Jump to content

Recommended Posts

Posted
9 hours ago, Mehmeme said:

 

Well, looking for undefined elements in fallrim tools gives me this:

  Reveal hidden contents

I have no idea how to fix it though, is aa clean save enough?

Ok looks like this is actually more of an STA issue. 

STA sometimes has a problem where the run up and spank quest gets stuck on, despite having checks. This is normally evident by an npc following you around the place. 

Do 'help RunUpAndSpank'

There should be 2 entries. 

Do 'StopQuest' on both entries. 

Stopping the quests should be harmless. 

 

Go somewhere quiet before hand - small interior cell with few/no npcs. I'd say once the 'blockage' has cleared then the active scripts will start clearing. Do a save after a while and check they are declining. 

Posted
5 hours ago, Monoman1 said:

Ok looks like this is actually more of an STA issue. 

STA sometimes has a problem where the run up and spank quest gets stuck on, despite having checks. This is normally evident by an npc following you around the place. 

Do 'help RunUpAndSpank'

There should be 2 entries. 

Do 'StopQuest' on both entries. 

Stopping the quests should be harmless. 

 

Go somewhere quiet before hand - small interior cell with few/no npcs. I'd say once the 'blockage' has cleared then the active scripts will start clearing. Do a save after a while and check they are declining. 

Ok, Ill try that, thanks! :)

Posted
1 hour ago, Manman27 said:

Hey I quite curious about the compatibility between Sexlab Survival and Troubles of Heroine because honestly these two would work amazingly together 

There's no incompatibility that I know of but there's no specific interactions between the mods either (AFAIK).

Posted (edited)

Hihi!  I'm running into a bit of an issue, sadly.  I'm trying to update the mod from 0.635 to latest beta version, 0.662.  After installing and updating to 0.635, in-game, the mod is not updating -- the MCM is remaining blank.  Might there be a console command to force it to update, or do I have to clean save?

 

EDIT:  Right, nevermind, I fixed it!  I uninstalled 0.662, after reverting the save, completely removed the archive, and re-downloaded and installed anew.  :)

Edited by OlBenny
Posted (edited)

Hello I would like to post a suggestion for SLS or even a small separate mod.

Recently I posted an idea in SLSO forum but original author simply has no time to implement it to the SLSO and I right now don't know how to make mods so I'm just gonna post it here

My idea is fairly simple but propably tedious and boring to implement:
Enjoyment buffs/debuffs based on amount of devices worn by character, more devices on character should give stronger effects. Especially plugs should provide greater buffs/debuffs to the wearer. Obviously there should be no effects if devices are not locked properly.
Also how the effects are calculated should be tied to lewdness of the character, sex addicts should love to wear these devices and characters with different priorities should find them too restrictive and uncomfortable thus they should receive an enjoyment debuff.
Another thing that might be implemented is giving a buff to the partner which is not wearing any devices. 

This would fit to the existing lore of many devious mods like DCL and give player a reason to lock Dragonborn in these things on purpose (or to avoid getting locked in them even more).

Edited by PolskiHusarz20
The reason for edit is fact that grammar is not my passion and I make mistakes A LOT OF THEM
Posted
8 hours ago, PolskiHusarz20 said:

Hello I would like to post a suggestion for SLS or even a small separate mod.

Afraid I probably wouldn't have time for this either. Already got more than enough work to do. 

Posted
33 minutes ago, Dovahbear91 said:

Could we get support for having an animal follower be acceptable for Toll gates? Maybe with a bit of flavour here ifyouknowwhatimean

Are you running the newer betas? If so you mean wildling? How are you finding wildling in general? Haven't had much feedback on it. 

Posted

After I uncheck "Follower take cloth" option in License 1, I tried to took follower cloth to make her naked, but she requipe it and said "Uhh uhh babe, that's mine, get your own."

 

How to make follower naked?

Posted

Ran into a weird bug. SLS sets up just fine, but shortly after leaving the LAL starting cell, the MCM stopped updating. I suspect it still works because when I enable/disable licenses, it still works in-game, but the MCM menu doesn't update to reflect it. It wouldn't be so bad if it didn't prevent me from touching any of the greyed out buttons.

Posted (edited)
On 2/22/2022 at 4:57 PM, thrintyseven said:

After I uncheck "Follower take cloth" option in License 1, I tried to took follower cloth to make her naked, but she requipe it and said "Uhh uhh babe, that's mine, get your own."

 

How to make follower naked?

You would need to have had the option set before the initial force greet by your follower. 

The enforcement of your nakedness by your follower for the single set of clothes between you two ends in a few hours so just wait it out. 

13 hours ago, verzache said:

Ran into a weird bug. SLS sets up just fine, but shortly after leaving the LAL starting cell, the MCM stopped updating. I suspect it still works because when I enable/disable licenses, it still works in-game, but the MCM menu doesn't update to reflect it. It wouldn't be so bad if it didn't prevent me from touching any of the greyed out buttons.

Not sure I understand. 'Stops updating' isn't very clear to me. 

Greyed out options usually mean a prerequisite is not met - Either a required option is not toggled or a dependency is not installed. 

Doing some script functions requires the game to be unpaused (exit menu and reenter) before the script will progress and the menu starts functioning again. 

Edited by Monoman1
Posted

1. i cant seem to get cum on skin. do i need bathing in skyrim or is it cuz of slacs?
2. beds in the whiterun kennel seem to be one time use. after that theres just no option

Posted
2 hours ago, Manman27 said:

Hey quick question.... How safe are the Betas???


Very safe. I have been using them as each beta version is released.

Posted (edited)
3 hours ago, Manman27 said:

so can i like just stick it in with the public release.

You need to replace the offical version.

The betas are full versions and not patches.

 

I used the beta too and left like an Alpha doing it ^^

Update mid game also worked (via clean save method tho)

Edited by donttouchmethere
Posted
2 hours ago, Manman27 said:

so can i like just stick it in with the public release.

 

The betas' development is driven by Wartimes Tweak mod integration needs, but it is a standalone work, and it has some fixes.   You should treat it as a replacement, not a patch.  The only bugs I have experienced are from Wartimes scripted scenes (still tracking cause, third party mod interaction) and not seen any related to SL Survival beta 0.675.

Spoiler

 

 

Posted

Howdy!

 

Wanted to say thanks again Monoman for your efforts with this, still appreciative of this mod. A lot of little things in it just fit really well with many of my different character concepts, and it basically hasn't left my load order for more than a few characters since I found it.

 

However, as I sometimes care about the particulars more than I should, I always want to tweak things a bit and usually it's easy enough but sometimes the various SLS scripts call each other and it results in an expanding monster that if I make a script change it needs me to have the PSC files from a dozen or more optional mods that I don't care to hunt down, download, and slog through to allow the various dependencies to all line up fine.

 

So... It brings me to this:

 

Is there an easy way to push through this? Is there a less - easy - but - doesn't - require - downloading - dozens - of - other - mods - and - scripts way to push through this?

 

... Would there be any problems if I were to do something like:

 

Minor tweak in script A; script A references scripts B and C which each reference other things. Make tweaks in A, delete everything in B and C that isn't directly relevant to the needs of Script A, then compile script A before replacing B & C with backup copies of their original PSCs?

 

My understanding is that as long as the Script-A related stuff in B&C are fine, since I'm only actually compiling Script A, this will allow A to compile without bugging out, but since B and C already exist in their pre-compiled versions, and the stuff I deleted had nothing to do with A, nothing gets broken?

 

I dunno if my thought process is possible or if I'm nutty, but figured I'd ask here since I want to tweak a little thing in SLS right now :)

 

 

[What I wanted to try out in this instance: Adding two semi colons to the _SLS_SexExperience script to comment out the spell effects toggling on and off. This would mean SLS tracks all the statistics, creature corruption happens, etc. but it nixes the buffs; unfortunately the chain of script links goes down a very deep rabbit hole as I discovered :D ]

 

 

Have a sexy skyrim weekend!

Posted
24 minutes ago, alphabetsoupdog1234 said:

What I wanted to try out in this instance: Adding two semi colons to the _SLS_SexExperience script to comment out the spell effects toggling on and off. This would mean SLS tracks all the statistics, creature corruption happens, etc. but it nixes the buffs; unfortunately the chain of script links goes down a very deep rabbit hole as I discovered :D ]

Dunno if that's a good idea. I've semi anecdotal evidence that it doesn't work that way; 

 

While working on amp tweak I changed the meat of the main function but the function name and parameters remained the same and the results were the same. It should be backward compatible with older mods that used original amputator but I had reports (unconfirmed though) that it didn't. 

 

Perhaps you could just change the magic effects in tesedit to be benign instead?

Posted
4 hours ago, Monoman1 said:

Dunno if that's a good idea. I've semi anecdotal evidence that it doesn't work that way; 

 

While working on amp tweak I changed the meat of the main function but the function name and parameters remained the same and the results were the same. It should be backward compatible with older mods that used original amputator but I had reports (unconfirmed though) that it didn't. 

 

Perhaps you could just change the magic effects in tesedit to be benign instead?

(I replaced TESEDIT with xEdit in my comment because my brain just automatically translated it to the generic term; only noticed afterwards I was calling it by a different name)

 

I dunno why but even though I used xEdit for changing a lot of values (someone had a script on the nexus at one point that made all selected armors into clothing mechanically), assigning what I felt were more appropriate armor values for some mod armors, even changing default outfits once... I never considered that I might be able to change magic effects with it.

 

Always just assumed that was something you used the CK for and the idea of mucking about in the CK makes me want to dropkick whoever designed it because it feels like everything is harder to do than it should be, and even just clicking somewhere can be treated as an edit that will do nothing except increase the game's need to calculate changes.

 

While I feel trying (and finding out whether it worked or not) to gut the unrelated parts of the other PSCs just long enough to compile an updated _SLS_SexExperience script would be cleaner if it worked as expected (and didn't cause weird cascading failures, matching the unconfirmed feedback you got about Amp), the need to hunt through the other scripts and find out what could be gutted sounds like... A lot more work than just tweaking a few values in xEdit. Thanks for the idea :)

Posted
7 hours ago, Thornagar said:

are there going to be easier ways too add bikini armours one day other than going through tes5edit?

Unlikely. The bikini exp perks in particular rely on hardcoded keywords to work properly. I'm not even sure fancy mods that allow you to add keywords during runtime actually apply to perks. I've never tested it. Besides, adding keywords at runtime (and most likely every time you load a save) to 100s if not 1000s of items strikes me as inefficient...

 

If you know what your doing and have it set up already adding keywords should be really quick. Like 1-2 mins even for 100s of armors. There's an even easier way to add keywords with tesedit that corsair thought me. Cant remember it exactly right now though and I've no pc atm. 

5 hours ago, alphabetsoupdog1234 said:

(I replaced TESEDIT with xEdit in my comment because my brain just automatically translated it to the generic term; only noticed afterwards I was calling it by a different name)

 

I dunno why but even though I used xEdit for changing a lot of values (someone had a script on the nexus at one point that made all selected armors into clothing mechanically), assigning what I felt were more appropriate armor values for some mod armors, even changing default outfits once... I never considered that I might be able to change magic effects with it.

 

Always just assumed that was something you used the CK for and the idea of mucking about in the CK makes me want to dropkick whoever designed it because it feels like everything is harder to do than it should be, and even just clicking somewhere can be treated as an edit that will do nothing except increase the game's need to calculate changes.

 

While I feel trying (and finding out whether it worked or not) to gut the unrelated parts of the other PSCs just long enough to compile an updated _SLS_SexExperience script would be cleaner if it worked as expected (and didn't cause weird cascading failures, matching the unconfirmed feedback you got about Amp), the need to hunt through the other scripts and find out what could be gutted sounds like... A lot more work than just tweaking a few values in xEdit. Thanks for the idea :)

Yea. Just add condition GetIsId Player = 0 to the magic effects and it should never apply. Create it as an override and it should work with future versions as well as long as there's no changes in that area ofc.

Posted
2 hours ago, Monoman1 said:

Unlikely. The bikini exp perks in particular rely on hardcoded keywords to work properly. I'm not even sure fancy mods that allow you to add keywords during runtime actually apply to perks. I've never tested it. Besides, adding keywords at runtime (and most likely every time you load a save) to 100s if not 1000s of items strikes me as inefficient...

 

If you know what your doing and have it set up already adding keywords should be really quick. Like 1-2 mins even for 100s of armors. There's an even easier way to add keywords with tesedit that corsair thought me. Cant remember it exactly right now though and I've no pc atm. 

Yea. Just add condition GetIsId Player = 0 to the magic effects and it should never apply. Create it as an override and it should work with future versions as well as long as there's no changes in that area ofc.

It would be the first time for me and I am completly puzzled by it I wish the tutorial was a bit better or maybe has a video

Posted (edited)
On 2/27/2022 at 4:26 AM, Monoman1 said:

Yea. Just add condition GetIsId Player = 0 to the magic effects and it should never apply. Create it as an override and it should work with future versions as well as long as there's no changes in that area ofc.

Oh, good to know. Don't know much about magic effects, never got very deep into skyrim mod making, just tweak values here and there in scripts and with armor/clothing sets (better than daedric armor tier robes seem... Odd to me) or weapons. So magic effects are something I was basically just going to go in and be like: "Uhhhhhhh zero," thank you for your guidance :)

 

On 2/27/2022 at 6:47 AM, Thornagar said:

{regarding bikini armor keywords}

 

It would be the first time for me and I am completly puzzled by it I wish the tutorial was a bit better or maybe has a video

The following is what *I DID* in SSEEdit (should be essentially identical in TESEDIT and Oldrim but confirm before assuming it worked and always always always back up plugins so when something goes wrong you can revert).

 

1) Open xEdit

2) Right click> Unselect all (why load everything you don't need?)

3) Select SL Survival

4) Select relevant outfit mod

5) On the left, without expanding anything, find the outfit mod, select and right click > Add master > SL Survival [now armors in this mod can pull keywords from SLS]

6) Find the outfit(s) in one mod (expand on the left, first the mod name, then the ARMOR section) that you want to add the keywords to, select all of them; Right click > Apply script > find "ADD_SL_KEYWORD_ARMOR"* (edited from: "Skyrim - Add keywords") and confirm the keyword code is correct (see below)

7) Repeat 6 for other mods that have armor pieces you want to add the keyword to.

 

*Note this is just what I called my edited script; obviously yours could be called something else.

 

Changes from the original Skyrim - Add keywords script :

 

~ Line 13

  slKeywords := TStringList.Create;
  slKeywords.Add('0001E719'); // WeapMaterialSteel
  slKeywords.Add('0008F958'); // VendorItemWeapon

becomes

  slKeywords := TStringList.Create;
  slKeywords.Add('XXXXXXXX'); // _SLS_Bikini_Keyword

---

Also delete or comment out ~line 30:

// apply only to weapons
  if Signature(e) <> 'WEAP' then
    Exit;

The value where I have "XXXXXXXX" is based on where SLS is in your current load order, so check each time you do this (need to confirm the script matches SLS's keyword ID in your current xEdit session; if you close and relaunch the program just double check. Save yourself a possible headache. Personally if I add another armor I want to make bikini, I just use the already saved "SLS Keyword" version and change the hex to match.

 

Easiest way to find the code for the keyword: grab a piece of armor, find the keywords section, search for the _SLS_Bikini_Keyword and see what it says there.

 

If I remember correctly, only the BODY pieces need to have the keyword set, but don't quote me on that. At the same time, I also added SOS as a master and added another line to add the SOS_Revealing to them. Mostly because occasionally if you have a female schlong in SOS (whether it's a dick, a placeholder to mark there shouldn't be one, or pubic hair or whatever) it can do stupid things with armor only marked as 'schlongified' in the mod and suddenly you can't wear panties and a bra anymore.

 

 

There are other ways, but this one frontloads the work (making minor modifications to the script and saving them) and once that's done the keywords themselves get added stupid fast.

Edited by alphabetsoupdog1234
Copied into notepad and copied back to remove the random strikeout that wasn't considered formatting. No clue where it came from.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...