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Posted

I codn't find much information on the bikini thing... using the falmor armor and boots cause it was what i could efford, the info thing shows it has keyword but not bikini flag. Is there something left i have to do? Are there any items at all that have, for example, both the keyword and killerheels? Or do i still need to edit stuff to fullfill all requirements? At least i assume i currently don't... i'm regularly out of breath but from the MC options i assume that's how it's supposed to work wearing a bikini?

Also uhm... i was put in an armbinder because beeing in DCLs prison made the guards believe i left town. Does that expire at some point or will i have to stay tied forever now in Whiterun?

Posted
7 minutes ago, Nazzzgul666 said:

I codn't find much information on the bikini thing... using the falmor armor and boots cause it was what i could efford, the info thing shows it has keyword but not bikini flag. Is there something left i have to do? Are there any items at all that have, for example, both the keyword and killerheels? Or do i still need to edit stuff to fullfill all requirements? At least i assume i currently don't... i'm regularly out of breath but from the MC options i assume that's how it's supposed to work wearing a bikini?

 

The license tab under the bikini license info will tell you what is triggering the curse. My experience it is usually the heels. It requires an offset of 5.0 for SLS to consider the footwear to be high heeled (default setting).

 

That is actually a bit too much in my experience. Try resetting the heel requirement to 3.5 if it does indeed turn out to be the foot wear causing the curse

Posted
53 minutes ago, Corsayr said:

 

The license tab under the bikini license info will tell you what is triggering the curse. My experience it is usually the heels. It requires an offset of 5.0 for SLS to consider the footwear to be high heeled (default setting).

 

That is actually a bit too much in my experience. Try resetting the heel requirement to 3.5 if it does indeed turn out to be the foot wear causing the curse

So wearing heels and bikini is supposed to not trigger it? That's good to know at least^^ I didn't really get the entire concept at all xD
I thought maybe it's just so i can have any armor and beeing out of breath is the price i have to pay. 

Guest AthenaESIV
Posted

What does it mean when a mod adds an active effect to the player, which you can see listed in the console, but it is set to 'inactive'?

 

Are these inactive effects scanned on game process updates? Someone once told me that active effects are a big reason why SexLab scenes sometimes take forever to start, because there are way too many current active effects and the game has to chug through all of them when performing certain actions.

 

It seems like SLS and Public Whore are each adding dozens of inactive effects to the PC in my game, in regard to SLS, this is even for effects and features which I have turned off completely in the MCM.

 

My PC has 168 active effects on her currently, and at least a few dozen of them are from SLS and PWhore. Is that something that will kill performance? Is it not supposed to happen at all with things disabled in the MCM?

 

tyty!

Posted

Hello @Monoman1,

 

Do you think that it would be possible to make an addon or a patch to replace all the bottles of '' cum '' of the Trouble of heroine mod

by the ones that are in SLS?

 

You both use the same names for the bottles but only your version is compatible with Ineed and fed the PC

 

Posted

For some reason when I have SL survival on, I cant have any weapons equipped when sneaking.  The character automatically unequips them. I cant see this to be one of the planned effects of the mod. Any reason why this may be happening? Anybody had a similar problem?

Posted
1 hour ago, ps2004man said:

For some reason when I have SL survival on, I cant have any weapons equipped when sneaking.  The character automatically unequips them. I cant see this to be one of the planned effects of the mod. Any reason why this may be happening? Anybody had a similar problem?

No longer an issue. I had slicksneaking also in my load order. Once I got rid of it (and replaced it with sneaktools) it sorted the issue. It must have been some sort of conflict (?).

Posted

beneath the message box for curfew by disabled curfew, and the cum message box does not appear always, sometimes not counted as cum, my pc dsoes not get down from arousal 100. maybe vecause most of the time she has cum on her body.

Posted
8 hours ago, AthenaESIV said:

What does it mean when a mod adds an active effect to the player, which you can see listed in the console, but it is set to 'inactive'?

 

Are these inactive effects scanned on game process updates? Someone once told me that active effects are a big reason why SexLab scenes sometimes take forever to start, because there are way too many current active effects and the game has to chug through all of them when performing certain actions.

 

It seems like SLS and Public Whore are each adding dozens of inactive effects to the PC in my game, in regard to SLS, this is even for effects and features which I have turned off completely in the MCM.

 

My PC has 168 active effects on her currently, and at least a few dozen of them are from SLS and PWhore. Is that something that will kill performance? Is it not supposed to happen at all with things disabled in the MCM?

 

tyty!

If you don't use inequality you can delete the spell from the race records. Should remove a good few. Yes there's a certain performance hit I'd imagine for every effect. Even if it's inactive it's conditions need to be rechecked periodically. But sometimes a spell is the most efficient way as far as I know. Individual spells are generally lightweight. Unless you're talking cloak spells. 

 

Sometimes it's also the only way to capture certain events. Combat start/stop is one and cell change is the other. It's cross my mind many times that these should have been mod events. But Bethesda. Imagine all the mods out there trying to capture those events and adding 1 spell each to do it. What a waste of resources. It's something that should have been bundled into some popular framework mod of some sorts. Usleep even. 

 

Edit: Does anyone know what the sexlab spell scan is trying to do? Is it just to remove HDT heels? Surely it'd be easier/faster to just unequip the boots and be done with it?

 

5 hours ago, lcewolf said:

Do you think that it would be possible to make an addon or a patch to replace all the bottles of '' cum '' of the Trouble of heroine mod

by the ones that are in SLS?

You'd have to ask Aradia. They're his/her bottle meshes.

23 minutes ago, shiagwen said:

cum message box does not appear always

Most likely either: 

1. The animation isn't opening your characters mouth. In which case you can do it manually via the wheel or

2. You have some condition that removes your choice - you're addicted to cum or being raped and forced to swallow or so hungry/thirsty that you swallow anyway. Either of these should print a notification though. 

Posted
15 hours ago, Clockwinding said:

Why change vanilla assets instead of making a mod-specific copy to put in the leveled lists instead?

How do you remove gold by adding stuff to a leveled list?

Posted
2 hours ago, Monoman1 said:

How do you remove gold by adding stuff to a leveled list?

Maybe i'm not using the correct terminology, I'm also surely not aware of all the modding intricacies involved in touching vendor gold and compatibility. In hindsight saying "don't touche the vanilla assets" was also dumb. so let me show instead.

 

Spoiler

image.png.9c9cf6692c6e7b45b5238ed4ddf771c0.png

Spoiler

image.png.124b3a8eb43d9a6980aa2868bd99fee2.png

T&B replaces the basic vendorgold flat amount by a list referencing a global value, adjustable through the MCM of the mod. It also uses the McM to trigger quests that can add certain amounts of gold to merchants. This way the vendor chests don't need to be touched directly (exception of the khajit caravans, removing the 750 flat directly to add the list/global because they don't have one by default).

Sls scripts seem to rely on those flat values, and it somehow fucks shit up when the script runs. Mod merchants have 0 gold. female merchants have 0 gold. male merchants have your sls_merchantmale gold + the T&B variable gold quest amount. I'm wildly guessing that the inequality calculation from your script is removing too much gold and trying to replace stuff that doesn't exist.

 

My real question/desire would be : can the economy management be made optional entirely like the rest of inequality features, so other economy mods can be used alongside SLS? or is there a way to make it compatible at least? Like, not running the money-altering script if inequality is disabled. At least the difference would be solved after an inventory refresh.

Posted
On 3/30/2021 at 6:22 PM, doomcat9 said:

 

i had a similar issue when i first installed SLS, can you lease post your load order, it will go a long way in figuring out why you are crashes and stuff.

also read the requirements section of SLS the author did a stupendous job of writing a very details info section. you maybe missing a requirement.

most common cause for ctds are missing dependencies.

are you using skyrim se or le?

 

Edit: also forgot to ask you are you using fnis? did you run fnis? did it give you any warnings about too many anims?

sorry have been gone for a while, im using legacy edition, and my FNIS isnt giving any errors/warnings also attached my load order.

LoadOrder_Skyrim.txt

Posted
2 hours ago, Clockwinding said:

Maybe i'm not using the correct terminology, I'm also surely not aware of all the modding intricacies involved in touching vendor gold and compatibility. In hindsight saying "don't touche the vanilla assets" was also dumb. so let me show instead.

 

  Hide contents

image.png.9c9cf6692c6e7b45b5238ed4ddf771c0.png

 

In this example SLS is simply carrying forward the vanilla LVLO record which is something you have to do if you make other changes to that record. In this case the LVLF flags are changed by SLS but it is the same change that T&B make. What you might run into as a problem is if you run Wrye Bash it will put both LVLO records in the bash. (this is why you have to clean up WB bash files to make sure it does what you want it to do not what you tell it to do ?

Posted
1 hour ago, Corsayr said:

 

In this example SLS is simply carrying forward the vanilla LVLO record which is something you have to do if you make other changes to that record. In this case the LVLF flags are changed by SLS but it is the same change that T&B make. What you might run into as a problem is if you run Wrye Bash it will put both LVLO records in the bash. (this is why you have to clean up WB bash files to make sure it does what you want it to do not what you tell it to do ?

I have very little things to merge, so i'm making an Xedit patch by hand, going over every single record myself. I also have 4 Zedit patches that i review carefully (to give you an idea, it's 'challenging spell learning", "scribe", "know your enemy" and "npc health rescaler", so i'm talking a solid thousand entries to check in Xedit afterwards...and i check it all every time). Wrye bash is a good tool, but its patch doesn't work well in my case. Tried it with my current setup, but the delev/relev mechanic + load order priority made me override more things again and again sanity checking it afterwards than making the patch myself by hand in the first place.

The screenshots were literally to show what T&B changes compared to SLS, and its method of implementation (which is two scripts only, one for the MCM config and one to inject gold in Vendorlists), and don't reflect what's in my game. My patch forwards T&B gold vendor lists and modifications without SLS's Skyrim.esm ITMs, whose default values are the same as vanilla, except they're referencing a Global that can be adjusted at will in-game.

 

For once, i'm actually confident that the issue lies with the SLS script and T&B script both trying to change vendorgold lists, with SLS making complicated calculations (seriously, the part for it in SLS_main.psc is a sight) while T&B only tries to give more (or less, depending on how you configure it). My first reactions were hot-headed as i wrote at the same time i was looking into the issue, and i must apologize for it, but i still wish to point out that the implementation of SLS's inequality feature for gold doesn't reflect the modularity/choice/compatibility of the rest of the feature itself, which is a shame. SLS and T&B are both great mods, and it would really be a boon for both of them to be able to work together.

I'm asking Monoman to make it possible to cut off gold inequality's feature like the rest because it's not the core spirit of the mod, while T&B's whole functionality is altering Skyrim's economy dynamics. Currently, "disabling" gold inequality by settign the slider to 1 doesn't disable inequality, it only makes it so the result is equal to skyrim vanilla values, still using the script instead of not doing anything, so it breaks compatibility. T&B doesn't do male and female differences, but it's a much better and more complete alteration of the economy overall. I find it sad that the "little" change SLS brings cuts off other possible changes.

 

So here i am. i don't have the technical scripting knowledge to make the change myself, so i'm asking. Maybe it's as simple as commenting out that part of the script an recompiling, maybe it's not; i don't have the environment to try, scripting is the one thing eluding me from skyrim modding. I get their logic and structure, so i understand what they do 80% of the time if i ca read the source, but i'm not writing any myself. I might be overstepping myself, but i'd say i'm not the only one who's using Kryptopyr's mods to improve Skyrim, so that change would help in a bigger scale than the single whiner that i am being. It's just one way to make SLS better, one way to make my game better, hopefully one way to make others' game better too.

 

Cheers.

Posted
42 minutes ago, Clockwinding said:

For once, i'm actually confident that the issue lies with the SLS script and T&B script both trying to change vendorgold lists

 

Which SLS script?

 

By which I mean the line from the script I see you mentioned SLS_main.psc

 

NVM so you are talking about line 2390 on where SLS goes and grabs the default gold levels from the json file?

 

So what you are really asking is for a switch in the MCM that would have the script ignore lines 2390 to 2489

 

correct?

 

Posted
1 hour ago, Corsayr said:

 

Which SLS script?

 

By which I mean the line from the script I see you mentioned SLS_main.psc

 

NVM so you are talking about line 2390 on where SLS goes and grabs the default gold levels from the json file?

 

So what you are really asking is for a switch in the MCM that would have the script ignore lines 2390 to 2489

 

correct?

 

That should be it, yes. Anything related to the esp i can change/patch myself if needed.

Posted
3 hours ago, Clockwinding said:

That should be it, yes. Anything related to the esp i can change/patch myself if needed.

 

In this instance I would not think there is an esp related option.

Posted
4 hours ago, Clockwinding said:

That should be it, yes. Anything related to the esp i can change/patch myself if needed.

I've been meaning to look at TAB but I don't use it so it's always been low priority.  I'll just say though that I don't need the drama you appear to be bringing. Sometimes mods are just incompatible. I hope that's not the case here but I need to look at it again. The last time I looked there was a conundrum of some sorts with it that I can't remember exactly right now. Unfortunately I'm up to my earholes atm. 

Posted

Next version is shaping up to be a good bit more harsh. When I say harsh I mean the general rules of the mod will be harder to circumvent. Highlights so far:

 

- Random guards can now act as enforcers around towns and can stop, search, confiscate your stuff, collar you and force assign an escort. But which guards...? Includes towns, cities and city exteriors. 'Disguise distance' applies too. Configurable min/max guard enforcers. 

- Once enforcers and guard enforcers begin chasing you, you'll have to get a certain minimum (configurable) distance from them for them to lose sight of you. Stops you being able to hide around a corner once spotted. 'Persistent enforcers' setting must be > 0. This means there's a minimum time and distance they'll give chase for now. 

- Items dropped on the ground will be stolen if left unattended. Do not leave stuff you want on the ground! Stuff is never actually deleted but moved to a container.

Posted
12 minutes ago, Monoman1 said:

I've been meaning to look at TAB but I don't use it so it's always been low priority.  I'll just say though that I don't need the drama you appear to be bringing. Sometimes mods are just incompatible. I hope that's not the case here but I need to look at it again. The last time I looked there was a conundrum of some sorts with it that I can't remember exactly right now. 

sorry for the drama. I just like both mods in my LO and frustration got to my head. I'll continue trying things on my own before trying to find an alternative, but i hope you consider the idea of changing the gold inequality to a full on/off toggle.

Posted
7 minutes ago, Clockwinding said:

sorry for the drama. I just like both mods in my LO and frustration got to my head. I'll continue trying things on my own before trying to find an alternative, but i hope you consider the idea of changing the gold inequality to a full on/off toggle.

Yes. That makes sense to me here and now (without having looked at it).

 

Default vendor inequality to off. Makes sense. 

 

 

Posted
1 hour ago, Monoman1 said:

That makes sense to me here and now (without having looked at it).

Something just popped into my head. Not sure if this was the issue I spoke of but: 

 

I've set the 'Use all' flag on the record. I had to I think. Because count can not be set higher than 255 (it's obviously an 8 bit field) via script. Another lovely weird limitation. And most vendors will need more than 255 gold. So just by installing the mod then vendor gold will already be messed up because of this override. So even if vendor inequality is on or off I still need to modify the list to either: 

1. Set it back to vanilla levels or

2. implement inequality. 

 

I'll think about it a bit more. 

 

I suppose a simple button 'Modify vendor gold' would suffice... perhaps. 

 

Posted
4 hours ago, Monoman1 said:

- Random guards can now act as enforcers around towns and can stop, search, confiscate your stuff, collar you and force assign an escort. But which guards...? Includes towns, cities and city exteriors. 'Disguise distance' applies too. Configurable min/max guard enforcers. 

The guards (not counting the enforcers) are finally going to do more than just silly comments during the day (not blaming you ofc, Skyrim guards are dumb by nature)

About the escorts, is there any plan to add something like "your escort must always be a male" option?

Posted
5 hours ago, Monoman1 said:

'Persistent enforcers' setting must be > 0.

Could you explain further?

Does this mean that persistent enforcers are now non-optional?

Or does it mean that these new more-determined enforcers are only more determined if you enable persistent enforcers?

Posted

Hmmm... it seems your features blog is a bit outdated or something is messing with my game (load order wrong?) but i can't fondle creatures anymore appearently. Sneaking removes dongs and such as interaction and when i tried it with a horse i just mounted/stole it instead. Tried with vanilla, Snoipehs more creaturs, MNC more creatures.

So far i only tried a little bit with the wheel menu and have... questions? If there anywhere is an explanation what does what it would be great, i guess most of it i can figure out with time, though. Appearently collecting cum needs FHU? At least before readding it to my modlist i never could chose any of the options.

And appearently "begging for cock" only works under circumstances i did not meet yet, i thought it might be nice if it would work anyways. ;)
I think i read something about it at the toll gates... is that still the case and/or are there any other circumstances where it's required/works?

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