Jump to content

Recommended Posts

Posted
2 hours ago, Monoman1 said:

Do you mean the dialogue loops 4 times? 

If so then that's just a wait while the script checks all your stuff. It loops as long as it takes. Less crap in your inventory is better. I

The first greeting to check on the documents by the npc is displayed, then I click to get the pc option, if comes up for a milisecond them vanishes and restart again the convo with the same greeting, this 4 times in a row. Then i always get the ”all good” at the end.

 

i restarted a game again to check out if this is happening here as well. I will get back to you

Posted

I like the idea behind needing a follower to escort you out of town, but I always found it a bit restrictive. So I came up with a quick idea for some changes I think would be neat: By default, you're allowed out by yourself, but unless you bring a follower, you're expected to be back before curfew. If you don't make it back in time, you're basically considered a missing person, and enforcers who spot you will want to escort you back to town. Whether you go back on your own or are escorted back, next time you enter town you'll be scolded for causing "needless worry" (whether or not you actually had a legitimate reason to miss curfew, such as getting abducted and raped by bandits). Then, after the lecturing, you're told you can no longer be trusted to uphold the curfew, so from now on you always need a follower to escort you.

 

The idea is that you'd still want to bring along a follower for any kind of serious adventuring where there's a risk of not making it back before curfew, but you're free to go out on your own to pick flowers or help out the local farm.

Posted

Quick Heads up, FWIW

 

If you are periodically getting a PC or NPC with a purple body (textures OK on head hands feet, BUT legs arms torso all flat purple), have a look at the MCM 'Trauma' settings

 

I'm not sure if, when 'on', it can add too many layers for your own overlay settings, but for whatever reason there comes a point where you have one encounter too many and ppl turn purple   -  @Monoman1  as no upper limit is stated anywhere I can see, is this an infinite amount?

 

You can demonstrate this is the cause by clearing the textures using the MCM option, upon which, your players all turn a nice rosy pink colour again - or green or whatever

 

If you're OK with purple people eaters and such in game - I just left this until it happened to my PC - they seem to revert to normal after the times set in the MCM

 

Hope this might help others

 

In case needed to find this, search terms are :  purple overlays textures tattoos

Posted
7 hours ago, Monoman1 said:

I haven't used pet collar in a long time. So I've no idea where it would fit in exactly tbh. 

Do you mean in terms of how it would co-exist with the other features of Survival? If so, there are a couple things I feel it would bring to the mod:

 

-The "Fucktoy" feature of Pet Collar allows NPCs to approach the PC when arousal reaches a specific threshold. The player can customize which NPCs can approach (male or female) via Pet Collar's settings, as well as other details. This would add another customizable layer of difficulty, without having to add a mod that can potentially run in to conflicts with a lot of other mods.

 

- Pet Collar restricts wearing clothing, light armor, and/or heavy armor, based on the player's customization. Again, this adds a layer of difficulty in the form of a barrier to other licenses having a practical effect. If you want access to clothes or armor, you need to buy your overall freedom first.

 

- Pet Collar has the added feature of being able to route items and gold to the player's "follower" (in reality, a separate storage), which can work rather well in tandem with the escort requirement. Again, this is customizable, and Pet Collar provides access to the stashed items if it's necessary via sneaking and speaking to the player's follower.

 

I obviously don't know the extent of your modding knowledge, so I don't know how comfortable you are hooking in to another mod's settings. If for some reason reading Pet Collar's settings is an issue, you could just provide settings in Survival's MCM and players can match them up. The Freedom License could remove the spell effect from the Pet Collar via script, and enforcers/toll collectors could add it on inspection. Further slight touches could be added for immersion's sake, like having to ask the follower via dialogue to access Pet Collar's stash of the player's items, but that's something I feel I'd be better off talking to the creator of Pet Collar about.

 

Posted
6 hours ago, Lupine00 said:

Being dirty has plenty of punishments. Making it a crime would suit some people, but annoy others.

For example, slaves are often prevented from washing ... with restraints for example.

Should slaves be arrested? Impounded possibly? For their owner's decision? Why?

Seems like even if it's illegal - which is hard to imagine in Skyrim where baths are going to be a lot of bother, or very cold - that the owner is the one who should be in trouble, not the slave.

 

Personally, I like that slaves have to crawl around covered in filth, and bear the downsides of that.

I totally agree! 

SLadventures provides all options, so adding it would mean ppl can choose not to use it. 

I am toying around with the idea of forced bathing/washing but my attempts are not very well at the moment. I think I really need to learn animating myself first (tried to make Sexlab ANimations out of the ZAP waterwheels... and failed :( 

But since you are here:
Any chance we see "Dirt Opacity" beeing tracked by Sexlab Disparity to allow customizing drawbacks from it? Like for example health regen. Just throwing ideas around tho :D

Posted

Ok, so this is probably my fault somehow, but Apropos isn't working since I updated from 0.591 to the current Survival version. Haven't changed any other mods, just updated Survival.

 

I'm hoping someone might know what obvious stupidity I may have done (or not done). I have used the reconnect feature in the Survival MCM (clicked the x next to Apropos). I have also tried all the reset features within Apropos' MCM. Have tried putting Apropos above and below Survival in MO2's load order. I have even started a new character since updating, but still Apropos is not firing.

 

Any suggestions would be appreciated :)

Posted
On 11/23/2020 at 3:27 AM, RMCW said:

I really like the Futa curse idea from the scripts comments, love any progression based content like that

it kinda already exist in the form of gender bender

when you go to sleep there's 10% chance of going futa or something like that. I'm no modder but making a patch between something in Survival like a scene or a potion to triggering that doesn't seem too difficult. 

Posted
On 10/11/2020 at 9:51 PM, Monoman1 said:

I have added checks to my mods that any hotkey registered must be > 0 before registering. I don't think many people know of this bug. Before I discovered it I assumed RegisterForKey(0) would do nothing. And it does. Until TapKey is used as well.

Just stumbled over that bug as well after trying out the compulsion feature. I tried to go through my rather long modlist and tried to bind all keys to something - there is a problem: Some mods like Hunterborn for example refuse to bind a key to any key that is already bound to something else - even by other mods. So my problem is, i run out of keys xD

Wouldn't it be easier to just add a choosable a key for the use of the compulsion feature so we are able to select a "throw away key" for that?

Posted
1 hour ago, Manu82 said:

Just stumbled over that bug as well after trying out the compulsion feature. I tried to go through my rather long modlist and tried to bind all keys to something - there is a problem: Some mods like Hunterborn for example refuse to bind a key to any key that is already bound to something else - even by other mods. So my problem is, i run out of keys xD

Wouldn't it be easier to just add a choosable a key for the use of the compulsion feature so we are able to select a "throw away key" for that?

Hunterborn appears to have a check for RegisterForKey(0)

 

Function ReassignHotkey(int aiKeyCode, string akName)
    If aiKeyCode
        RegisterForKey(aiKeyCode)
        DebugMode("Hotkey " + aiKeyCode + " registrationg refresh for " + akName + ".")
    EndIf
EndFunction
 

And I don't assign the hotkeys in hunterborn and never had any issue. How/what makes you think you have this bug? 

You should check your active scripts section in 

4 hours ago, dePog said:

Ok, so this is probably my fault somehow, but Apropos isn't working since I updated from 0.591 to the current Survival version. Haven't changed any other mods, just updated Survival.

 

I'm hoping someone might know what obvious stupidity I may have done (or not done). I have used the reconnect feature in the Survival MCM (clicked the x next to Apropos). I have also tried all the reset features within Apropos' MCM. Have tried putting Apropos above and below Survival in MO2's load order. I have even started a new character since updating, but still Apropos is not firing.

 

Any suggestions would be appreciated :)

You haven't actually said what's wrong? 'Isn't working' is not very specific. 

And apropos 1 or 2?

Have you tried asking in the apropos thread?

20 hours ago, keitsoru said:

If so, there are a couple things I feel it would bring to the mod:

If all you want is adjusting pet collar settings based on licences then I think much of this could be done from the pet collar side since I added modevents and storageutil variables around licences. I don't use pet collar and so I wouldn't really have a whole lot of interest in following up tbh. 

20 hours ago, donkeywho said:

If you are periodically getting a PC or NPC with a purple body (textures OK on head hands feet, BUT legs arms torso all flat purple), have a look at the MCM 'Trauma' settings

Usually means you're missing textures. Did you customize the textures? Did you rebuild the texture lists afterwards? 

I've got max traumas set to the highest and haven't had any problems so far. 

 

Posted
4 hours ago, lucakro said:

it kinda already exist in the form of gender bender

when you go to sleep there's 10% chance of going futa or something like that. I'm no modder but making a patch between something in Survival like a scene or a potion to triggering that doesn't seem too difficult. 

Yeah I know. Like I said, progression content is nice, Monoman1's idea was more about initiating a quest you need to complete to remove the curse. Think it was that you would have to have aggressive sex with X females, using defeat or other, but it was just script notes.

Posted
22 minutes ago, RMCW said:

Yeah I know. Like I said, progression content is nice, Monoman1's idea was more about initiating a quest you need to complete to remove the curse. Think it was that you would have to have aggressive sex with X females, using defeat or other, but it was just script notes.

i didnt know about that but it sounds good, i guess. im a bit of a sucker for curses and forcing me to do something but i guess i would like a more submissive route back like earning a potion by slaving away or something like that

Posted
3 hours ago, Monoman1 said:

Usually means you're missing textures. Did you customize the textures? Did you rebuild the texture lists afterwards? 

I've got max traumas set to the highest and haven't had any problems so far. 

 

@Monoman1

 

Thanks for the reply,  NO, I've not fiddled with the textures or anything like that, and MO shows nothing else overwriting SS

 

Everything went purple after a sexlab event

All previously added tats remained visible even when the body turned purple, but the 'bruise' marks, that I assume come from Trauma, vanished.  I removed the tats, and the body still remained purple

 

I was wondering if the issue might lie here in nioverride.ini?  Mine has the base number of body overlays increased, as shown below, to 24

 

OOIC,

what's your's set at?

and does SS add a max number of bruise textures/can it add as many as 24+ ?

 

If you still think that it's not likely to be SS that's the 'CAUSE' of my prob, I'll maybe have another look at what Spank that Ass 4 and apropos2 after effects are doing, as any excess number of overlays may really lie there,

 

I suppose, of course, if all three mods are adding texture overlays, they might all be working OK, and one mod's next addition eventually takes it over the top limiting value,  and I just happened on the Trauma settings as a lucky quick fix ?

 

Depending what you think, I might go back and amend my first post, as I certainly don't want to point the finger at any innocent mod, but rather just say that what I did might be a quick fix, even if not the 'certain' cause

 

======================================

nioverride.ini : partial settings

 

[Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]"
; Determines how many body overlays there should be
iNumOverlays=24 ; Default[6]
iSpellOverlays=0 ; Default[0]

Posted

Did this mod used to have a feature where all food was removed from containers throughout the world?  I thought it did, but now I'm missing that option.  If i'm wrong, can you point me in the right direction?

Posted
27 minutes ago, slonez1 said:

Did this mod used to have a feature where all food was removed from containers throughout the world?  I thought it did, but now I'm missing that option.  If i'm wrong, can you point me in the right direction?

That is a feature of Mortal Weapons and Armors i believe.

Posted
2 hours ago, donkeywho said:

[Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]"
; Determines how many body overlays there should be
iNumOverlays=24 ; Default[6]
iSpellOverlays=0 ; Default[0]

I can relate to this problem, sometimes, with to many effect active, both classic slavetat and ni overlay, some will not get applied (BiS dirt might not show, or YPS lipstick might disapear when BiS dirt is applied or apropos 2 has many overlays). When i try to mess with nio ini, like increase number, i get the purple texture problem too, so i always revert to lower number and it work again. 

 

to compare, i have iNumOverlays=25 and iSpellOverlays=10 for body.

 

I have to day not really understood what difference is between spell and normal overlay. Is spell overlay those that show up as "external" in Slavetats?

 

----

 

I actually came for another strange issue i just realize, i have "follower needed to leave town" at 0, and i do not currently have follower, but i still have working option "my follower got me covered" at toll gate.

 

Strangely, when i set follower needed to 1, it will correctly detect i am without, and toll guard will say "you need a follower to leave"...

Posted

one of the textures for trauma is not good. it makes your character body turn blue(missing texture). if i disable trauma the body return to normal color. it s not my racemenu running out of overlay i checked and theres still 6 free body slot. and i checked the overlay that caused this has no name in racemenu.

Posted
4 minutes ago, skullgirls_ said:

one of the textures for trauma is not good. it makes your character body turn blue(missing texture). if i disable trauma the body return to normal color. it s not my racemenu running out of overlay i checked and theres still 6 free body slot. and i checked the overlay that caused this has no name in racemenu.

same

Posted
12 minutes ago, skullgirls_ said:

one of the textures for trauma is not good. it makes your character body turn blue(missing texture). if i disable trauma the body return to normal color. it s not my racemenu running out of overlay i checked and theres still 6 free body slot. and i checked the overlay that caused this has no name in racemenu.

screenshot?

Posted
8 hours ago, Monoman1 said:

And I don't assign the hotkeys in hunterborn and never had any issue. How/what makes you think you have this bug?

After testing - aside from getting huge latency on anything script related - it kept spamming "there is no waterfall to shower under", which is from BiS. So i opened up the MCM (in this case without reloading the save i made before testing) and tried to bind a key to the shower option. Though it didn't let me choose a key and instead instantly sent the message "hotkey already in use for field dressing - hunterborn" which was also an unbound key. So i figured it might be the unbound key from BiS as well as those from Hunterborn. And probably more, i didn't have the time to test it further yet, since i have a lot of mods i don't bind keys for - and have lot's of hotkeys already in use nonetheless.

That's why i thought it might actually be easier to switch the one "key" for SLS to something else than to figure out how to bind every unused key elsewhere... If possible since some mods don't allow using a key already in use.

Posted

also the compulsive sex seems not working nicely with apropos2. it spam the entire wear and tear states. after 1 compulsive sex, the entire left side is full of messages for about 10 min.

Posted

I apologize in advance if this question has already been asked, but given that this support thread is now 353 pages, finding it (if it exists at all) would be an exercise in self flagellation.


"Is it possible to resolve the incompatibility with Open Cities?"

 

In terms of immersive mods, I would have to list Open Cities near the top if not on top. The ability to freely walk in and out of these large cities is fantastic. I just wonder if it could be possible, as there are several unique ideas that would be fascinating to integrate into my current mod list.
 

Thanks for any answers in advance.

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
  • Recently Browsing   1 member

×
×
  • Create New...