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Posted
3 hours ago, ck2modfan said:

Got to point where Jarl angry because of fame too high.

Never noticed that. What's that from?

3 hours ago, ck2modfan said:

If fame (config via MCM?, total or specific category) is too high, steward blocks purchase of house. Don't want your kind taking up residence in town. If house is already owned, trigger eviction and possibly revoke house ownership.

Hmm. How would you get your house back?

I don't think fame goes down much. If ever...?

12 minutes ago, Karkhel said:

There is one issue with this, YPS fashion stuff and drool etc, and possibly other stuff using tats that are visible are being considered for exhibitionist fame, so this particular fame would have to be excluded.

Could just look for a specific type of fame. 'Slut' probably a decent choice. 

11 minutes ago, easims4tw said:

Does the "crawl" stance in the survival wheel have a actual animation that it uses?

Needs amputator framework TWEAK

Posted
1 hour ago, Monoman1 said:

Never noticed that. What's that from?

Hmm. How would you get your house back?

I don't think fame goes down much. If ever...?

Could just look for a specific type of fame. 'Slut' probably a decent choice. 

Never noticed that. What's that from?... SLSF Fame Comments Mod (says it is LE compatible)

Hmm. How would you get your house back? Fame reduction over time or you don't. Or maybe need to repurchase at higher price.

ecfc1a072c4fa41b13d690d31660b339-fame-co

Could just look for a specific type of fame. 'Slut' probably a decent choice.  That works. Public Whore has option where you can be made Public Whore then SLSF total fame reached a configurable limit. Any implementation of Fame as consequence is interesting.

Posted

Going to ask here I guess, but how do you store cum for later? The game always tells me I need an empty container but I'm not sure what it is looking for since empty bottles/waterskins don't work.

Posted
22 hours ago, Kendal9901 said:

Going to ask here I guess, but how do you store cum for later? The game always tells me I need an empty container but I'm not sure what it is looking for since empty bottles/waterskins don't work.

You need an empty cumtainer. Judging by the changelogs, you can buy those at the alchemy stores, but in non-beta version they are bugged in a way that when you have one, you basically have an infinite amount.

Posted

How stable is 0.685, and what's the proper procedure on updating withing the same savegame, if it's possible? I'm running 0.635 for a very long time now, but it looks like the betas added a lot of interesting things. Is it safe to update? Are things going to break more often?

Posted
10 minutes ago, Genterric said:

How stable is 0.685, and what's the proper procedure on updating withing the same savegame, if it's possible? I'm running 0.635 for a very long time now, but it looks like the betas added a lot of interesting things. Is it safe to update? Are things going to break more often?

 

0.685 is very stable. I have been using it for months.

 

Regarding upgrade from 0.635 -- there are a lot of changes between 0.635 and 0.685. It might be more prudent to start a new game with 0.685.

Posted
10 hours ago, Herowynne said:

 

0.685 is very stable. I have been using it for months.

 

Regarding upgrade from 0.635 -- there are a lot of changes between 0.635 and 0.685. It might be more prudent to start a new game with 0.685.

 

more prudent as in "it's a whole new set of rules so it makes more sense for it to be in a whole new world" or as in "the ame will get very confused with such a jump and bad things will happen"? I'd rather keep the progress, if possible.

Posted
8 hours ago, Genterric said:

"the game will get very confused with such a jump and bad things will happen"?


Yes, that is the kind of concern that I was referring to.

Posted (edited)

I have a suggestion/question for integration with Morphology. For events in SLS that apply a force drink event like when you can't afford to pay tolls, aggressive events, etc. I think that the potions from morphology would be a good addition or option for the inflate potion with the buffs and debuffs it applies to add a new gameplay loop of re-normalizing yourself. I like the idea of the inflate potion but feel that it would add to the overall theme of the mod if people were "modifying" you to their tastes and you had to actively seek out ways to correct it rather than just waiting it out. 

 

As for the question I had, I would like to edit the list of potions that SLS uses for these events to do it myself but I am extremely limited in my knowledge of SSEdit and just cannot seem to find it, so if anyone more knowledgeable than me could either make a patch or just point me in the right direction to find the list I'm looking for it would be much appreciated. Thanks!

Edited by H Bof
Posted
On 9/26/2022 at 4:08 PM, Monoman1 said:

Never noticed that. What's that from?

Hmm. How would you get your house back?

I don't think fame goes down much. If ever...?

Could just look for a specific type of fame. 'Slut' probably a decent choice. 

Needs amputator framework TWEAK

Do you know what the name of the animation is? I installed the amputator framework tweak and had it working but after installing fertility mode and creature support its back to the normal stance so im not sure if its being overwritten or

Posted

I'm pretty sure there is an update path from the file download version to the beta but new games are probably a little safer. If you scan through the changelog it should at least reduce confusion on differences. Next version will most likely require a new game though.  

12 hours ago, H Bof said:

I would like to edit the list of potions that SLS uses for these events to do it myself but I am extremely limited in my knowledge of SSEdit

Due to the soft dependency nature of the forced potion mechanism, it is scripted. 

I've been meaning to look at morphology but I spend too much time modding and not enough time (none really) playing to actually check things out proper. 

I'll try to keep it in mind but I've no time frame. 

10 hours ago, easims4tw said:

Do you know what the name of the animation is? I installed the amputator framework tweak and had it working but after installing fertility mode and creature support its back to the normal stance so im not sure if its being overwritten or

It's a set of animations. Probably stupid question but you reran fnis? If yes I don't know what could be wrong. I use FM (but maybe not creature support). I don't see why it'd conflict either way. 

Posted
13 minutes ago, Monoman1 said:

Due to the soft dependency nature of the forced potion mechanism, it is scripted. 

I've been meaning to look at morphology but I spend too much time modding and not enough time (none really) playing to actually check things out proper. 

I'll try to keep it in mind but I've no time frame. 

All good, I appreciate all the work you do for all the different mods on here. An alternative that I'm not sure would be any easier would be to instead add a functionality into MCM to select and item from your inventory to be added into the pool rather than a hard dependency much like how you can add living armors and such in MME's MCM. Again not sure if that'd be any easier, but doesn't hurt to throw the idea out there. Either way thanks for the reply!

Posted (edited)

Is there a way to disable the headtracking? I think it's messing with the first person camera. Arms pointing to the side, or bows covering the screen.

 

It's even breaking pillory poses lol

Edited by DewyCave
Posted
3 hours ago, DewyCave said:

Is there a way to disable the headtracking? I think it's messing with the first person camera. Arms pointing to the side, or bows covering the screen.

 

It's even breaking pillory poses lol

Wheel - misc - debug - look at debug - set is npc 0

Posted

have you thought of adding an item called "falmer blood elixir" that allows you (as brynjolf says) "grow back that missing limb"?

Posted (edited)
1 hour ago, iceta said:

have you thought of adding an item called "falmer blood elixir" that allows you (as brynjolf says) "grow back that missing limb"?

 

If you mean to recover "amputation" effects, then the Troll cum already has that.  You also want the effect in the falmer's items? I think that if it is added to the "falmer blood elixir" from Brynjolf, it will not be a scam.

 

 

 

Edited by safado
Posted
5 hours ago, iceta said:

have you thought of adding an item called "falmer blood elixir" that allows you (as brynjolf says) "grow back that missing limb"?

Nice try Brynjolf, go back to scamming in the Riften market.

Posted (edited)
On 10/1/2022 at 5:39 AM, Monoman1 said:

I'm pretty sure there is an update path from the file download version to the beta but new games are probably a little safer. If you scan through the changelog it should at least reduce confusion on differences. Next version will most likely require a new game though.   

Due to the soft dependency nature of the forced potion mechanism, it is scripted. 

I've been meaning to look at morphology but I spend too much time modding and not enough time (none really) playing to actually check things out proper. 

I'll try to keep it in mind but I've no time frame. 

It's a set of animations. Probably stupid question but you reran fnis? If yes I don't know what could be wrong. I use FM (but maybe not creature support). I don't see why it'd conflict either way. 

Yea I reran fnis. I believe the issue has something to do with me using fnis for creatures but nemesis for pc animations. Everything works fine the way I normally run them minus the crawl animation. However if I were to run them both, then not disable the nemesis engine and creature support and leave the fnis output folder disabled, the crawl animation is there but the creature animations are not

Edited by easims4tw
Posted

Hi, is there a way to diagnose NPC Force Greet packages suddenly stopping to work in a playthrough? Guards ceased to approach my PC when breaking curfew, with the forcegreet event only working if I select a "ForceGreet" dialogue option when I talk to guards. Toll guards and enforcers would also stop the usual check for licenses when first entering a town.

 

Its kinda weird because this is the first time this bug has happened to me, and I've been using SLS 0.685 SE converted for some time, which for my past playthroughs have been really stable.

Posted

Trying a new mod list but starting from scratch. Added a whole bunch of mods including SL Survival. However... I forgot to add UI Extensions. LMAO during start-up when met the Spectre!

 

Well done!

Posted
21 hours ago, ck2modfan said:

Trying a new mod list but starting from scratch. Added a whole bunch of mods including SL Survival. However... I forgot to add UI Extensions. LMAO during start-up when met the Spectre!

 

Well done!

Yea. Might have gone a bit mad there. Glad someone got a laugh out of it. 

On 10/6/2022 at 6:56 AM, ivendowe said:

Hi, is there a way to diagnose NPC Force Greet packages suddenly stopping to work in a playthrough? Guards ceased to approach my PC when breaking curfew, with the forcegreet event only working if I select a "ForceGreet" dialogue option when I talk to guards. Toll guards and enforcers would also stop the usual check for licenses when first entering a town.

 

Its kinda weird because this is the first time this bug has happened to me, and I've been using SLS 0.685 SE converted for some time, which for my past playthroughs have been really stable.

Difficult for me to say without experiencing it myself. 

 

But some global vars to check would be:

_SLS_LicTownViolation = 1

_SLS_DhlpSuspend = 0

_SLS_PlayerIsAiDriven = 0

 

Must also not be in SexlabAnimating Faction

Not in a scene

Not in combat

Posted

I am still experiencing CTD with enforcers, as NetScript seems to point out:

 

Unhandled native exception occurred at 0x7FF6B4F3FFE3 (SkyrimSE.exe+21FFE3) on thread 1224!

FrameworkName: NetScriptFramework
FrameworkVersion: 15
FrameworkArchitecture: x64
GameLibrary: SkyrimSE
GameLibraryVersion: 18
ApplicationName: SkyrimSE.exe
ApplicationVersion: 1.5.97.0
VersionInfo: Successfully loaded
Time: 08 Oct 2022 09:14:11.808

Possible relevant objects (2)
{
  [   1]    TESNPC(Name: `Enforcer`, FormId: 3E05A7A7, File: `SL Survival.esp`)
  [   1]    Character(FormId: 3E05A7AB, File: `SL Survival.esp`, BaseForm: TESNPC(Name: `Enforcer`, FormId: 3E05A7A7, File: `SL Survival.esp`))
}

Probable callstack
{
  [0]   0x7FF6B4F3FFE3     (SkyrimSE.exe+21FFE3)          TESObjectREFR::unk_21FFB0+33
  [1]   0x7FF6B56B0F9F     (SkyrimSE.exe+990F9F)          SkyrimScript::anonymous_namespace::EnableFunctor::Func1_990E50+14F
  [2]   0x7FF6B5651567     (SkyrimSE.exe+931567)          SkyrimVM::unk_931470+F7
  [3]   0x7FF6B5642C5F     (SkyrimSE.exe+922C5F)          SkyrimVM::unk_922BA0+BF
  [4]   0x7FF6B53606F8     (SkyrimSE.exe+6406F8)          unk_6406D0+28
  [5]   0x7FF6B5360E79     (SkyrimSE.exe+640E79)          Job_Post_process_640DB0+C9
  [6]   0x7FF6B5952A81     (SkyrimSE.exe+C32A81)          JobList::Process_C329B0+D1
  [7]   0x7FF6B5954C48     (SkyrimSE.exe+C34C48)          BSJobs::JobThread::Func1_C34930+318
  [8]   0x7FF6B592D6BD     (SkyrimSE.exe+C0D6BD)          StartAddress_0_C0D680+3D
  [9]   0x7FFFBC49244D     (KERNEL32.DLL+1244D)           
  [10]  0x7FFFBCF0DF78     (ntdll.dll+5DF78)

 

 

Currently, I am on 0.685 beta for Skyrim SE and so far it works smooth except this problem. It doesn't happen all the time in Whiterun but if it does, it's either after leaving the Vanilla Inn or the DCL Inn.

Posted (edited)

Is there a chance we can get the Simply Knock requirement shared with Simpler Knock, which does the same thing but with no SKSE plugin, so we can continue using Survival for the time being?

 

Specifically for the SSE version, and the most recent .640v

Edited by Canaduh

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