Leoosp Posted June 10, 2022 Posted June 10, 2022 (edited) 1 hour ago, Monoman1 said: Having looked more into the story manager node event for thieving not working under certain circumstances, it's clear that it's nothing to do with faction owners. I now have no fucking idea what the pattern is:  Belethors place: Works every time. On every item. Regardless if anyone sees you or not. Warmaidens: Works sometimes, IF Ulfberth sees you take the item.  These patterns are repeated across lots of different cells but I've no idea what the difference is. Arcadias/Jarls quarters is like belethors. Whiterun stables is like warmaidens.  :S   What's the inside of the stores like? Is the nature of the cell the same as Belethor's place, as don't forget crime detection system does have audio based detection (drawn from combat stealth countering) included, not just sight and reports from people in game who report the crimes.  Are there any other loud noise sources or potential sources in that cell or location if there are, then these can possibly be cancelling out the sound based detection? Also sometimes some mods place invisible items to enable something (tokens) then what about actors (NPCS) which, can be handling secretly additional coverage of some locations? Alternatively items in the cells or locations which have some of the properties of actors or other scripting which enables them to detect these crimes? Edited June 10, 2022 by Leoosp
Monoman1 Posted June 10, 2022 Author Posted June 10, 2022 21 minutes ago, Leoosp said: @Monoman1 So that is a possibility but at the same time, how to handle it better when they haven't been touched and have all of their native starting items removed right away. This even happens to followers (escorts) assigned by SexLab Survival itself. Removing all items, I have had male followers from modifications (and vanilla) stripped of their, items which they were created to have starting with natively. Leaving nothing, even if it is supposed to only remove player supplied items it isn't.  The trick to dealing with this is when players set this up if a fresh new game at the start, is to keep a record of possible followers and their native items from before being hired. So that it can skip those items from the enforcement. See, we are getting into the interpretation of a fantasy law. And some people have different ideas of how it should work.  There's an argument to be made that male followers should not be stripped ofc. This makes sense. But it can too easily be exploited and that goes against the core of SLS. To fix that I'd have to, as you say, remember what they were wearing AND disallow the player from taking those items from them. But then we're getting into complicated territory. Is it an outfit or individual items? Other mods can turn outfits into individual items too in game on the fly. EFF does this IIRC.  Look, maybe some day when I get time but right now I don't even have the time to consider thinking about maybe doing something about it. I don't mean to be a dick but I've already spent most of my "modding time budget" today answering questions on the forum  - and so there's been hardly any progress made on SLS or WT as a result.  If you don't want male followers to be stripped right now then just switch to 'player centric' licences.  35 minutes ago, Leoosp said:  What's the inside of the stores like? Is the nature of the cell the same as Belethor's place, as don't forget detection system does have hearing included, not just sight and reports from people in game who report the crimes.  Are there any other loud noise sources or potential sources in that cell or location if there are, then these can possibly be cancelling out the sound based detection? Also sometimes some mods place invisible items to enable something (tokens) then what about actors (NPCS) which, can be handling secretly additional coverage of some locations? Doesn't matter. All actors in the cell can be disabled. Behavior's the same. Bethesda logic.Â
naaitsab Posted June 10, 2022 Posted June 10, 2022 License idea. If you don't have a whore license you are locked inside a special chastity belt. Of course the guards carry the correct key and perhaps some other actors as well. If they require your services. So you can't sell yourself without the proper license. Can be a regular belt which you can escape from, but if you get caught you get locked in a special high-security one which is unpickable.  Also maybe add a unlock event when you exit the city your magic collar gets unlocked. 1
Monoman1 Posted June 10, 2022 Author Posted June 10, 2022 Welp. 'SameFaction' is yet another function that can be thrown into the dumpster fire of Bethesda shit that just doesn't work (@Todd)...  1 hour ago, Pickleman411 said: .674 tweak tweak? 1 hour ago, Pickleman411 said: One, whenever I set a hotkey for the all in one or any of the keys it doesn't ever save and reverts back No idea. Not a common problem. Check skyUi file overwrites. 1 hour ago, Pickleman411 said: Two, in the kennel nothing is happening, everyone is just standing there hanging out. That's pretty much all there is to do in a cage. If you mean Npc/Npc sex then check creature animations is enabled and you have wolf/dog/horse animations available.Â
Monoman1 Posted June 10, 2022 Author Posted June 10, 2022 1 minute ago, Pickleman411 said: Forgive me, I'm not terribly experienced when it comes to the finer details of skyrim modding. Where would I find that, or is that a setting within vortex? Sorry but I've never used vortex.Â
safado Posted June 10, 2022 Posted June 10, 2022 (edited) 3 hours ago, Pickleman411 said: I'm on SE, running the .674 tweak and I'm running into two issues. One, whenever I set a hotkey for the all in one or any of the keys it doesn't ever save and reverts back to "esc". Two, in the kennel nothing is happening, everyone is just standing there hanging out. Any ideas?  You may have a broken game. Maybe PapyrusUtils is overwritten with old files. PapyrusUtils is used to store the settings on Monomans1 mods and Sexlab, and many other Skyrim mods. Some mod authors included the files with their mods and if permitted to overwrite will break the modern version of PapyrusUtils.  Make sure that nothing overwrite PapyrusUtils 3.9 for SE, or better yet nothing overwrite those files included in Sexslab 1.63. (the Sexlab 1.63 PapyrusUtils are 3.9SE and compiled with newer compiler (the DLL), relative newer-ish than standalone version). Sexlab's or Standalone PapyrusUtil 3.9SE, either is good. PapyrusUtils 3.9 files: Make sure nothing overwrite these files on Sexlab or PapyrusUtils. Spoiler Scripts ActorUtil.pex JsonUtil.pex MiscUtil.pex ObjectUtil.pex PapyrusUtil.pex StorageUtil.pex SKSE\Plugin PapyrusUtil.dll     Vortex....... Spoiler  Vortex uses After/Before/Never rules to define what mod overwrite the other during conflict. The default is "???" undefined and is shown as a red lightning icon in the "Dependencies" column in the MODs pages.   Spoiler The Dependency column need to have all the conflicts marked with lightning icons resolved. Resolved conflicts are the green icons. There's also a warning message accessible by clicking in the Bell icon at the top of the window. Pressing more give you extra details and options to filter the listing, showing only the "offending" mods.  Only Conflicts: Spoiler  The pull down arrow next to each column helps with filtering the list. If you use the pull down for Dependencies it will show Conflict, Unresolved, LO Rule. Selecting Unresolved will filter the list to only show all the conflicting mods that you have not decided a conflict resolution rule to follow. You can also Click the lightning icon to open the conflict resolution page to list all conflicting mods with that specific mod.   Conflict resolution Window: After:  The mod named in the top part of the Window will overwrite the one listed. Before: The mod listed will overwrite the mod named at the top of the Window. Careful with "Suggested" rules, those follows files timestamps and that depends on the packing of the mods. Recommend to manually select each rule yourself. Spoiler  PapyrusUtils 3.9SE Conflict window selection sample. (for PapyrusUtils 3.9 LE, all options should be "After") Spoiler  Note: If you still have issues, and your game folder is located inside the folder "Program Files" or "Program Files (x86)", the game engine may be blocked by enhanced security policies in Windows 10. Try running the game using "Run as Administrator" option in the SKSE64_Loader shortcut. In the future, move all the Steams games to a custom created folder outside "Program Files".  Edited June 10, 2022 by safado
erubian warlord Posted June 10, 2022 Posted June 10, 2022 would you be willing to make a patch/version that works with the Open cities mod?
Monoman1 Posted June 10, 2022 Author Posted June 10, 2022 4 minutes ago, erubian warlord said: would you be willing to make a patch/version that works with the Open cities mod? Nope
Suke23 Posted June 10, 2022 Posted June 10, 2022 8 hours ago, Monoman1 said:  No disrespect but it's such a minor improvement and I've got way too much on my plate atm. Maybe later when things calm down.  Oh most certainly, no rush what so ever just thought I may as well make the suggestion for whenever you get a chance to look into it.
Monoman1 Posted June 10, 2022 Author Posted June 10, 2022 9 minutes ago, Pickleman411 said: So, I've gone through and made sure that there were no conflicts and if there were that they didn't overwrite Sexlab. It still hasn't fixed the issue, even more specifically now there aren't even women in the kennel. I am on AE technically, is that the reason? It's just the most recently updated SSE. How are the binaries for skse, papyrus util and Power of 3 papyrus extender for AE these days...?
safado Posted June 10, 2022 Posted June 10, 2022 (edited) 2 hours ago, Pickleman411 said: So, I've gone through and made sure that there were no conflicts and if there were that they didn't overwrite Sexlab. It still hasn't fixed the issue, even more specifically now there aren't even women in the kennel. I am on AE technically, is that the reason? It's just the most recently updated SSE.   For SkyrimSE 1.6 aka SkyrimAE, you need SKSE64 2.1.x compatible binaries of any mod that includes a DLL file in SKSE\plugin folder.  SKSE normally warns about version issues, unless is also crippled by bad installation. Are you using "skse64_loader.exe" to load Skyrim?  Check in your document folder for "\My Games\Skyrim Special Edition\SKSE". It is the SKSE logs repository. Look for the file SKSE64.LOG and open it with a text editor.  You should see something similar to the sample below: Spoiler SKSE64 runtime: initialize (version = 2.0.20 01050610 01D87CF9128156C6, os = 6.2 (9200)) imagebase = 00007FF643E20000 reloc mgr imagebase = 00007FF643E20000 config path = D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\skse.ini plugin directory = D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\ checking plugin D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\\ActorLimitFix.dll plugin D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\\ActorLimitFix.dll (00000001 ActorLimitFix 00000005) loaded correctly (handle 1) checking plugin D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\\AddItemMenuSE.dll registering plugin listener for SKSE at 2 of 3 plugin D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\\AddItemMenuSE.dll (00000001 AddItemMenuSE 00000001) loaded correctly (handle 2) checking plugin D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\\AlternateConversationCamera.dll plugin D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\\AlternateConversationCamera.dll (00000001 Alternate Conversation Camera 00000001) loaded correctly (handle 3) checking plugin D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\\AnimatedStaticReload.dll plugin D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\\AnimatedStaticReload.dll (00000001 AnimatedStaticReload 00000001) loaded correctly (handle 4) checking plugin D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\\BugFixesSSE.dll plugin D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\\BugFixesSSE.dll (00000001 BugFixesSSE 00000006) loaded correctly (handle 5) checking plugin D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\\cbp.dll registering plugin listener for SKSE at 6 of 7  -----------------------                   I truncate it, this is enough example.    A properly loaded and compatible SKSE64 library binary will show like this plugin D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\\ActorLimitFix.dll (00000001 ActorLimitFix 00000005) loaded correctly (handle 1) Any DLL that fail to load is a broken mod and any mod that require it is broken too.  Use the fail message as a hint to look for compatible versions in Nexus or Loverslab.  Fixing these issues will not make mods created for LE automatically compatible with SE(1.5) or AE(1.6) but it is first requirement to it.  Click link ----> This forum helps track SKSE64 mods, SE Compatibility Tracking, specially SkyrimSE 1.6(AE) versions. Any issues with SKSE64 2.1.x mods, better ask for help in that forum. It has better informed posters about AE issues.      Edited June 10, 2022 by safado
Xiaron Posted June 11, 2022 Posted June 11, 2022 On 5/28/2022 at 9:12 AM, Monoman1 said:   On 5/25/2022 at 11:13 AM, Xiaron said: Is there a way to get the toll guards to not unequip an open gag if you pay the toll via BJ?  Is it not re-equipped? That's how I thought it worked. I think it is being re-equipped, that's not the problem I'm having. It's a Devious Followers conflict, the DF gets upset the gag is removed even for the length of the animation if I have the gag as part of a deal, but it's an open gag so it's not like it actually has to be removed by the guard. If it's not something that's already an option don't worry about it. I was just hopeful it was some setting I missed.
valcon767 Posted June 12, 2022 Posted June 12, 2022 (edited) had 2 ideas that i do not know how hard to implement they would be  1 = when the gate guards/enforcers stop you and check your papers (they actually talk to you) if they would have you tell them a name on one of your     liscenses (the gate guard does this the first time when you go through the right conversation asking about what is going on with the locked gate).  2 = right now creature corruption only goes up if you use SLS fondle feature and they orgasm (you have to have SLSO installed). no other method counts     towards that corruption increasing. if there was a spell/toggle in the MCM somewhere that the player could trigger to increase it by 1 the player could     then use that to increase it when creature content started by other mods occurs that the player thinks should count.  just a couple ides for consideration. use or not as you see fit.  Edited June 12, 2022 by valcon767
Monoman1 Posted June 12, 2022 Author Posted June 12, 2022 (edited) 6 hours ago, valcon767 said: when the gate guards/enforcers stop you and check your papers (they actually talk to you) if they would have you tell them a name on one of your     liscenses (the gate guard does this the first time when you go through the right conversation asking about what is going on with the locked gate). I'm pretty sure they will ask a name under certain circumstances - expired licence probably. It might be nice if they asked it more often ofc. 6 hours ago, valcon767 said: right now creature corruption only goes up if you use SLS fondle feature and they orgasm (you have to have SLSO installed). no other method counts Pretty sure this is wrong. Corruption will increase from any sex source if the player orgasms. But it might automatically go up if you use fondle because you are the instigator - actively looking for creature cock. Also, without SLSO corruption is currently pointless. Edited June 12, 2022 by Monoman1
Xiaron Posted June 12, 2022 Posted June 12, 2022 7 hours ago, Monoman1 said: Pretty sure this is wrong. Corruption will increase from any sex source if the player orgasms. But it might automatically go up if you use fondle because you are the instigator - actively looking for creature cock. Also, without SLSO corruption is currently pointless. Corruption is currently working as you expect, at least in my game. I've never used the fondle command to start a scene, but corruption has certainly gone up from Defeat losses. 1
gghhjj666 Posted June 13, 2022 Posted June 13, 2022 (edited) Hi. @Monoman1 Having a problem. If I try to engage in sex with an npc for any reason and any way (including from other mods)Â almost nothing happens. No error message or anything like that only thing is my willpower from devious followers goes down. I'm using Skyrim SE 1.5.97. I've really been hitting my head against a wall trying to get everything to work but can't figure out what is causing this. Edited June 14, 2022 by gghhjj666
ManTown247 Posted June 14, 2022 Posted June 14, 2022 (edited) Wait i can ask a question. why after paying the toll there is prom still saying the guards will soon find out ive left this is both before and after slaverun activates  Edited June 14, 2022 by Manman27
leakim Posted June 14, 2022 Posted June 14, 2022 (edited) Got an odd issue that I have not seen before despite having used SLS for a long time.  Suddenly the game thinks I've already paid the gate toll (of Whiterun), even though I have not.  I simply get the message "I've already paid the toll" and the gate remains locked. If I leave through other means I do not get the "guards will be on lookout for me" message that you usually get.  I've tried disabling and re-enabling the toll system both inside and outside of Whiterun to no avail.  SLS seems to simply think I've permanently paid the gate toll. Perhaps there is some quest or variable that has not been set correctly. Perhaps you can guide me on how to get this system back into a valid state?  UPDATE:  It seems that if I start a new game, SLS is capable of tracking my location in the "My Location" of the MCM menu. However, my broken game does not do this. It simply consistently has "Untracked Location".  I looked a bit at the scripts of the mod to see if I could figure it out myself, and I think I might have solved the problem: Found the .psc file that contains the text "You have already paid the toll" Determined that the script uses a variable called Init.IsTollPaid. Looked for the functions that changes this value (PlayerLocChange->SetIsInsideWalls) Found the trigger script that executes this function (_SLS_LocTrackCentralAlias.psc) Found the quest in the .esp files that triggers this script (_SLS_LocTrackCentralAlias) Loaded my broken game, ran the script "StopQuest _SLS_LocationTrackCentralQuest" followed by "StartQuest _SLS_LocationTrackCentralQuest" Exited Whiterun, location now being tracked. Re-entered Whiterun, now able to pay the toll again.  Anything I should worry about, doing this? It does make me worry how this happend and if something else could be broken. Edited June 15, 2022 by leakim 1
erubian warlord Posted June 16, 2022 Posted June 16, 2022 what does the Freedom licence actually provide/protect from?Â
Monoman1 Posted June 16, 2022 Author Posted June 16, 2022 46 minutes ago, erubian warlord said: what does the Freedom licence actually provide/protect from? Nothing currently. Though I think if you use simple slavery it is a 'get out of jail free card' On 6/14/2022 at 10:16 PM, leakim said: Got an odd issue that I have not seen before despite having used SLS for a long time.  Suddenly the game thinks I've already paid the gate toll (of Whiterun), even though I have not.  I simply get the message "I've already paid the toll" and the gate remains locked. If I leave through other means I do not get the "guards will be on lookout for me" message that you usually get.  I've tried disabling and re-enabling the toll system both inside and outside of Whiterun to no avail.  SLS seems to simply think I've permanently paid the gate toll. Perhaps there is some quest or variable that has not been set correctly. Perhaps you can guide me on how to get this system back into a valid state?  UPDATE:  It seems that if I start a new game, SLS is capable of tracking my location in the "My Location" of the MCM menu. However, my broken game does not do this. It simply consistently has "Untracked Location".  I looked a bit at the scripts of the mod to see if I could figure it out myself, and I think I might have solved the problem: Found the .psc file that contains the text "You have already paid the toll" Determined that the script uses a variable called Init.IsTollPaid. Looked for the functions that changes this value (PlayerLocChange->SetIsInsideWalls) Found the trigger script that executes this function (_SLS_LocTrackCentralAlias.psc) Found the quest in the .esp files that triggers this script (_SLS_LocTrackCentralAlias) Loaded my broken game, ran the script "StopQuest _SLS_LocationTrackCentralQuest" followed by "StartQuest _SLS_LocationTrackCentralQuest" Exited Whiterun, location now being tracked. Re-entered Whiterun, now able to pay the toll again.  Anything I should worry about, doing this? It does make me worry how this happend and if something else could be broken. Impossible to say without a deeper dive or i encounter it myself On 6/14/2022 at 8:05 PM, Manman27 said: Wait i can ask a question. why after paying the toll there is prom still saying the guards will soon find out ive left this is both before and after slaverun activates  Are you paying the toll directly before you leave town? If so, might be the same problem as leakim On 6/13/2022 at 9:14 PM, gghhjj666 said: Hi. @Monoman1 Having a problem. If I try to engage in sex with an npc for any reason and any way (including from other mods) almost nothing happens. No error message or anything like that only thing is my willpower from devious followers goes down. I'm using Skyrim SE 1.5.97. I've really been hitting my head against a wall trying to get everything to work but can't figure out what is causing this. Sorry but you should start a separate help topic for that. I don't use se or have the time to help with it.Â
Dojo_dude Posted June 16, 2022 Posted June 16, 2022 Hi, few questions. Â Rebuild Tes5Merge if I upgrade to Beta Mar2022? Â With voiced Guards, does this mod make Sexist Guards unneccesary? Â Does the Escort NPC saved in the JSON need to be present with all characters? I use different NPC modded followers each build. Â You mentuined breakdown armors to bikini. Is TAWOBA required? I use TAWOBA in a mdrge patch since 2015.
Monoman1 Posted June 17, 2022 Author Posted June 17, 2022 6 hours ago, Dojo_dude said: Rebuild Tes5Merge if I upgrade to Beta Mar2022 Didnt say what version your upgrading from but its probably safest to rebuild 6 hours ago, Dojo_dude said: With voiced Guards, does this mod make Sexist Guards unneccesary? Well more comments would be welcome, no? I might be more worried about dilution/priority of 'hello' events. SLS and STA use them a lot. 6 hours ago, Dojo_dude said: Does the Escort NPC saved in the JSON need to be present with all characters? I use different NPC modded followers each build. Not sure what you mean but probably... why would you remove it? Wait you mean the npc might not be present? I couldn't tell you without looking at the script tbh. But I'd imagine the answer is technically yes otherwise you could be escorted to HQ and assigned a NONE escort. But that'd probably just result in log errors really. 6 hours ago, Dojo_dude said: mentuined breakdown armors to bikini. Is TAWOBA required? I use TAWOBA in a mdrge patch since 2015. Probably. Unless you want to redirect all the json entries to your merge... Seems like too much hassle to me Plus keep in mind that if you ever remake the merge the formids could, potentially, be completely different which would null your changed jsons.Â
Dojo_dude Posted June 17, 2022 Posted June 17, 2022 Thanks. I upgraded from version 0.635, rebuilt both my Tes5Merge and Bashed patch. Â For the NPC Escorts, what I meant was no two games of my Skyrim have the same modded Followers. So I cannot rely on the same Escort each time.
Monoman1 Posted June 17, 2022 Author Posted June 17, 2022 20 minutes ago, Dojo_dude said: Thanks. I upgraded from version 0.635, rebuilt both my Tes5Merge and Bashed patch. Â For the NPC Escorts, what I meant was no two games of my Skyrim have the same modded Followers. So I cannot rely on the same Escort each time. I see. Well if you use MO you can just create a new mod with a different escort json and let it overwrite the other version. 1
Envy20 Posted June 18, 2022 Posted June 18, 2022 Is there some other way to lower orgasm fatigue than sleeping? I find it near impossible to lower the effects that it causes when the pc is at a high milk maid level, as every time you finish milking, the orgasm fatigue is so high that there is no way that the pc can use anything other than sleep and regain the max milk level and cycle all over again when you go to milk yourself.
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