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Posted (edited)
15 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?

 

Monoman1 extra features is to promote corruption and failure to succeed, the end goal is complete submission, and you have decided to go that path with the choices only slowing it down.   So that conflict is on target for that.   You have to choose what kind of fail you want,  the cum retrieval or the bath.   One is check once and the other often.   You will see more of this type of conflict as more integration gets added, but it is a path of choices, unless the issue is game breaking, then is a bug.

 

 

Edited by safado
Posted

I love this mod! One suggestion I have is to have sliders for how much each method of gaining cum addiction adds. For example, if someone wanted to to get it mainly from swallowing cum and not from having it in/on their body, they could change the settings to facilitate that. 

Posted

I'm newbie with Skyrim so which patches I have to merge, these maybe

Sexlab

Simply Knock. 

Latest PapyrusUtil

Posted
5 hours ago, 1Al said:

I'm newbie with Skyrim so which patches I have to merge, these maybe

Sexlab

Simply Knock. 

Latest PapyrusUtil

A merged patch is not the same as merging mods. Please look at post 2 for a guide. 

23 hours ago, AoE_Freak said:

I love this mod! One suggestion I have is to have sliders for how much each method of gaining cum addiction adds. For example, if someone wanted to to get it mainly from swallowing cum and not from having it in/on their body, they could change the settings to facilitate that. 

More sliders...

Ugh...

Sorry its just that the mcm script has become my nightmare.

Posted
On 4/11/2022 at 2:00 PM, foreveraloneguy said:

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.

I'll have to investigate but if the quest to auto start slaverun is not running when you disable auto start then i don't know...

It dhouldnt be scheduled to an update if stopped

I can't remember the quest name right now

Posted
11 hours ago, Monoman1 said:

I'll have to investigate but if the quest to auto start slaverun is not running when you disable auto start then i don't know...

It dhouldnt be scheduled to an update if stopped

I can't remember the quest name right now

 

The quest is slv_mainquest. Survival sets the quest to 1100. The stage where you're told to talk to the slave agents is either 1000 or 1050. 1050 is the stage where you get the dialogue from Bellamy to either become a slave, stay free, or join the slavers depending on which dialogue options you take. 1100 leaves you free but with no way to join the slavers that I can find other than jiggering around in the console with setstage.

I had autostart disabled, but slaverun definitely started on me. I also went back through my settings and found I'd enabled automatic progression in slaverun at some point, so it's possible that was the problem. I'll have to start another game to test.

Posted
5 hours ago, foreveraloneguy said:

 

The quest is slv_mainquest. Survival sets the quest to 1100. The stage where you're told to talk to the slave agents is either 1000 or 1050. 1050 is the stage where you get the dialogue from Bellamy to either become a slave, stay free, or join the slavers depending on which dialogue options you take. 1100 leaves you free but with no way to join the slavers that I can find other than jiggering around in the console with setstage.

I had autostart disabled, but slaverun definitely started on me. I also went back through my settings and found I'd enabled automatic progression in slaverun at some point, so it's possible that was the problem. I'll have to start another game to test.

Didn't mean slaverun quests. 

Anyway, I think I've found the issue. We'll see if it helps.

Posted (edited)
20 hours ago, Monoman1 said:

A merged patch is not the same as merging mods. Please look at post 2 for a guide. 

More sliders...

Ugh...

Sorry its just that the mcm script has become my nightmare.

I tried, unfortunately when I load all files with Tessedit I get error edit is disabled, so I loaded less files to open Tesedite, then I create the patch but it seems to be incomplete, doesn't work and the game donesn't start. Disabling it the game starts and the Survival MCM menu is active, it seems to work anyway.

Edited by 1Al
Posted
2 hours ago, 1Al said:

I tried, unfortunately when I load all files with Tessedit I get error edit is disabled, so I loaded less files to open Tesedite, then I create the patch but it seems to be incomplete, doesn't work and the game donesn't start. Disabling it the game starts and the Survival MCM menu is active, it seems to work anyway.

 

You can also create one with WryeBash or MatorSmash, but they do a little more "advanced" merge.   If you want the easiest, then use MatorSmash LE or unOfficial SE. Try it with the "quick patch" option until you learn what it is doing, just make sure to not change anything in the load order, unless is dynolod esp.  Do not run with dynolod esp enabled.  If using the SE version, you need to also add the ESL flag to the "Smashed Patch.esp" using xEdit, that makes it real-last-to-load.

 

You can review the "Smashed Patch.esp" or "Bash Patch" with xEdit and learn how it merged the conflicting data.  If you want specific mod modifications to be more dominant over other conflicting mods; Then open the mod plugin you want winning the conflict always with xEdit without any other loaded and press F12, enable "write tags to header", and save. If there are no suggestions, then load the ESP last.  Re-run MatorSmash or WryeBash and review again.

 

  WryeBash is primarily a mod manager and second a conflict resolution patcher(merge patch), and that can be an issue as it reorders the load list sometimes, mostly on SE. 

 

 

 

Posted
8 hours ago, safado said:

 

You can also create one with WryeBash or MatorSmash, but they do a little more "advanced" merge.   If you want the easiest, then use MatorSmash LE or unOfficial SE. Try it with the "quick patch" option until you learn what it is doing, just make sure to not change anything in the load order, unless is dynolod esp.  Do not run with dynolod esp enabled.  If using the SE version, you need to also add the ESL flag to the "Smashed Patch.esp" using xEdit, that makes it real-last-to-load.

 

You can review the "Smashed Patch.esp" or "Bash Patch" with xEdit and learn how it merged the conflicting data.  If you want specific mod modifications to be more dominant over other conflicting mods; Then open the mod plugin you want winning the conflict always with xEdit without any other loaded and press F12, enable "write tags to header", and save. If there are no suggestions, then load the ESP last.  Re-run MatorSmash or WryeBash and review again.

 

  WryeBash is primarily a mod manager and second a conflict resolution patcher(merge patch), and that can be an issue as it reorders the load list sometimes, mostly on SE. 

 

 

 

Thanks alot for support, I did the patch with Mator but now when the game started loading MCM module I get an error with DD - DDe and papyrusuitl outdated.

Posted

Hi all,

 

Just came across a small bug (I think...):

I got a quest from submissive Lola, where my poor gal had to wear a vaginal hook for a day. Sometimes, when interacting with NPCs, that vaginal hook would unequip, which didn't go down very well with mistress and punishments ensued...

It didn't happen every time, so in the beginning, I just put it down to Skyrim being Skyrim and soldiered on. However, a few NPCs down the road, it happened again. Then I noticed that it actually happened when I was daydreaming and NPCs I interacted with appeared to be naked.

Did a few tests to confirm my theory and then proceeded to switch off "daydreaming" in the Sexlab Survival MCM. Lo and behold: the vaginal hook remained equipped.

The solution is simple for me, I just leave "Daydreaming" switched off. I just wanted to give you a heads up that there's probably a bug somewhere in there. I haven't cross-posted this on the Submissive Lola Resubmission forum, because my noob-logica tells me that "Daydreaming" is the culprit here.

Please let me know what you think.

 

Cheers

Posted
7 hours ago, Diziet said:

I haven't cross-posted this on the Submissive Lola Resubmission forum, because my noob-logica tells me that "Daydreaming" is the culprit here.

The vaginal hook is from Kalmah's extension, rather than SLTR itself.  The extension's items are not true devious devices.  They are non-locking single-piece "armor" items with DD keywords.  That approach works fine for WornHasKeyword checks, but it confuses DD script functions.  It's more likely that this is the source of the problem, since SexLab Survival wouldn't expect this kind of situation.

Posted (edited)
13 hours ago, 1Al said:

Thanks alot for support, I did the patch with Mator but now when the game started loading MCM module I get an error with DD - DDe and papyrusuitl outdated.

 

I think you are new to Skyrim Loverslab mods.  That is an old issue caused by mods that have files from an older version of PapyrusUtil.

The easiest solution is to download the PapyrustUtil stand alone (it is also part of Sexlab) and overwrite everything with that version.

 

Which file to download:

For Skyrim LE (Oldrim): PapyrusUtil LE v33.zip

For Skyrim SE (Pre-AE, 1.5.x runtime): PapyrusUtil SE v39.zip

For Skyrim SE/AE (1.6.x+ runtime): PapyrusUtil AE v43.zip

Requirements:

SKSE latest version: http://skse.silverlock.org/

For SE/AE: Address Library for SKSE Plugins: https://www.nexusmods.com/skyrimspecialedition/mods/32444

 

Link in spoiler.

Spoiler

 

 

Edited by safado
Posted

Anyway you might make this use ZAZ restraints in the future so there is a choice to forgo DD / Toys / Whatever and still get physical collars? I noticed without DD, guards still stop you to do the "here is a collar" dialog, but obviously no collar is added.

 

Thanks for 10/10 mod, look forward to see what you cook up in future versions!

Posted
11 hours ago, safado said:

 

I think you are new to Skyrim Loverslab mods.  That is an old issue caused by mods that have files from an older version of PapyrusUtil.

The easiest solution is to download the PapyrustUtil stand alone (it is also part of Sexlab) and overwrite everything with that version.

 

Which file to download:

For Skyrim LE (Oldrim): PapyrusUtil LE v33.zip

For Skyrim SE (Pre-AE, 1.5.x runtime): PapyrusUtil SE v39.zip

For Skyrim SE/AE (1.6.x+ runtime): PapyrusUtil AE v43.zip

Requirements:

SKSE latest version: http://skse.silverlock.org/

For SE/AE: Address Library for SKSE Plugins: https://www.nexusmods.com/skyrimspecialedition/mods/32444

 

Link in spoiler.

  Reveal hidden contents

 

 

Another thing I forgot to mention, after installed this mod, inventory carrying weight is totally inconsistent. For now I deleted it, maybe I'll try again with it, i's a beautiful mod, but quite problematic.

Posted (edited)
7 hours ago, 1Al said:

Another thing I forgot to mention, after installed this mod, inventory carrying weight is totally inconsistent. For now I deleted it, maybe I'll try again with it, i's a beautiful mod, but quite problematic.

 

You need to read the Mod Features page. 

Spoiler
  • Configurable gold weight.  Gold now has weight too, unless set to 0.
  • Gain experience wearing your bikini armor which will gradually increase your armor rating with bikini armors and comes with side benefits like increased stamina, stamina rate, magcika rate, speed, carry weight, shout recovery, reduced movement noise and a chance to dodge a portion of the damage of any normal attack or fire/frost/shock spell. Conversely, gaining bikini experience will decrease your armor rating of normal, full armors as you gain bikini skill. This should make your character prefer bikini armor even if, eventually,  you gather enough gold for a full armor licence. Buffs are configurable/disableable. 
  • Inequality (Configurable). Men and women are not created equally. Applies configurable buffs/debuffs to all playable races. By default: Women have: 40 less health, stamina and magicka. Men have 40 more. Women have their carry weight reduced by 150 points. Women do 20% less damage, men do 20% more damage. Men are 10% faster than women. Women's buying and selling prices are 15% worse and women learn skills 25% slower than men. Female vendors have less gold. Inequality will conflict with any other mod that edits vanilla races, so a good TesEdit merged patch is recommended for this feature as well. 

 

Edited by safado
Posted (edited)
5 hours ago, safado said:

 

You need to read the Mod Features page. 

  Hide contents
  • Configurable gold weight.  Gold now has weight too, unless set to 0.
  • Gain experience wearing your bikini armor which will gradually increase your armor rating with bikini armors and comes with side benefits like increased stamina, stamina rate, magcika rate, speed, carry weight, shout recovery, reduced movement noise and a chance to dodge a portion of the damage of any normal attack or fire/frost/shock spell. Conversely, gaining bikini experience will decrease your armor rating of normal, full armors as you gain bikini skill. This should make your character prefer bikini armor even if, eventually,  you gather enough gold for a full armor licence. Buffs are configurable/disableable. 
  • Inequality (Configurable). Men and women are not created equally. Applies configurable buffs/debuffs to all playable races. By default: Women have: 40 less health, stamina and magicka. Men have 40 more. Women have their carry weight reduced by 150 points. Women do 20% less damage, men do 20% more damage. Men are 10% faster than women. Women's buying and selling prices are 15% worse and women learn skills 25% slower than men. Female vendors have less gold. Inequality will conflict with any other mod that edits vanilla races, so a good TesEdit merged patch is recommended for this feature as well. 

 

Thanks, I missed it, there are many settings.

Since you're an expert of Skyrim I have a question about inflation, can you get inflation with SLIF without using bodyslide? In case  which files of SLIF should I install?

Edited by 1Al
Posted (edited)

Is there a way to restart the creature approach scenario for wildling? It stopped showing again, this time on the fresh game. I'm not quite shure what triggered it this time - either exessive dying of creatures (Wolves are so weak in a fight, have to resurrect them quite often) or me opening the race change menu.

 

Also, found some weird behaviour when I tried to disband the creatures - some of them just walked away, and some immediately turned hostile.

 

Another edit: The creatures that simply walked away turned out to be completely immortal - couldnt kill them neither with my character nor with a console command. So I'm thinking this might be affecting the approach scenario - the game tries to trigger it for this "immortal" creature and fails every time.

Edited by Onomatophobia
Posted (edited)
3 hours ago, 1Al said:

Thanks, I missed it, there are many settings.

Since you're an expert of Skyrim I have a question about inflation, can you get inflation with SLIF without using bodyslide? In case  which files of SLIF should I install?

 

I do not think I'm an expert, but "journeyman dabbler" is more appropriate.  ?

 

Yes, but before installing SLIF, do a tally of your mods that do scaling and have SLIF compatability included and another for those that do not.  You will need to find compatible patches for the mods that do not natively have SLIF compatibility.

 

If you do no care if all your scaling mods have compatibility or want to test with the ones that has it,  Install first SLIF and review the configuration to match your body mod type.  The default do not use bodymorphs and instead is 100% NIO node scales.

If the game loads the SLIF MCM, then enable SLIF mode in the compatible mods that do not do it automatically and do some testing forcing those mods events that effects scaling changes.  Original SLIF implementation in mods was suppose to be auto enabled and may not include options in the mod menus, but when the mod send the modification, SLIF will announce it the first time.  You can see in the SLIF MCM a list of mods applying modification to your PC.

 

SL Survival has SLIF compatibility.  There's an inflation potion that will apply the max scale values that are setup in the SL survival MCM. Sometimes during rapes or punishment, the PC gets that potion forced-feeds.

 

SLIF just become a middle "man" proxy to expand configuration options for the NIO scales or morphs and eliminates multiple conflicting scale application from mods. 

 

Spoiler

Bodymorphs:

Without the morphs .TRI files that bodyslide creates for the armors(naked body is also an armor) you can only use the scaling of skeleton nodes instead.  The problem with scaling the nodes (SLIF default setting, BTW) is that the scaled section get a balloon look with high values, you can set maximum scale in SLIF MCM to minimize the effect.  The famous torpedo tits or globe belly is because of NIO scale high values.  SLIF by default is using NIO to scale the skeleton nodes.  So in that case you are set.  To change from default NIO to exclusive bodymorph you need to do a couple of changes. 

 

The main issue with using SLIF is that it's need to be supported by the mods altering the NIO nodes or morph, if one do not have the compatibility then it could have a race condition fight trying to apply the changes against SLIF. You will see a section of the body constantly changing scale from small to big, depending on the mod alterations.   The community has created patches for most mods in loverslab, but they are sparse in the forums. You need to be careful with legacy patches breaking newer version of the mods.  If I'm not sure of the patch changes or compatibility, I use notepad++ or WinMerge to compare patch .PSC source files with the original files and see the modification.  If the patch has missing code relative to the original mod then it is older and likely not compatible. The timestamps of the files are also a giveaway.

 

Make a tally of your body modification mods and look for SLIF compatibility. NIO (Net Immersive Override) latest is included with racemenu, stand alone is older. 

 

My Personal SLIF NIO to Bodymorph instructions.  Do not switch to bodymorphs, until your node scale settings are working properly with all your mods and the requirement for bodymorphs are fulfilled.

 

Sample of torpedo look with high density mesh body and very high node scale values (exaggerated fetish look).  NIO nodes scales, should look nicer with lower values truncated by Maximum scale settings in SLIF.  Alternative if possible is switching to bodymorph. Bodymorph has higher technical requirement like bodies and armor having the proper .TRI files referenced and using same or very similar preset in bodyslide during creation, also all need to reference the same morph names.  Morph name changes with body mod types, one example CBBE and UUNP have different morph slider count and names.  Recommend to use NIO scale (default mode) until technical requirement are met for bodymorph mode.

 

Spoiler

Skyrim 12_15_2021 7_49_22 AM.png

 

 

 

Edited by safado
Posted
On 4/14/2022 at 9:32 AM, Diziet said:

Hi all,

 

Just came across a small bug (I think...):

I got a quest from submissive Lola, where my poor gal had to wear a vaginal hook for a day. Sometimes, when interacting with NPCs, that vaginal hook would unequip, which didn't go down very well with mistress and punishments ensued...

It didn't happen every time, so in the beginning, I just put it down to Skyrim being Skyrim and soldiered on. However, a few NPCs down the road, it happened again. Then I noticed that it actually happened when I was daydreaming and NPCs I interacted with appeared to be naked.

Did a few tests to confirm my theory and then proceeded to switch off "daydreaming" in the Sexlab Survival MCM. Lo and behold: the vaginal hook remained equipped.

The solution is simple for me, I just leave "Daydreaming" switched off. I just wanted to give you a heads up that there's probably a bug somewhere in there. I haven't cross-posted this on the Submissive Lola Resubmission forum, because my noob-logica tells me that "Daydreaming" is the culprit here.

Please let me know what you think.

 

Cheers

On the PC? I can't think of any part of day dreaming that modifies equipment on the player...

On 4/15/2022 at 5:20 AM, R34x said:

Anyway you might make this use ZAZ restraints in the future so there is a choice to forgo DD / Toys / Whatever and still get physical collars? I noticed without DD, guards still stop you to do the "here is a collar" dialog, but obviously no collar is added.

Zaz items would be a bit pointless without some kind of system to enforce them on the player more regularly than passing gates I feel. 

12 hours ago, Onomatophobia said:

Is there a way to restart the creature approach scenario for wildling? It stopped showing again, this time on the fresh game. I'm not quite shure what triggered it this time - either exessive dying of creatures (Wolves are so weak in a fight, have to resurrect them quite often) or me opening the race change menu.

Not that I know of currently. I'm still not sure why/how/when it happens.

12 hours ago, Onomatophobia said:

Also, found some weird behaviour when I tried to disband the creatures - some of them just walked away, and some immediately turned hostile.

This is expected. There's currently no handling of dismissal other than resetting their faction membership. 

12 hours ago, Alis_999 said:

Monoman1, what do you think to change Toll Collectors outfits like city guards? I change that every time after Survival version update and looks nice i think.

I actually put in considerable effort to make them stand out - hand made features/armor combinations. I could have just cloned guards. 

Posted
12 minutes ago, Monoman1 said:

This is expected. There's currently no handling of dismissal other than resetting their faction membership. 

I'm going to repost my findings on this page as well, just in case - The creatures that simply walked away turned out to be completely immortal - couldnt kill them neither with my character nor with a console command. So I'm thinking this might be affecting the approach scenario - the game tries to trigger it for this "immortal" creature and fails every time.

Posted
17 hours ago, safado said:

 

I do not think I'm an expert, but "journeyman dabbler" is more appropriate.  ?

 

Yes, but before installing SLIF, do a tally of your mods that do scaling and have SLIF compatability included and another for those that do not.  You will need to find compatible patches for the mods that do not natively have SLIF compatibility.

 

If you do no care if all your scaling mods have compatibility or want to test with the ones that has it,  Install first SLIF and review the configuration to match your body mod type.  The default do not use bodymorphs and instead is 100% NIO node scales.

If the game loads the SLIF MCM, then enable SLIF mode in the compatible mods that do not do it automatically and do some testing forcing those mods events that effects scaling changes.  Original SLIF implementation in mods was suppose to be auto enabled and may not include options in the mod menus, but when the mod send the modification, SLIF will announce it the first time.  You can see in the SLIF MCM a list of mods applying modification to your PC.

 

SL Survival has SLIF compatibility.  There's an inflation potion that will apply the max scale values that are setup in the SL survival MCM. Sometimes during rapes or punishment, the PC gets that potion forced-feeds.

 

SLIF just become a middle "man" proxy to expand configuration options for the NIO scales or morphs and eliminates multiple conflicting scale application from mods. 

 

  Reveal hidden contents

Bodymorphs:

Without the morphs .TRI files that bodyslide creates for the armors(naked body is also an armor) you can only use the scaling of skeleton nodes instead.  The problem with scaling the nodes (SLIF default setting, BTW) is that the scaled section get a balloon look with high values, you can set maximum scale in SLIF MCM to minimize the effect.  The famous torpedo tits or globe belly is because of NIO scale high values.  SLIF by default is using NIO to scale the skeleton nodes.  So in that case you are set.  To change from default NIO to exclusive bodymorph you need to do a couple of changes. 

 

The main issue with using SLIF is that it's need to be supported by the mods altering the NIO nodes or morph, if one do not have the compatibility then it could have a race condition fight trying to apply the changes against SLIF. You will see a section of the body constantly changing scale from small to big, depending on the mod alterations.   The community has created patches for most mods in loverslab, but they are sparse in the forums. You need to be careful with legacy patches breaking newer version of the mods.  If I'm not sure of the patch changes or compatibility, I use notepad++ or WinMerge to compare patch .PSC source files with the original files and see the modification.  If the patch has missing code relative to the original mod then it is older and likely not compatible. The timestamps of the files are also a giveaway.

 

Make a tally of your body modification mods and look for SLIF compatibility. NIO (Net Immersive Override) latest is included with racemenu, stand alone is older. 

 

My Personal SLIF NIO to Bodymorph instructions.  Do not switch to bodymorphs, until your node scale settings are working properly with all your mods and the requirement for bodymorphs are fulfilled.

 

Sample of torpedo look with high density mesh body and very high node scale values (exaggerated fetish look).  NIO nodes scales, should look nicer with lower values truncated by Maximum scale settings in SLIF.  Alternative if possible is switching to bodymorph. Bodymorph has higher technical requirement like bodies and armor having the proper .TRI files referenced and using same or very similar preset in bodyslide during creation, also all need to reference the same morph names.  Morph name changes with body mod types, one example CBBE and UUNP have different morph slider count and names.  Recommend to use NIO scale (default mode) until technical requirement are met for bodymorph mode.

 

  Reveal hidden contents

Skyrim 12_15_2021 7_49_22 AM.png

 

 

 

But you're a journeyman dabbler of Skyrim, whereas I'm just a newbie with it ? unlike other games, Skyrim modding is more complex and you have to study it, but I don't have time for that. Anyway I'm trying SLIF but nothing has changed. It seems like SLIF is not recognized by other mods and viceversa. In addition I don't understand what mean all those settings.

Posted (edited)
2 hours ago, 1Al said:

But you're a journeyman dabbler of Skyrim, whereas I'm just a newbie with it ? unlike other games, Skyrim modding is more complex and you have to study it, but I don't have time for that. Anyway I'm trying SLIF but nothing has changed. It seems like SLIF is not recognized by other mods and viceversa. In addition I don't understand what mean all those settings.

 

Without having SLIF loaded, experiment with multiple inflation or body modification mods already loaded in your game, with high scale values setup.  If the modification do not override each other when the mods update the body, then you may not need SLIF.   When NIO is properly used by MOD authors, it do it own modification mix merge.  

 

I think the inflation feature in SL survival needs SLIF because the framework has functions to track inflation values.  Is it referenced for the Jigglyness feature.

It is not a mayor feature, you can still enjoy the mod.

 

BTW, did you resolve the papyrusUtil issue, by overriding with standalone version?

Edited by safado
Posted
1 hour ago, safado said:

 

Without having SLIF loaded, experiment with multiple inflation or body modification mods already loaded in your game, with high scale values setup.  If the modification do not override each other when the mods update the body, then you may not need SLIF.   When NIO is properly used by MOD authors, it do it own modification mix merge.  

 

I think the inflation feature in SL survival needs SLIF because the framework has functions to track inflation values.  Is it referenced for the Jigglyness feature.

It is not a mayor feature, you can still enjoy the mod.

 

BTW, did you resolve the papyrusUtil issue, by overriding with standalone version?

Yes I resoved with Papyrusutil overwriting all. But after last merged patch rebulding the mod SexLab Submit got messed up. So might I exclude that mod from Mator Smash list, rebulding or redoing a new merged patch?

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