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Posted

I'm having an issue with the latest betas of Survival and STA. It seems like the sex sounds become oral whenever my character's mouth is considered open in Survival, which can happen from high enjoyment in SLSO or just from simple moans it seems. Am I the only one getting this behavior? 

 

I noticed this line in the changelog for the most recent STA beta:

- No sucking sounds while ahegaoing

 

Which sounds like it may fix the issue im having, but it is still present!

Posted (edited)
On 6/16/2021 at 1:34 PM, Monoman1 said:

It's always stood out to me as something that needs changing but I've no solid ideas in the area that I like. 

Would be replacing them with something stash related something you like? I thought it would fit. For something simple/not too complex that could be expanded if you find something better... You could find notes in your stashes (maybe even save ones?) a là "You stole from me, now you know how that feels. Meet at <place> if you want them back!"
As a raw solution you could find a hooded stranger there that gives you one of the begging tasks and you can get your things back if successful. For something more complex it could be thieves guild related (i.e. disabled if you killed them all, they might recognize you if you got the skeleton key...), otherwise some dirty work for them?

 

  

On 6/16/2021 at 8:05 PM, HexBolt8 said:

Deviously Vanilla changed the thugs so that they just put you in heavy bondage and (optionally) rape you.  It's inconvenient but not deadly.  Unfortunately, that mod (which was up for adoption) has recently been deleted from the site, but Zaflis has posted the download file here.

I'm not all to fond of the concept of DV and after reading why that guy deleted his mods i'll be happy to never use anything he made. The thought that he as a copyright over the idea to put you in bondage when entering a city is ridiculous.

*Edit: I just realized that i made a huge mistake and accidently accused the wrong person here. It wasn't the author of deviously vanilla but city bondage and i'm incredibly sorry for that failure of mine.

Edited by Nazzzgul666
Posted
1 hour ago, candibelle said:

Which sounds like it may fix the issue im having, but it is still present!

Yep. Have noticed it's not 'fixed'. 

57 minutes ago, Nazzzgul666 said:

Would be replacing them with something stash related something you like? I thought it would fit. For something simple/not too complex that could be expanded if you find something better... You could find notes in your stashes (maybe even save ones?) a là "You stole from me, now you know how that feels. Meet at <place> if you want them back!"
As a raw solution you could find a hooded stranger there that gives you one of the begging tasks and you can get your things back if successful. For something more complex it could be thieves guild related (i.e. disabled if you killed them all, they might recognize you if you got the skeleton key...), otherwise some dirty work for them?

I don't really want to change the event that much. Hired thugs is a good event IMO. It's nice and immersive. It just kind of lacks any sort of... compatibility. 

In my Death alternative/defeat setup they'll defeat my PC (usually), but for some reason DA never seems to kick in. I'll run off. They'll keep coming but I'll tear chunks out of them before they down me. Eventually I'll kill them. 

 

Even if DA kicked in I suspect they'd eventually show up again in their slow march of doom. Unfortunately I don't know if much can be done to preserve the hired thugs from SLS when it's the defeat mods that kind of need to handle it I think. 

Posted

wh does this window opens :

 

race not recognized. how large is the reature that is about to cum ?

 

the creature is named Sven or Bandit .......

Posted
20 hours ago, shiagwen said:

race not recognized. how large is the reature that is about to cum ?

 

the creature is named Sven or Bandit .......

Weird... they seem to be of vanilla races, right? If you have mods that modify the vanilla races (such as Imperious), it can cause SLS to not recognize the races correctly, since SLS itself changes some of the race records. Noticed it once wit the inequality effect.

Posted
On 6/13/2021 at 12:08 PM, Monoman1 said:

Yea stuff sort of like that is planned. 

Wheel>Misc>Debug>Look at debug>Set IsNpc var to 0

 

Thank you! It worked perfectly :]

Posted

I have a reproducible problem where if I start a new game, wait a while (until everything's loaded etc.), then click on the 'enable trauma' button it gives me a notification about SLIF not being installed (which is fair enough, I don't want that mod and gathered it was only a soft dependency here), then after the notification I get a game-breaking bug where my character will repeatedly 'look to the side', crane her neck to see something in the distance/to the side. The save will then be broken and nothing will ever make her look straight ahead again. I don't much care about either trauma or belly scaling or whatever, but if I don't touch the trauma button the default seems to be that trauma is enabled (my character is getting marks and wounds) despite the button to enable it not having been pushed to enable the functionality, and I don't want either trauma or a character who's never actually looking at the stuff in front of her.

 

I believe someone at some point mentioned that this type of problem might be solved by Mfg fix, which I already have and which is doing nothing to solve it, regardless of where it's placed in the load order. I'm playing on SE's most recent conversion. It's not a one-off, the neck thing happens every time, and it happens immediately after the SLIF install notification coming from this mod. Any easy way around it, it's driving me mad..?

Posted
22 minutes ago, BYJE137 said:

I have a reproducible problem where if I start a new game, wait a while (until everything's loaded etc.), then click on the 'enable trauma' button it gives me a notification about SLIF not being installed (which is fair enough, I don't want that mod and gathered it was only a soft dependency here), then after the notification I get a game-breaking bug where my character will repeatedly 'look to the side', crane her neck to see something in the distance/to the side. The save will then be broken and nothing will ever make her look straight ahead again. I don't much care about either trauma or belly scaling or whatever, but if I don't touch the trauma button the default seems to be that trauma is enabled (my character is getting marks and wounds) despite the button to enable it not having been pushed to enable the functionality, and I don't want either trauma or a character who's never actually looking at the stuff in front of her.

 

I believe someone at some point mentioned that this type of problem might be solved by Mfg fix, which I already have and which is doing nothing to solve it, regardless of where it's placed in the load order. I'm playing on SE's most recent conversion. It's not a one-off, the neck thing happens every time, and it happens immediately after the SLIF install notification coming from this mod. Any easy way around it, it's driving me mad..?

Up 1 post.

Posted

When using crafting stations (forge, cooking stations, etc.) people come up an spank and sometimes they say "this will help you keep your mind of things" or something very similiar and then equip a random drug (or just lactacid?) on your character.

 

I believe it is either a Survival, STA, or Milk Addict feature. Sadly it stopped working for me. The NPC still say the line, come up to the character, but then nothing happens. Does anybode has observed similiar behaviour on SE with the latest beta versions of SLS, STA on SE?

Posted
2 hours ago, Silvain said:

When using crafting stations (forge, cooking stations, etc.) people come up an spank and sometimes they say "this will help you keep your mind of things" or something very similiar and then equip a random drug (or just lactacid?) on your character.

Furniture spanks are handled by STA. They shouldn't equip any drug though.....

The dialogue might sound like it but that entire event was repurposed from milk addicts trip + spank event to what it is now. Which is why they say stupid stuff like "junkie slut" etc.

1 hour ago, UrFaveComrade said:

I just started a new game and I have the Bikini Curse, even though I don’t have any bikini armour mods. How can I remove it?

Drop the bikini licence, disable bikini licence in the mcm. Buy an armor licence instead.

Posted
48 minutes ago, Monoman1 said:

Furniture spanks are handled by STA. They shouldn't equip any drug though.....

The dialogue might sound like it but that entire event was repurposed from milk addicts trip + spank event to what it is now. Which is why they say stupid stuff like "junkie slut" etc.

 

Huh, that is weird, since that has been happening since one of the earlier version of SLS. I always used it together with STA so I thought it was intended behaviour. Well I can live without since it was a bit strange anyway, I just thought I broke something with my current modlist.

Stuff suddenly changing without me knowing what caused the change always stresses me out. :D

 

Thanks for explaining.

Posted (edited)

I have a crash which happens all the time when loading my current save related to an enforcer, probably popping in at the worst moment and crashing the game, it's around winterhold when arriving by boat and trying to reach the town from the boat, which is quite a long way, I get the crash when reaching always exactly the same point. That's the netscript framework which reports the likely cause of the crash :

Possible relevant objects (2)
{
  [   1]    TESNPC(Name: `Enforcer`, FormId: 490614B5, File: `SL Survival.esp`)
  [   1]    Character(FormId: 490614B6, File: `SL Survival.esp`, BaseForm: TESNPC(Name: `Enforcer`, FormId: 490614B5, File: `SL Survival.esp`))
}

 

It's on se, with the 0.662 version.

 

I guess the only way around this is not going this way, since it seems to be a random npc appearing, using another way should avoid the crash, but it's really not convenient at this point, there are not multiple ways to reach winterhold from here, or loading a previous save, I have one from not too long ago... But if it's a random crash, it will happen again and it's a real problem in this case...

If someone has a better idea...

Edited by zelurker
Posted (edited)
10 minutes ago, zelurker said:

I have a crash which happens all the time when loading my current save related to an enforcer, probably popping in at the worst moment and crashing the game, it's around winterhold when arriving by boat and trying to reach the town from the boat, which is quite a long way, I get the crash when reaching always exactly the same point. That's the netscript framework which reports the likely cause of the crash :

Possible relevant objects (2)
{
  [   1]    TESNPC(Name: `Enforcer`, FormId: 490614B5, File: `SL Survival.esp`)
  [   1]    Character(FormId: 490614B6, File: `SL Survival.esp`, BaseForm: TESNPC(Name: `Enforcer`, FormId: 490614B5, File: `SL Survival.esp`))
}

 

It's on se, with the 0.662 version.

 

I guess the only way around this is not going this way, since it seems to be a random npc appearing, using another way should avoid the crash, but it's really not convenient at this point, there are not multiple ways to reach winterhold from here, or loading a previous save, I have one from not too long ago... But if it's a random crash, it will happen again and it's a real problem in this case...

If someone has a better idea...

 

Try this:

This is a weird SE specific bug. It happens randomly to some enforcers.

 

Dunno if that script change will help, but I have yet to encounter the bug again with this change. It is random though, so no guarantee.

 

You can also try to reduce the amount of enforcers to 0 in the MCM and wait for the cell to refresh. That was always my workaround.

 

Edited by Silvain
Posted
18 minutes ago, zelurker said:

I have a crash which happens all the time when loading my current save related to an enforcer, probably popping in at the worst moment and crashing the game, it's around winterhold when arriving by boat and trying to reach the town from the boat, which is quite a long way, I get the crash when reaching always exactly the same point. That's the netscript framework which reports the likely cause of the crash :

Possible relevant objects (2)
{
  [   1]    TESNPC(Name: `Enforcer`, FormId: 490614B5, File: `SL Survival.esp`)
  [   1]    Character(FormId: 490614B6, File: `SL Survival.esp`, BaseForm: TESNPC(Name: `Enforcer`, FormId: 490614B5, File: `SL Survival.esp`))
}

 

It's on se, with the 0.662 version.

 

I guess the only way around this is not going this way, since it seems to be a random npc appearing, using another way should avoid the crash, but it's really not convenient at this point, there are not multiple ways to reach winterhold from here, or loading a previous save, I have one from not too long ago... But if it's a random crash, it will happen again and it's a real problem in this case...

If someone has a better idea...

It's something to do with the enforcer randomization logic. Doesn't happen on LE. Go figure. 

 

 

This script removes the randomization function entirely. Note that enforcer min/max settings will no longer work and whatever enforcers are spawned will always be the case. Possibly none are spawned depending on whatever settings you've been using up until now and the places you've been....

Posted
25 minutes ago, Monoman1 said:

It's something to do with the enforcer randomization logic. Doesn't happen on LE. Go figure. 

 

 

This script removes the randomization function entirely. Note that enforcer min/max settings will no longer work and whatever enforcers are spawned will always be the case. Possibly none are spawned depending on whatever settings you've been using up until now and the places you've been....

 

I confirm the fix works anyway.

I had tried to set min enforcers = max enforcers = 0 but it doesn't change anything for this particular save, I guess the cell would need to be refreshed 1st.

 

Thanks a lot, I didn't expect such a fast reply ! :)

Posted

@Monoman1 - loving your mod. I'm doing my first play through using the permit system, and it's pretty awesome :)

 

I wonder if it's possible at some point to put in an option make the licenses hold specific rather than apply to all holds across Skyrim?

 

IMO it'd be more immersive (why would Solitude and Winterhold accept the same licenses?) and more of a pain for the PC (and what is SL Survival for if not to make life more painful for the PC :D ).

Posted (edited)
4 hours ago, Anunya said:

@Monoman1 - loving your mod. I'm doing my first play through using the permit system, and it's pretty awesome :)

 

I wonder if it's possible at some point to put in an option make the licenses hold specific rather than apply to all holds across Skyrim?

 

IMO it'd be more immersive (why would Solitude and Winterhold accept the same licenses?) and more of a pain for the PC (and what is SL Survival for if not to make life more painful for the PC :D ).

 

This sounds deviously dreadful and truly awful, in a very good way. OMG, the player would have to keep track of dozens of licenses. Perfect! ?

 

I just thought of something else - maybe the guards in one hold don't like licenses from another hold, and they tear them up when they inspect what you're carrying. Yikes! Even worse for the player.

 

Edited by Herowynne
Posted

This comes up every now and then but do you really want to have to manage 9 licence types X 9 holds = 81 licences on possibly a weekly basis at timescale 20. No thanks for me. 

Posted
29 minutes ago, Monoman1 said:

This comes up every now and then but do you really want to have to manage 9 licence types X 9 holds = 81 licences on possibly a weekly basis at timescale 20. No thanks for me. 


How about separate licenses for different hold allegiances (imperial/stormcloak)? It might be interesting, but maybe too much work?

Posted
5 hours ago, Anunya said:

IMO it'd be more immersive (why would Solitude and Winterhold accept the same licenses?) and more of a pain for the PC (and what is SL Survival for if not to make life more painful for the PC :D ).

I prefer the licence being valid for all holds, with (optional) faction discounts as they current are. Going through every hold and purchasing licences repeatedly would be annoying. Also, minor cities do not have quartermasters to sell licences for you.

Posted
3 hours ago, Monoman1 said:

This comes up every now and then but do you really want to have to manage 9 licence types X 9 holds = 81 licences on possibly a weekly basis at timescale 20. No thanks for me. 

 

Typically (in my game so far at least), I only have short term license and rarely cover the whole of Skyrim at once so I don't think I'd ever have to manage 81 licenses.

 

For me the value would be having to negotiate the initial entry into the city (license less) and prioritizing whatever licenses to get here compared to future plans. F. ex. I'm coming to Whiterun and planning to do some stuff before moving to Solitude. Do I get the short term license? Do I try to do without? Do I extend my stay because I got the licenses?

 

I mean, personally I'd probably leave it as a toggle (universal or hold specific licenses), but your mod your rules :)

Posted

I think that some of the more interesting potential applications of hold-specific licenses could be implemented with the current system, without actually needing to make different versions of the licenses for each hold. A guard telling you that your license is fake, or they have to take extra steps (or payments) to verify licenses that aren't issued by whichever city you're in, or by the wrong faction, could just be a matter of chance. They're things that could be handled as situations where the actual truth is less important than how well you can convince the guard that you're telling the truth/it's not worth pursuing/you can make it up to them somehow. Player dialogue options could cover a range of attitudes, from "I definitely have the right license, you're wrong," to "I'm sorry, I must have made a mistake," to "I know how this goes. What'll it take for you to accept my license?", and so on, and negative outcomes on the more assertive responses might be more severe than just taking the blame from the start. After all, it's already clear that the enforcers and toll collectors and guards aren't interested in playing fair and are trying to exploit you.

 

The licenses do have the names of whichever quartermaster you bought them from, but I don't know whether it's actually plausible to check them based on just that. The idea of having Imperial or Stormcloak versions would probably be a lot more manageable (in gameplay and in development) than individual hold licenses. But you don't necessarily need to check those at all to still get some of those ideas into the game.

 

Though one thing Anunya said did make me think about a toll to get into the city as well as out. At least for people who aren't residents, or living right outside like the farmers. Seems like a sensible revenue-raising strategy, especially for a place like Whiterun that gets a lot of visitors. (But that's not really SL Survival-specific. It's just, like... a regular tax thing.)

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