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Posted
15 minutes ago, Leoosp said:

 

So you can't have it in a json to transfer between saves? If not could it be imported/exported to a json from the array, so it can travel between saves?

I could I suppose but I'm not sure it's worth the effort. 

 

1. It only takes equipping stuff once and saving it for the rest of the game. 

2. People could potentially remerge their armor mods which can change the FormID assoicated with the armor leading to jsons not working/partially working.

Posted (edited)
53 minutes ago, Leoosp said:

 

So you can't have it in a json to transfer between saves? If not could it be imported/exported to a json from the array, so it can travel between saves?

 

Yes, it is in "SKSE\Plugins\StorageUtilData\Wartimes\Outfits.json".

  Make the file it own mod folder that overwrite Wartime tweak, and you are set.  Just need to activate in MCM "reload outfits" after an update or new game to force a refresh from the json.

 

Do not edit the JSON directly, and instead use the "all-in-one" key wheel misc option. Set the key in MCM and make sure you have UIExtensions installed.  There is an outfit list creation feature in the misc section. It will register whatever is equipped during activation, make sure to only include what will be considered the outfit.  Example, if you do not want to specified gloves and boots/shoes as part of the outfit, do not have any of those equipped.

 

Edit:  I, did not consider Monoman1 point in above post, about undecided people messing with armor/cloth mods.  Do not remove the mod/plugins referenced by outfit.  During merging, you are technically removing the plugin and changing the formid of the outfit assets into a new one.  After merging, the outfit file has to be redone if the merge included referenced outfits. 

 

 

 

Edited by safado
Posted (edited)
12 minutes ago, safado said:

 

Yes, it is in "SKSE\Plugins\StorageUtilData\Wartimes\Outfits.json".

  Make the file it own mod folder that overwrite Wartime tweak, and you are set.  Just need to activate in MCM "reload outfits" after an update or new game to force a refresh from the json.

 

Do not edit the JSON directly, and instead use the "all-in-one" key wheel misc option. Set the key in MCM and make sure you have UIExtensions installed.  There is an outfit list creation feature in the misc section. It will register whatever is equipped during activation, make sure to only include what will be considered the outfit.  Example, if you do not want to specified gloves and boots/shoes as part of the outfit, do not have any of those equipped.

 

 

 

I'm not referring to Wartimes, I'm referring to the outfits feature in the all-in-one menu of SexLab Survival. Though thanks for mentioning this Outfits.json even though it is from Wartimes.

Edited by Leoosp
Posted
6 minutes ago, Leoosp said:

 

I'm not referring to Wartimes, I'm referring to the outfits feature in the all-in-one menu of SexLab Survival. Though thanks for mentioning this Outfits.json even though it is from Wartimes.

 

Sorry, because the site is so slow, I preempted to open various tabs entries a read the first one to load.  Did not pay attention, it was the SL survival forum and answered based of the feature name from another Monoman1 work. 

 

Monoman1 already answered, it is stored in the save. 

 

 

Posted

For the longest time, I used SL Survival without making a merge patch. Never really felt the need or felt the consequences of not doing so were severe.

 

Now I've decided that I would like to create a merge patch, to get a full experience. However, I am encountering problems specifically related to Bikini Armors.

 

I'd like to mod to work properly with Bikini Armors. In order to make that work, traditionally I've been using the modified .esp provided for UNP in the mod description. This has worked with no problem.

 

Now that I want to create a merge patch for SL Survival, it requires me to include TheAmazingWorldOfBikiniArmor.esp in the merge, since it depends on SL Survival.

 

However, if I include it, it does not seem that SL Survival recognizes that it is installed (all MCM options related to TAWOBA are disabled).

 

Alternatively, if I do not use the modified .esp and instead use the original, the options are enabled, but the keywords are not recognzed when I use the MCM test option to test if the equipment I am wearing has the required keywords.

 

Which makes it feels like I am at a dead end. Can someone tell me what I am supposed to do to install it properly and have it working when setting up a merge patch for SL Survival?

 

NOTE: I've also seen there is the `BikiniArmors.json` file, which I feel could be used to indicate that what I am wearing is a bikini armor. But that does not have an effect on the test function (in case of TAWOBA not being merged). (I'll admit that I have only tried the test function and not actually tested it in action)

 

Can someone provide some guidance? :)

Posted
4 minutes ago, leakim said:

Now that I want to create a merge patch for SL Survival, it requires me to include TheAmazingWorldOfBikiniArmor.esp in the merge, since it depends on SL Survival.

Don't understand. I use a merge patch. TAWOBA is not included in my armor merge. It doesn't need to be. 

A tesedit merged patch and merging mods are two totally different things. A tesedit merge patch does not merge mods. It 'merges' some edits mods can make. There's an explanation of this in post 2. 

 

BikiniArmor.json is purely to deal with the distribution of bikini armors to chests/vendors.

 

Also make sure SL Survival is above TAWOBA in your load order otherwise the bikini keyword may not 'make it' onto the armors. 

Posted (edited)

I am happy to hear that I am not supposed to include TAWOBA in the merge, because that was also my assumption, since it felt wrong.

 

But, then my issue is the following: I would like to generate a merge patch for SL Survival that allows Inequality debuffs and various merchant changes to work properly in my game. For this I have created a merge of the mods in my load order that modifies the same records as SL Survival. That all seems to work just fine.

 

The problem comes when I then need to make TheAmazingWorldOfBikiniArmor.esp keywords work as well:

 * If I use the modified .esp for UNP provided in your mod description, I will have to include it in the merge because it has a dependency on SL Survival. So that is a dead end.

 * If I do not used the modified .esp for UNP then the keywords are missing and the bikini related logic does not work properly.

 

That's why I said I was at a dead end and not knowing exactly what I am supposed to do. I only really have one idea, which would be to use your guide to modify TheAmazingWorldOfBikiniArmor.esp against the merged mod that I generated which includes SL Survival, but I am really not sure this is what I am supposed to do. Seems like an awful lot of work to get a basic working setup, but maybe I am wrong and this is exactly what I am supposed to do.

 

NOTE: I am using zEdit/zMerge for this since when I was scouting out which tools to use, this seemed to be by far the most recent/modern/easy to use, but maybe that is not a possible way to go about doing this?

Edited by leakim
Posted (edited)

Alright, so I tried following your guide to the letter, using TES5Edit to generate a merge patch, which seems to just generate an .esp containing all conflicting records from all mods. This seems very simple, although I had to ignore warnings about it not being supported in Skyrim from TES5Edit.

 

Frankly, when doing this type of advanced Skyrim modding it is stupidly difficult to get confused by terminology used which has evolved and changed significantly over more than a decade. When reading about mod merging, I kinda got to the conclusion that using TES5Edit to perform such merges was outdated. But maybe it just isn't as powerful as zMerge but works perfectly well for the purposes of what is trying to be achieved here.

 

As such, I will now try to redo my setup using TES5Edit to generate one of these merges and see if I can get that working instead. I will drop zMerge for this use-case. I will get back on here to report if I cannot get it working properly.

 

This should work because with this approach I keep SL Survival in my load order and can therefore use the modified TAWOBA .esp file.

Edited by leakim
Posted
21 minutes ago, leakim said:

I am happy to hear that I am not supposed to include TAWOBA in the merge, because that was also my assumption, since it felt wrong.

 

But, then my issue is the following: I would like to generate a merge patch for SL Survival that allows Inequality debuffs and various merchant changes to work properly in my game. For this I have created a merge of the mods in my load order that modifies the same records as SL Survival. That all seems to work just fine.

 

The problem comes when I then need to make TheAmazingWorldOfBikiniArmor.esp keywords work as well:

 * If I use the modified .esp for UNP provided in your mod description, I will have to include it in the merge because it has a dependency on SL Survival. So that is a dead end.

 * If I do not used the modified .esp for UNP then the keywords are missing and the bikini related logic does not work properly.

 

That's why I said I was at a dead end and not knowing exactly what I am supposed to do. I only really have one idea, which would be to use your guide to modify TheAmazingWorldOfBikiniArmor.esp against the merged mod that I generated which includes SL Survival, but I am really not sure this is what I am supposed to do. Seems like an awful lot of work to get a basic working setup, but maybe I am wrong and this is exactly what I am supposed to do.

 

NOTE: I am using zEdit/zMerge for this since when I was scouting out which tools to use, this seemed to be by far the most recent/modern/easy to use, but maybe that is not a possible way to go about doing this?

I'm not sure I follow tbh. I think you might be overthinking it. 

 

Load order: 

 

SL Survival.esp (has bikini keyword)

ArmorMerge.esp (or whatever your merged armor mod is. Should be below SLS in case you want to add bikini keyword to any of its armors)

TAWOBA.esp (modified. SLS is a master so TAWOBA must be below SLS)

Tes5EditMerged.esp (your merged patch)

 

Set load order as above. Build merged patch. Done. 

Check TAWOBA ARMO records with TesEdit. The bikini keyword should be listed on most items. The right most column is the one the game sees. If the keyword isn't present there then it won't be in game. If it's not check the other columns to see what other mods are doing. 

 

 

Posted
1 minute ago, Monoman1 said:

I'm not sure I follow tbh. I think you might be overthinking it. 

 

Load order: 

 

SL Survival.esp (has bikini keyword)

ArmorMerge.esp (or whatever your merged armor mod is. Should be below SLS in case you want to add bikini keyword to any of its armors)

TAWOBA.esp (modified. SLS is a master so TAWOBA must be below SLS)

Tes5EditMerged.esp (your merged patch)

 

Set load order as above. Build merged patch. Done. 

Check TAWOBA ARMO records with TesEdit. The bikini keyword should be listed on most items. The right most column is the one the game sees. If the keyword isn't present there then it won't be in game. If it's not check the other columns to see what other mods are doing. 

 

 

 

Thank you for your answer, see my answer right above your answer, which was apparently posted at the same time. :)

Posted
14 minutes ago, leakim said:

 

Thank you for your answer, see my answer right above your answer, which was apparently posted at the same time. :)

 

All conflict resolution patches go last on the load list.

 

Some help from the past that is still valid:

Spoiler

 

 

Posted
50 minutes ago, safado said:

 

All conflict resolution patches go last on the load list.

 

Some help from the past that is still valid:

  Hide contents

 

 

 

I did in fact watch a lot of these videos by GamerPoets. In fact it was those videos that ended up guiding me to using zEdit/zMerge as they indicating that these were the "newer" and better tools. 

 

Frankly, there so many different merges/patches/whatevers for Bethesda games that if you haven't been following along with these types of things from the very beginning catching up with it is really difficult and confusing.

 

And I am a programmer by trade, so I am not exactly new to troubleshooting and figuring out how things work. :)

Posted

Monoman, you implemented Wildling feature wonderfully. I have four wolves following my girl, and so far its an absolute blast, if you know what i mean ?

Kinda shame that they will be outleveled soon, any ideas on fixing it?

Found some incompatibility with Spell Research mod from nexus - it adds its own loot in a way that blocks bikinis from spawning in random chests. You can fix it by moving the mod above SLS in load list and rebuilding the bikini list, but then it blocks the loot from the Spell Research mod.

Also, about the issue where tamed creatures werent approaching for sex - I started a new game and this bug doesnt appear, so probably its caused by upgrading from an older SLS version?

Posted
14 minutes ago, Onomatophobia said:

Kinda shame that they will be outleveled soon, any ideas on fixing it?

If the wolves in your world level with you then just tame new ones. You get the creature you tame - it's not a generic clone. Best a strong creature = get a strong creature. 

15 minutes ago, Onomatophobia said:

Found some incompatibility with Spell Research mod from nexus - it adds its own loot in a way that blocks bikinis from spawning in random chests. You can fix it by moving the mod above SLS in load list and rebuilding the bikini list, but then it blocks the loot from the Spell Research mod.

Use a tesedit merged patch as suggested. 

16 minutes ago, Onomatophobia said:

Also, about the issue where tamed creatures werent approaching for sex - I started a new game and this bug doesnt appear, so probably its caused by upgrading from an older SLS version?

So you are getting approached? Hmm I dunno. Haven't had the time to investigate. 

Posted
13 minutes ago, Monoman1 said:

If the wolves in your world level with you then just tame new ones. You get the creature you tame - it's not a generic clone. Best a strong creature = get a strong creature. 

Use a tesedit merged patch as suggested. 

So you are getting approached? Hmm I dunno. Haven't had the time to investigate. 

Even if wolves do level, they still have level caps, no? Would be kinda nice if you could upgrade them somehow, maybe a buff from their favourite type of food?

 

I tried the beta on two saves - one was old, with SLS already installed, another was a fresh game. On the old save it was working at first, but I think after the animal first death it stopped working and didnt come back for any other creature I tamed, even when reverted to a backup save. On a fresh game I was regularily approached by my wolves, they were dying from time to time but generally nothing broke.

Posted (edited)
2 hours ago, Onomatophobia said:

Even if wolves do level, they still have level caps, no? Would be kinda nice if you could upgrade them somehow, maybe a buff from their favourite type of food?

 

I tried the beta on two saves - one was old, with SLS already installed, another was a fresh game. On the old save it was working at first, but I think after the animal first death it stopped working and didnt come back for any other creature I tamed, even when reverted to a backup save. On a fresh game I was regularily approached by my wolves, they were dying from time to time but generally nothing broke.

I'm open to ideas on it. Ideas that have crossed my mind for improvements. No idea if they're even doable (especially by me):

1. Creature armor. There are some creature armor mods... Between permissions and possible conflict between getting the creature you tame and modifying base forms. Very difficult I think. I could possibly come up with some kind of non visual armor system myself because I'd doubt every creature has an armor mod I could use even. 

2. Some ridable creatures. Again there's a ridable sabre cat mod for eg. 

 

But like I say. Open to ideas. 

Edited by Monoman1
Posted
On 7/27/2021 at 2:02 PM, Corsayr said:

 

There isn't any way for it to actually KNOW ? if you are leaving or entering, so it is probably triggered by proximity to a marker (I'd guess the toll box)

 

So ya, just walking by would do it. ?

It would be nice if they would only force greet you if you had items without the required license, or on first entering/leaving a particular city. I think I hit a glitch currently, because I have all but the freedom license (because I've been enjoying playing the game and not getting locked in to a scenario atm, so Slaverun is out for the moment), but I don't get checked at the gate anymore for any location, but I do hear 'You may go' when I get to the gate. All I have to do is pay the toll and go.

Posted
3 minutes ago, applesandmayo said:

It would be nice if they would only force greet you if you had items without the required license, or on first entering/leaving a particular city. I think I hit a glitch currently, because I have all but the freedom license (because I've been enjoying playing the game and not getting locked in to a scenario atm, so Slaverun is out for the moment), but I don't get checked at the gate anymore for any location, but I do hear 'You may go' when I get to the gate. All I have to do is pay the toll and go.

Why the heck are you quoting someone from 9 months ago :P

 

Not sure I understand. First you say:

4 minutes ago, applesandmayo said:

It would be nice if they would only force greet you if you had items without the required license

Which it does IF it can process your inventory within a certain time frame. Which is why you get:

5 minutes ago, applesandmayo said:

'You may go' when I get to the gate.

...

Posted (edited)

MONOMAN

Hi I've been searching for a bit in the creation kit and SEdit but sadly I have even gotten close.

You've got that thing where "an aggressor will hold you down and cut your beautiful hair" using YPS.  How did you do that? I was thinking I could reverse engineer what you did and use it as a the tape gag deal in devious followers thinking I could just copy the effect, script or whatever responsible but can't find anything even remotely tied to it in survival or YPS for that matter.

You don't happen to remember how you did it, do ya or where I should take a second look?

 

Thanks in advance.

Edited by lucakro
forgot to thank you :p
Posted (edited)
16 minutes ago, lucakro said:

MONOMAN

Hi I've been searching for a bit in the creation kit and SEdit but sadly I have even gotten close.

You've got that thing where "an aggressor will hold you down and cut your beautiful hair" using YPS.  How did you do that? I was thinking I could reverse engineer what you did and use it as a the tape gag deal in devious followers thinking I could just copy the effect, script or whatever responsible but can't find anything even remotely tied to it in survival or YPS for that matter.

You don't happen to remember how you did it, do ya or where I should take a second look?

 

Thanks in advance.

Did you look in yps tweak?

The wartimes link in my sig should lead you to it. 

 

IIRC most of the stuff I added is at the bottom of ypspiercing.psc

Edited by Monoman1
Posted

Hi there,

I get this messege where it says I'm too dirty to recover any cum from the body, which kinda conflicts Wartimes no bathing rule. Any suggestions?

Posted (edited)
4 hours ago, asdfa94 said:

Hi there,

I get this messege where it says I'm too dirty to recover any cum from the body, which kinda conflicts Wartimes no bathing rule. Any suggestions?

 

You can get dirty in multiple ways so I think (or rather hope) that's intentional. Make's life more difficult for you. 

Edited by jc321
Posted

On the Slaverun integration, I've noticed that when autostart slaverun is unchecked, this mod still seems to autostart slaverun? Is it just me that this happens to? Either way, would it be possible to not set the stage in slv_mainquest past the point where you first talk to the slave agents? With the stage it currently gets set to, I don't get the option to either try to remain free, become a slave, or try to join the slavers and have to try jiggering things in the console to get back to that point.

Posted

There used to be a version of TAWOBA for SLS+Devious Devices AND compatible with TAWOBA patches for rebalance and no cell edits.

Could someone help me find it? I definitely remember seeing in posted in this thread, but I can't find it through internal search or google.

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