Nazzzgul666 Posted May 18, 2019 Posted May 18, 2019 17 minutes ago, Monoman1 said: Yea I'm still interested in doing more with that. Time is the problem. I've more or less been working for over 2 weeks non stop on survival and the last 2 updates are as much as I have to show for it. Modding takes a ton of time. I already was grateful for your work before these updates, so thanks even more now. I don't expect to see these features next week, but maybe in a few months.^^ 17 minutes ago, Monoman1 said: You must be talking about 3p+ scences. I'm finding it next to impossible to get the PC to orgasm during a blow job (which makes perfect sense). I need suggestions for mods for starting 3p+ scenes. Something that doesn't take ages to get into to test. I just don't have the time and 3p+ scenes are a drag with SLSO as there's no control. Big MCM but not that much hassle to set it up would be Sexlab Adventures, starts x-somes quite frequently. For the SLSO fit... honestly i never bothered too much if orgasm fits the animation and swallowing. For my expectations it more or less accidently fitted quite well, but i guess that's really rather because my expectations about that part weren't very high in the first place.
pornlover12345 Posted May 18, 2019 Posted May 18, 2019 12 hours ago, Monoman1 said: Try manual install. Link is on the top of the main page. Oh and restart the interfaces by clicking on them I fixed the interfaces issue, I was still overwriting the esp with the one from STA. However, the MCM still greys out if I uncheck scaling, and despite the Slaverun interface being active, the option to skip the prequest is greyed out. This happens both with FOMOD (MO2) and manual install.
Monoman1 Posted May 18, 2019 Author Posted May 18, 2019 4 minutes ago, pornlover12345 said: I fixed the interfaces issue, I was still overwriting the esp with the one from STA. However, the MCM still greys out if I uncheck scaling, and despite the Slaverun interface being active, the option to skip the prequest is greyed out. This happens both with FOMOD (MO2) and manual install. If this is on the same save you're going to have to clean save. STAs esp is based on 0.22
Guest Posted May 18, 2019 Posted May 18, 2019 First it seems the toll at the gate can easily be avoided when fast travelling in or out of the city is still possible and not disabled by your mod ? Regarding the stashes: How does this work, because it is the opposite of the feature in my own mod, that should make every container safe to store stuff in. But the spell in my mod only puts the container in a reference alias of a quest script and therefor prevents the container from respawning. Anyway if now some NPC's are actively looting container's this mechanism is no longer safe.
Monoman1 Posted May 18, 2019 Author Posted May 18, 2019 37 minutes ago, Adetu said: First it seems the toll at the gate can easily be avoided when fast travelling in or out of the city is still possible and not disabled by your mod ? Regarding the stashes: How does this work, because it is the opposite of the feature in my own mod, that should make every container safe to store stuff in. But the spell in my mod only puts the container in a reference alias of a quest script and therefor prevents the container from respawning. Anyway if now some NPC's are actively looting container's this mechanism is no longer safe. Fast travel should be disabled when inside the city. I play with fast travel always disabled anyway (by another mod) so I don't know if it's still working or not. You're the first person to bring it up in years though. Stashes. Well that's the idea. Containers in player homes are safe. The idea is to force you to go into the cities so you have to pay the tolls, get checked for licences and be harassed in general. I also think it's kind of stupid to be leaving thousands of gold worth of stuff in a barrel while Brenuin begs for food from Carlotta.
Tiress Posted May 18, 2019 Posted May 18, 2019 Haven't found a way to get the Belly Scaling options editable again, but I noticed another thing. I was already in a city when I installed the mod so I went straight to a quartermaster to buy a magic and weapon license for 7 days. I spent 5 days in the city and decided it's time to leave. At this point I was about to meet the toll collector for the first time. He stopped me, started talking about taking my stuff and me having to recover it back from the quartermaster. The thing is he took my weapons and collared me too despite me having a valid licenses for both, weapons and magic.
The Ashen Posted May 18, 2019 Posted May 18, 2019 Not sure if it is a unfortunate interaction or intentional, but the antimagic collar overrides the "town collar" from devious followers, and my follower is not happy about it.
Monoman1 Posted May 18, 2019 Author Posted May 18, 2019 5 minutes ago, Tiress said: Haven't found a way to get the Belly Scaling options editable again, but I noticed another thing. I was already in a city when I installed the mod so I went straight to a quartermaster to buy a magic and weapon license for 7 days. I spent 5 days in the city and decided it's time to leave. At this point I was about to meet the toll collector for the first time. He stopped me, started talking about taking my stuff and me having to recover it back from the quartermaster. The thing is he took my weapons and collared me too despite me having a valid licenses for both, weapons and magic. I've fixed the belly scaling in the mcm. But I cant push an update because they're is half done 'toll dodging' mechanics in my version. Yea the intro is kind of 'on rails' at the moment. It's assumed your coming from outside the first time. 12 minutes ago, The Ashen said: Not sure if it is a unfortunate interaction or intentional, but the antimagic collar overrides the "town collar" from devious followers, and my follower is not happy about it. I thought I fixed that... Fixed conflict between Devious Follower's town collar and Survival's magic draining collar. Lucky for you they can be one and the same now. you should get magic draining town collar as a replacement
Tiress Posted May 18, 2019 Posted May 18, 2019 1 hour ago, Monoman1 said: I've fixed the belly scaling in the mcm. But I cant push an update because they're is half done 'toll dodging' mechanics in my version. Yea the intro is kind of 'on rails' at the moment. It's assumed your coming from outside the first time. No need to hurry, it's not like it was game breaking or something. ? edit:// PS: Map & Compass work great. I have a feeling the map blocking feature is even more responsive so that you can't have a short look at a map until it kicks in.
FoMK11SD Posted May 19, 2019 Posted May 19, 2019 Maybe an idea for the licences, if you get raped/robbed or something along those lines they might steal the licences you have meaning its a risk to buy the perpentual(?) (lifetime) licences.
Monoman1 Posted May 19, 2019 Author Posted May 19, 2019 1 hour ago, FoMK11SD said: Maybe an idea for the licences, if you get raped/robbed or something along those lines they might steal the licences you have meaning its a risk to buy the perpentual(?) (lifetime) licences. Well currently theres nothing special about the licences. They're not quest items or held in any way but they might lack a keyword to make them recognisable. Are they taken during defeat/robbery/enslavement events, anyone know?
-alpha- Posted May 19, 2019 Posted May 19, 2019 nope not removed that ive seen. although that could be a nice minigame of sorts. you buy a license like normal but then some asshole nicks it from your pocket and threatens to tear it up and report you to the guards if you dont do as he says. or something along those lines. 1
Executaball Posted May 19, 2019 Posted May 19, 2019 On 5/18/2019 at 4:54 AM, Monoman1 said: Ok I'll check these when I can. Edit @Tiress Are you using rnd/ineed/none? From what I see, since even with required escorts the guard dialogue doesn't come up if you don't have the required escort, the guard dialogue may be tied to the required escort number? And there might be a mismatch there
Guest Posted May 19, 2019 Posted May 19, 2019 Improvement suggestion: When leaving a town only NPC's in the active follower faction seems to be considered, but other teammembers should count also. --> With the dawnguard DLC my player often is followed by Serana. Her behaviour is near to that of a regular follower. She will fight for you, carry your stuff etc - and the function - .isteammember () works on her !
Monoman1 Posted May 19, 2019 Author Posted May 19, 2019 1 hour ago, executaball said: From what I see, since even with required escorts the guard dialogue doesn't come up if you don't have the required escort, the guard dialogue may be tied to the required escort number? And there might be a mismatch there Ok thanks. Still haven't looked into it yet (but I will) just getting bogged down in other things at the moment. 18 minutes ago, Adetu said: Improvement suggestion: When leaving a town only NPC's in the active follower faction seems to be considered, but other teammembers should count also. --> With the dawnguard DLC my player often is followed by Serana. Her behaviour is near to that of a regular follower. She will fight for you, carry your stuff etc - and the function - .isteammember () works on her ! I'm not aware of IsTeamMember(). I don't see it anywhere on the wiki. Can you explain further or provide a link to further information? 2 hours ago, -alpha- said: nope not removed that ive seen. although that could be a nice minigame of sorts. you buy a license like normal but then some asshole nicks it from your pocket and threatens to tear it up and report you to the guards if you dont do as he says. or something along those lines. I'm hoping for something kind of similar with the toll dodging mechanics. If you get caught I'll either: A) get the guard to tear up a random licence or even better B) The guard will tell you he's going to tear one up and ask you to pick which one. There's more punishment than that involved.... 0. Tear up a licence. 1. Demands 5 times the toll in gold 2. If you've not got enough gold -> then either takes random items from your inventory up to the remaining value or opens the gift menu so you can pick which items (optional) 3. If there's still more gold remaining will offer to add devious devices to reduce value by 50? per device. (I'm hoping for you to be able to pick which devices) 4. If there's still yet more gold remaining the rest goes as a bounty. 5. Must wear an armbinder while in the city for one week. Guards at the gate will remove it after you've paid the toll to leave. Pretty severe. But it needs to be. 1
Guest Posted May 19, 2019 Posted May 19, 2019 6 hours ago, Adetu said: Improvement suggestion: When leaving a town only NPC's in the active follower faction seems to be considered, but other teammembers should count also. --> With the dawnguard DLC my player often is followed by Serana. Her behaviour is near to that of a regular follower. She will fight for you, carry your stuff etc - and the function - .isteammember () works on her ! Sorry I do not always remember the exact name, but the desired function. So here is a working example : b_Team_Member = akSpeaker.IsInFaction(Follower_Faction) || akSpeaker.IsPlayerTeammate() By the way. If Fast travelling is blocked by Sexlab Survival, when not yet having compass and map, then the map menue closes immediately after trying to open it. This does have the side effect, that you cannot have a look where the destination of a newly started quest is. Is that effect desired in this ? To disable fast travelling it is absolutely not necessary to close the map immediate. I was always used to open the questmenu, mark the desired quest and tdisplay the target on the map with the button "X" on the map. So now with Fast travel by your mod, it is possible that the "new" quest cannot be played anymore, since the location of the quest is unknown, the compass not available and often the player does not have the spell leading to the target.
Monoman1 Posted May 19, 2019 Author Posted May 19, 2019 46 minutes ago, Adetu said: Sorry I do not always remember the exact name, but the desired function. So here is a working example : b_Team_Member = akSpeaker.IsInFaction(Follower_Faction) || akSpeaker.IsPlayerTeammate() Ok thanks found it. It not in the main list but it is under the actor functions and does compile. It's not clear exactly what it's checking though. I'm also not sure how useful it is. Since it's a papyrus function I'll have to do a cell scan to run a script and if your follower isn't currently loaded (you know how they like to wander off from time to time) then they won't register with the scan. I've been meaning to add support for Serana anyway though. 46 minutes ago, Adetu said: By the way. If Fast travelling is blocked by Sexlab Survival, when not yet having compass and map, then the map menue closes immediately after trying to open it. This does have the side effect, that you cannot have a look where the destination of a newly started quest is. Is that effect desired in this ? To disable fast travelling it is absolutely not necessary to close the map immediate. I was always used to open the questmenu, mark the desired quest and tdisplay the target on the map with the button "X" on the map. So now with Fast travel by your mod, it is possible that the "new" quest cannot be played anymore, since the location of the quest is unknown, the compass not available and often the player does not have the spell leading to the target. You'll just have to buy a map and compass first then before going on that quest. In my mind if you don't own a map you shouldn't be able to see one. You can disable this feature in the Mcm if you wish. Disable 'Map and compass mechanics'.
Savior123 Posted May 19, 2019 Posted May 19, 2019 Keep on getting a error about devious device. Unselect it and still getting a error. told me to reinstall the game. Same error.
Monoman1 Posted May 19, 2019 Author Posted May 19, 2019 11 minutes ago, RaHelios said: Keep on getting a error about devious device. Unselect it and still getting a error. told me to reinstall the game. Same error. Install manually. The fomod isn't working with some mod managers. See the link at the top of the main page.
Savior123 Posted May 19, 2019 Posted May 19, 2019 4 minutes ago, Monoman1 said: Install manually. The fomod isn't working with some mod managers. See the link at the top of the main page. so install it manually by adding it to my mod manager, instead of it downloading it through my mod manager?
Monoman1 Posted May 19, 2019 Author Posted May 19, 2019 9 minutes ago, RaHelios said: so install it manually by adding it to my mod manager, instead of it downloading it through my mod manager? Honestly if it's not mod organiser we're talking about I haven't a clue about nmm.
donttouchmethere Posted May 19, 2019 Posted May 19, 2019 57 minutes ago, RaHelios said: so install it manually by adding it to my mod manager, instead of it downloading it through my mod manager? nonono xD > download the Sexlab Survival (SLS) v0.33 mod zip file (not via NMM) and save it on your desktop for example > then unzip the SLS zip file and open the now uncommpressed SLS folder > delete the fomod folder > then follow monoman1's instructions: * Open up the conditionals folder and run down through them one by one as follows: * If you are using the optional mod, copy the scripts from the Active subfolder into the scripts folder * If you are NOT using the optional mod, copy the scripts from the Inactive subfolder into the scripts folder * always overwrite the files in the scripts folder with the copied files > then delete the conditionals folder > compress the whole Sexlab Survival folder with zip > start NMM and add the now modified Sexlab Survival zip to NMM (via that big green cross) > activate (install) the SLS mod in NMM (BTW: you can add any files like that to NMM, for example patches or single esp files or custom files from topics, or meshes and textures. Keep in mind that if you have a folder without an esp inside NMM might not be able to install your mod right. To prevent this its always good to add a DATA folder in your mod folder. A data folder will also prevent the dreaded "error install <drive>" from NMM if the folder hierarchy isn't NMM ready. Sound all a bit confusing, but its rather simple: > NMM will search for an esp to know what has to be installed into data > if no esp is in the mod folder it will search for a data folder > if no data folder is there it might give an error while adding the mod to NMM or during mod install sadly there seems to one more rule I don't know, and NMM will ignore all the rules above and install anyways (custom UUNP files for example) if that happens - for example it should have overwritten something but didn't- deinstall and delete the mod, close NMM, open the zip and add a DATA folder to it and move all other folders into it- than add it back to NMM, it will be installed right after that. Thats why it is a good idea to download unkown mods first before adding it to NMM. You can always and remove/add something manually from that mod zip and re-add it back to NMM (for example if you have an armor mod and you find later a bodyslide mod for it, you can now merge those to your armor mod zip => this also makes merging mods easier or sometimes possible at all) 3
Savior123 Posted May 19, 2019 Posted May 19, 2019 1 hour ago, donttouchmethere said: nonono xD > download the Sexlab Survival (SLS) v0.33 mod zip file (not via NMM) and save it on your desktop for example > then unzip the SLS zip file and open the now uncommpressed SLS folder > delete the fomod folder > then follow monoman1's instructions: * Open up the conditionals folder and run down through them one by one as follows: * If you are using the optional mod, copy the scripts from the Active subfolder into the scripts folder * If you are NOT using the optional mod, copy the scripts from the Inactive subfolder into the scripts folder * always overwrite the files in the scripts folder with the copied files > then delete the conditionals folder > compress the whole Sexlab Survival folder with zip > start NMM and add the now modified Sexlab Survival zip to NMM (via that big green cross) > activate (install) the SLS mod in NMM worked!!!! thanks
donttouchmethere Posted May 19, 2019 Posted May 19, 2019 1 hour ago, RaHelios said: worked!!!! thanks good to hear! ? I never doubted that my NMM tactic works! (??) 1
Guest Posted May 20, 2019 Posted May 20, 2019 21 hours ago, Monoman1 said: Ok thanks found it. It not in the main list but it is under the actor functions and does compile. It's not clear exactly what it's checking though. I'm also not sure how useful it is. Since it's a papyrus function I'll have to do a cell scan to run a script and if your follower isn't currently loaded (you know how they like to wander off from time to time) then they won't register with the scan. I've been meaning to add support for Serana anyway though. You'll just have to buy a map and compass first then before going on that quest. In my mind if you don't own a map you shouldn't be able to see one. You can disable this feature in the Mcm if you wish. Disable 'Map and compass mechanics'. I guess you mean starting a quest with filling some reference aliases ? in that case there is the getplayerteammate condition for filling the aliases https://www.creationkit.com/index.php?title=GetPlayerTeammate. Using a cloak spell is not recommended by most mod authors
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