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2 hours ago, griffinjohn59 said:

So I'm having a weird bug that I've literally never encountered before until I installed Sexlab Survival.  I'm hoping that SLS is the cause of it because if it isn't then there's a hell of a lot of mods that might be causing it instead.

 

At some point during my playthrough my character will no longer reequip weapons or spells.  I was doing a quest with my weapon equipped the whole time, I unequipped it before entering Whiterun to keep the guards from bitching, but later when I tried to reequip it, it wouldn't.  Using favorites menu I can see the weapon flash into my character's hand before near instantly unequipping itself.  I can even rapidly click on it in favorites and it flashes onto and off of my character.  The same holds true regardless of weapon archetype or even the use of spells.  Shouts/powers are unaffected.  Going back to earlier saves show that the problem started sometime before I stated the quest, but it definitely isn't propagating across saves as going back far enough results in weapons working fine.  

 

I had this happen earlier in the playthrough during a rather buggy quest and had assumed it to be the result of an unequip script going rogue,  but that quest was wrapped up hours ago.  Given that I couldn't equip weapons while in town (angry guards) the bug must have started between leaving Whiterun for the first Companions fragment thing and the middle of that dungeon.  But for the life of me I cannot think of a specific trigger.

 

Sorry for the length of this post, but it's really hard to play Skyrim unarmed when you're not RPing a thief or something and I'd rather not lose hours of progress getting around this bug.  Not to mention if I cannot find what caused it I cannot prevent it from happening again.

 

Just one alternative data point -- I have been using Sexlab Survival for a couple years now, and I have not ever encountered that behavior.

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Any updates on fixing the current implementation of the misogyny stats penalties? I saw there was some discussion up the thread about it. If you don't want to fix it, could you at least make it so the health penalty can be disabled separately? That's the one that causes most of the mod conflicts. I mean, it's annoying that the penalties don't mean as much to my character at higher levels, but it's the way most female NPCs show up as injured for the purposes of other mods that makes it so I have to keep the feature turned off. And I really want to use the feature!

 

While I'm at it, is something like, supposed to happen when the enforcers drag me back to headquarters for not having an escort? Both times it worked for me, it didn't seem like they applied any curses or took anything from me, and they certainly didn't assign me a follower. The one time it didn't work at all, by the way, the enforcer and I got stuck in a loop in Falkreath where the teleport would fail and the enforcer would restart the conversation endlessly.

 

 

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9 hours ago, griffinjohn59 said:

So I'm having a weird bug that I've literally never encountered before until I installed Sexlab Survival.  I'm hoping that SLS is the cause of it because if it isn't then there's a hell of a lot of mods that might be causing it instead.

 

At some point during my playthrough my character will no longer reequip weapons or spells.  I was doing a quest with my weapon equipped the whole time, I unequipped it before entering Whiterun to keep the guards from bitching, but later when I tried to reequip it, it wouldn't.  Using favorites menu I can see the weapon flash into my character's hand before near instantly unequipping itself.  I can even rapidly click on it in favorites and it flashes onto and off of my character.  The same holds true regardless of weapon archetype or even the use of spells.  Shouts/powers are unaffected.  Going back to earlier saves show that the problem started sometime before I stated the quest, but it definitely isn't propagating across saves as going back far enough results in weapons working fine.  

 

I had this happen earlier in the playthrough during a rather buggy quest and had assumed it to be the result of an unequip script going rogue,  but that quest was wrapped up hours ago.  Given that I couldn't equip weapons while in town (angry guards) the bug must have started between leaving Whiterun for the first Companions fragment thing and the middle of that dungeon.  But for the life of me I cannot think of a specific trigger.

 

Sorry for the length of this post, but it's really hard to play Skyrim unarmed when you're not RPing a thief or something and I'd rather not lose hours of progress getting around this bug.  Not to mention if I cannot find what caused it I cannot prevent it from happening again.

If you use the amp framework, try pressing f1 and heal. After that you've probably got to go down the road of disabling esps.

2 hours ago, AnnaBellaMia said:

Any updates on fixing the current implementation of the misogyny stats penalties? I saw there was some discussion up the thread about it. If you don't want to fix it, could you at least make it so the health penalty can be disabled separately? That's the one that causes most of the mod conflicts. I mean, it's annoying that the penalties don't mean as much to my character at higher levels, but it's the way most female NPCs show up as injured for the purposes of other mods that makes it so I have to keep the feature turned off. And I really want to use the feature!

 

While I'm at it, is something like, supposed to happen when the enforcers drag me back to headquarters for not having an escort? Both times it worked for me, it didn't seem like they applied any curses or took anything from me, and they certainly didn't assign me a follower. The one time it didn't work at all, by the way, the enforcer and I got stuck in a loop in Falkreath where the teleport would fail and the enforcer would restart the conversation endlessly.

 

 

Ah... remind me again whats wrong? 

Separating out the debuffs means adding more magic effects. Something id like to avoid. There's already too many. 

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13 hours ago, griffinjohn59 said:

So I'm having a weird bug that I've literally never encountered before until I installed Sexlab Survival.  I'm hoping that SLS is the cause of it because if it isn't then there's a hell of a lot of mods that might be causing it instead.

I suspect your amputator framework is broken.

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10 hours ago, Monoman1 said:

If you use the amp framework, try pressing f1 and heal. After that you've probably got to go down the road of disabling esps.

 

You were 90% right!  Amputator Framework was the problem, the 10% wrong is that forcing healing via F1 didn't work.  But upon checking the dismemberment section of Sexlab Survival it mentioned...Troll Cum as a solution.  That wound up doing the trick!  Now I'm either just going to disable Amp Framework from the in-game menu or tell SLS exactly how little dismemberment I want in combat because Guro is a few too steps into squick for my taste.

 

Thank You!  Playthrough successfully saved!

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On 5/20/2021 at 6:58 PM, xyzfs said:

I don't mean the licence enforcing mechanism added to the player, but the one that acts on followers (having a follower give back to you forbidden items). Is it included (are PAH slaves seen as followers by SLS)?

(asking because I just overwhelm them with anything I find, keeping licenses in mind would be really complex)

Nope. PAH slaves definitely are not seen as followers. Hell, followers that often appear like followers aren't really actually followers.

 

There's a fair amount of risk giving stuff to pah slaves anyway - they might run off with it, unless

they're broken of course. I always thought slaves should attack you if you give them weapons or armor but its something that never came into PAH unfortunately. Honestly I'm not too bothered in coming up with a resolution for it. 

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16 hours ago, Kingslayer101 said:

Im using YGNord race and the tongue is still Low when the mouth opens. I installed the High ones but it still doesnt help. Help pls.
It works normal only on Ningheim race but not for the other vanilla races.

If the high tongues are still not high enough then your only choice is to adjust the nifs to be higher in nifskope. If you do it post it here and I'll include them as a 'higher' option in the installer. 

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9 hours ago, Monoman1 said:

If the high tongues are still not high enough then your only choice is to adjust the nifs to be higher in nifskope. If you do it post it here and I'll include them as a 'higher' option in the installer. 


You're in luck, I was just about to post them here. Edited them in OutfitManager instead because Nifscope is a bit confusing to use. Now they may be a bit higher but they arent perfect. Still better than misaligned tongues :D 
HigherTongues.rar These ones should work better on Vanilla races.

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On 2/7/2020 at 8:06 AM, Corsayr said:

So this is the cause? Is there anything I can do to fix besides removing DL? (I really like the struggle minigame)

 

  Reveal hidden contents

image.thumb.png.b2e5f85bc52020846980fbe0605523e2.png

 

Lets see what changing it to = female does.... ?

 

W00T that worked! They talk to me again, and I paid my fine... But he stole all my armor. QQ Brand new set of armor too! ?

 

  Reveal hidden contents

926173357_Fawn-Whiterun2020-02-0615_48_18.thumb.jpg.a1f07a9819549b755dbd8fcf877d36c9.jpg

 

What exactly did you change to "=female" ? I love this mod , but the only problem is the Guards don't initiate a dialogue to pay off my bounty . Is it possible to fix through SSEdit? TIA

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18 minutes ago, Xeynium said:

What exactly did you change to "=female" ? I love this mod , but the only problem is the Guards don't initiate a dialogue to pay off my bounty . Is it possible to fix through SSEdit? TIA

 

in xEdit expand the conditions and where it says male, change that to female. 

 

But the problem should fix itself if you download the most recent version of Devious Lore unless some other mod is perpetuating that bad record. xEdit should tell you.

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Hi there ?

 

Me again

 

So I am trying to track down the issue with the enforcers causing a CTD on the SE version. 

 

and I have now figured out that it is NOT the model. But also that the same enforcer will CDT one time and not another time. Thus the CTD is not even consistent... ?

 

So... I was wondering since the guards now can perform the functions of Enforcers, is it possible to make SLS not spawn enforcers at all? What potential issues will that have? 

 

 

EDIT

 

Zip file with 3 crash logs for enforcers

SLS enforcer crash project.7z

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Update

 

Setting spawn enforcers min and max both to 0 seems to have fixed the CTD at the cost of there being no enforcers. 

 

Set min and max make guards act like enforcers to a decent amount. Will report if that has any negative consequences

 

 

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7 hours ago, Corsayr said:

Update

 

Setting spawn enforcers min and max both to 0 seems to have fixed the CTD at the cost of there being no enforcers. 

 

Set min and max make guards act like enforcers to a decent amount. Will report if that has any negative consequences

 

 

Afraid I can't read these logs. The only things I can discern is:

its not the same enforcer. 

Theyre probably all riverwood (though thats probably just the area you are testing)

 

The only other possible connection I can make is the mention of 'enable'. As you approach town enforcers are randomized to try to keep things interesting. I wanted random patrol paths but that seems to be not worth the cost. So as you approach town all enforcers are disabled and then random enforcers are enabled. So unless it has something to do with that. Why it would cause a problem in se and not le I've no clue. I'd assume npcs are enabled and disabled all the time. 

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5 hours ago, Monoman1 said:

Afraid I can't read these logs. The only things I can discern is:

its not the same enforcer. 

Duplicate instances of the same enforcer crashing were left out on purpose. 

 

5 hours ago, Monoman1 said:

Theyre probably all riverwood (though thats probably just the area you are testing)

yup that is just where I was testing.

 

5 hours ago, Monoman1 said:

The only other possible connection I can make is the mention of 'enable'. As you approach town enforcers are randomized to try to keep things interesting. I wanted random patrol paths but that seems to be not worth the cost. So as you approach town all enforcers are disabled and then random enforcers are enabled. So unless it has something to do with that. Why it would cause a problem in se and not le I've no clue. I'd assume npcs are enabled and disabled all the time. 

 

Well, we can 

 

1. maybe have you make a test version that doesn't do the randomizing thing and see if that is the issue

 

or 

 

2. (and I think you will like this one) I can make a note on the SE version that if you are having this issue just disable the enforcer spawns and jack up the guards as enforcer settings. Wipe our hands clean of the whole sorry mess and sweep it under the rug for future us to deal with. ?

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Are there any plans to make the Kennel an alternative to prison? It would be pretty great as an alternative to short prison terms and/or a way to reduce bounties.

 

I'd like it if I could talk to the Kennel master and agree to stay in the Kennel for a while in exchange for a reduction in bounty. This would be especially good for when starting out as a thief and getting lots of petty bounties.

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On 5/21/2021 at 3:55 AM, Monoman1 said:

Ah... remind me again whats wrong? 

Separating out the debuffs means adding more magic effects. Something id like to avoid. There's already too many. 

It's the fact that the penalties show up as damage.

SkyrimSE 2021-05-23 12-31-14-79.bmp

 

What this does in the case of health is make NPCs show up as if they're injured. This doesn't mean much in the vanilla game, but other mods, including Paradise Halls and Dirt and Blood, start treating the NPCs as if they've taken health damage. I haven't been able to fix this by adjusting the health cushion.

 

SkyrimSE 2021-05-23 12-31-56-70.bmpSkyrimSE 2021-05-23 12-32-11-10.bmp

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Guest AthenaESIV

The feature of making guards into enforcers is awesome, and @Corsayr's solution for the SE version will be good... Only downside is I really like how Enforcers carry torches at night, really helps in identifying them and steering clear.

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1 hour ago, AthenaESIV said:

The feature of making guards into enforcers is awesome, and @Corsayr's solution for the SE version will be good... Only downside is I really like how Enforcers carry torches at night, really helps in identifying them and steering clear.

 

That's cheating! ?

 

 

Besides I use this ?

So all the guards carry torches

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Guest AthenaESIV
26 minutes ago, Corsayr said:

 

That's cheating! ?

 

 

Besides I use this ?

So all the guards carry torches

 

lol, I think the best part of the enforcers is the tension of it, the 'will he make his catch or not' aspect of it. The torches and the audio queue they give were a massive improvement. (I would try that mod, but I think the ENB hit might be too much for me to maintain steady FPS).

 

It's like X rated Solid Snake if Snake were a woman, lol.

 

IMO that cat and mouse part of SLS is a great minigame and deserves lots of exploration. There are lots of obvious ideas, like having a green -> yellow -> red state of alertness (maybe glowing shaders to show this or something), where enforcers progress to aggressive pursuit as opposed to instantly chasing the PC, maybe even including different methods of escape and de-aggro, or even some sort of 80's R rated movie 'heroine loses her clothes trying to get away' type thing, lol.

 

I look forward to see what Monoman comes up with this aspect of the mod big time, especially surprises that he throws in that I would never guess were coming.

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3 hours ago, AthenaESIV said:

 

lol, I think the best part of the enforcers is the tension of it, the 'will he make his catch or not' aspect of it. The torches and the audio queue they give were a massive improvement. (I would try that mod, but I think the ENB hit might be too much for me to maintain steady FPS).

 

It's like X rated Solid Snake if Snake were a woman, lol.

 

IMO that cat and mouse part of SLS is a great minigame and deserves lots of exploration. There are lots of obvious ideas, like having a green -> yellow -> red state of alertness (maybe glowing shaders to show this or something), where enforcers progress to aggressive pursuit as opposed to instantly chasing the PC, maybe even including different methods of escape and de-aggro, or even some sort of 80's R rated movie 'heroine loses her clothes trying to get away' type thing, lol.

 

I look forward to see what Monoman comes up with this aspect of the mod big time, especially surprises that he throws in that I would never guess were coming.

Happily guard enforcers also have audio cues. 

 

Unfortunately its difficult to do anything interesting with skyrim ai. And adding packages to their AI stack is not without cost. All those package conditions need to be evaluated. And towns are already fps sink holes. Would be cool though....

 

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13 hours ago, AnnaBellaMia said:

the fact that the penalties show up as damage.

Right. I don't know that this is fixable. I think its just the way skyrim deals with it. There aren't a million ways to modify health.

 

Just 2 AFAIK .

1. Spell - the current way

2. Modifying the values via script. I don't think this is a good idea generally. Its not 'visible' to the user. You can at least 'see' spell effects on an npc. Using scripts a user won't know how much a value was modified by to change it back. It won't change back without a script doing it or manually via the console. I think the script could be prone to stack dumps/timing issues meaning values would be modified one way and not back/forward (permanently messing up the stat without invervention). Spells can just be dispelled to get back to normal. Spells can use built in conditions (eg GetInFaction SexlabAnimatingFaction) to do basic checks without clogging up the script engine with more OnAnimationStart/End events. 

3. ??

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13 hours ago, Corsec said:

Are there any plans to make the Kennel an alternative to prison? It would be pretty great as an alternative to short prison terms and/or a way to reduce bounties.

 

I'd like it if I could talk to the Kennel master and agree to stay in the Kennel for a while in exchange for a reduction in bounty. This would be especially good for when starting out as a thief and getting lots of petty bounties.

Beta has a deal to make the kennel your home of sorts. But no plans on prison really. Its a bit too contentious of an area. Though I suppose some kind of bounty reduction mechanic would be fine. 

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18 hours ago, Corsayr said:

1. maybe have you make a test version that doesn't do the randomizing thing and see if that is the issue

Ok. Here is the script with randomizing commented out. I think you should test on a new game only as I don't know what state your enforcers are currently in (enabled or not)

_SLS_LicTownCheck.pex

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