Frosferes Posted May 11, 2021 Posted May 11, 2021 7 minutes ago, tamai said: That is asking too much unfortunately, that is to much work to put on top of his already big list of things hes already working on. So I would say its safe to say thats not going to happen sorry.. but thats just my thinking. Perhaps it is, I'm not very familiar with the CK so I'm not sure how difficult adding toggles would be. I suppose it depends on how modular each feature of the mod is on the back-end. I'd like to hear what Monoman thinks regardless.
Monoman1 Posted May 11, 2021 Author Posted May 11, 2021 25 minutes ago, Frosferes said: barefoot walking, licences, NPC interactions etc.? These are all already togglable. 1
Frosferes Posted May 11, 2021 Posted May 11, 2021 11 minutes ago, Monoman1 said: These are all already togglable. Ah, my bad, I didn't see them amidst all the other stuff in the MCM.
BYJE137 Posted May 11, 2021 Posted May 11, 2021 5 hours ago, Monoman1 said: 9 hours ago, BYJE137 said: I think I'd probably be even more reluctant to change that. It's already a rats nest of conditions.... 5 hours ago, Monoman1 said: Even more conditions for punishments like IsDeviousDevicesInstalled etc. Completely understandable in light of this
Xiaron Posted May 11, 2021 Posted May 11, 2021 3 hours ago, Frosferes said: This is a really nice mod that I want to include in my load order for the needs/survival mod integration, but some of the other features are too invasive. I'm also playing a male character which makes it rather immersion breaking. Would it be possible to include MCM toggles for features like barefoot walking, licences, NPC interactions etc.? So, I'm a little confused. Have you actually looked at the MCM in game at all? Because you can turn the barefoot speed debuff to 0 and stagger chance to 0. You can also disable licenses, and turn off both guard behavior and NPC comments. So what exactly is it you consider too invasive that you can't turn off? Because all your examples you can already turn off. Edit: Looks like Monoman already replied and said the same thing. Whoops.
Lupine00 Posted May 11, 2021 Posted May 11, 2021 9 hours ago, Frosferes said: Would it be possible to include MCM toggles for features like barefoot walking, licences, NPC interactions etc.? It's possible to disable barefoot walking effects, which disables the function for all practical purposes. It's possible to disable licenses. It's possible to disable all the different guard interactions. I think you can even disable begging. So what can't be disabled that needs new MCM capabilities? The only limitations I'm aware of in the toggles are for weapon licenses.
Corsayr Posted May 11, 2021 Posted May 11, 2021 9 hours ago, Frosferes said: This is a really nice mod that I want to include in my load order for the needs/survival mod integration, but some of the other features are too invasive. I'm also playing a male character which makes it rather immersion breaking. Would it be possible to include MCM toggles for features like barefoot walking, licences, NPC interactions etc.? All of that can already be disabled in the MCM. Set barefoot speed to 100 and pain stumble chance to 0% turn off all the licenses. and NPC stuff you have to be more specific there is a lot of NPC interactions. ?
delgathar Posted May 12, 2021 Posted May 12, 2021 I don't know how feasible it is, but it would be nice if there were a once per force greet check of my equipment. I have to click through 10 or more "Hold on there a second there princess." before they finally talk. I get the feeling that it is looping the force greet instead of looping the inventory check after the force greet. Force Greet Check inventory slot 1 Force Greet Check inventory slot 2 etc. is how it currently seems to work. I was hoping you could make the check more like this: If IsChecked == 0 Force greet Check inventory slots If contraband confiscate() If Licensed GuardComplains() Set IsChecked 1 wait 1000 Set isChecked 0 If IsChecked == 1 Force greet "Pay the toll or move along" or something to prevent these long strings of stacked forcegreets. Thank you. EDIT- I take it back. I clicked through over a hundred "One Moments..." before I gave up and reset the client. I don't have 100 items in my inventory so I'm thinking it is taking me too long to click through the loop so it's giving me a new loop. So yea, once the first forcegreet happens, it should temporarily disable forcegreets until the player exits the dialog. I've normally had to suffer a string of forcegreets, but this is the worse it has ever been.
tamai Posted May 12, 2021 Posted May 12, 2021 Probably out of the scope of this mod but i figured i would just throw the idea out there anyway So when you come to jarl balgruf with the news of the dragon attacks he gives you armor which is almost immediately taken away by the guards every time if you dont have a license ;-; not sure if there can be an exception there or what or maybe he doesn't give you armor at all or maybe his gift includes 24 hour armor license depending on your license situation anyway just an idea thats all. Another thing is for the wartimes mod, I saved the "fathers heels" as a part of my outfit but it never equips them for some reason always have to do it manually which isn't a big deal but just thought i woudl say something 1
Lupine00 Posted May 12, 2021 Posted May 12, 2021 3 hours ago, delgathar said: I clicked through over a hundred "One Moments..." Don't click. Just wait a while.
Basic_stuff Posted May 12, 2021 Posted May 12, 2021 I am having trouble with buying licenses, it doesn't give me the full selection for whatever reason, i have them ticked in the menu but it wont let me buy a weapon, armor or magic license.
Monoman1 Posted May 12, 2021 Author Posted May 12, 2021 2 hours ago, Basic_stuff said: I am having trouble with buying licenses, it doesn't give me the full selection for whatever reason, i have them ticked in the menu but it wont let me buy a weapon, armor or magic license. Is 'Licence style' set to default? 3 hours ago, tamai said: So when you come to jarl balgruf with the news of the dragon attacks he gives you armor which is almost immediately taken away by the guards every time if you dont have a license ;-; not sure if there can be an exception there or what or maybe he doesn't give you armor at all or maybe his gift includes 24 hour armor license depending on your license situation anyway just an idea thats all. Think I'd rather just change the reward to gold.... 3 hours ago, tamai said: Another thing is for the wartimes mod, I saved the "fathers heels" as a part of my outfit but it never equips them for some reason always have to do it manually which isn't a big deal but just thought i woudl say something Mmm... yea. They have the sexlabnostrip keyword. Anything with it is ignored. Not sure what to do about that. If I take it off then they'll be confiscated. You could remove the keyword and add them as an SLS exception. Same probably goes for the collar. 6 hours ago, delgathar said: I don't know how feasible it is, but it would be nice if there were a once per force greet check of my equipment. I have to click through 10 or more "Hold on there a second there princess." before they finally talk. I get the feeling that it is looping the force greet instead of looping the inventory check after the force greet. No offence but 'clicking to go faster' is akin to throwing your PC to make it go faster Seriously though, I think you might be confusing force greet with dialogue looping? If the other Npcs aren't rushing to greet you then it's not a force greet. Looping through the dialogue is normal - the script hasn't finished scanning your inventory (not just equip sots). And so the mod can not determine what dialogue to use if you have not been cleared. Chicken and egg type thing. If you're really impatient then just tab out of the dialogue instead. Other than that if the check is taking a long time you might want to check the health of your save in Falrim tools. Active scripts and suspended stack counts are usually a good indicator.
tamai Posted May 12, 2021 Posted May 12, 2021 1 hour ago, Monoman1 said: Think I'd rather just change the reward to gold.... I see that would be better honestly 1 hour ago, Monoman1 said: Mmm... yea. They have the sexlabnostrip keyword. Anything with it is ignored. Not sure what to do about that. If I take it off then they'll be confiscated. You could remove the keyword and add them as an SLS exception. Same probably goes for the collar. no worries its not a huge deal i was just wondering if there was a workaround
Monoman1 Posted May 12, 2021 Author Posted May 12, 2021 Posted a little beta update. Mostly just to support something in Wartimes. There is a little something else that's hidden... that might interest some people and I'd like to get feedback on how well it works or doesn't. It doesn't have any Mcm options and it's off by default. To start it: StartQuest _SLS_SteepFallQuest To turn it off: StopQuest _SLS_SteepFallQuest What does it do? Essentially it's an attempt to add consequences for trying to traverse rugged terrain. If you run down (or up) a steep slope you may trip and rag doll to the bottom, potentially hurting or killing yourself. Jumping is the same. Jump too far and you'll rag doll. It's intended to: A) Stop silly mountain climbing/descending. (Have fun running down the side of High Hrothgar now ) B) Try to level the AI path finding playing field. Eg. Running away from enforcers and jumping off rooftops and walls has certain risks with it.... But of course it's not perfect. And has all the usual lovely bethesda quirkiness such as 1. Awkward fall down/get up animations. 2. Helicopter feet. (love this one beth!) 3. Slidey physics of slowly impending doom. 4. HilariBad falling deaths. A note on 'heaviness'. Jumping is handled purely by events so it should be pretty damn light. Running... unfortunately I could find no event based option that I liked so it's a continuous update every 0.5 seconds. Now usually it executes a very simple IF statement, stores your current height and that's it. 2 lines of code (if you've not tripped and fallen) so it's about as short and as efficient as I could possibly make it. Try it. See what you think. The heights could be adjusted via mcm later if I decide to keep it. Oh and it works nice with trauma giving you a nice bruise to go with your fall.
Nazzzgul666 Posted May 12, 2021 Posted May 12, 2021 4 hours ago, Monoman1 said: Other than that if the check is taking a long time you might want to check the health of your save in Falrim tools. Active scripts and suspended stack counts are usually a good indicator. I also noticed the checks take ages and my save is fine. i'm not sure if that works but maybe you could skip scanning anything else than weapons/armor? At least that i'm often carrying a row of alchemy stuff, food and random shit makes me think that it's not my chopping axe and the 10 armor things that take so long...
Monoman1 Posted May 12, 2021 Author Posted May 12, 2021 12 minutes ago, Nazzzgul666 said: I also noticed the checks take ages and my save is fine. i'm not sure if that works but maybe you could skip scanning anything else than weapons/armor? At least that i'm often carrying a row of alchemy stuff, food and random shit makes me think that it's not my chopping axe and the 10 armor things that take so long... The only thing I can do to make licence checks faster is to overhaul the approach. Currently it is a 'per object type' approach. Meaning there's an inventory scan for every type of object - (Armor, weapon, magic items etc). This was the wrong approach in retrospect (everything's great in retrospect. Never envisioned licences becoming so big). I should have used an 'inventory object' type approach. Which would reduce it to a single inventory scan. I have plans to do it but calling it a massive job is a bit of an understatement.... Still though, the more licences you have the longer the scan will take because it's a fail on first hit type affair. So the more objects you have that pass the licence check the longer it'll take. Which is why it's really quick in the beginning - because you don't have a licence for anything so everything is an almost immediate failure of the licence check.
Monoman1 Posted May 12, 2021 Author Posted May 12, 2021 Folks, any recommendations for a mod to replace POP? POP's a great deterrent. Have used it for years. But it's take up 3 esp spaces now with 2 mods I never use. It's getting harder to justify in my LO, so.... suggestions?
Krashark Posted May 12, 2021 Posted May 12, 2021 1 hour ago, Monoman1 said: What does it do? Essentially it's an attempt to add consequences for trying to traverse rugged terrain. If you run down (or up) a steep slope you may trip and rag doll to the bottom, potentially hurting or killing yourself. Jumping is the same. Jump too far and you'll rag doll. It's intended to: A) Stop silly mountain climbing/descending. (Have fun running down the side of High Hrothgar now ) B) Try to level the AI path finding playing field. Eg. Running away from enforcers and jumping off rooftops and walls has certain risks with it.... Does this work while riding a horse? Horses in Skyrim seem to have some kind of magnetic attraction for the terrain ? Also: does it work with Better Jumping mod? (LE: https://www.nexusmods.com/skyrim/mods/65044 SE: https://www.nexusmods.com/skyrimspecialedition/mods/18967)
Monoman1 Posted May 12, 2021 Author Posted May 12, 2021 2 minutes ago, Vaccinated Alligator said: Does this work while riding a horse? Horses in Skyrim seem to have some kind of magnetic attraction for the terrain ? Also: does it work with Better Jumping mod? (LE: https://www.nexusmods.com/skyrim/mods/65044 SE: https://www.nexusmods.com/skyrimspecialedition/mods/18967) I have no idea on both counts. Which is why I'm looking for guinea pigs... Ah I mean brave beta testers!
divinefire Posted May 12, 2021 Posted May 12, 2021 24 minutes ago, Monoman1 said: Folks, any recommendations for a mod to replace POP? POP's a great deterrent. Have used it for years. But it's take up 3 esp spaces now with 2 mods I never use. It's getting harder to justify in my LO, so.... suggestions? Hmm maybe make kennel time served as prison time served or make a separate kennel prison overhaul that way you do not need any extra esp. Just random thoughts. ? As far as other mods, cursed loot has a prison but it ports you to it and out without being in the city. I like PO better just because it interacts with the citizens of the city and the jailor has random places to take you in said city. I do not know any other mod that does anything close to prison time served with adult xxx themes.
JB. Posted May 12, 2021 Posted May 12, 2021 There is Jail Rape but is SE only. Quote Features Arrested Bandit Girls This mod adds arrested bandit girls in jails of various towns. If male guard is in the same town, she will be raped on and on. Arrested Player Warning! If you got arrested, you will also be raped! As a penalty, your skills decrease depending on days in jail. If you don't like it, open MCM and set "Skill Decrease Rate" to 1.0.
Monoman1 Posted May 12, 2021 Author Posted May 12, 2021 2 minutes ago, divinefire said: I do not know any other mod that does anything close to prison time served with adult xxx themes. If I'm honest, I'm not super interested in it having an adult theme. Having one is a happy addition of course. I'm more interested in the deterrent part. Vanilla prison is a joke. "Guard: Hold it there thief" "Guard: You're in for it now!" "PC: Oh noes! What will happen to me?" "Guards: I'm going to take you to a room, you're going to press a button and then we're going to let you go" "PC: Not the button.... NOoooo! 1
Nazzzgul666 Posted May 12, 2021 Posted May 12, 2021 1 hour ago, Monoman1 said: Still though, the more licences you have the longer the scan will take because it's a fail on first hit type affair. So the more objects you have that pass the licence check the longer it'll take. Which is why it's really quick in the beginning - because you don't have a licence for anything so everything is an almost immediate failure of the licence check. I realized i should have added... where it takes a really long time is when i don't have any licences and no items violating it either. I guess one way around these long times is just to have something every time i enter/leave but it feels.... wrong.^^ Cursed loot has a prison... that definitly has some nice things but... i dunno. The initial prison times are completly randomized appearently, it's something i more and more loath about DD and DCL. It's not playing a RPG with additions, it's a bondage simulator sandbox.
delgathar Posted May 12, 2021 Posted May 12, 2021 6 hours ago, Monoman1 said: No offence but 'clicking to go faster' is akin to throwing your PC to make it go faster Seriously though, I think you might be confusing force greet with dialogue looping? If the other Npcs aren't rushing to greet you then it's not a force greet. Looping through the dialogue is normal - the script hasn't finished scanning your inventory (not just equip sots). And so the mod can not determine what dialogue to use if you have not been cleared. Chicken and egg type thing. If you're really impatient then just tab out of the dialogue instead. Other than that if the check is taking a long time you might want to check the health of your save in Falrim tools. Active scripts and suspended stack counts are usually a good indicator. I don't know about that. Just about every single dialog, especially dialog with audio attached. I could listen to the whole speel, "Some call it trash, me.." clicking = faster it bypasses the audio or built in wait(). If there are multiple stages of dialog then clicking gets through the intro faster and open up the dialog menu faster. So I don't see that allusion being true. And I I'm not confused about dialog mean force greet. The toll collector force greets the player for walking too close. I even referenced the specific dialog. Because it is a force greet loop, I couldn't tab out. I had to reboot the client. I couldn't walk away because my character was locked in force greet. I couldn't hit escape and reload because it was a force greet and it locked me out of the menu. Waiting did nothing. It still looped through the toll dialog repeatedly. I could tell it was looping because the second dialog "I need to check your papers" would flash, then it would return to "Hold it there..." And it's not "taking a long time to check." It is checking in a loop. performing the same check over and over. I've NEVER had it do the force greet routine once. Multiple saves and multiple load orders over the years. Never. It always loops at least twice. I've never had it loop over 100 times before. But that was simply too much.
JayDrizzle Posted May 12, 2021 Posted May 12, 2021 On 5/10/2021 at 5:47 AM, DoubleCheeseburger said: Hi hello, I generated voice files using SKVA Synth for Sexlab Survival which can be downloaded here (1.82 Gb archived, 2.20 Gb unpacked): https://mega.nz/file/HjIDlKbQ#oBxvBx0K8HIlrCn2oh7MgIm3sgYQsr4PXxtF5G2lQ7c This will make NPC's dialog lines voiced but there are a few caveats as always: 1. For the sake of sanity and laziness this was made by batch so don't expect speech to be top notch tuned. Generated audio ranges all the way from atrocious to nearly perfect. I attached few examples to this post so you can check it out for yourself and decide whether or not you need this. 2. Even though I used all SKVA Synth's available voice models including those from Patreon, there are still some major voices missing. So don't expect it to have 100% coverage for now. 3. There are few lines in which asterisks are used to accent some words and in other lines it's used to describe NPC's actions. For example: "The man that lives there is *very* friendly and you don't even have to pay." "*Before you have time to react he reaches down pinches a tuft of your pubic hair, pulls it out roughly and holds the hairs up to your face*" Again, being this batch generated I didn't want to edit lines by hand, so I decided to remove all text contained within asterisks, brackets, square brackets and "<...>" contructions from speech generation. 5. My CreationKit64 keeps crashing when I try to generate .lip files by batch so I just used dummy .lip files. This means that lip sync will be off. 6. And, finally, I play Skyrim Special Edition so I generated voice files based on Sexlab Survivel SE version 0.635. But this should work fine on Legendary Edition as well as newer versions of Survival as long as dialog lines remain more or less the same. Voice models used: Reveal hidden contents DLC1SeranaVoice DLC2FemaleDarkElfCommoner DLC2FemaleUniqueFrea DLC2MaleDarkElfCommoner DLC2MaleDarkElfCynical FemaleArgonian FemaleCommander FemaleCommoner FemaleCondescending FemaleDarkElf FemaleElfHaughty FemaleEvenToned FemaleKhajiit FemaleNord FemaleOldGrumpy FemaleOldKindly FemaleOrc FemaleShrill FemaleSultry FemaleUniqueAstrid FemaleUniqueDelphine FemaleUniqueKarliah FemaleUniqueMaven FemaleUniqueVex FemaleYoungEager MaleArgonian MaleBrute MaleCommoner MaleCommonerAccented MaleCondescending MaleDarkElf MaleEvenToned MaleGuard MaleKhajiit MaleNord MaleNordCommander MaleOldGrumpy MaleOldKindly MaleOrc MaleSlyCynical MaleSoldier MaleUniqueMercerFrey MaleUniqueTullius MaleUniqueUlfric MaleYoungEager Maven Installation: 1. Install the downloaded archive using your Mod Manager. 2. Let it overwrite Sexlab Survival OR let Sexlab Survival overwrite it if you want to keep lines that are already voiced as they are. And you're done! Also would like to use this post to thank @Monoman1 for this insanely well made mod. Thank you. Your browser does not support the HTML5 audio tag. _SLS_Beggi__SLS_BeggingPus_0001F131_1.wav 318.04 kB · 1,218 downloads Your browser does not support the HTML5 audio tag. _SLS_Tolle__SLS_TolledGate_0000A0F3_1.wav 235.54 kB · 1,165 downloads Your browser does not support the HTML5 audio tag. HousePurch__SLS_LicHouseSo_000D8C89_1.wav 122.54 kB · 1,143 downloads Thanks for this! I just read the new vasynth post and was going to start what you already accomplished. Thanks so much!! ?
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