Genterric Posted February 15, 2023 Posted February 15, 2023 17 hours ago, Monoman1 said: That's been an issue with that animation since the year dot. SLS uses the ZAZ version in which the steps are quite frequent. Copy the DCL version over SLSs. That one has far less frequent steps but they are still present. Can you please tell me how to do that?
Monoman1 Posted February 15, 2023 Author Posted February 15, 2023 7 hours ago, Genterric said: Can you please tell me how to do that? Copy and rename '\Meshes\Actors\Character\Animations\Deviously Cursed Loot\DCLFTNudeCoverOff.hkx' to '\meshes\actors\character\animations\SL_Survival\SLS_ZaZCoverSelf.HKX'
Genterric Posted February 16, 2023 Posted February 16, 2023 22 hours ago, Monoman1 said: Copy and rename '\Meshes\Actors\Character\Animations\Deviously Cursed Loot\DCLFTNudeCoverOff.hkx' to '\meshes\actors\character\animations\SL_Survival\SLS_ZaZCoverSelf.HKX' That fixed it, thanks a lot!
Naps-On-Dirt Posted February 16, 2023 Posted February 16, 2023 Weird issue, my status screen won't appear anymore. Tried rebinding the key, tried the Status Menu option in the wheel menu, still doesn't show up. Had recently run the save through a save cleaner to clean out PW to upgrade it. Dunno if that would have killed something that needs to be running. Is there anything I can to do make it show up again? Not game stopping obv but only way to keep track of my addiction level, short of going into the MCM to look.
MattTheRagdoll Posted February 17, 2023 Posted February 17, 2023 Hey so I'm getting a weird issue with one of the scripts, using the 0.685 beta for SE. I am getting the following flagged up on my save _sls_licbikinicurse occurs the most often (3039 occurrences). Seems like something is going wrong somewhere (I have been playing the game with the bikini curse turned off but still wearing bikini armor). Is there something I can do to reduce the script occurences?
safado Posted February 18, 2023 Posted February 18, 2023 (edited) 2 hours ago, MattTheRagdoll said: Hey so I'm getting a weird issue with one of the scripts, using the 0.685 beta for SE. I am getting the following flagged up on my save _sls_licbikinicurse occurs the most often (3039 occurrences). Seems like something is going wrong somewhere (I have been playing the game with the bikini curse turned off but still wearing bikini armor). Is there something I can do to reduce the script occurences? I think it runs to also track bikini experience, bodycovered status, catcalling, armor assets classification, heels detection, the bikini curse, and short breath effect. If the curse is disabled, it is still used for the other functions. It also runs every time the game loads or after opening any of the menus for inventory, containers, or journal. You may have some script or function slowing or monopolizing papyrusVM process time budget, and any script that is called multiple times gets into a queue waiting for a chance to be run. Not necessarily the script with more instances is the culprit of the papyrusVM process spam, it may be the more affected by it. Take a look at this monoman1's post The issue may be about RegisterForKey() Skyrim bug. The feature "Compulsive sex" could trigger the bug in other mods that RegisterForKey(0), try disabling that feature to minimize the issue from other mods. The 0.685 version requires now PO3 Papyrus Extender. It may not be the culprit, but in case you do not have it. It used for processing losing equipment and "placing it near" the player during a fall, and has nothing to do with the bikini curse script. Still a requirement. Spoiler v0.685 - Upgrade instructions: Remember to follow all the instructions from whichever version of SLS you're upgrading from. - SLS now REQUIRES PO3 Papyrus Extender: SE: https://www.nexusmods.com/skyrimspecialedition/mods/22854 LE: https://www.nexusmods.com/skyrim/mods/95017 Long shot, but if you are running the mod in SkyrimSE/AE you can try a PapyrusVM booster mod. Papyrus Tweaks NG is a collection of fixes, tweaks and performance improvements for Skyrim's script engine. 100% configurable. Install/Uninstall anytime. Spoiler https://www.nexusmods.com/skyrimspecialedition/mods/77779 Description of features. Spoiler Fixes Toggle Scripts Command Fix (default: enabled) The toggle scripts console command pauses all scripts, but doesn't persist when doing the save action or stack dumping (aka scripts get unpaused). This fixes that. Negative Script Page Allocation Fix (default: enabled) Fixes the Papyrus Engine unintentionally allocating memory with a negative page size in some circumstances. IsHostileToActor Crash Fix (default: enabled) Fixes a vanilla bug where the game CTDs when passing in a NONE object to the script function Actor.IsHostileToActor(). Fix delayed script breakage (default: enabled) Fixes scripts completely breaking if they have non-existent soft dependencies (basically fixes this long known bug: https://forums.nexusmods.com/index.php?/topic/6957326-multiple-mods-with-soft-dependency-to-the-same-resource/). If you use resaver and notice some scripts having missing data in your save after using this fix, those were the scripts that were broken by this vanilla bug the whole time. The fix restores the functionality, but can't restore the missing data without a fresh save. VMTweaks Max Operations Per Task (default: 500) The papyrus engine was designed to be able to run on a computer that was considered mediocre in 2011. This never got updated with SE. Hence papyrus is limited to 100 operations per task. On newer machines this number can be set much higher without any noticeable impact on framerate while having potentially much higher performance. Set to 0 to disable this tweak Stack Dump Timeout (default: 15000ms) By default a stack dump occurs when the script engine is overstressed for five seconds (5000ms) straight. This often happens when adding or removing a lot of items at once (for example when going to prison). Contrary to popular belief the stack dump itself is actually harmless, but it will cause a lot of entries in the papyrus log. This tweak changes how long the machine can be stressed before stack dumping. Enable Doc String loading (default: enabled) The game discards doc strings when loading scripts. This changes that flag to enable doc string loading. Requires Enable Debug Information Loading tweak to be true to work properly Enable Debug Information Loading (default: enabled) Enable loading of debug information from scripts. This completely overrides bLoadDebugInformation in Skyrim.ini and is provided here for easier configuration LoggerTweaks Disable Get Form From File Error Logs (default: false) A lot of mods use the Game.GetFormFromFile function to check if a mod is installed and dynamically adapt their behavior. So it is not an error if that function does not find the requested file. This tweak suppresses the error message. Improve Basetype Mismatch Logs (default: true) Improves "Cannot bind SCRIPTNAME to OBJECT because base types do not match" to distinguish the type of script, and if the script is genuinely not compatible, or if the script doesn't exist. Improve Validate Args Logs (default: true) Adds a lot of extra information to argument mismatch error logs, like function names and expected vs actual argument types, making it a lot easier to debug these errors. Disable No Property On Script Error Logs (default: false) Sometimes when mods get updated some properties will be removed from their scripts, because the mod author no longer deemed them necessary. This will cause an error message in the log saying that property no longer exists. This can be intended by the mod author, and this tweak suppresses the message Disable Mismatch Script Error Log (default: false) Sometimes when mods get updated some scripts will be removed, because the mod author no longer deemed them necessary. In vanilla this will cause an error message in the log saying that the saved script can no longer be found. This can be intended by the mod author, however. Stack Dump Summary (default: true) Adds a summary for when a stack dump occurs of what events are active, and their frequency. This is mainly aimed for users who want to easily see what scripts are being invoked more frequently than others. Ex: [01/03/2023 - 09:01:51PM] ###############Stack Dump Summary Start################ [01/03/2023 - 09:01:51PM] Event: AAEMUninstall.OnInit, Frequency: 1 [01/03/2023 - 09:01:51PM] Event: wwtimerwidget.size, Frequency: 1 [01/03/2023 - 09:01:51PM] Event: zbloodnpcquestupdatescript.OnInit, Frequency: 1 [01/03/2023 - 09:01:51PM] Event: CWRikkeGalmarScript.OnPackageChange, Frequency: 2 [01/03/2023 - 09:01:51PM] Event: DA07RazorPieceScript.OnContainerChanged, Frequency: 2 [01/03/2023 - 09:01:51PM] Event: sos_addonquest_script.OnInit, Frequency: 3 [01/03/2023 - 09:01:51PM] Event: SKI_ConfigBase.OnInit, Frequency: 7 [01/03/2023 - 09:01:51PM] Event: ih_florafinderworkerscript.OnInit, Frequency: 8 [01/03/2023 - 09:01:51PM] Event: OStimSubthread.OnInit, Frequency: 10 [01/03/2023 - 09:01:51PM] Event: SKI_ConfigBase.OnConfigManagerReady, Frequency: 12 [01/03/2023 - 09:01:51PM] Event: CWFieldCOCrimeFactionScript.OnInit, Frequency: 34 [01/03/2023 - 09:01:51PM] ###############Stack Dump Summary End################# ... // Actual Stack dump log here Experimental(default: false) Speed up native calls (Formerly "Run Scripts On Main Thread") Scripts will only run in tasklets that aren't on the main thread most of the time, hence functions like "Game.GetPlayer" or "Formlist.GetAt" needing to be synced to framerate for thread safety. This experimental tweak speeds up most of those calls by syncing them to a spinlock instead of framerate, greatly improving script performance for most scripts. By default, only the read-only/getter functions are sped up this way (ex: "HasKeyword", "IsLoaded", "GetWornArmor", etc.) as they are much more safe than functions that alter the game in any way (ex: "EquipItem", "RemoveItem", "MoveTo", etc.) as those could have issues if ran multiple times in one frame. Bypass Papyrus Corrupted Save Check When loading a corrupted save, Skyrim can throw a messagebox saying "The save can not be loaded" despite already loading into the game. This is because the game is missing some script data that is in the save, but not in your current play session (ex: Uninstalling a mod and having leftover scripts in the save, but not in the game). This experimental setting bypasses that callback that would normally kick you out of your save, allowing you to continue using that save. Warning: This will NOT fix a broken save, just allows you to load the save no matter what information is lost. ONLY USE AS A LAST RESORT TO RECOVER A SAVE YOU HAVE BEEN WARNED!! Ignore Papyrus Memory Limit Whenever the VM is stressed (100+ events queued up for processing), the VM will ignore any memory limit set by `iMaxAllocatedMemoryBytes` until it can chew through enough events to bring that number down. This experimental setting keeps that `ignoreMemoryLimit` flag set, so the VM is allowed to use as much memory as it needs all the time. If you plan to enable this, I strongly recommend getting Recursion Monitor. This setting also makes `iMaxAllocatedMemoryBytes` in Skyrim's INI redundant Disable Scripts In Playroom (VR only) Pauses papyrus scripts in the playroom in VR. Scripts running in the playroom has been causing incompatibilities with a lot of mods, like for example Live another Life. This experimental tweak keeps any scripts that don't contain "vrplayroom" (VR Playroom has scripts that have to run to work properly) paused until you exit the playroom, and repauses scripts when going back to the playroom. Update: Tweak will now not apply if the playroom is disabled, which fixes scripts breaking if you turned on this tweak, but don't even use the playroom. Edited February 18, 2023 by safado
thefabulousfink Posted February 21, 2023 Posted February 21, 2023 15 hours ago, buterz4200 said: how do i get to the kennel When you enter Whiterun take the first left, just past the guard house. Go up the hill and turn left again and walk towards the city wall. You should cross a little stream and see a doorway in the side of the city wall. That's the kennel.
buterz4200 Posted February 23, 2023 Posted February 23, 2023 On 2/21/2023 at 1:07 PM, thefabulousfink said: When you enter Whiterun take the first left, just past the guard house. Go up the hill and turn left again and walk towards the city wall. You should cross a little stream and see a doorway in the side of the city wall. That's the kennel. thanks
Karkhel Posted February 24, 2023 Posted February 24, 2023 Are there any speech checks in SL survival? I've been tinkering around with various debuffs or chances for losing levels and I'm not sure if I'd rather have speech be mostly untouched outside of what SL survival does or would I rather have it affected as well (mostly I'm talking about Fertility mode + SL disparity where I'm turning pregnancy into sort of soft lock state where my character kinda has to stay within the cities). Maybe it would be too much for it to also affect speech but depending on what it affects it could be fun (like you are a lot less intimidating with belly showing).
Monoman1 Posted February 24, 2023 Author Posted February 24, 2023 15 minutes ago, Karkhel said: Are there any speech checks in SL survival? I've been tinkering around with various debuffs or chances for losing levels and I'm not sure if I'd rather have speech be mostly untouched outside of what SL survival does or would I rather have it affected as well (mostly I'm talking about Fertility mode + SL disparity where I'm turning pregnancy into sort of soft lock state where my character kinda has to stay within the cities). Maybe it would be too much for it to also affect speech but depending on what it affects it could be fun (like you are a lot less intimidating with belly showing). There probably are some but fucked if I can remember. The only one I can think of is trying to convince enforcers that you 'have an escort and they'll be along shortly'. Otherwise it's back to HQ and force assigned a follower. I don't think I've ever passed that check anyway. It's is very difficult already.
Karkhel Posted February 24, 2023 Posted February 24, 2023 2 minutes ago, Monoman1 said: There probably are some but fucked if I can remember. The only one I can think of is trying to convince enforcers that you 'have an escort and they'll be along shortly'. Otherwise it's back to HQ and force assigned a follower. I don't think I've ever passed that check anyway. It's is very difficult already. Oh yep I never seen it pass so I just assumed it wasn't a check, thanks. I can't really come up with too many mods that do speech checks tbh, I think one of the prostitution mods uses speech in calculating payouts. If anyone knows any other mods that has those I'd love to hear about them.
Karkhel Posted February 26, 2023 Posted February 26, 2023 I realize you aren't probably in need of more ideas but if not you maybe someone else picks this up. I really wish there was a way for you to ask npc to pull out kinda like when you have a choice to swallow or not (or sometimes have a choice ). Pregnancy mods in games are a lot more fun with some more active contraception methods, and since fertility mod doesn't have condoms (there would be a way to make add them and stay immersive btw) this would be a really fun addition.
safado Posted February 27, 2023 Posted February 27, 2023 (edited) 10 hours ago, Karkhel said: I realize you aren't probably in need of more ideas but if not you maybe someone else picks this up. I really wish there was a way for you to ask npc to pull out kinda like when you have a choice to swallow or not (or sometimes have a choice ). Pregnancy mods in games are a lot more fun with some more active contraception methods, and since fertility mod doesn't have condoms (there would be a way to make add them and stay immersive btw) this would be a really fun addition. Condom and begging to pull out is for milk drinker. You likely play as a mer race. Spoiler ? joking Fertility mode has contraception in the form of "Potion of Contraception". Recipe: "Juniper Berries", "Thistle Branch", "Hanging Moss" Should be part of any whore first aid kit. ? Sadly, is not part of any merchant container by default. Need to be created. stupid site reference. Spoiler The juniper plant bears blue or reddish fruit better known as juniper berries. They are used as a flavoring in food and alcoholic beverages, as a seasoning for pickling meats, and as a fragrance in cosmetics and perfumes. Many ancient Native Americans also found various uses for the juniper berry. They would pierce the berries and wear them as beads on necklaces. They also created a tea from the berries, which was drunk for three consecutive days as a form of birth control. Juniper berries are known as herbs that can be used as a natural contraceptive. The berries help make the lining of the uterus unsuitable for embryonic growth and can be taken before or after unprotected sex with a partner. Wild carrot seed, smartweed leaves, neem, and rutin are other herbs that have been used as natural forms of birth control. Pregnant and breastfeeding women should avoid eating juniper berries due to serious side effects.[10] Edited February 27, 2023 by safado
Karkhel Posted February 27, 2023 Posted February 27, 2023 11 hours ago, safado said: Fertility mode has contraception in the form of "Potion of Contraception". I actually added those to SL survival pickpocket lists, just another reason to use pickpocket I normally never go for. I did also bump up the price of the termination potion by A LOT had to also make the crafting harder so its not a money printing scheme... still I could maybe come up with a different solution for this particular potion. The potion is honestly pretty fun to especially when you run out of time and there is a queue lining up in public whore
Monoman1 Posted March 2, 2023 Author Posted March 2, 2023 On 2/26/2023 at 7:03 PM, Karkhel said: I realize you aren't probably in need of more ideas but if not you maybe someone else picks this up. I really wish there was a way for you to ask npc to pull out kinda like when you have a choice to swallow or not (or sometimes have a choice ). Pregnancy mods in games are a lot more fun with some more active contraception methods, and since fertility mod doesn't have condoms (there would be a way to make add them and stay immersive btw) this would be a really fun addition. It's not a bad idea but I don't have the time to even think about doing it. 2
Genterric Posted March 5, 2023 Posted March 5, 2023 Enforcers/Guards often run up to me and confiscate my clothes, even if I don't actually have any. Haven't been able to trace what mod equips what invisible item on my character so that it is triggering the check. Is there any way to see the list of items the guard takes away as he takes them away (or later)?
Monoman1 Posted March 5, 2023 Author Posted March 5, 2023 6 hours ago, Genterric said: Enforcers/Guards often run up to me and confiscate my clothes, even if I don't actually have any. Haven't been able to trace what mod equips what invisible item on my character so that it is triggering the check. Is there any way to see the list of items the guard takes away as he takes them away (or later)? Kind of difficult for me to say right now because the licence scan has been redone from scratch. Have you tried using the 'Get Equipped items' option in the licence menu? Or: 1. Save. 2. Cheat remove any DDs to make things simpler. DFC menu or cheat keys. 3. 'Player.RemoveAllItems' in console. 4. Teleport to town. 'Coc Riverwood04' 5. Wait for an enforcer to start running up to you. Enable 'Responsive enforcers' to save time. 6. 'Player.ShowInventory' in console 7. Identify objects remaining in your inventory via TesEdit. Next version prints the item flagged to log but it ain't ready.
Genterric Posted March 6, 2023 Posted March 6, 2023 19 hours ago, Monoman1 said: Kind of difficult for me to say right now because the licence scan has been redone from scratch. Have you tried using the 'Get Equipped items' option in the licence menu? Or: 1. Save. 2. Cheat remove any DDs to make things simpler. DFC menu or cheat keys. 3. 'Player.RemoveAllItems' in console. 4. Teleport to town. 'Coc Riverwood04' 5. Wait for an enforcer to start running up to you. Enable 'Responsive enforcers' to save time. 6. 'Player.ShowInventory' in console 7. Identify objects remaining in your inventory via TesEdit. Next version prints the item flagged to log but it ain't ready. I'll try to keep my eye on the list "Get Equipped items" button gives me, but I've no idea when to look at it because the approches seem random. One more thing I wanted to suggest: a way to ask men for a blowjob if your addiction and hunger is high. It's sort of odd to hear the internal voice saying "give in to your desires" while not actually having a way to do so. Or can you recommend any mod that can provide that?
Naps-On-Dirt Posted March 6, 2023 Posted March 6, 2023 1 hour ago, Genterric said: Or can you recommend any mod that can provide that? I use TDF Aggressive Prostitution (well, that was its old name at least) and set the anal/vaginal chances to 1 and the oral to 5. You could set them to 0 so its 100% chance for oral if you want.
Monoman1 Posted March 6, 2023 Author Posted March 6, 2023 2 hours ago, Genterric said: I'll try to keep my eye on the list "Get Equipped items" button gives me, but I've no idea when to look at it because the approches seem random. Unfortunately, if it's an item that a mod is equipping just for a brief instant for some reason it'll be difficult to track down. Once you're flagged as needing inspection you're not unflagged until you're inspected because tracking items leaving your inventory as well as entering would be too much IMO for not enough gain. If they're not that frequent then it'd probably just be easier to wait for the next version. But ETA still unknown. 2 hours ago, Genterric said: Or can you recommend any mod that can provide that? Yea, any suitable prostitution mod really...
safado Posted March 6, 2023 Posted March 6, 2023 (edited) 12 hours ago, Genterric said: I'll try to keep my eye on the list "Get Equipped items" button gives me, but I've no idea when to look at it because the approches seem random. I think the look-for-armor-equipped event trigger only checks for slot30, slot31, slot32, slot33, slot37, and if it fails then worn-keyword ArmorLight or ArmorHeavy. If something is in the slot then it does extra check for playable armor flag, not SexlabNoStrip keyword, armorlight or armorheavy, and licenses for armor. Then if it is flagged in violation, the guard gets a call. Maybe, if the specific slots are not in violation, but something in the others equipped slots has armorlight or armorheavy, it will trigger a check, and result in false positive. Positive for a harassing check, so it is in the mod theme. I think. That means SL Survival makes your inventory bag a snitch.? The bag stored stealthily between the butt cheeks, with hundreds of heavy and big items inside. ? Maybe checking that the armor license exist first will cut the overhead from the slots review. If you are using 3BAv2 or BHUNP with the add-on that has 3bbb in the name, then you can get an invisible SMP-physics mesh, that may refresh on every cell load. It only applies if activated for SMP. By default, it uses slot50, but you should change it to slot60 in the Menu. That may trigger an equip event of an object that do not have SexlabNoStrip. I do not know if all the ZAZ effects have the SexlabNoStrip keyword, or the clones used on mods. Edited March 6, 2023 by safado
Monoman1 Posted March 7, 2023 Author Posted March 7, 2023 1 hour ago, safado said: I do not know if all the ZAZ effects have the SexlabNoStrip keyword, or the clones used on mods. Zaz doesn't have SL as a master IIRC so it needed it's own keyword check which isn't in <=0.685 IIRC but it is in the upcoming rebuilt licence scan. 1
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