Jump to content

Recommended Posts

Posted

Quick question

 

I started a new play through and re-added a few mods and now I am getting the issue (in SE) where during (after?) sex the PC gets set to a scale of .1 and made tiny. 

 

Does anyone remember off hand what was the interactions that caused that? It had something to do with the open mouth, SLSO, and sexlab tweaks it think...

 

 

Posted
On 10/4/2020 at 8:05 AM, ttpt said:

Yeah, after testing with the new survival that overwrite of Utility Plus with the new "Open mouth scripts for SLSO 1.6.7" seems to have been the culprit. On the other hand this probably means that Utility Plus maybe needs an update or maybe not depending on what is actually happening with SLSO. Everything seems normal but then again everything seemed normal last time until my PC had sex and then became really tiny.

 

5 hours ago, Corsayr said:

Quick question

 

I started a new play through and re-added a few mods and now I am getting the issue (in SE) where during (after?) sex the PC gets set to a scale of .1 and made tiny. 

 

Does anyone remember off hand what was the interactions that caused that? It had something to do with the open mouth, SLSO, and sexlab tweaks it think...

 

 

 

Yeah that was me actually, my solution was just to let OsmelMC's utility plus scripts override any survival or SLSO scripts, but actually most important Monoman1's Open mouth scripts, since if I put that under Utility Plus the minimizing of NPCs happens, Basically I just let Utility Plus override anything it wants. This may interfere with some open mouth features from survival probably, but I haven't actually noticed it.

 

Which is you know, much better than the actually noticeable shrinking or both PC and NPCs. Yeah, it affects NPCs too, so if you've noticed fewer women around, they are still around, just really small. You can actually use a detect life spell to help you find them if that's the case.

 

Of course though, this was all in LE, I don't know if there's a version of Utility Plus for SE, but if that's the case then it's a problem between Utility Plus and the Open Mouth scripts, so I'd fiddle with their order in MO.

Posted

It does say Open Mouth scripts for SLSO

It does not say Open Mouth scripts for Utility Plus

:P

11 hours ago, Naps-On-Dirt said:

I'm having trouble both reducing the volume of the new voices in your head, and lowering the chances/disabling it altogether.  Regardless of what I set them to, they eventually set back to 100%.  I'm not sure what triggers the reset. I tried loading a save, then quitting and restarting the game and loading a save, but it didn't recur.  I just know that both settings eventually go back to 100%.  I'll try to figure out when.

 

Edit:  Got it to recur but don't know what triggered it.  I went into the Bannered Mare, came out and went to talk to the Toll Collector and both settings were back at 100%.

Oh. Haha.

I did something stupid. 

Posted

I've had SLS and SL utility plus in my load order together since probably 609. I've always gave Utility the override just for the fact is improves every sexlab mod I have over just survival. Its always the lesser of problems that occur. I remember back in 635 beta updates it was conflicting but I never reported it at Mono's request since the ahegao faces were going to be changed for the next update and would waste Osmel's time. 644 I find removes that stuck feature that popped up so it actually works better than 635. for me.

 

So far 644 everything works that I use just great. Hope you keep modding Mono, your one of best mods I have in my load order.

Posted
10 hours ago, Corsayr said:

PC gets set to a scale of .1 and made tiny. 

I can't remember how I fix that, but try using this loadorder for left and right side in MO. I haven't noticed this error for a long time.
1.Sexlab
2.Sexlab Utility Plus
3.SLSO
4.Open mouth scripts
And maybe you need to disable all scaling in sexlab.
Let me know if that helps.

Posted

So here's something I learned today that may or may not be news to people. 

 

If you RegisterForMenu() or RegisterForUpdate() on a quest script then all scripts attached to the quest will receive the event. And I think the new RegisterForUpdate will override the old one (if there was one on another script) possibly throwing off the timing of everything. Not sure if aliases on a quest receive the event as well. 

 

This is probably obvious to some people as it does say on the wiki that it registers the form. Never really understood what that meant until now. 

 

It's not a big deal for SLS as I've been big on compartmentalizing scripts into their own quests anyway. Which is why there's so many quests in SLS. 

 

Discovered this today when a really random bug popped up that made zero sense. Was making a 'compatibility mode' for armor breakdowns that wait until the crafting menu is closed to give you your stuff because mods like 'living takes time' and 'time passes' were passing time for every item added making breaking down an armor into loads of bikini pieces take on the order of an entire day to complete. But when I was exiting the menu my PC was swallowing a whole load of cum randomly for reasons that baffled me for a while. Lol. 

 

Just thought I'd throw it out there. Might save someone some time some day. 

Posted
28 minutes ago, Monoman1 said:

But when I was exiting the menu my PC was swallowing a whole load of cum randomly for reasons that baffled me for a while. Lol. 

 

Well, you were just sitting there for a full day hogging the workstation. Alvor got bored :)

Posted
On 3/21/2021 at 6:42 AM, Monoman1 said:

I'll take a look but at first glance I see GetKeywordByString(). They (™) say to try to avoid using this. I don't know the reasons other than it may match more than is intended. 

The HasKeyword function would always return false even if the correct keyword is present. Besides the possibility of matching something that is not intended is technically possible, but in reality it's 0. And the function clearly exists for a reason, so somebody who created the function definitely disagrees with They (™). Feel free to change it, if you can get it to work tho.

 

On 3/21/2021 at 6:42 AM, Monoman1 said:

Also it's purpose. Whatever about forced slave heels, I don't know why you would voluntarily equip footwraps that expose the foot. Anything else would be better and it's essentially the same as going barefoot anyway so I'm not sure I see the point.....?

You get the footwraps every time you go to prison and on the vanilla start. Also falmer shoes exist. Also as I said there are modded boots that leave the feet bare. I for example have converted all the boots from The Amazing World of Bikini armors to be barefoot.

As for equipping footwraps volunteerly yeah it is pointless, but it's not like it's not pointless in vanilla. And now it's realistic (in my opinion).

Also it may seem like not a big deal to you, but it is a big deal if you have a foot-fetish :).

Posted
1 hour ago, Corsayr said:

Well, you were just sitting there for a full day hogging the workstation. Alvor got bored :)

Thirsty work I guess :P

1 hour ago, TheArchlich said:

And the function clearly exists for a reason, so somebody who created the function definitely disagrees with They (™)

There are many functions that exist that have flaws. Existing does not necessarily mean perfection. 

There are a ton of comments in my code in the line of "God damn bethesda!". Or "because bethesda *sighface*". 

 

I'm not saying no. I'm just being disagreeable on that point ;)

Posted
1 hour ago, Monoman1 said:

Just thought I'd throw it out there. Might save someone some time some day. 

Thank you.  I follow the discussion here because I learn things.

Posted

Is there an easy way to prevent rapists from using double distilled skooma? I would prefer they only use Skooma whore drugs as I can control the visual effects from that. DDS just makes the screen unviewable.

 

 

Posted
9 hours ago, TheArchlich said:

The HasKeyword function would always return false even if the correct keyword is present. Besides the possibility of matching something that is not intended is technically possible, but in reality it's 0. And the function clearly exists for a reason, so somebody who created the function definitely disagrees with They (™). Feel free to change it, if you can get it to work tho.

I think the TheArchlich is saying nothing wrong with Keyword.GetKeyword(String name) ... and I agree. Whoever "They" are ... I haven't even seen what they are saying, so I can't address specifics. But could be genuinely intended to discuss the DD GetKeywordByString() ... I'm not sure.

 

 

I'm not 100% clear whether this post was really about GetKeyword() which takes a String, or about the internal DD function GetKeywordByString().

If the latter, I see absolutely no hazard in it... but read the following before returning to that.

 

 

But here's why GetKeyword() has been involved in past problems...

Problems that were real, and caused problems in two popular mods for quite while, and had nothing to do with GetKeyword() having something inherently broken in it. GetKeyword() simply helped obscure a mistake by a mod author.

 

Historically, DD introduced some keywords for its devices; we all know them well.

Captured Dreams added some new devices using these keywords.

 

Except it didn't...

 

Due to some CK mistake/bug/who-knows-what CD ended up with its own copies of some of the keywords, in its own ID space - copies that had identical names.

 

So, if you loaded both mods you'd have:

DD:zad_DeviousBelt

and

CD:zad_DeviousBelt

 

These are different Forms.

CD didn't inject.

CD didn't overwrite.

CD had its own distinct form for some keywords.

(I don't recall now exactly which keywords were replicated, but it probably included Belt).

 

 

And the relevant part of this, is that its copy of the keyword had the exact same name as the originals.

 

The result was that - if you had CD installed - calling GetKeyword() could return a different Form to getting the Form by ID, or having it preset into a property. Code that used it appeared to work on certain devices, but failed to work with all of them.

 

 

GetKeywordByString() is perfectly suited to cross-mod keywording scenarios, just as long as no other mod replicates CDs mistake.

 

There was never an inherent problem with GetKeyword() - what CD did was broken, and some of its devices wouldn't work properly because they effectively had the wrong keywords on them, regardless of how you obtained those keywords, DD would have different Forms for the keywords on its devices.

 

Nothing complicated about it; a very simple problem, and nothing especially wrong with GetKeyword() - replicating keywords in CD was always a mistake, regardless of how they were obtained.

 

The only problem with GetKeyword() is that it can help obscure this mistake, but I don't see how that's a general argument against using it where it's appropriate to do so; that's just FUD.

 

 

Returning to the DD function GetKeywordByString() ... that is a series of comparisons against defined strings that returns a well-defined keyword object. There's no chance to get the wrong keyword object in this case. GetKeywordByName() in DD is safe. Slow, not particularly useful in most cases, but certainly safe.

Posted
1 hour ago, Corsayr said:

Is there an easy way to prevent rapists from using double distilled skooma? I would prefer they only use Skooma whore drugs as I can control the visual effects from that. DDS just makes the screen unviewable.

 

 

 

When a screen effect gets to be too much, or I'm in a sex scene but everything is blurry because of drugs or whatever, I use 'sisme 0' in console.  I have NO idea what that stands for, but it removes all screen effects.

Posted
25 minutes ago, Naps-On-Dirt said:

When a screen effect gets to be too much, or I'm in a sex scene but everything is blurry because of drugs or whatever, I use 'sisme 0' in console.  I have NO idea what that stands for, but it removes all screen effects.

SetImageSpaceModifiersEnable

 

 

Congratulations to SexLab Survival for reaching discussion Page 404.  ?

Posted
20 minutes ago, HexBolt8 said:

Congratulations to SexLab Survival for reaching discussion Page 404.  ?

 

ikr! 

 

Earlier I had opened a bunch of LL pages going through my notifications and right open in a new tab (like i always do), and I happened to glance and see Sexlab Survival page 404, and though "oh god now what?" ?

 

but it was just really page 404 ?

Posted
48 minutes ago, Naps-On-Dirt said:

 

When a screen effect gets to be too much, or I'm in a sex scene but everything is blurry because of drugs or whatever, I use 'sisme 0' in console.  I have NO idea what that stands for, but it removes all screen effects.

 

I'll try that thanks!

Posted
51 minutes ago, HexBolt8 said:

Congratulations to SexLab Survival for reaching discussion Page 404

I don't know what you're talking about. This page does not exist ;)

2 hours ago, Lupine00 said:

GetKeywordByString() is perfectly suited to cross-mod keywording scenarios, just as long as no other mod replicates CDs mistake.

Soo....

If I understand this correctly. 

HasKeywordString() matches eh... any string match? Exact string match?

 

And then it's the first match by load order right? So IF it's any match and slax was to have keyword 'SLA_BikiniArmor' and SLS has keyword '_SLS_BikiniArmor' then

HasKeywordString("BikiniArmor") would try to match SLAXs bikini keyword and would fail on armors that had _SLS_BikiniArmor?

 

Granted it is very unlikely for another mod to have 'barefoot'. Does SLAX? It's not an impossibility. 

2 hours ago, Corsayr said:

Is there an easy way to prevent rapists from using double distilled skooma? I would prefer they only use Skooma whore drugs as I can control the visual effects from that. DDS just makes the screen unviewable.

 

 

I think SLS copies skooma whore drug formlist on start up. So if you were to remove DDS from SWs formlist it shouldn't get copied in. 

But I don't know what effect that would have on SW!

Posted
1 hour ago, Monoman1 said:

If I understand this correctly. 

HasKeywordString() matches eh... any string match? Exact string match?

I believe this and GetKeyword() are two sides of the same coin. HasKeywordString() is calling GetKeyword(String) internally.

It would be strange if it was any other way, but ... Bethesda ...

 

The string must be exact, but is not case sensitive.

 

I've never tried a partial match, but I'd expect that not to work.

It's going to use a hash table to find the result, not a slow, iterative, pattern matching search.

 

Also, the sharp observers will note that I cut+pasted the OP's use of GetKeywordByString() which is a DD function, but of course that is not a Bethesda function, the Bethesda native function is just GetKeyword(), which takes a String parameter. I will correct the post to clarify the detail about DD.

 

HasKeywordString() does have the "String" in the name, to distinguish it from HasKeyword(), which takes a Keyword parameter.

 

In SLS, or any other mod except inside DD itself, using GetKeywordByString() offers a dubious benefit.

You probably wouldn't have any reason to use it.

 

For completeness, the DD4.2 version of GetKeywordByString() does this:

Spoiler

KeyWord Function GetKeywordByString(String s)
    If s == "Hood"
        Return libs.zad_DeviousHood
    ElseIf s == "Suit"
        Return libs.zad_DeviousSuit
    ElseIf s == "Gloves"
        Return libs.zad_DeviousGloves
    ElseIf s == "Boots"
        Return libs.zad_DeviousBoots
    ElseIf s == "Gag"
        Return libs.zad_DeviousGag
    ; We are generous and allow variations in spelling, because people are going to do that anyway.
    ElseIf s == "BallGag" || s == "Ball Gag"
        Return libs.zad_DeviousGag
    ElseIf s == "PanelGag" || s == "Panel Gag"
        Return libs.zad_DeviousGag
    ElseIf s == "RingGag" || s == "Ring Gag"
        Return libs.zad_DeviousGag
    ElseIf s == "Collar"
        Return libs.zad_DeviousCollar    
    ElseIf s == "Armbinder"
        Return libs.zad_DeviousArmbinder
    ElseIf s == "Yoke"
        Return libs.zad_DeviousYoke
    ElseIf s == "Blindfold"
        Return libs.zad_DeviousBlindfold
    ElseIf s == "Harness"
        Return libs.zad_DeviousHarness
    ElseIf s == "Corset"
        Return libs.zad_DeviousCorset
    ElseIf s == "ArmCuffs" || s == "Arm Cuffs"
        Return libs.zad_DeviousArmCuffs
    ElseIf s == "LegCuffs" || s == "Leg Cuffs"
        Return libs.zad_DeviousLegCuffs
    ElseIf s == "Belt" || s == "Chastity Belt" || s == "ChastityBelt"
        Return libs.zad_DeviousBelt
    ElseIf s == "Bra" || s == "Chastity Bra" || s == "ChastityBra"
        Return libs.zad_DeviousBra
    ElseIf s == "NipplePiercings" || s == "Nipple Piercings"
        Return libs.zad_DeviousPiercingsNipple
    ElseIf s == "VaginalPiercings" || s == "Vaginal Piercings"
        Return libs.zad_DeviousPiercingsVaginal
    ElseIf s == "VaginalPlug" || s == "Vaginal Plug"
        Return libs.zad_DeviousPlugVaginal
    ElseIf s == "AnalPlug" || s == "Anal Plug"
        Return libs.zad_DeviousPlugAnal
    Endif
    Return None
EndFunction

i.e. it tests against specific strings, and returns pre-defined properties, and already did so in DD3.0b which is the first tagged release where it exists.

Posted
7 hours ago, Lupine00 said:

It would be strange if it was any other way, but ... Bethesda ...

I'd have to check that out first. 

 

@TheArchlich

What barefoot keyword are you using exactly. SLAX doesn't have one and you didn't include an esp so SLS doesn't have it either?

Posted
18 hours ago, Monoman1 said:

Not sure if aliases on a quest receive the event as well. 

Having thought about this more since it seems obvious to me now that aliases won't register at the same time as a quest script. They'll register separately. Scripts attached to the same alias will register each other because they're attached to the same form. Scripts attached to different aliases on the same quest will also register separately. 

 

A good way to think of this is in terms of 'self'. If self would return a different form then you don't need to worry about it. If it does return the same form then you got to watch out for RegisterForX. 

Posted

@Monoman1

I didn't include it cause I though you may want to add it directly to SLS esp, which I didn't do.

 

Also, I'm not sure if that matters, but you may wanna add the BareFeet keyword form to the SLS esp and make sure that the form ID is matching. As I say, not sure if that matters at all, but it's the shitty creation engine, so better be safe.

FootwrapsKeyword.esp

Posted

hi

i downloaded a custom follower and used mcm to add him to the escort list. it seemingly worked but when i try to pay the toll

i still see the message women need an escort to leave.

please help

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   0 members

    • No registered users viewing this page.
×
×
  • Create New...