donttouchmethere Posted December 21, 2021 Posted December 21, 2021 (edited) 2 hours ago, Hannibal139 said: Dude i thought you are some sort of technical juggernaut lol Edited December 21, 2021 by donttouchmethere 2
Silvain Posted December 21, 2021 Posted December 21, 2021 5 hours ago, Hannibal139 said: Read this Well, I don't think the fast travel bug you have has its origin with SLS. As far as I know SLS only prevents fast traveling and does nothing to the time scale. It does modify the value wich enables/disables fast traveling in certain world spaces. That is also the reason why the MCM says "Disable this if you have another mod changing this". It would just turn it on again. Concerning the "missing" scripts: If the mod author did not fuck up and just forgot to include some scripts it is very unlikely that "missing" scripts between versions are an actual reason of concern. They may just have been consolidated into other script files in the process of cleaning up stuff on the mod author side of things. Copying over the "old" scripts (if that is what you have done) does nothing in the best case or breaks stuff in the worst case. If the mod author does not explicitly tells you that doing this is fine to fix something just don't do it. 1
Monoman1 Posted December 21, 2021 Author Posted December 21, 2021 19 hours ago, Hannibal139 said: i thought sls was going to overwrite all old files from v.431 Some scripts were likely retired. V.431 you say... many of the updates required you to manually do something yourself. Unfortunately most of the changelog that contained the instructions has been lost. You're better off either clean save or better just go new game. SLS is a bit pointless on installing on games where you're already super powerful anyway. On 12/18/2021 at 7:51 AM, Hannibal139 said: time doesn't elapse while i fast travel from City to City, I'd seriously doubt this is anything to do with SLS. I definitely don't have it and I've never heard of anyone else with it. I wouldn't even know how to change it. On 12/18/2021 at 9:24 PM, Koozie said: @Monoman1 Hello I want to create compatibility interface for cold and need mod for Sunhelm. I think the easiest way is to replace frostfall and RND interfaces. It woould be 4 files. Should I edit any other part of mod or 4 files should be enough. Files:_SLS_InterfaceFrostfall,_SLS_InterfaceRnd,_SLS_IntFrost,_SLS_IntRnd. Do what you want but I'd have reservations. - what version of sls will it be based on? The version here? The beta on the features page? The wartimes beta? (There might be no difference) - do you plan on maintaining it? These are rhetorical questions for you. I can just see people updating one and not the other (or vice versa) and end up with messed up scripts which (usually) I'll bear the brunt of.
Koozie Posted December 21, 2021 Posted December 21, 2021 I want to do it for myself not for publishing. I can send it when it's done to decide if you want to include it in next version of SLS.I want to do it for myself not for publishing. I can send it when it's done for you to decide if you want to include it in next version of SLS. And starting point would be beta version.
Monoman1 Posted December 22, 2021 Author Posted December 22, 2021 (edited) 9 hours ago, Koozie said: I want to do it for myself not for publishing. I can send it when it's done to decide if you want to include it in next version of SLS.I want to do it for myself not for publishing. I can send it when it's done for you to decide if you want to include it in next version of SLS. And starting point would be beta version. I've thought more about this. I don't know these new mods but if they are a replacements for rnd and frostfall then you really should use a 'forking' script (i don't know the technical term). Rnd has a forking script between rnd/ineed (sls_needs). Frostfall does not have a forking script so you'd have to create one similiar to sls_needs and then redirect all existing frostfall function calls in every script through this new fork script and recompile them. Simply Patching rnd / frostfall is not a good approach IMO. As always nothings ever simple. I might try to do the fork scripts for you as its a fairly heavy change involving a lot of scripts but I've no idea when I can get to it. This would allow you to focus on creating the 2 new needs/warmth scripts. Edit: you should also use the wartime beta as its the latest. (Link in my sig) Edited December 22, 2021 by Monoman1
Hannibal139 Posted December 22, 2021 Posted December 22, 2021 20 hours ago, Monoman1 said: SLS is a bit pointless on installing on games where you're already super powerful anyway. bro i am tired lol anyways here is my bit of relevant response to your comment. i am actually quoting it from my response to @donttouchmethere's comment. "it shouldn't be a nuisance to my other two female characters as one is just a level one succubi living in goma pero land and not used to adventure around lol and other one is just a level 5 redguard drug addict dwelling in whiterun sewers (skoomawhore mod). my actual plan was to progress the redguard character a bit further into her story and for that i have been updating and installing some new mods lately but now i kinda have changed my mind" i don't want to use sls on my main character except licence system as i am using in older sls. but for my other two female characters i feel it is a must have mod for me especially for my junkie character lol.
Hannibal139 Posted December 22, 2021 Posted December 22, 2021 (edited) 20 hours ago, Monoman1 said: I'd seriously doubt this is anything to do with SLS. well bro i tested it one more time after creating a separate profile in MO and enabling only below mentioned plugins for it skyrim including update and all dlcs USLEEP sexlab simply knock sl survival skyui ASLAL started a new game and chose the default male nord as character without fiddling around with character menu. let your and other mods register, waited for 5mins in rwt and made a manual save after. quit the game, launched it again, loaded that manual save and let the sexlab finish its initialising process. afterwards went straight into MCM but didn't touch any mod menu except sls's and disabled (unchecked) only following features in it: . map and compass mechanics . both of the fast travel options . licence system . toll system . curfew (disabled only one option at a time and each time exited to game from the mod menu). finally went to mara's alter and chose whiterun house option from "i own a property in one of the holds" dialogue. activated bed and was immediately teleported to said house. went outdoors and activated all map locations with tmm 1 command in Console window. started fast travelling to all major cities from one to another. below are some test results: whiterun to riften = 30mins approx riften to windhelm = 30mins approx windhelm to solitude = 30mins approx solitude to markarth = vanilla timescale (day actually turned almost night this time) markarth to whiterun = 30mins approx started going reverse whiterun to markarth = 30mins approx markarth to solitude = 30mins approx solitude to windhelm = vanilla timescale windhelm to riften = 30mins approx riften to whiterun = 30mins approx in the above test apart from timescale for fast travel from solitude to other major cities being unaffected by the bug, the duration of time elapse actually doubled while fast travelling from one major city to another as in my other few mid game tests it was somewhat close to 15mins approx igt. In case you have not read all of my previous comments regarding this bug maybe because of time shortage, it is important that i tell you this bug only affects major cities (taxed) and nothing else. travelling from other locations to major cities or vice versa is not affected either. I am at the end of my wits now. i did all that i could T_T And honestly i don't doubt you, i know that you are a talented modder. I am quite satisfied with older version too so don't worry about. Thank you Edited December 22, 2021 by Hannibal139
Hannibal139 Posted December 22, 2021 Posted December 22, 2021 22 hours ago, Silvain said: Well, I don't think the fast travel bug you have has its origin with SLS. As far as I know SLS only prevents fast traveling and does nothing to the time scale. It does modify the value wich enables/disables fast traveling in certain world spaces. That is also the reason why the MCM says "Disable this if you have another mod changing this". It would just turn it on again. Concerning the "missing" scripts: If the mod author did not fuck up and just forgot to include some scripts it is very unlikely that "missing" scripts between versions are an actual reason of concern. They may just have been consolidated into other script files in the process of cleaning up stuff on the mod author side of things. Copying over the "old" scripts (if that is what you have done) does nothing in the best case or breaks stuff in the worst case. If the mod author does not explicitly tells you that doing this is fine to fix something just don't do it. honestly I don't know much about functionality of scripts. i only considered it as a possibility of problem but thanks to you, whatever misconceptions i had, have been now cleared up
Niiya Narayan Posted December 30, 2021 Posted December 30, 2021 Hey, I was wondering if anyone might have a patch for the DeviceList,json that removes all the modern styled or gold (AKA bright yellow) devices from the mod? Or if not could anyone explain how/if it's possible please? I've searched through the pages of this thread for an answer and only found some vague refences that I don't understand. I love this mod so far but having a guy clamp a bright yellow collar on my character is kinda killing the immersion. Thanks in advance!
Herowynne Posted December 30, 2021 Posted December 30, 2021 7 hours ago, Niiya Narayan said: Hey, I was wondering if anyone might have a patch for the DeviceList,json that removes all the modern styled or gold (AKA bright yellow) devices from the mod? Or if not could anyone explain how/if it's possible please? I've searched through the pages of this thread for an answer and only found some vague refences that I don't understand. I love this mod so far but having a guy clamp a bright yellow collar on my character is kinda killing the immersion. Thanks in advance! I prefer the simple iron ring collar to be used as the Magic Curse collar. I edit the SKSE\Plugins\StorageUtilData\SL Survival\DeviceList.json file to change the following sections to only have one entry each: "collars" : [ "124552|Devious Devices - Expansion.esm" ], "steelcollars" : [ "124551|Devious Devices - Expansion.esm" ], 3
Niiya Narayan Posted December 31, 2021 Posted December 31, 2021 On 12/30/2021 at 2:51 PM, Herowynne said: I prefer the simple iron ring collar to be used as the Magic Curse collar. I edit the SKSE\Plugins\StorageUtilData\SL Survival\DeviceList.json file to change the following sections to only have one entry each: "collars" : [ "124552|Devious Devices - Expansion.esm" ], "steelcollars" : [ "124551|Devious Devices - Expansion.esm" ], Thank you! 1
Anunya Posted January 1, 2022 Posted January 1, 2022 @Herowynne - you continue to live up to your name! You are a hero(wynne)! 2
Mehmeme Posted January 2, 2022 Posted January 2, 2022 Is there a way to stop clothes from triggering the bikini curse without adding the bikini keyword to every piece of them?
Herowynne Posted January 2, 2022 Posted January 2, 2022 2 hours ago, Mehmeme said: Is there a way to stop clothes from triggering the bikini curse without adding the bikini keyword to every piece of them? You can turn off the bikini curse in the MCM.
Mehmeme Posted January 3, 2022 Posted January 3, 2022 On 1/2/2022 at 1:24 AM, Herowynne said: You can turn off the bikini curse in the MCM. Thats what Im doing at the moment, I just thought there might be a way yo permit clothes but not actual armor to be worn. Oh well, its not really a big deal.
foreveraloneguy Posted January 5, 2022 Posted January 5, 2022 This is for SE, but I thought I might have better luck here... I'm trying to compile two scripts that I updated to make them SE compatible. All I did was change a couple of morph names. However, I can't get them to compile. I was able to figure out some of what I'm missing, but I'm stuck after adding the source for another 10 mods. It's times like this I really wish papyrus had something like make config. So if someone that can compile survival scripts would compile these two for me and send them back, I'd be most appreciative. Not quite "I want to have your babies" appreciative, but close. _SLS_BodyInflationTracking.psc _SLS_InflatePotion.psc
ovidius422 Posted January 6, 2022 Posted January 6, 2022 my first eviction ever it was really dramatic i toght my pc will blow at first thanks
1337DragonWolf Posted January 6, 2022 Posted January 6, 2022 Okay, so, when's a misandrist version coming out?
Monoman1 Posted January 7, 2022 Author Posted January 7, 2022 On 1/5/2022 at 7:17 AM, foreveraloneguy said: This is for SE, but I thought I might have better luck here... I'm trying to compile two scripts that I updated to make them SE compatible. All I did was change a couple of morph names. However, I can't get them to compile. I was able to figure out some of what I'm missing, but I'm stuck after adding the source for another 10 mods. It's times like this I really wish papyrus had something like make config. So if someone that can compile survival scripts would compile these two for me and send them back, I'd be most appreciative. Not quite "I want to have your babies" appreciative, but close. _SLS_BodyInflationTracking.psc 5.03 kB · 1 download _SLS_InflatePotion.psc 3.44 kB · 0 downloads Here you are good sir. _SLS_InflatePotion.pex _SLS_BodyInflationTracking.pex (I'm not responsible if they burn your eyebrows off) I shall expect those babies soon... 3 hours ago, 1337DragonWolf said: Okay, so, when's a misandrist version coming out? As soon as someone gets off their ass and does it... (Won't be me).
foreveraloneguy Posted January 7, 2022 Posted January 7, 2022 3 hours ago, Monoman1 said: Here you are good sir. _SLS_InflatePotion.pex 2.49 kB · 1 download _SLS_BodyInflationTracking.pex 5.03 kB · 1 download (I'm not responsible if they burn your eyebrows off) Danka, kind sir.
Durante Posted January 11, 2022 Posted January 11, 2022 I see mentions of SexLab Survival 0.673 but I can't seem to find it anywhere, where could it have gone? ?
Herowynne Posted January 12, 2022 Posted January 12, 2022 1 hour ago, Durante said: I see mentions of SexLab Survival 0.673 but I can't seem to find it anywhere, where could it have gone? ? The latest version is 0.674 available here: 1
Naps-On-Dirt Posted January 17, 2022 Posted January 17, 2022 I just updated to beta 0.674 and have noticed that the Inequality setting of Skill advancement is active whether its enabled or not, and turning it on and off again doesn't fix it like it used to.
Monoman1 Posted January 18, 2022 Author Posted January 18, 2022 On 1/17/2022 at 1:34 AM, Naps-On-Dirt said: I just updated to beta 0.674 and have noticed that the Inequality setting of Skill advancement is active whether its enabled or not, and turning it on and off again doesn't fix it like it used to. How do you notice it's active exactly? In any case you can remove the offending perk via the console manually. Player.RemovePerk xxxxxxxx Don't have the code right now.
Naps-On-Dirt Posted January 18, 2022 Posted January 18, 2022 2 hours ago, Monoman1 said: How do you notice it's active exactly? In any case you can remove the offending perk via the console manually. Player.RemovePerk xxxxxxxx Don't have the code right now. I read a skillbook and nothing happened, so I reloaded a save of when I walked in (to the Temple of Kynareth in Whiterun) and checked my Restoration skill level, read the book again, and checked it again. It should have gone up a whole point but it looked like it only went up halfway or so. Do you remember the perks name?
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