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Posted
16 hours ago, Boulo_92 said:

it looks like the problem is with the GetItemCount function.

Oh no sir! You shall not take GetItemCount(ObjectReference) away from me. It's the one god damned thing that actually seems to work with ObjRefs. 

 

Seriously though. I've never noticed any issue with it. And using GetItemCount(ObjRef.GetBaseObject()) will return false positives if there's simply another of the same collar. 

Can't say I've noticed any issues around the collars but I'll keep an eye on it now. 

 

Edit: 

The notes on GetItemCount don't seem to apply

akItem is not a keyword

ObjRef is not a leveled list

ObjRef will never be in an unloaded cell (Player). Now followers might be different but I think since they're held in an alias they should also be fine. 

Posted
15 hours ago, Tempy said:

Will try to dig deeper and see if I can find the conflict.

All their response was that ”Do I look like I have clothes...” sarcastic negative comment.

Sounds like it probably is SLS. Are you sure these Npcs are actually wearing clothes? I think I added that check. What naked npc would give you clothes instead of clothing themselves first. 

Posted
6 minutes ago, Eryneth said:

Is there anyway i can get out?

Mercenaries aren't generally recognised by SLS because they're on a totally different follower system. Most custom followers are followers and not mercenaries. 

 

You can set followers needed to leave to zero in the mcm tolls page. 

Or get a follower that's not a mercenary. 

Posted
7 hours ago, audhol said:

I wonder if I was to recolour them bruise colour and maybe add a reddened effect around the outside if they wouldn't be different enough from the original to no longer require permission after all its only a single paw print and a horse shoe right?

Not sure it works like that :P

Posted
9 minutes ago, Monoman1 said:

Not sure it works like that

Well it would be easy peasy to make new ones from scratch. If you get chance to look at the recolour I did and say if that's kinda what you want I can knock some up. Stock copyfree paw prints and horsie shoes are plentiful.

 

Posted

i noticed there is a dialog to prevent merchants from buying or selling from player, which means the option to trade should be disabled? but in my case the trade option is always there is this a bug at my end or there is no way to prevent the trade option from appearing for all merchants and innkeepers.

 

 

Posted
46 minutes ago, audhol said:

Well it would be easy peasy to make new ones from scratch. If you get chance to look at the recolour I did and say if that's kinda what you want I can knock some up. Stock copyfree paw prints and horsie shoes are plentiful.

Mmmm, doesn't really look like something that would happen unless it was one of those vampire dogs maybe. Still looks too much like a tattoo IMO. I'm not sure paws/hooves 'stamps' are the way to go. Unless it was a sort of an outline of a bruise in the shape of a hoof/paw maybe. I know. I'm really picky :D

 

Might have a look at those scratch marks I saw though. The texture is kind of all in one so I'd have to try to divide it up. Unfortunately it's also got a sort of 'dirt' to it

Posted
6 minutes ago, Whizkid said:

which means the option to trade should be disabled?

Nope. Too conflicty. + general traders can sell lots of things that aren't illegal and things that are so....

Instead if an illegal trade happens the barter menu is closed and the transaction is reversed. And also any speech skill gain is reversed. Because nothing is ever simple. (my motto)

Posted
21 minutes ago, Monoman1 said:

Nope. Too conflicty. + general traders can sell lots of things that aren't illegal and things that are so....

Instead if an illegal trade happens the barter menu is closed and the transaction is reversed. And also any speech skill gain is reversed. Because nothing is ever simple. (my motto)

cool, thanks for the clarification and thanks for sharing this mod, the stuff u created is really impressive.

Posted
1 hour ago, Monoman1 said:

Oh no sir! You shall not take GetItemCount(ObjectReference) away from me. It's the one god damned thing that actually seems to work with ObjRefs. 

 

Seriously though. I've never noticed any issue with it. And using GetItemCount(ObjRef.GetBaseObject()) will return false positives if there's simply another of the same collar. 

Can't say I've noticed any issues around the collars but I'll keep an eye on it now. 

 

Edit: 

The notes on GetItemCount don't seem to apply

akItem is not a keyword

ObjRef is not a leveled list

ObjRef will never be in an unloaded cell (Player). Now followers might be different but I think since they're held in an alias they should also be fine. 

OK thanks for your answer.

But is it normal that in the case I have described I have :
akTarget.GetItemCount(CollarRef) which returns the value 1
while
akTarget.GetItemCount(CollarRef.GetBaseObject()) returns 0
?

Posted
5 minutes ago, Boulo_92 said:

But is it normal that in the case I have described I have :
akTarget.GetItemCount(CollarRef) which returns the value 1
while
akTarget.GetItemCount(CollarRef.GetBaseObject()) returns 0
?

No. That seems like it should work just fine. Assuming CollarRef is not none of course. 

Posted
1 hour ago, Monoman1 said:

Unless it was a sort of an outline of a bruise in the shape of a hoof/paw maybe. I know. I'm really picky

Allright 1 more chance to impress the picky monoman.?

 

 

Spoiler

1823970800_SkyrimSpecialEdition20_10_202017_09_47.thumb.png.62e0fe34ae296af963c067b0d103cfa4.png

 

 

 

Spoiler

1881400879_SkyrimSpecialEdition20_10_202017_09_25.thumb.png.73c8abea2b6f6d5db5bbc4556adb5e4b.png

 

 

 

Posted
1 hour ago, audhol said:

Allright 1 more chance to impress the picky monoman.?

Does look better alright. 

File?

50 minutes ago, emes said:

Hmm, doesn't Apropos have "wear and tear" details for animal abuse...?

It does. It looks like it's the same as the 'cuts' slavetat I was looking at. 

I'm not looking for huge gashes and cuts though. I find that kind of thing too overpowering. More scrapes and bruises. 

Posted
15 minutes ago, Inessa said:

If I get this version of bikini mod

 

 

do I still need base mod or uunp conversion? 

 

 you need the base mod because you need the texture files.

 

Legraf's version is already UUNP

 

Posted

@Monoman1

I am working on a mod (Succubus Skill Loss) and want to add a feature that makes you lose skills every X hours when you are ravenous from cum addiction in SLS.

 

There are multiple ways I could implement this, but I added to the mod very recently a method for other mod authors to easily trigger skill gain & loss from within their mods, which is preferable in this case.

 

It can be basically implemented as below, if it were done within SLS:

Spoiler

Example:

SendModEvent("SSLX_SkillChange", "You REALLY need some cum and begin to forget things.", 1.5)

 

The example above will cause player to lose 1.5 levels in a random weighted skill and the notification will say "You REALLY need some cum and begin to forget things. Lost skill (SKILL_NAME)".

 

I know you probably have a million things you're working on but just to get your thoughts at this point.

Posted

How do you actually assign followers to the trauma tracking, all I get on the Assign Followers section is  No Target  TRACK, but it's actually greyed out. Did I miss a key to select the target, is it on the all-in-one menu somewhere?

 

EDIT: Oh, facing them is fine, it's just that Sofia is finicky and doesn't have the vanilla follower factions.

Posted
19 hours ago, Monoman1 said:

Sounds like it probably is SLS. Are you sure these Npcs are actually wearing clothes? I think I added that check. What naked npc would give you clothes instead of clothing themselves first. 

I'll add spoiler tags to avoid to spoil one of the "Daydream" features

Spoiler

So when she is daydreaming and speaking with the NPC, the NPC gets his clothes and even weapons removed, then the PC looks down to it. Then you request for help and ask for clothes, they say they don't have any clothes.
If the NPC is not getting his clothes removed, it seems that he can offer clothes. 

This is where i'm trying to look into now, because statistically it could be a coincidence. Will try it at least 10 times and get back to you

 

Posted

I'm using SLS 6.22 beta, and I think this version or the one before introduced something with head-facing that has seriously messed up archery.  For some reason, when my character is straining to look behind her or wherever she's trying to look, when switching to first person mode the bow and hands are not in the right place, and the arrow starts its path from somewhere not normal.  Either lower than it already does*, (which is frustrating because you can't shoot at a downward angle, it just gets stuck in the floor), or it starts from above  your head and sails over your target.  

 

*  This is worse than the standard frustrating inability to shoot downwards in Skyrim unless you're perched on the very edge of something.

 

I tried using the hotkeyed menu to Stop Looking At, but that doesn't seem to fix it.  I hesitated reporting this because it seems so strange of an effect and I'm not certain its from this mod, but this is the only one that I updated recently that does anything with head tracking...

Posted
19 hours ago, RMCW said:

I know you probably have a million things you're working on but just to get your thoughts at this point.

I could probably send a mod event on satiation level change if that would help. I'll have a look at the code later. 

14 hours ago, audhol said:

Made from scratch (get it? scratch!) no permissions needed.

Audspaws.dds 64 MB · 2 downloads

 

Thanks. I'll take a gander when I can. 

10 hours ago, Tempy said:

I'll add spoiler tags to avoid to spoil one of the "Daydream" features

Oh right. That actually makes sense now. Don't understand why it worked for me when I checked though. I'll look again.

1 hour ago, Naps-On-Dirt said:

I tried using the hotkeyed menu to Stop Looking At, but that doesn't seem to fix it.

Look in the wheel debug menu for setting the IsNpc variable. 

Posted
18 hours ago, Monoman1 said:
20 hours ago, Naps-On-Dirt said:

I tried using the hotkeyed menu to Stop Looking At, but that doesn't seem to fix it.

Look in the wheel debug menu for setting the IsNpc variable. 

That fixed it, thanks!!

Posted

Oh wow, what a big update! I use YPS always, so very happy for implement! I love the agressor mess with hair and makeup thing! if you find time, maybe also make agressor destroy nylons feature that was added in last YPS!

 

Sadly i have number of question:

 

was 0.602 last version? i think i checked for beta after, but didn't see, so rules apply for update from 0.602 to latest or no?

 

does the pussy hair feature work only with SOS meshes or also with standard version?

 

you mention control sex with mousewheel in freecam now, this is replacing the standard control of SLSO and STA during sex (speak key, left mouse to fuck faster) or is addition to it?

 

 

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