I'm a bit suspicious of mod armor due to keywording. Can you try some vanilla armor on your follower please. on 6.10 (was on 6.09 due to missing the 6.10 update somehow) retested with same follower (and 3 more at the same time) and gave 1 regular armor (the one who had armor eaten before), 1 Bikini armor, 1 no change, and 1 that does not come with any items at all (gave her Tera Armor with Bikini Keywords added)  results were pretty good 3 of the 4 kept their armor, the one that disappeared was one i did not change any armor on. so retested with just that one and gave her regular armor and it did not get eaten this time, gave a second follower Tera Armor without Bikini Keywords and that did get eaten. so at least i know the issue now (keywords) and will just have to check the Tera Armor mod i have installed to verify it has the right keywords (don't want them eaten).  thanks for all the help. 1
Krashark Posted September 28, 2020 Posted September 28, 2020 I'm having an issue with property licence:  I can't purchase Honeyside in Riften with a perpetual property licence in inventory. The steward just says his hormal dialogue (and the one added by SLS), then dialogue closes and no key is given, if I speak again after saving and reloading the game also nothing changes. The same happens with the other vanilla homes. I have no other mod that changes the dialogue to purchase those homes.  Disabling property licence in MCM in a previous save didn't fix the problem. Tried the edited ESP posted by @tamai with no success.
Krashark Posted September 28, 2020 Posted September 28, 2020 2 hours ago, tamai said: Because i only edited the whiterun breezehome dialogue here SL Survival.esp i edited the honeyside one as well, if you wanna test it out or have a workaround for now. Tried it and nothing changed, still can't purchase vanilla homes.  Also, I've said that I had no mod that changes dialogue related to vanilla homes, but I use one that change the cost of them (and nothing else), called Investment Price Configs. Don't know if that is the issue. And I'm playing on Special Edition (SLS 0.610, converted by myself).   Update: After confirming the purchase with the steward, typing setstage purchasehouse 10 on console apparently fixed the issue. Got the keys and the book for the house. Worked for both Honeyside and Breezehome here. IDK, however, if doing this affects house eviction, since I've purchased a perpetual licence.
Reesewow Posted September 28, 2020 Posted September 28, 2020 12 hours ago, Monoman1 said: Ah I'll think about it. I do want to redo toll evasion. But mostly to: 1. Make it lighter 2. Be a tad easier. Currently its impossible. Sounds good, wasn't sure if you were interested in redoing that mechanic or not. I agree it is essentially impossible to successfully evade long term currently while actually making reasonable use of cities.   If you'll excuse another off-the-cuff idea dump - I think a version of guard evasion I'd really enjoy could work something like Cursed Loot traps, but for guard detection. I have no clue if the below would be lighter, but it would hopefully be much easier to understand and build gameplay around: The guards start "looking out" for the PC due to toll evasion, no change from current implementation The PC must wear gear with coverage near guards or be force-greeted and punished for evasion (SLS-added cloak or item marked as such in MCM if going off my previous suggestion) - this means that losing your gear means successfully evading will become impossible and you may want to go to a different town to re-equip first, or just turn the PC in and take the punishment. Use of main gates would get you caught, especially if clothing licenses are implemented - why would guards not question if the woman wearing a covering cloak has a license for that cloak? (means alternate entry via Skyrim Sewers ect required - possible MCM menu toggle here for those who don't have an alternative entry) While covered, the player is essentially safe if just moving around the city within curfew  For how the player could be "caught" once successfully in the city, I'd propose that actions you take would have a % chance of getting you "caught". SLS could watch for events while the PC is in active evasion status, and every time the player triggers specific detectable actions have the mod do a dice roll to see if the player is caught. The chances of being caught for most things could be relatively small. The triggers could be things like opening an inventory, entering a door, picking a lock, speaking to NPCs/shopkeepers/innkeepers ect. If the PC loses a roll, guards could spawn and "catch" the PC, decloaking her and punishing her similar to what happens in the mod now. Perhaps the player could be warned the guards have been tipped off and have the option to try to escape the city (I think SLS has some "guard's are searching for you" dialogue already?). Some actions could have very high % chance to get you caught - example being caught pickpocketing or actually speaking to a guard. Not sure how begging/SL scenes should be handled - I suppose the "covering item" could be marked as not stripped by SL so the PC could satisfy her cum addiction while still evading. Otherwise this could reinforce not engaging in SL scenes in public... which isn't a very sneaky thing to do in the first place. The PC could be "caught" for violating other SLS license restrictions or otherwise have the guards called on them.  The gameplay question would then become - do I risk going to this city where the guards are looking for the PC in order to do required city tasks (questing/visiting shops ect), and if I do, how much activity can I get away with before getting caught? Rather than the current style of trying to play metal gear solid and having a guard detect you from behind a building anyway because of broken LOS.  Some other fun ideas that could happen with this approach: Plenty of options to tie-in to SLS and supported mod's events. A Spank that Ass spank could be an event that gets you caught - low % chance if a random passerby does it (guard hears the PC's angry comment and recognizes her voice) or high % chance if the spanker is a guard/enforcer (guard spanks random female passerby just for fun and realizes it's that sneaky toll evading "adventurer") Any number of supported mods could influence the % chance to get caught per action - heavy inflation with FHU, being dirty with BiS ect could all negatively influence the chance to get caught. If the PC is inflated like a beach ball or smells like a privy, people are more likely to notice and comment and have it get back to the guards. There could be a progressive risk of staying too long in the city - perhaps each action you take or hour spent in "evading" status could add to your chance of getting caught up to a maximum penalty. So if you make a quick trip in and out your chances of getting caught are low, but if you stick around and sleep and then try to sell your junk you are much more likely to get caught (as the guards have started hearing rumors that you are in the city, but have no record of you passing the gate). There could also be added ways to reduce risk - perhaps a corrupt guard could be bribed to reduce your heat, resulting in negative chance to get caught for minor tasks for a period of time. So you could pay a toll.... to avoid/delay punishment for evading a toll in the first place.  User customization options - if the % chances are exposed in the MCM menu, users could tweak evading to hopefully better suit their preferences (base % chance, high risk % chance, time penalty % per hour, maximum % chance after penalties ect).  The above does put a lot more emphasis on RNG, but I think I'd prefer the dice roll approach of getting caught to relying in any way on Skyrim's AI/LOS detection and stealth mechanics.  1
donttouchmethere Posted September 28, 2020 Posted September 28, 2020 9 hours ago, valcon767 said: thanks for all the help. Thanks for pointing that out. I have the same issue with my followers getting their armor stolen by SLS even if "player centric" is activated, but not all, so I was confused if I messed up somewhere else. All stolen armor was custom armor ^^
Monoman1 Posted September 28, 2020 Author Posted September 28, 2020 10 hours ago, tamai said: Okay i figured it out ?! I believe lol not sure if it breaks any of your additions but...  2 hours ago, stolensweetroll said: Tried it and nothing changed, still can't purchase vanilla homes. This might be something I've already fixed. Can't remember every change I make but Tamai's screenshot shows 2 dialogue topics whereas mine has three. 1. Licence disabled -> vanilla 2. Licence enabled + does not have licence 3. Licence enabled + does have licence.  Also I could buy Breezehome and Honeyside no problem. Just hold tough till I post an update. Should hopefully be within the week, all things going well.  But I wouldn't have thought you'd get any option to even buy the home if none of the conditions are met so there still might be something funky going on. If someone would like to post a log of failing to buy a home I might spot something. Try to keep it as short as possible. Like literally, start game, load save in front of proventus, buy home, exit game.  Can't be a missing fragment as I never altered it. Except for that unable to load fragment error I was getting. But I thought that was just on whiteruns dialogue.Â
Monoman1 Posted September 28, 2020 Author Posted September 28, 2020 9 hours ago, valcon767 said: thanks for all the help.  45 minutes ago, donttouchmethere said: Thanks for pointing that out. I have the same issue with my followers getting their armor stolen by SLS even if "player centric" is activated, but not all, so I was confused if I messed up somewhere else. All stolen armor was custom armor ^^ There's another thing I've remembered about this.  Followers often are assigned a 'Default outfit'. Outfits are quick and nasty method of assigning an Npc.... well an outfit of items - armor, boots, gloves. The problem is that outfits are very inflexible. There's very little you can do with them via papyrus. Couple this with item confiscation in SLS. If all of your armors are taken and your follower is left naked then they take your clothes, if you have any. And you're left naked instead. Now this is where problems start. Outfits are like.... painted on. They're real. But they're not real. If you RemoveAllItems on an Npc with an assigned outfit then yes. They'll be naked. But only for as long as they're loaded into memory. Once they're unloaded and then loaded again (which happens a lot for followers) then their armor will automagically reappear on them. Slaverun battles this problem by always periodically checking if npcs have re-equipped their shit and unequips them again.  You can see how this conflicts with the follower taking your clothes scenario and armor confiscation in general. SO after that long winded explanation what am I getting at? IIRC SLS removes their default outfit (and probably saves it as a storageutil var on the npc for safe keeping) so that items won't magically reappear on them. This is probably what is happening for you guys. I'm not sure I can fix this. I might be able to check through the items in the outfit and add one of each to the confiscation chest.  Or you can remove the outfit from the npc and add items to their inventory instead in TesEdit. But that would be a pain in the ass.  Edit: Yea I think I should be able to get the outfit and 'confiscate' it instead. https://www.creationkit.com/index.php?title=Outfit_Script  Edit 5: Lol no that's not it. I'm just going to stop editing now. I've no idea what's wrong. I'll have to debug it further. Can you guys double check that the armor these npcs are wearing is 'Playable'. 1
asdfmovie666 Posted September 28, 2020 Posted September 28, 2020 Hey I know it just has slightly to do with the Mod but it touches a Part of it. When I try to open the Chest for the Receip Books of Bikiniarmor I constantly getting CTD's even if I place them via Console into my Inventory. Anybody has an idea how I can fix this or a Work around as it seems that the Books arre coruppted files
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