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Posted
11 minutes ago, Monoman1 said:

Fair enough. 44 then! 

But I bet you 5 bucks someone will ask why they've no tongue out with a ring gag!

 

not taking that bet

 

100% chance that WILL happen. But I think overall there will be fewer of them, than you would have had with any other slot. It's a good choice. ? 

 

When that person shows up, I will be first in line to tell em, "Because that's the way it had to be." ?

 

 

Rando Poster: How come my tongue doesn't stick out when I have a ring gag?

Me: You want answers?

Rando: I want the truth!

Me: YOU CAN'T HANDLE THE TRUTH! 

Posted
1 minute ago, Corsayr said:

When that person shows up, I will be first in line to tell em, "Because that's the way it had to be.

Good. Because I'm going to be hiding behind you. Fingers in ears. Nah nah nah nah nah nah.

Posted
1 hour ago, Monoman1 said:

I'll think about it. I am sort of planning to make stash stealing far more aggressive than it is currently. Basically making practically nowhere safe. And give you some safe stashes in the kennel. Making the kennel your new starter home of sorts. 

What about the approach of going to some easily identified, but slightly remote location, and just dropping stuff?

Posted
2 minutes ago, Lupine00 said:

What about the approach of going to some easily identified, but slightly remote location, and just dropping stuff?

Yea. That's crossed my mind. Even with the current stash/licence system. It's too easy to dump your shit outside a city and come back for it later. All sorts of problems come up. 

 

1. It's not so bad outside cities/towns. I could have a nearby npc run up and grab all your stuff you're obviously just throwing away but in the middle of nowhere it's a problem. I could say a random troll found your shiny stuff and ran off with it I guess. 

2. It would also have to rely on an unfiltered, always-on,  OnItemRemoved which generally is not advisable.....

 

Which leave me at........ ?

Posted
25 minutes ago, Monoman1 said:

2. It would also have to rely on an unfiltered, always-on,  OnItemRemoved which generally is not advisable.....

I've recently made use of OnItemAdded with no filter, hoping that if the script runs quickly enough it shouldn't be a catastrophe.

My thought is that if it turns into an issue, I can contrive a list-based filter, but that's going to add a lot more complexity to establish the list contents. That's likely to fail in various ways and result in mod functions not doing what they're supposed to, even if it does avoid some theoretical performance problems.

 

When you look at the mods that created problems with these events, they were not careful about what they did in the script.

It's the same thing with cloaks. Cloaks that were used to actually add more scripts were multiplying the problem, and if the mod had stuck to a short sweet primary handler it would have been fine.

If all you did was add the item to a storageutil list and return, the OnItemRemoved handler would probably be fine. Or if there were problems, they wouldn't be your fault.

 

When I was using MWA, one time I built up a chest full of a huge amount of armor items.

Looting more than a handful of item from that chest would crash my game.

Simply looking through too many pages of that chest would crash my game.

The chest simply had too much stuff, and MWA made things worse, but I think that chest would have been just as much trouble even without MWA in my game because of what I'd put into it.

 

Or put another way, it's impossible to account for every situation that players create. Some are going to break your mod no matter what.

Is it worth worrying too much about the few if it means the many don't get toys that will work fine for them?

Posted
27 minutes ago, Monoman1 said:

Yea. That's crossed my mind. Even with the current stash/licence system. It's too easy to dump your shit outside a city and come back for it later. All sorts of problems come up. 

 

1. It's not so bad outside cities/towns. I could have a nearby npc run up and grab all your stuff you're obviously just throwing away but in the middle of nowhere it's a problem. I could say a random troll found your shiny stuff and ran off with it I guess. 

2. It would also have to rely on an unfiltered, always-on,  OnItemRemoved which generally is not advisable.....

 

Which leave me at........ ?

 

If someone is willing to go that far to beat the system, they will clearly go further, and you can't win that arms race. 

 

Stashes should be enough to create a general level of immersion. The NPCs running up and grabbing dropped stuff would be neat if economical. 

Posted
2 minutes ago, Corsayr said:

If someone is willing to go that far to beat the system, they will clearly go further, and you can't win that arms race.

It's not an extreme position.

Dropping items is just something players can do in the game, and I've often done it just to get my carry weight down.

 

I was interested in that feature because something keeps the world "clean" for you will help keep a lid on save bloat.

 

 

But it's potentially super-cool.

 

Imagine, you drop loads of stuff? Or maybe get robbed by bandits.

And a week later you kill a troll and find it has a stash with all your old stuff in it, along with other things?

It feels less like a world that just manufactures random junk out of thin air.

Posted
14 minutes ago, Lupine00 said:

Imagine, you drop loads of stuff? Or maybe get robbed by bandits.

And a week later you kill a troll and find it has a stash with all your old stuff in it, along with other things?

It feels less like a world that just manufactures random junk out of thin air.

 

That would be great if it can be done on the cheap. But this could also be done with things stolen from stashes. 

 

15 minutes ago, Lupine00 said:

Dropping items is just something players can do in the game, and I've often done it just to get my carry weight down.

 

Without making a stash? ?

 

I don't do that because it causes save bloat. (as you point out.) 

 

But if someone is willing to go out of their way to be far from a city and just drop stuff on the ground to avoid making a stash that could be robbed, that's a person that would find other was to not get their stuff robbed. 

Posted
20 minutes ago, Corsayr said:

Without making a stash? 

I don't use Hunterborn.

 

The assumption that everyone does surprises me.

 

If some stupid mod :) suddenly decides to cripple my carry capacity in the middle of nowhere, what am I going to do?

Do the DCL-shuffle for half an hour while I walk to a container?

Not that I can put things in random containers without being punished for riffling in my game.

 

 

On a different topic...

 

This seems to be a log of a minor STA issue, that occurs in my bare-bones stripped back to nothing but DF integrated mods test game.

With a level one char, who has never left Whiterun, or done anything more complicated than talk to a follower and drink some skooma.

Spoiler

[02/05/2021 - 01:49:18PM] _STA_: RemoveOverlay : SL Survival\spanky\drool1.dds called on Prisoner from area: face
[02/05/2021 - 01:49:18PM] _STA_: RemoveOverlay : SL Survival\spanky\drool2.dds called on Prisoner from area: face
[02/05/2021 - 01:49:18PM] _STA_: RemoveOverlay : SL Survival\spanky\drool3.dds called on Prisoner from area: face
[02/05/2021 - 01:49:18PM] _STA_: RemoveOverlay : SL Survival\spanky\sob2.dds called on Prisoner from area: face
[02/05/2021 - 01:49:18PM] _STA_: RemoveOverlay : SL Survival\spanky\tears3.dds called on Prisoner from area: face
[02/05/2021 - 01:49:18PM] _STA_: RemoveOverlay : SL Survival\spanky\sob1.dds called on Prisoner from area: face
[02/05/2021 - 01:49:18PM] Error: Unable to call Delete - no native object bound to the script object, or object is of incorrect type
stack:
    [Item 1 in container  (00000014)].zadHiderScript.Delete() - "<native>" Line ?
    [Item 1 in container  (00000014)].zadHiderScript.OnContainerChanged() - "zadHiderScript.psc" Line 5
[02/05/2021 - 01:49:18PM] _STA_: RemoveOverlay : SL Survival\spanky\tears2.dds called on Prisoner from area: face
[02/05/2021 - 01:49:18PM] Error: Unable to call Delete - no native object bound to the script object, or object is of incorrect type
stack:
    [Item 1 in container  (00000014)].zadHiderScript.Delete() - "<native>" Line ?
    [Item 1 in container  (00000014)].zadHiderScript.OnContainerChanged() - "zadHiderScript.psc" Line 5
[02/05/2021 - 01:49:18PM] _STA_: RemoveOverlay : SL Survival\spanky\tears1.dds called on Prisoner from area: face

The extent of the problem is the log itself, but I would imagine the behavior was not intended.

Posted
50 minutes ago, Lupine00 said:

I don't use Hunterborn.

 

The assumption that everyone does surprises me.

 

I don't use it either, I use Create Hidden Wilderness Stashes

 

It is integrated with Faction Economy so any stolen loot can show up on NPCs like bandits and necromancers and such

Posted
32 minutes ago, Corsayr said:

It is integrated with Faction Economy so any stolen loot can show up on NPCs like bandits and necromancers and such

?

Posted

In my last 3 playthrough attempts, despite having Trauma turned off from the beginning of the game, at some point after meeting Serana she starts getting Trauma bruises and cuts. I have tried turning Trauma on, then off again, but they won't go away. I have also tried the MCM option (can't remember its name) that supposedly resets all NPCs to the non-trauma state, but that just freezes Survivals MCM permanently, never to open again.

 

I am using Seranaholic if that is relevant.

 

Has anybody else encountered this issue?

Posted

I'm having some trouble getting the ahegao face to work completely. I have the open mouth script installed and the ahegao face works during sex, after sex my character will keep the expression for a while as it meant to do but the mouth closes, with the tongue clipping through.

 

Is anyone else having this problem? I have OsmelSC's Sexlab Utility Plus, could it be conflicting with it?

Posted
1 hour ago, Saber2th said:

Is anyone else having this problem? I have OsmelSC's Sexlab Utility Plus, could it be conflicting with it?

Yea possibly. I made some changes. 

I have since made more changes. Please don't ask osmel for an update until I've posted the next update. It would be a wasted effort. 

There's no eta on the next update so for now just turn it off if it bothers you. 

3 hours ago, dePog said:

Has anybody else encountered this issue?

Can't say I have but I play with trauma on. 

Tested trauma off there and beat up serana and had her raped a couple of times but got nothing. 

 

The menu freezing shouldn't happen. You'll need to post a log of it and create a test save after and examine the active scripts section to see what's going on. 

I can turn trauma on/off no problem. 

Posted

In the MCM -> Settings -> Barefoot Speed Debuff, the tooltip mentions "Immersive Fashion". Is it a mod? I can't find it with google or in SL's MCM and it's not linked in the frontpage or your mod details page.

Posted
11 minutes ago, Zaflis said:

In the MCM -> Settings -> Barefoot Speed Debuff, the tooltip mentions "Immersive Fashion". Is it a mod? I can't find it with google or in SL's MCM and it's not linked in the frontpage or your mod details page.

It's gone through some name changes. 

Immersive Fashion

Don't forget the tweak on my tweaks page. 

Posted
17 hours ago, Lupine00 said:
17 hours ago, Monoman1 said:

2. It would also have to rely on an unfiltered, always-on,  OnItemRemoved which generally is not advisable.....

I've recently made use of OnItemAdded with no filter

I have had to use it several times for various reasons - the safe way I do this is just to use a "Busy" state - handles  removeallitems or transferallitems without dumping stacks and deals with player item movements via menus just fine... 

 

Spoiler



Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)
	GotoState("Busy")
	;Do Good Stuff - can also further filter for non-player menu intiated changes by using UI.IsMenuOpen
 	GotoState("") ;Re-arm
 EndEvent
 
 State Busy
 Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)
	;Do Nothing
 EndEvent


 

 

Posted

hey guys, I was using a preset called '' Hela '' and before I used a class that was triss merigold, both when I used the option to show the language or make an expression aheagou just showed the language across the face but not the expression, I used this mod here '' Expressive Facial Animation -Female Edition- '' and there was no expression during the game except, the laugh that already comes on Hela's preset or the normal face of triss, so which mod do you use for expression? and which preset? for me to have a base for my

Another thing,please can anyone explain how sl triggers work,for i can add a trigger for lose lincense during sex 

Posted

No idea if this has anything to do with SLS, but has anyone else had an issue where the Whiterun wizard won't progress the Bleak Falls Barrow quest? I keep getting to the part where the Jarl takes you over to the wizard, and when the wizard talks to you, only normal dialogue options show up, and there's no way to progress the quest. This appears to happen on every character.

At least, does anyone know a way to skip the quest or something?

Posted
41 minutes ago, peterkenway said:

Another thing,please can anyone explain how sl triggers work,for i can add a trigger for lose lincense during sex 

 

You put the Add-on json files for the triggers you wish to add in the sl_triggers\SKSE\Plugins\sl_triggers\commands folder

 

then in the MCM menu you set the conditions for it to trigger

 

First thing is to set the chance of the event happening

Spoiler

ScreenShot768.thumb.png.9b1691f0b2c6a1bf446744beca305db4.png

 

Then set the 'if actor' this is fairly straight forward and determines which actors in a scene qualify for the trigger (not all triggers are intended for the player)

Spoiler

ScreenShot770.thumb.png.f374d6dddaf558dec0a30e4dffdf7802.png

 

Next, set type of sex this is based on animation keywords and ignored if set to any.

Spoiler

ScreenShot771.thumb.png.05d752872f72c966172d974d668748a3.png

 

Location setting is straight forward inside outside or either

Spoiler

ScreenShot772.thumb.png.a81f41e96e1c6e3b292c526be5363646.png

 

'If actor race' will further fine tune the target of the trigger and has additional settings not shown (because you have to scroll down in the menu option to see them and this post has already got too many pictures in it ?) which can fine tune based on the partner, like if you want a trigger to happen only during creature sex.

Spoiler

ScreenShot773.thumb.png.50fcb31c231641502f9b2a5170d3561f.png

 

Set this to only apply the trigger to males or females (of course any will allow both)

Spoiler

ScreenShot774.thumb.png.055124ad4b7233776b90a11c922a6d45.png

 

Time of day, also self explanatory 

Spoiler

ScreenShot775.thumb.png.976ea81d9cb3d72b2231261dcdc9224f.png

 

The command fields are where you would put which triggers you want to fire based on these conditions. You may group up to three events to one trigger. 

Spoiler

ScreenShot776.thumb.png.9b60b4a2290a73419327a069c0d450bf.png

 

You can set up to 80 trigger events, but the mod author does not recommend using that many. Also you should not have any blank triggers between used ones.

 

 

Forgot one

 

The on Event setting sets when during the course of the sex does this trigger happen. 

Spoiler

ScreenShot769.thumb.png.499995eb7229e0d1ce94cf79667fe1d6.png

 

 

Posted
10 hours ago, Monoman1 said:

Yea possibly. I made some changes. 

I have since made more changes. Please don't ask osmel for an update until I've posted the next update. It would be a wasted effort. 

There's no eta on the next update so for now just turn it off if it bothers you.

 

Thanks for clearing that up, the ahegao faces work so well during sex that it's too much of a shame to turn the function off. I'll wait for the next update.

 

If it's not too much of a hassle would it be possible to have a separate option for the post-sex ahegao or maybe an adjustable timer for it in future updates?

Posted
7 hours ago, Bane Master said:
On 2/5/2021 at 1:13 PM, Lupine00 said:
On 2/5/2021 at 1:01 PM, Monoman1 said:

2. It would also have to rely on an unfiltered, always-on,  OnItemRemoved which generally is not advisable.....

I've recently made use of OnItemAdded with no filter

I have had to use it several times for various reasons - the safe way I do this is just to use a "Busy" state - handles  removeallitems or transferallitems without dumping stacks and deals with player item movements via menus just fine... 

Busy state hacks do have a likelihood to result in missing processing of some items, which may well defeat the intent of the event hook in the first place.

It depends on the intent, of course. Might be fine, or might be ... useless. For my needs, it would be useless if I could miss an item.

 

Unlike OnHit, where any hits might be meaningful, but the exact nature of all hits may not be, or may be "hand-waveable" (amputation is an example here) you cannot hand wave past item adds or removals - you usually add that event because you MUST know, and there is no other way to determine it reliably. Once you make it non-reliable, it's no longer doing what you wanted.

Spoiler

If the player takes a power attack, and it was skipped due to being "busy" to avoid overload, and they don't get amputated, they just think the amputation check failed. Most players don't set *any* power attack to amputate. Ones that do might notice of course.

 

Similarly with whipping, trauma, or armor damage mods, missing some OnHit events is rarely ever noticed by the player. It's almost impossible for them to tell if a hit was processed or not, and they don't know the damage values themselves either.

 

But if you add an event to without-fail track every item add, and it stops tracking them under load, it's not doing what you intended, and you might as well have used some other, less dependable approach in the first place.

 

I believe I have a better solution - which skip no events - and which performs at least as well as a busy state, possibly better.

 

I'll do a blog post or something to explain it, but it's not what I have in the DF beta right now. You'll be able to see it (and stress test it) in the next beta build.

Posted
6 hours ago, 2generic said:

No idea if this has anything to do with SLS, but has anyone else had an issue where the Whiterun wizard won't progress the Bleak Falls Barrow quest? I keep getting to the part where the Jarl takes you over to the wizard, and when the wizard talks to you, only normal dialogue options show up, and there's no way to progress the quest. This appears to happen on every character.

I can't offer much help, but I've never had SLS break Farengar.

 

You can try this:

Find his form ID in a wiki, or via the console.

Open up Tes5Edit on your entire LO, and search for his form. Check to see if anything is overwriting it.

Beyond that, you need to find the actual quest in the CK and get the form IDs for the scenes and dialog that are involved, and the triggers for them.

Check those in Tes5Edit the same way.

 

It's likely that if the dialog doesn't show, it's because the quest that holds that dialog has not advanced properly, or isn't running at all.

 

With a unique char and vanilla quest like this, tracking down the issue that way may be feasible.

Posted

So I've been contemplating jazzing up the dancing side of the mod. I've done a small amount of actual coding. 

 

Planned: 

1. Use dancing to attract spectators. 

2. Spectators periodically pay you small amounts of gold based on your performance. 

3. Gold may be tossed at your feet ala blowjob rewards.

4. Dancing raises arousal of Npcs. 

5. Start off only knowing a couple of dances. Unlock more dances by dancing (or maybe a dibella trainer)

 

Would like to have (but zero promises):

1. Npc boredom levels - repeating the same dance = less interest = less gold and possibly the loss of interest altogether and revert to sandboxing. 

2. Npc comments on your performance. Enjoying = happy comments. Bored = comments to that effect.

3. Npcs tossing rotten tomatoes/cabbages/tankards at you if your performance sucks. 

4. Npc dancers. Why should you be the only woman shaking your ass to get by?

5. Dancing fatigue (hit stamina/magicka regen)

6. Random inn patrons for you to dance for (optional). Vanilla inns are rather desolate. 

7. Pull in the local bard to play a tune while dancing.

 

Your overall performance rating is broken up into: 

1. Your experience. With dancing in general and with each particular dance. Maybe I'll include your fame as a slut in this too. 

2. Your preparation. Preparation is broken down into:

  • Your outfit. Wearing heels, stocking, sexy outfits/bikinis or being naked increase your rating. Wearing normal clothes, ugly boots decrease your rating. 
  • Your fashion rating. Lipstick, eyeshadow, nail polish and long hair increase your rating. Smudged makeup/polish, or very short hair (less than shoulder length) decrease your rating. 
  • The voluptuousness of your body. Already covered by your jiggles rating. 

 

3. Your actual performance based on your stats. Dancing will periodically hit your stamina/magicka. Low health/stamina/magicka affect your performance rating. Magicka/stamina depleted = forced stop dancing. Means you need to look after yourself or your performance suffers. Or maybe some skooma could boost your stats?

 

Mathematically (which I'm bad at) I think Preparation and experience will determine the amount of gold you're periodically paid and/or the frequency. With Performance (0.0 - 1.0) multiplying the value so that:

good stats but poor preparation and experience = bad amounts of gold. 

Low health/stamina/magicka but good experience + preparation = bad amounts of gold too. 

 

 

Posted
4 hours ago, Lupine00 said:

I can't offer much help, but I've never had SLS break Farengar.

 

You can try this:

Find his form ID in a wiki, or via the console.

Open up Tes5Edit on your entire LO, and search for his form. Check to see if anything is overwriting it.

Beyond that, you need to find the actual quest in the CK and get the form IDs for the scenes and dialog that are involved, and the triggers for them.

Check those in Tes5Edit the same way.

 

It's likely that if the dialog doesn't show, it's because the quest that holds that dialog has not advanced properly, or isn't running at all.

 

With a unique char and vanilla quest like this, tracking down the issue that way may be feasible.

And here I was hoping it would be easy :/

 

Quote

So I've been contemplating jazzing up the dancing side of the mod. I've done a small amount of actual coding. 

Cool!
There's also the dancing perk (speechcraft) in Ordinator you could tie it into. Level 20 speech skill - you get gold based on your speech. Don't know if everyone else uses Ordinator; I would never go without it.

Another potential idea would be to have it reduce your resistance (or was it willpower..?) for devious followers. Maybe dancing is a good way to make some money, but it's also kind of humiliating and might lead to the follower taking more advantage of you.

Only issue is the rating based on outfit. It's a great idea, the only problem is that, in my case for example, I use a clothing replacer that makes every armor and clothing in the game skimpy - so there's really no such thing as ugly clothes in my game. You're really good about making everything toggleable though, so it's fine.

Also, NPC dancers would be great for immersion. (How else does Aela get enough scratch to pay the tolls for all those quests?)

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