Jump to content

Recommended Posts

6 hours ago, Monoman1 said:

Can't reproduce any problem. I can successfully beg for clothes with daydreaming active. But I'm not sure what you mean about 'response of being unable'.

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.

Link to post
A weird little bug, but not unique to Beta, I think it already existed before.

It concerns the choice of the Devious device which is equipped for the Magic Curse.

Having had a collar quest item when the enforcer arrested me for lack of magic collar, he equipped me with arms cuffs (because slot collar occupied by a block generic).
Then later, after getting rid of all these devices, each time I am arrested for lack of magic collar, the same arms cuffs are fitted instead of a new collar.
In my inventory, none of the previously equipped devices were left.
My character was completely naked, all the slots were free (especially the one for the collar)

By digging into the scripts and after adding traces, it looks like the problem is with the GetItemCount function.
In the CollarHer function of the _SLS_LicenceUtil.psc script :
    akTarget.GetItemCount (CollarRef)
returns the value 1 when it should return 0 (the collarref is not in my inventory, i have put it in a chest before)

The wiki seems to indicate a possible problem with this function when used on a reference.
see Notes in the wiki : https://www.creationkit.com/index.php?title=GetItemCount_-_ObjectReference

Possible solution (maybe, if I'm not completely wrong ...) :
I replaced, in the CollarHer function of the _SLS_LicenceUtil.psc script :
     If akTarget.GetItemCount (CollarRef) == 0
by :
     If akTarget.GetItemCount (CollarRef.GetBaseObject ()) == 0
And I don't have this problem anymore, GetItemCount seems to count as it should ; if the arms cuffs are in my inventory, they are re-equipped by the enforcer, otherwise the enforcer fits a new collar.

I'm on SSE, not sure if this problem with this GetItemCount function also exists on Oldrim, I guess so.
Link to post
14 hours ago, Monoman1 said:

Thanks. What category are these under? Can't seem to find them. 

The buttshoe ones are from "coco" and the paw prints from "zoo" both contained in the AIO pack. I cant see who is responsible for those tats originally. 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? Let me know if you want me to recolour, changing position is no problem either like maybee 2 paw prints on the shoulder blades to imply where the paws were during the act?

 

EDIT; done one quickly so you can see what I mean.

butt_pawprint.dds

Link to post
5 hours ago, audhol said:

The buttshoe ones are from "coco" and the paw prints from "zoo" both contained in the AIO pack. I cant see who is responsible for those tats originally

Coco is Content Consumer, and those come from the "Tattoos v3" pack on this page. The zoo ones are from the "Slavetats-zoo" download on the main Slavetats page.

Link to post
18 hours ago, Corsec said:

EDIT: I know you might say "Why not both Milk Addict and SLS cum addiction lol" but I think it's probably too much micromanagement to have a double addiction. I would assume that SLS lactacid cum is the better option because it's more recent and is integrated with SLS cum addiction. I also don't want a lot of the Milk Addict features, I just wanted the milk stuff not the clothes tearing.

I use both. 

I suppose milk addicts addiction effects are actually superior. As well as straight up debuffs it has random stripping/tripping/mounting. That could actually be annoying for some though. 

SLS is just straight debuffs. Though they're probably more severe.

Link to post

First up, holy hell this is a good mod.

 

Its incorporated a lot of stuff I've always thought of like non citizen now being allowed to have weapons and armor within cities.

 

That said, I'm stuck in Whiterun.

 

I've tried hiring mercenaries to be companions but they along with Vilja don't seem to be valid?

 

Is there anyway i can get out?

Link to post
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. 

Link to post
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. 

Link to post
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. 

Link to post
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

Link to post
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.

 

Link to post

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.

 

 

Link to post
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

Link to post
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)

Link to post
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.

Link to post
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
?

Link to post
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. 

Link to post
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

 

 

 

Link to post
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. 

Link to post
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

 

Link to post

@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.

Link to post

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.

Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...