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Posted
2 hours ago, Monoman1 said:

It IS a bug. Don't think I said anywhere that it isn't. I said that it is normal which is different. 

Is it something to get worked up about? No. Not if curfew is operating as expected. If only you knew the things that are running in the background without your knowledge.... The fact that curfew has a notification that just makes it visible is all that seems to bother people. There are some people around here that are quite..... anal tbvfh. 

well....

 

this seems to be clearly a missunderstanding. I just tried to make fun about how these kind of small bugs are a big deal for us poor souls, that is all.
Might be it was lost in translation, sorry for that. Did not mean to be rude or something. 

No need to be so rude really. I just tried to explain the problem, not attack you. 

 

 

2 hours ago, Monoman1 said:

 

Mod users seem to think turning stuff on and off is simple. I can assure you that it is not. "Please add a toggle for x". How many times have I heard this. Six words. Lots of implications. Lots of possible complications. Possibly a ton of work. But still just 6 words for a mod user to type. Easy.

Nobody things its easy, but its the only thing WE have that allows us to play the mods in an enjoyable way or make them compatible with the gazillion other mods out there. 

What else should we type? I mean we give feedback and make suggestions and yeah, not everything might be reasonable because we do not have the insights. But how should we get them really.... its not like the code explains itself to us. 

 

2 hours ago, Monoman1 said:

Mod users need to give mod authors a break. I'm not sitting in front of my pc 24/7 doing technical support for content I created for free. Quite frankly I'm getting pretty tired of modding and supporting them in general. It really is a full time job on top of my full time job. And it seems modding for Skyrim is pretty much dead these days. Haven't seen anything interesting posted for a long time now. Thus my motivation to continue dwindles. And so anal retentive posts about a spurious notification twice per game day irk me. Irk me to the point that I don't want to even bother looking at it. So maybe..... relax. Be patient. Sure report problems. But read the last couple of pages first and try not to piss us off, yeah? Because it's actually counter-productive. 

This is really rude. I really want to be at good terms with you, you were my favourite mod creator that basically kept me in this and motivated me to make my own fixes. 
But I dont know how to answer to this anymore. I will not back out of here but I will also not be called words like that over what is maybe just a simple missunderstanding. 
I also dont know how to formulate feedback anymore so that it cannot be interpreted as some rude, anal attack on some mod creator. Really now... 
Same with Spank that Ass. I tried to report an issue and you went after me like I saw a ghost. I still dont know if you believe me on the issue I have with the mod, its just hilarious. Its a mod I dont want to miss anymore and dived into it to try and understand its structure to maybe find a fix when you dont have time. 
But all that came back were attacks, so... 

 

 

Posted
3 hours ago, stolensweetroll said:

well, I've just found a mod called Inappropriate Cell Names on Nexus: https://www.nexusmods.com/skyrim/mods/74870

 

just giving you a suggestion if you want to add a bit of fun to SLS, slaverun, or whatever ?. It doesn't change anything else in the gameplay.

Would not be optional and therefore is unacceptable. 

Posted
2 hours ago, Nymra said:

well....

 

this seems to be clearly a missunderstanding. I just tried to make fun about how these kind of small bugs are a big deal for us poor souls, that is all.
Might be it was lost in translation, sorry for that. Did not mean to be rude or something. 

No need to be so rude really. I just tried to explain the problem, not attack you. 

 

 

Nobody things its easy, but its the only thing WE have that allows us to play the mods in an enjoyable way or make them compatible with the gazillion other mods out there. 

What else should we type? I mean we give feedback and make suggestions and yeah, not everything might be reasonable because we do not have the insights. But how should we get them really.... its not like the code explains itself to us. 

 

This is really rude. I really want to be at good terms with you, you were my favourite mod creator that basically kept me in this and motivated me to make my own fixes. 
But I dont know how to answer to this anymore. I will not back out of here but I will also not be called words like that over what is maybe just a simple missunderstanding. 
I also dont know how to formulate feedback anymore so that it cannot be interpreted as some rude, anal attack on some mod creator. Really now... 
Same with Spank that Ass. I tried to report an issue and you went after me like I saw a ghost. I still dont know if you believe me on the issue I have with the mod, its just hilarious. Its a mod I dont want to miss anymore and dived into it to try and understand its structure to maybe find a fix when you dont have time. 
But all that came back were attacks, so... 

 

 

Gosh people are awful sensitive these days. I did not mean to offend anyone. Perhaps there's a bit of lost in translation here. But IF you are obsessing over an innocuous notification then that still is being anal retentive in my book. This is LL/Bethesda modding. Nothing is ever going to be perfect. 

 

The main thrust of my previous point, in a less cranky way, is (and this isn't necessarily directed at you personally but collectively): I have over 7,000 hours in the CK creating this shit. People coming in here and complaining about spending "ages" debugging something I simply find laughable because they don't know the meaning of the word. Then people coming in and reporting the same bug as posted 2 posts up starts to gets annoying (because the onus is now on me to spend even more of my time explaining same things again). Then throw in the people that drop into the thread, dump a bug report (like a hot steaming turd) with one line, no information, bold writing and exclamation marks then you're just starting to piss me off (because I'm apparently supposed to follow up and investigate with no information). 

 

All I'm asking is please be considerate of my time when posting bug reports. Do a little digging yourselves. 

 

Now. As for STA. I'm not sure when I attacked you there. I simply could never recreate the bug you mentioned. If I can't recreate it then what should I do? Should I start making wild edits to the mod in the hope that something fixes it? Akin to shooting in all directions in the dark. That's not a good idea. Then you simply deleted the dummy. Seemed to fix it for you. But I think that's like using a bazooka to kill a fly. It should have created all kinds of problems, errors, unresolvable references and collateral damage. I can't support that as you've essentially created a fork. That should be fairly obvious. 

 

Give me steps to recreate the issue and I will look into it when I have the time. If I don't forget. With all the other stuff I need to look into.

Posted

It is a sad rule for most things created: many many will quietly enjoy, and only voice if they run into trouble. I also do it to much. It is even more true in adult area were people try to keep even more silent about enjoying.

 

It is silly, but remember you bring joy to many that stay silent, and i hope you will keep find joy in the thing you create enough to keep you motivated for longer, because it is fantastic work!

Posted
2 hours ago, Monoman1 said:

Gosh people are awful sensitive these days. I did not mean to offend anyone. Perhaps there's a bit of lost in translation here. But IF you are obsessing over an innocuous notification then that still is being anal retentive in my book. This is LL/Bethesda modding. Nothing is ever going to be perfect. 

Yeah, perfection of course is thing that we will hardly achieve. 
As a mod users we often dont know if something that appears so simple to us is acutally hard and time consuming to fix. 
And of course we look at mods from another perspectice, like trying to understand its mechanisms via experience, since creating detailed instructions is a very hard thing to do understandably. 

 

2 hours ago, Monoman1 said:

The main thrust of my previous point, in a less cranky way, is (and this isn't necessarily directed at you personally but collectively): I have over 7,000 hours in the CK creating this shit. People coming in here and complaining about spending "ages" debugging something I simply find laughable because they don't know the meaning of the word. Then people coming in and reporting the same bug as posted 2 posts up starts to gets annoying (because the onus is now on me to spend even more of my time explaining same things again). Then throw in the people that drop into the thread, dump a bug report (like a hot steaming turd) with one line, no information, bold writing and exclamation marks then you're just starting to piss me off (because I'm apparently supposed to follow up and investigate with no information). 

 

I did not want to complain, I love doing it. Even when I can invest SOME hours into testing a mod I feel like I can at least offer a tiny bit of help.

I agree with you 100% on how that feedback should be done and since I now have dozens of file uploads here myself I feel the pain of getting ridiculous feedback and strangest support questions. 

2 hours ago, Monoman1 said:

 

All I'm asking is please be considerate of my time when posting bug reports. Do a little digging yourselves. 

yeah, that is certainly true. While sadly the board is so full of information it is hard to keep on track with everything.

2 hours ago, Monoman1 said:

Now. As for STA. I'm not sure when I attacked you there. I simply could never recreate the bug you mentioned. If I can't recreate it then what should I do? Should I start making wild edits to the mod in the hope that something fixes it? Akin to shooting in all directions in the dark. That's not a good idea. Then you simply deleted the dummy. Seemed to fix it for you. But I think that's like using a bazooka to kill a fly. It should have created all kinds of problems, errors, unresolvable references and collateral damage. I can't support that as you've essentially created a fork. That should be fairly obvious. 

yeah, might be just what arrived here on the other side of the text. I quit forums 2003 but then facebook came and ofc I cannot use Loverslab mods without this board. Its sadly one of the more complex and heated ways of human communication. I have to take a step back sometimes and not always try to read the worst possible offense out of someones line. 
So sorry if I missread that above. 

As for STA: funny enough I had zero issues since I headshoted the dummy with the bazooka. The only thing that MIGHT feel off is that I think slapping is not happening anymore during Sex. 
I installed latest STA version first and will come back to that problem soon. The thing is: I had big troubles recreating it myself. It seems to occur only for some special types of NPC so I thought it might be faction related. 
The Dummy deletion was not a fix, but me trying to figure out which exact part of the mod causes the behaviour. I would not want to use the mod like this for a serious game. 
 

2 hours ago, Monoman1 said:

 

Give me steps to recreate the issue and I will look into it when I have the time. If I don't forget. With all the other stuff I need to look into.

Will do. And no pressure of course. 


And one last thing:
From several sides now I heard that indeed Sexlab Survival is THE interesting thing for many this year for Skyrim. 
 

Posted

Curfew disabled, getting spammed by guards and others.

 

Setup: Loaded SLS, loaded preset, all licenses disabled. Activated Licenses, disabled all licenses on page 2 , disabled licenses again. Getting messages about toll and curfew. Then entering bathroom under bannered mare, leaving into bannered mare, sinmir force greets.

 

20201115014642_1.jpg.6b620639ce8f239d5900b899bedf7ba7.jpg

20201115014516_1.jpg

Posted
16 minutes ago, Abraxas67 said:

Curfew disabled, getting spammed by guards and others.

Yes. I know. I'm working on it.....

 

I think the FG is actually toll evasion. Turn it back on. 

StopQuest _SLS_CurfewQuest

StopQuest _SLS_CurfewGuardAliases

 

Your 2nd screenshot isn't useful because it's a vanilla package that's running as indicated by 'Skyrim.esm'. Get me a screenshot with 'SL Survival.esp' please.

 

The AI may quickly switch from vanilla to FG package and back. So depending on how you time it you'll get the vanilla AI package. 

Posted
2 hours ago, Nymra said:

It seems to occur only for some special types of NPC so I thought it might be faction related. 

Yes it very likely is a faction relations issue. Making an npc friendly to all is tricky.

Posted

I just want to take a moment to say thank you, which doesn't ever get said enough these days. That Thank you is to both the author and to all of the people who take the time to test things on a user end and provide appropriate feedback. This is one of the most expansive mods I have ever seen, its impressive to say the least. When bugs occur its frustrating for the user but much more so for the author who created it and wants it to work more than anyone else. This mod would not be where it is without Monoman1's  dedication to help the community enjoy the content he created and resolve bugs there within. We are all on the same team and want a better collective skyrim at the end of the day. Your work is appreciated.

???

Posted
26 minutes ago, Monoman1 said:

Yes. I know. I'm working on it.....

 

I think the FG is actually toll evasion. Turn it back on. 

StopQuest _SLS_CurfewQuest

StopQuest _SLS_CurfewGuardAliases

 

Your 2nd screenshot isn't useful because it's a vanilla package that's running as indicated by 'Skyrim.esm'. Get me a screenshot with 'SL Survival.esp' please.

 

The AI may quickly switch from vanilla to FG package and back. So depending on how you time it you'll get the vanilla AI package. 

Tried some time now but I cannot get better debug message. Either Skyrim.esm or no crosshair ref

 

But for your recommendation, Activated the toll evasion. Set detection Distance to 0. Stopped the quests, _SLS_CurfewQuest &  _SLS_CurfewGuardAliases

 

and no harrassment anymore. All quiet on the Whiterun Frontier :)

Posted
50 minutes ago, Monoman1 said:

Could people with the force greet bug try this version and get back to me if it works for you or not and I'll post it up ASAP. 

Sexlab Survival 0.627 (15-Nov-2020).7z 55.15 MB · 1 download

 

- Fixed toggling off licences globally will toggle off the new licence types. 
- Fixed a bug with merchant restrictions and magic licence disable. I think.
- Fixed toll evasion FG bug. Should now be safe to turn off toll evasion again if you want. 
- Fixed some iffy logic in eviction. Toggling the property licence should now instantly evict/unevict you IF there aren't other conditions keeping you evicted - your bounty is over the limit or outside mods are blocking you via the API. 
- Fixed kennel slaves not getting devices until the sliders were set in the mcm.

Issue with Force Greet resolved. Works now like a breeze!

Thank you!

Posted

Thanks for the update - I have tested the evict event API with EC+ and it is working perfectly.

 

Would you consider adding a ModEvent out to signal when a license check occurs please. This would allow evictions/un-evictions (or other SLS related external content) to be triggered at a more logical/immersive time.

 

Once again - thanks for all the time and effort you have put into SLS it is much appreciated

Posted
2 hours ago, Bane Master said:

Would you consider adding a ModEvent out to signal when a license check occurs please

When a check occurs or when a stop and search happens?

Because you aren't always stopped when a check occurs (if you're not breaking any rules). But there's also the 'check window' when loading into a city where a toll guard will stop you either way if a check is still in progress after 0.5 seconds (to stop you being able to just run away before it completes).

 

I'm guessing you mean whenever one of the guys talks to you? But again that might include an event like: "Hold on there a second there" & "Ok you can go".....

Posted
31 minutes ago, Monoman1 said:

I'm guessing you mean whenever one of the guys talks to you? But again that might include an event like: "Hold on there a second there" & "Ok you can go".....

Yes, ideally when a stop or conversation occurs please,, as at that point the guy who stopped you has an opportunity to notice something resulting in a... "consequence".

Posted

Hello ?

 

So my dream is, to create a condition check in SLAdv crime reporting mechanic to look for a license from SLS.

 

Something like this

 

Spoiler

image.png.92006b4a085adbf9ce1f919fda93a817.png

 

Basically you would set (as an example) Being naked in public as a crime (inverted so it is actually a crime to NOT be naked) and create an exclusion for the PC (much like how the Thane exclusion works) if they have a valid clothing license.

 

and so on and so forth for the items listed in the screenshot. 

 

My question to you is what is the best way to query SLS with a condition check for those licenses? At first I was thinking it could be a simple  has item style check because they are inventory items, but then I thought that might not work because you have them even when they are expired... 

Posted
2 hours ago, Corsayr said:

So my dream is, to create a condition check in SLAdv crime reporting mechanic to look for a license from SLS.

Depends on how you want to do it. 

 

A)

Use the globals. Would require hard dependency or script check. 

_SLS_LicenceClothesValidUntil > GameTime = a valid licence

_SLS_LicenceClothesValidUntil < GameTime = no licence or expired

 

B)

Check the script variable directly. Would require a soft dep interface to be safe if SLS is not a hard dep as you are casting to a foreign type (_SLS_LicenceUtil)

If ((Game.GetFormFromFile(0x0420BB, "SL Survival.esp) as _SLS_LicenceUtil).HasValidClothesLicence

    ; Player has no/invalid clothes licence

Else

   ; Player has a valid clothes licence. 

EndIf

 

Or

C)

I can look into adding some mod events for you to capture. Or global StorageUtil variables. But it's going to have to be scripted. 

 

Which approach you'd be better to take depends on how and when you plan to check the variables. 

Posted

So from the description of the Jiggle toggle it sounds like it detects SLIF enlargement, but if I don't use SLIF would it still be able to catch breast inflation from MME? There's an option in MME that scales them up by the amount of milk inside (without using SLIF.)

Posted
1 hour ago, Monoman1 said:

{snip}

The plan (such that it is at this time) would be to stick it in as an additional qualification in something like this in the SLAdv script

 

Spoiler

image.thumb.png.3200212f7d8281fa30a18e02f51fb9a9.png

 

But I would need to consult more knowledgeable folks to be sure that is feasible. My logic is to sort of coattail the thane immunity process. 

Posted
1 hour ago, firepunch1 said:

So from the description of the Jiggle toggle it sounds like it detects SLIF enlargement, but if I don't use SLIF would it still be able to catch breast inflation from MME? There's an option in MME that scales them up by the amount of milk inside (without using SLIF.)

Given the math was fairly complex (for me) I wouldn't be in any rush to do so....

Posted

Are there any hopes of a standalone version of the kennels? It's far-and-away my favorite feature in the mod, but I don't know if it would be worth installing all 600+ scripts just to have it. I'd gladly donate for such a thing!

 

Either way, great mod, mang!

Posted
7 hours ago, Rosy-Rose said:

Are there any hopes of a standalone version of the kennels?

There is exactly zero chance I'm afraid. But you or anyone else is free to try. 

Posted

@Corsayr

Added this to _SLS_Api. Might interest you. 

Function SendLicenceStateUpdateEvent()
	; Event sent when a licence changes state: Either from/to HasValidxxxxLicence/!HasValidxxxxLicence or a licence type has been enabled/disabled
	; Note this event is also sent periodically at the beginning of every game day.
	
	; Valid Global Variables:
	; _SLS_HasValidMagicLicence
	; _SLS_HasValidWeaponLicence
	; _SLS_HasValidArmorLicence
	; _SLS_HasValidBikiniLicence
	; _SLS_HasValidClothesLicence
	; _SLS_HasValidCurfewLicence
	; _SLS_HasValidWhoreLicence
	; _SLS_HasValidPropertyLicence
	; _SLS_HasValidFreedomLicence
	
	; Values: -1: Licence type disabled, 0: Does not have licence or licence expired, 1: Has a valid licence
	
	; Eg 1: StorageUtil.GetIntValue(None, "_SLS_HasValidMagicLicence", Missing = -2) == 1 ; Magic licence is enabled and the player has a valid magic licence
	; Eg 2: StorageUtil.GetIntValue(None, "_SLS_HasValidBikiniLicence", Missing = -2) == -1 ; Bikini licence is disabled
	; Eg 3: StorageUtil.GetIntValue(None, "_SLS_HasValidWeaponLicence", Missing = -2) == -1 ; All licences are disabled (because currently you can only disable weapon licences by disabling all licences)
	; Eg 4: StorageUtil.GetIntValue(None, "_SLS_HasValidClothesLicence", Missing = -2) == 0 ; Clothes licence is enabled but the player hasn't got a valid clothes licence
	; Eg 5: StorageUtil.GetIntValue(None, "_SLS_HasValidClothesLicence", Missing = -2) == -2 ; SLS is probably not installed
	
	SendModEvent("_SLS_LicenceStateUpdateEvent")
EndFunction

Basically sets global StorageUtil variables (which any mod can access without dependency) and then sends a mod event to inform other mods that there's been an update. Might help. If not then it probably might help others anyway. 

Posted
8 hours ago, Rosy-Rose said:

Are there any hopes of a standalone version of the kennels? It's far-and-away my favorite feature in the mod, but I don't know if it would be worth installing all 600+ scripts just to have it. I'd gladly donate for such a thing!

 

Either way, great mod, mang!

Check this out and follow it in detail. 
Should be no more problems with huge mod loads.
 

As far as I can see the most features of SLS can be deactivated. 

I used to install big mods for just some of their features and never had any big issues that could be traced back to them. 

Posted
On 11/12/2020 at 4:19 AM, Corsayr said:

did you check on the license tab in the MCM to see what is triggering the curse? (99 times out of 100 for me it is the boots, they have to be high heels and the default is 5 for the offset. I find 3.5 to be more reasonable.)

you are right it was the boots not the armor and its fixed now i just need to find whats giving me 2 arousal per spell cast becues going from 0 arousal to 100 per fight makes the content more sex, sleep into more sex to more sleep just to be able to fight maybe one more battle before repeating content

 

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