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Posted
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. 

Posted
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.

Posted
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

Posted
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.

Posted

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

Posted

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

 

 

Posted
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. 

Posted
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. ?

Posted

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.

Posted
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

Guest AthenaESIV
Posted

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.

Posted
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

Guest AthenaESIV
Posted
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.

Posted
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....

 

Posted
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. ??

Posted
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. 

Posted
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

Posted
9 hours ago, Monoman1 said:

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.

 

is there a way to check if the player is in a scene and wait till the scene is over to recalculate all the debuffs for spanks? The problem I have is that during a rape the damage happens quite frequently as spanks are being applied constantly during the scene. But this tends to trigger things that happen because of damage being taken like injuries from wildcat putting me in ragdoll. (wild cat has a % chance to apply an injury if your health is below an certain % and you take damage. Some injuries like a leg will cause a ragdoll)

 

 

Posted

@Monoman1 You've probably seen it already, but there is a new prison mod that came out shortly after you asked for an alternative to POP.

 

Prison Alternative - A modular Prison System

 

What is this mod?

 

A lightweight Prison system with special emphasis on compatibility, extendability and intuitive feel to the game.

Its designed to be a natural extension to the vanilla Prison system. without assuming that you have the entire DD-mod family installed.

 

Posted
14 hours ago, Monoman1 said:

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. 

 

Bounty reduction in exchange for kennel time would be excellent. You could present it as a 'rehabilitation' program for petty criminals. It would also synergise well with the pickpocket mechanics, since a petty thief would be getting a lot of small bounties. It'd also be good to have more excuses to send the PC into the kennel.

 

Is there a way to control whether pickpocket detection is handled by either vanilla or SLS mechanics? I'd like it to be handled by SLS only.

Posted

Is there a console command for re-enabling the tolls if you are a resident in the 0.662 beta ? just personal preference.

Posted

I was doing the quest where you investigate the murder of someone in Windhelm and when I went into the house (Hjerim?) there was a guy there with dialogue suggesting that I owned the place. Later, as I was wandering around trying to figure out how to complete the quest, a guard stopped me as I didn't have a homeowner's licence and I was barred from re-entry, preventing me from completing the quest. I simply used the "coc" command to get around it, but it is a bug nevertheless.

It's possible that this bug was caused by another mod, but I think this mod is the only one I have which deals with houses as I never use them.

Posted

About Cover Mechanics/Half Naked cover, I try to toggle the mod on and off in skyui and it didn't detect or play when the character is naked or wear only bra/panty.
if i toggle the cover animation manually in SLS ui(G), it can toggle the animation when the character is wearing panty or naked, but not only bra. It always cover both top and bottom too. (test on Bikini Armor)
I have try disble DD underneath too but no luck ?

 

Is the function auto play the animation or you have to toggle it to play manually ? is additional mod need for the animation to play ?

 

Posted
14 hours ago, Corsec said:

Is there a way to control whether pickpocket detection is handled by either vanilla or SLS mechanics? I'd like it to be handled by SLS only.

You can disable SLS's handling of it in the mcm but again Npcs in scenes can't be overridden. 

 

13 hours ago, matt66 said:

Is there a console command for re-enabling the tolls if you are a resident in the 0.662 beta ? just personal preference.

No options as of now. 

 

12 hours ago, Alexi04 said:

I was doing the quest where you investigate the murder of someone in Windhelm and when I went into the house (Hjerim?) there was a guy there with dialogue suggesting that I owned the place. Later, as I was wandering around trying to figure out how to complete the quest, a guard stopped me as I didn't have a homeowner's licence and I was barred from re-entry, preventing me from completing the quest. I simply used the "coc" command to get around it, but it is a bug nevertheless.

It's possible that this bug was caused by another mod, but I think this mod is the only one I have which deals with houses as I never use them.

Yup. Known bug.

 

6 hours ago, my2thpick said:

I try to toggle the mod on and off in skyui and it didn't detect or play when the character is naked or wear only bra/panty.

It's not automatic because playing the animation at the wrong time results in getting stuck. So it's manual. 

 

6 hours ago, my2thpick said:

but not only bra.

With vanilla TAWoBA bikini armors the bra covers the body slot. So every mod considers you as not naked once you're wearing just a bra. The TAWoBA patches posted on the page split the bra and panty into 'fake' top and bottom. Code in SLS detects when you've both a top and bottom equipped and makes you not naked, if 'Half Naked Cover' is enabled. 

6 hours ago, my2thpick said:

is additional mod need for the animation to play ?

No additional mod is required but you need to rerun fnis after installing. 

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