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Posted
24 minutes ago, Fulanoo said:

You can get those frigid wash with additem, but I've never seen one in the wild.

In my current game i've found 7 and didn't explore that much... i think 4 in a normal chest or maybe drawer in Anises hut when i remember right, another 3 in a chest in a bandit hideout. Plus Belethor had a few in inventory. Not sure if i'm just lucky...

Speaking about arousal though... I don't really like the appretiating comments when beeing a masochist, it feels more slutty than the role i want to play so i always make it really hard to become one. What i could imagine as a middle way... could you add a button to "pretend not to like it"? I.e you still become a masochist and your arousal will go up when slapt, but the comments will stay at dislike? That would be great.^^

Otherise, cold showers/frostfall sounds good although i don't really need it cuz... above.^^

Posted
10 hours ago, Nazzzgul666 said:

but the comments will stay at dislike? That would be great.

The broader issue with the comments is that they can fire at times that lack immersive coherence, and don't have knowledge about your relationship to the slapper.

 

e.g. You can berate your master for slapping you and threaten him with death, even though in the next dialog you will be groveling and begging for punishment.

 

When a masochist, you can be raging at an attacker for raping you, then thank them for slaps.

 

Sometimes, only appreciative comments make sense, sometimes only angry ones, and sometimes neither.

 

 

It's difficult for SLS to know when but there are clues available.

 

If the NPC would normally be hostile, but strangely ... isn't ... it's probably a defeat scenario, and the dialog should reflect that ... at that point slaps are incidental.

If the NPC is a follower, you probably don't want to threaten them with violence for a spank.

If the NPC is a vendor, or random townsperson, they're just a handsy asshole, and so the general form of existing responses might be fine.

If you were just raped, you should not respond to slaps ... just got raped ... should only consider that.

But accounting for these factors may be too much work.

 

Or just let player disable the comments or adjust the frequency. Due to their repetitive nature and limited comment pool, they can seem to fire too often, or simply begin to grate after a while, especially when they aren't luckily appropriate and immersive.

 

I don't know where this sits on my care factor scale though. Maybe not right up there, but I also have pretty low care about a lot of the new things people are looking forward to - not that I'm not interested, but they're unknowns and how they'll play out is uncertain for me. I'm in wait and see mode.

 

In general, I think it would be nice to see stuff polished up across the mod. More voiced dialogs for stuff that was previously just text, more fixes, more options for existing features, but not major new features. SLS has been changing so much and so fast, I'd like to feel some consolidation. The MSPaint of Dreams is full of awesome stuff, but some of that would start to slot in naturally from polishing.

 

I have a few things in DFC blocked on SLS release now, so I'm fine if some things are cut back to that there can be a release, and following that, more releases with fewer changes.

Posted

I would like to be able to specify which cities enforce the clothing license. 

 

I know pretty much nothing about Papyrus (the body of the question surely will tell you that). Please forgive my ingnorance.

 

Can I simply edit _sls_intslvrun.psc such that, for instance, Windhelm reads as enslaved?

 

from 

Bool Function IsFreeTownWindhelm(Quest SlvLocCheckQuest) Global
    Return (SlvLocCheckQuest as SLV_EnforcerLocationCheck).SLV_IsWindhelmFree()
EndFunction

 

to

Bool Function IsFreeTownWindhelm(Quest SlvLocCheckQuest) Global
    Return False
EndFunction

 

or will that still fail since I don't have SlvLocCheckQuest (I presume it's from Slaverun)?

 

Thanks 

Posted
16 hours ago, Lupine00 said:

Sometimes, only appreciative comments make sense, sometimes only angry ones, and sometimes neither.

The biggest problem I think you'll find is that there simply aren't enough comments to go around if you start filtering them down. Especially when you get up the masochist end of the scale and tend to stay there. As repetitive as you might find them now....

 

Simply need more/better comments and as I've stated before that's very time consuming work to get good/proper sounding lines. And I've sort of burnt out on making comments. Had to make a few recently for guard enforcers. It can be fun to see what you come up with. If you're doing lines for the same event with different voice types, what I'm finding is that you're better off not trying to do the exact same line for every voice type but come up with variations that suit the voice itself. That means more time spent coming up with dialogue. 

 

16 hours ago, Lupine00 said:

I have a few things in DFC blocked on SLS release now, so I'm fine if some things are cut back to that there can be a release, and following that, more releases with fewer changes.

Nicest way I've ever been told to hurry the F up ;)

 

I challenge you to find a single thing that either isn't a direct fix or an expansion of an existing thing in what I've been working on though.

 

I'll consider releasing something after the kennel deal is finished. My only problem with releasing is the unfinished dancing thing that I haven't looked at since I burnt out on comments. 

Posted
28 minutes ago, stillnofunnylogin said:

or will that still fail since I don't have SlvLocCheckQuest (I presume it's from Slaverun)?

Yea kind of. You'd also have to edit the interface startup logic. It's currently checking if Slaverun.esp is in your load order before moving to an active state. Or just remove the states altogether if they're not going to depend on any condition. 

Posted
7 hours ago, Lupine00 said:

The broader issue with the comments is that they can fire at times that lack immersive coherence, and don't have knowledge about your relationship to the slapper.

 

I know, that's why i didn't ask about immersion, just for personal preference, on a pretty broad scale. In general i agree that i would like to see expanding/polishing existing features rather than completly new ones. I'm still waiting for milk machines or so in the simply knock option, something that as it's now... could as well be removed as requirement because everything else is just more interesting. Not sure if that's the goal, though.

I honestly prefer written comments over voiced lines in most cases, in SLS i don't mind voices but i don't really crave for them either. Will think about more comments to provide, though. Maybe as community we can gather enough to setup roles similar to sexist guards? Like, submissive, aggressive, masochist.
I'd probably rather go to something like "No, please, my poor bum!" or so rather than "I'll stick your head up your ass!"

Posted

you what would be really useful (if its possible): an option to disable all the mods functions in the mcm for those who are switching between male and female character saves just like deviously cursed loot

Posted
25 minutes ago, Not_A_Spy69 said:

you what would be really useful (if its possible): an option to disable all the mods functions in the mcm for those who are switching between male and female character saves just like deviously cursed loot

You can just keep two different settings.json and copy them in/out. 

And yes, I know that's not convenient.

Posted
1 hour ago, Monoman1 said:

Posted another beta. I'm especially interested to hear from Trade and barter people. 

Quick question : where can i find the beta file to try it out? I don't see it on the mod's front page/from your profile activity.

Posted

hehe I know I have had the page number stuck in my head since first beta so I can find it easy. You can find it on page 403.

 

Thanks for the update as always Mono.

Posted

removed 0.635, installed beta .657, started a new game.

 

Trade and Barter confirmed compatible in the current state, simply make sure T&B is loaded after SLS or forward T&B's Vendorgold lists modifications in an Xedit patch.

Ran to the first vendor i found after game start (thanks LAL city starts!) to check his inventory, waited 2 in-game days for vendor refreshe and checked again on multiple vendors, all good.

 

MCM looks bonked, though :

Spoiler

MCMBonk.png.1ddc65057ead8b676fd291792944aaf2.png

 

Posted
17 minutes ago, Monoman1 said:

Are the translation files all there?

Vortex skipped over the "interface" folder and its content for some unknown reason. Deployed manually after your reminder, no problem.

 

Spoiler

 

There's no files for SLS in data/interface/translations

 

EDIT : my mod manager seems to have derped, the files are in the .zip but not in my install.

EDIT2: yep, Vortex seems to not want to unpack the files in the interface folder, i'm deploying those manually.

 

 

Posted
1 hour ago, crosser0987 said:

Can someone please port the new beta to Special Edition i've tried porting mods myself multiple times but i can never get it right.

 

I posted a quick conversion over on the SE site it doesnt have all the bells and whistles I usually put in it but it should be good enough for testing purposes. 

Posted
2 hours ago, Clockwinding said:

Vortex skipped over the "interface" folder and its content for some unknown reason. Deployed manually after your reminder, no problem.

 

seems like the interface folder is missing in the ModuleConfig.xml
 

edit:
also: the apropos2 w&t status display is not working for me, seems like the
./_SLS_AllInOneKey.psc:4519:_SLS_InterfaceAproposTwo Property Apro2 Auto

is not being set:

 

Spoiler

[04/17/2021 - 01:48:37AM] Error: Cannot call GetWearTearVaginal() on a None object, aborting function call
stack:
    <unknown self>._sls_intapropostwo.GetWearTear() - "_SLS_IntAproposTwo.psc" Line 39
    [_SLS_InterfaceAproposTwoQuest (3D0707CE)]._sls_interfaceapropostwo.GetWearTear() - "_SLS_InterfaceAproposTwo.psc" Line ?
    [_SLS_AllInOneKeyQuest (3D0B8FA4)]._sls_allinonekey.ShowStatusMenu() - "_SLS_AllInOneKey.psc" Line 2190
    [_SLS_AllInOneKeyQuest (3D0B8FA4)]._sls_allinonekey.StatusMenu() - "_SLS_AllInOneKey.psc" Line 2127
    [_SLS_AllInOneKeyQuest (3D0B8FA4)]._sls_allinonekey.OnKeyDown() - "_SLS_AllInOneKey.psc" Line 50
[04/17/2021 - 01:48:37AM] warning: Assigning None to a non-object variable named "::temp14"
stack:
    <unknown self>._sls_intapropostwo.GetWearTear() - "_SLS_IntAproposTwo.psc" Line 39
    [_SLS_InterfaceAproposTwoQuest (3D0707CE)]._sls_interfaceapropostwo.GetWearTear() - "_SLS_InterfaceAproposTwo.psc" Line ?
    [_SLS_AllInOneKeyQuest (3D0B8FA4)]._sls_allinonekey.ShowStatusMenu() - "_SLS_AllInOneKey.psc" Line 2190
    [_SLS_AllInOneKeyQuest (3D0B8FA4)]._sls_allinonekey.StatusMenu() - "_SLS_AllInOneKey.psc" Line 2127
    [_SLS_AllInOneKeyQuest (3D0B8FA4)]._sls_allinonekey.OnKeyDown() - "_SLS_AllInOneKey.psc" Line 50
[04/17/2021 - 01:48:37AM] Error: Cannot call GetWearTearAnal() on a None object, aborting function call
stack:
    <unknown self>._sls_intapropostwo.GetWearTear() - "_SLS_IntAproposTwo.psc" Line 39
    [_SLS_InterfaceAproposTwoQuest (3D0707CE)]._sls_interfaceapropostwo.GetWearTear() - "_SLS_InterfaceAproposTwo.psc" Line ?
    [_SLS_AllInOneKeyQuest (3D0B8FA4)]._sls_allinonekey.ShowStatusMenu() - "_SLS_AllInOneKey.psc" Line 2190
    [_SLS_AllInOneKeyQuest (3D0B8FA4)]._sls_allinonekey.StatusMenu() - "_SLS_AllInOneKey.psc" Line 2127
    [_SLS_AllInOneKeyQuest (3D0B8FA4)]._sls_allinonekey.OnKeyDown() - "_SLS_AllInOneKey.psc" Line 50
[04/17/2021 - 01:48:37AM] warning: Assigning None to a non-object variable named "::temp15"
stack:
    <unknown self>._sls_intapropostwo.GetWearTear() - "_SLS_IntAproposTwo.psc" Line 39
    [_SLS_InterfaceAproposTwoQuest (3D0707CE)]._sls_interfaceapropostwo.GetWearTear() - "_SLS_InterfaceAproposTwo.psc" Line ?
    [_SLS_AllInOneKeyQuest (3D0B8FA4)]._sls_allinonekey.ShowStatusMenu() - "_SLS_AllInOneKey.psc" Line 2190
    [_SLS_AllInOneKeyQuest (3D0B8FA4)]._sls_allinonekey.StatusMenu() - "_SLS_AllInOneKey.psc" Line 2127
    [_SLS_AllInOneKeyQuest (3D0B8FA4)]._sls_allinonekey.OnKeyDown() - "_SLS_AllInOneKey.psc" Line 50
[04/17/2021 - 01:48:37AM] Error: Cannot call GetWearTearOral() on a None object, aborting function call
stack:
    <unknown self>._sls_intapropostwo.GetWearTear() - "_SLS_IntAproposTwo.psc" Line 39
    [_SLS_InterfaceAproposTwoQuest (3D0707CE)]._sls_interfaceapropostwo.GetWearTear() - "_SLS_InterfaceAproposTwo.psc" Line ?
    [_SLS_AllInOneKeyQuest (3D0B8FA4)]._sls_allinonekey.ShowStatusMenu() - "_SLS_AllInOneKey.psc" Line 2190
    [_SLS_AllInOneKeyQuest (3D0B8FA4)]._sls_allinonekey.StatusMenu() - "_SLS_AllInOneKey.psc" Line 2127
    [_SLS_AllInOneKeyQuest (3D0B8FA4)]._sls_allinonekey.OnKeyDown() - "_SLS_AllInOneKey.psc" Line 50
[04/17/2021 - 01:48:37AM] warning: Assigning None to a non-object variable named "::temp14"
stack:
    <unknown self>._sls_intapropostwo.GetWearTear() - "_SLS_IntAproposTwo.psc" Line 39
    [_SLS_InterfaceAproposTwoQuest (3D0707CE)]._sls_interfaceapropostwo.GetWearTear() - "_SLS_InterfaceAproposTwo.psc" Line ?
    [_SLS_AllInOneKeyQuest (3D0B8FA4)]._sls_allinonekey.ShowStatusMenu() - "_SLS_AllInOneKey.psc" Line 2190
    [_SLS_AllInOneKeyQuest (3D0B8FA4)]._sls_allinonekey.StatusMenu() - "_SLS_AllInOneKey.psc" Line 2127
    [_SLS_AllInOneKeyQuest (3D0B8FA4)]._sls_allinonekey.OnKeyDown() - "_SLS_AllInOneKey.psc" Line 50
 

 

 

edit2: in case it makes a difference (although i doubt it): i am on SSE and use the version Corsayr posted in the SSE thread
 

Posted
1 hour ago, Corsayr said:

 

I posted a quick conversion over on the SE site it doesnt have all the bells and whistles I usually put in it but it should be good enough for testing purposes. 

Thank you, I really appreciate it.

Posted
6 hours ago, Clockwinding said:

Vortex skipped over the "interface" folder and its content for some unknown reason. Deployed manually after your reminder, no problem.

 

I installed the beta with MO2 and the interface folder also had to be placed manually.

Posted
8 hours ago, Vaccinated Alligator said:

I installed the beta with MO2 and the interface folder also had to be placed manually.

Oh sweet zombie Jesus. The interface folder was never included in the FoMod. Which means the mcm art (which has been in SLS for ages now) wasn't or possibly never has been included ? Lol. 

 

Never noticed because I don't use the FoMod. Good man MM1....

 

I'll repack the FoMod and repost it. No script/esp changes other than that.

Posted
13 hours ago, yeahhowaboutnooo said:

edit:
also: the apropos2 w&t status display is not working for me, seems like the
./_SLS_AllInOneKey.psc:4519:_SLS_InterfaceAproposTwo Property Apro2 Auto

is not being set:

I forgot to restart the interface on update. 

 

StopQuest _SLS_InterfaceAproposTwo

StartQuest _SLS_InterfaceAproposTwo

Save + reload + wait 5 seconds. Try again. 

 

Edit: should be fine in 0.658.

Posted

Hi @Monoman1

 

Really liking the new features added! I've had a bit of a test so time for a quick bug report:

 

In the latest beta version, neither of the curse texture overlays are being applied

The curse effect itself still seems to work.

I've rolled back to the previous beta release and confirmed the overlays still get applied on that version, so appears to be something that's been introduced in this update.

 

Also noticed that DFC's feature for having your follower provide a set of licenses doesn't seem to work with this version - this might be expected but I thought it worth mentioning just in case.

Posted
1 hour ago, olokoko said:

In the latest beta version, neither of the curse texture overlays are being applied

Yep. Investigating. I did some changes to the overlay system so it's minor I think. 

1 hour ago, olokoko said:

Also noticed that DFC's feature for having your follower provide a set of licenses doesn't seem to work with this version - this might be expected but I thought it worth mentioning just in case.

Seems to work ok for me using DFC 2.13.5. It's a little on the slow side though. I guess Lupine still has those delays in there. They were needed in the earlier betas to throttle the function calls so SLS wouldn't mess up the licences. That should no longer be the case though. She may have removed the delays in later preview builds of DFC. 

 

20210417112243_1.jpg.0fec6c41fe6869d24d398a69f78cb7c3.jpg

Posted
1 hour ago, Monoman1 said:

I forgot to restart the interface on update. 

 

StopQuest _SLS_InterfaceAproposTwo

StartQuest _SLS_InterfaceAproposTwo

Save + reload + wait 5 seconds. Try again. 

thanks :D

just an fyi: the quest name is "_SLS_InterfaceAproposTwoQuest"

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