belegost Posted January 10, 2023 Posted January 10, 2023 (edited) On 12/14/2022 at 6:12 AM, valcon767 said: they are sold by alchemists, only 1 i can swear to right this second (without booting the game and going looking) is Arcadia (she has some empty and some full in my game). All alchemists will sell cum and cumtainers, but only if nothing is overwriting their inventory. If you have mods that modify merchant chests you need to make a patch and forward/copy over _sls_tools record (or something along the lines, don't have it in front of me rn) for each container. Edited January 10, 2023 by belegost
Majin Buu Posted January 10, 2023 Posted January 10, 2023 (edited) 11 hours ago, belegost said: There's a power "assess stash". Use it whenever you're trying to put something in it. If it says "this stash is obvious" things will get stolen no matter what. The logic behind stealing is a mystery. I've had things being stolen from atop of Eagle's Nest (remote player house mod) but being reported perfectly save just off the road in Falkreath. Sometimes all it takes is a couple of meters one way or another for a completely different effects. I suspect, in case of overworld it reads what chunk it is and decides based on that. So move to different chunk and things may be different. Yup I'm aware of the power and used it. I did get the various messages I expected whether I was close or to far from a road, whether the location and stash was remote or lots of people/footprints around, whether stash was well hidden or obvious (hunterborn stashes are considered well hidden). Even waaaaaaaay off the map, stuff still got stolen. The places I was trying to use a hunterborn stash at did give me "The stash is well hidden. It's fairly remote here and there are no roads nearby" and I would sneak when accessing the stash making sure I was completely hidden. Def no NPC's around to steal. Edited January 10, 2023 by Majin Buu
Anunya Posted January 10, 2023 Posted January 10, 2023 (edited) IIRC somewhere in the thread a while back, Monoman mentioned that he'd re-tuned the stashes so basically it's guaranteed they'll be robbed no matter what with the exception of one or two specific guaranteed ones (I can't remember which they were). IIRC I think he said it was too easy with easy stashes, or something like that. This means your best bet is to use the debug function (somewhere in the MCM, been a while since I've looked) to add the stashes you think should be save to the exceptions list - and then your stuff will be safe. Otherwise it'll get stolen. Last I used stashes I basically just RPed it and only put down stashes where the "assess stash" power said it was safe, then using that debug function to make them safe. Edited January 10, 2023 by Anunya
Majin Buu Posted January 10, 2023 Posted January 10, 2023 (edited) 40 minutes ago, Anunya said: IIRC somewhere in the thread a while back, Monoman mentioned that he'd re-tuned the stashes so basically it's guaranteed they'll be robbed no matter what with the exception of one or two specific guaranteed ones (I can't remember which they were). IIRC I think he said it was too easy with easy stashes, or something like that. This means your best bet is to use the debug function (somewhere in the MCM, been a while since I've looked) to add the stashes you think should be save to the exceptions list - and then your stuff will be safe. Otherwise it'll get stolen. Last I used stashes I basically just RPed it and only put down stashes where the "assess stash" power said it was safe, then using that debug function to make them safe. Ok I was guessing something had changed with stashes. I remember stashes staying safe in relatively same areas I used to create stashes when I was playing LE version. I don't mind hunterborn stashes being stolen from, could make sense if you are away from it long enough. In my test, I did fast travel away a couple different places opposite sides of the map. But there should be a minimum time before it can be stolen from and only if you are from away from it (out of line of sight and minimum distance) or stolen while player sleeps IMO. That could be how it actually works now, I don't know though, I haven't played around with it enough to know if that is how it works. Edited January 10, 2023 by Majin Buu
2Grwjk52FF Posted January 10, 2023 Posted January 10, 2023 I simply drop items on the ground outside of towns without any stashes. This mod needs to add fines for littering.
lendiforma Posted January 11, 2023 Posted January 11, 2023 I don't know if that's a problem on my end or not, but the exceptions thing doesn't work properly. For example, I don't have an armor license, and I put a piece of light armor in exceptions list. Guards still run after me telling they're taking away my armor, only they don't take anything, so the list kinda works I guess. But they keep inspecting me all the time. Is that how it supposed to work or not?
Helga_o Posted January 11, 2023 Posted January 11, 2023 I'm sorry, but how to initiate sex with animals in this mod, because the process itself must be launched exactly like that, right?
Shaeris Posted January 12, 2023 Posted January 12, 2023 First of all, this is the first time I've had this mod as part of my playthrough and goodness me, the amount of depth this has is superb! I love a lot of aspects about this mod and I'm glad to have stumbled on it. Not sure if this has been brought up before, but I did stumble upon one strange quirk about it though. After having committed some time to my playthrough, the toll guards have begun to say their greet prompts towards me twice in a row. As in, they'll open dialogue with me and go something like "Hold on a second there princess" and "One moment while I check your licenses" and then repeat those exact two lines before reaching the "You may go" line. Afterwards, dialogue ends and everything else functions as you'd expect. I'd thought maybe something I did by that point in the save caused them to behave like that, but I loaded up a few day old saves and saw they'd still behave the same way there. I'm not really sure how the issue could have retroactively applied itself to my saves. Maybe it's a load order thing and something I ought to sort out on my end, but I figured I'd bring it up all the same.
Onidai Posted January 12, 2023 Posted January 12, 2023 8 minutes ago, Shaeris said: First of all, this is the first time I've had this mod as part of my playthrough and goodness me, the amount of depth this has is superb! I love a lot of aspects about this mod and I'm glad to have stumbled on it. Not sure if this has been brought up before, but I did stumble upon one strange quirk about it though. After having committed some time to my playthrough, the toll guards have begun to say their greet prompts towards me twice in a row. As in, they'll open dialogue with me and go something like "Hold on a second there princess" and "One moment while I check your licenses" and then repeat those exact two lines before reaching the "You may go" line. Afterwards, dialogue ends and everything else functions as you'd expect. I'd thought maybe something I did by that point in the save caused them to behave like that, but I loaded up a few day old saves and saw they'd still behave the same way there. I'm not really sure how the issue could have retroactively applied itself to my saves. Maybe it's a load order thing and something I ought to sort out on my end, but I figured I'd bring it up all the same. This happens to me too, and from what I remember it's a bug that exists mainly on the SE version. A small workaround for this is to open your skyrim console for a second or two, then that dialogue should stop looping, though I haven't tested this. It wont cause any issues though, so no need to worry
Anunya Posted January 12, 2023 Posted January 12, 2023 (edited) 3 hours ago, Shaeris said: First of all, this is the first time I've had this mod as part of my playthrough and goodness me, the amount of depth this has is superb! I love a lot of aspects about this mod and I'm glad to have stumbled on it. Not sure if this has been brought up before, but I did stumble upon one strange quirk about it though. After having committed some time to my playthrough, the toll guards have begun to say their greet prompts towards me twice in a row. As in, they'll open dialogue with me and go something like "Hold on a second there princess" and "One moment while I check your licenses" and then repeat those exact two lines before reaching the "You may go" line. Afterwards, dialogue ends and everything else functions as you'd expect. I'd thought maybe something I did by that point in the save caused them to behave like that, but I loaded up a few day old saves and saw they'd still behave the same way there. I'm not really sure how the issue could have retroactively applied itself to my saves. Maybe it's a load order thing and something I ought to sort out on my end, but I figured I'd bring it up all the same. It happens to me on occasion. The main thing I've found to do is to not use the (B) button to get to the next dialogue (on gamepad, not sure what the mouse/ keyboard action is). Basically once the toll guard says "one moment while I check your licenses" you have to just wait until he gets to the next line on his own. If you're impatient (as I a was) and spam the (B) button you may get stuck in what appears an infinite loop. I've made peace with it by thinking of it as the toll guard exercising his power by taking his own sweet fucking time, and the best thing you can do is just politely wait for him... or else he'll use his power by keeping your waiting even longer. In a way it's pretty true to bureaucratic petty tyrants in real life.... Edited January 12, 2023 by Anunya 1
Majin Buu Posted January 12, 2023 Posted January 12, 2023 On 1/11/2023 at 5:09 AM, Helga_o said: I'm sorry, but how to initiate sex with animals in this mod, because the process itself must be launched exactly like that, right? Crouch and activate the creature then use the Fondle option. You will need creature animations installed and "Allow Creature Animations" enable in Sexlab Framework.
Majin Buu Posted January 12, 2023 Posted January 12, 2023 7 hours ago, Shaeris said: First of all, this is the first time I've had this mod as part of my playthrough and goodness me, the amount of depth this has is superb! I love a lot of aspects about this mod and I'm glad to have stumbled on it. Not sure if this has been brought up before, but I did stumble upon one strange quirk about it though. After having committed some time to my playthrough, the toll guards have begun to say their greet prompts towards me twice in a row. As in, they'll open dialogue with me and go something like "Hold on a second there princess" and "One moment while I check your licenses" and then repeat those exact two lines before reaching the "You may go" line. Afterwards, dialogue ends and everything else functions as you'd expect. I'd thought maybe something I did by that point in the save caused them to behave like that, but I loaded up a few day old saves and saw they'd still behave the same way there. I'm not really sure how the issue could have retroactively applied itself to my saves. Maybe it's a load order thing and something I ought to sort out on my end, but I figured I'd bring it up all the same. That's normal for the guards to repeat those 2 lines while Sexlab Survival runs its script to check your inventory for contraband. Larger the inventory, longer it takes for guards to check you.
Shaeris Posted January 13, 2023 Posted January 13, 2023 22 hours ago, Onidai said: This happens to me too, and from what I remember it's a bug that exists mainly on the SE version. A small workaround for this is to open your skyrim console for a second or two, then that dialogue should stop looping, though I haven't tested this. It wont cause any issues though, so no need to worry 19 hours ago, Anunya said: It happens to me on occasion. The main thing I've found to do is to not use the (B) button to get to the next dialogue (on gamepad, not sure what the mouse/ keyboard action is). (...) Huh, I ended up testing things on my end and that does certainly seem to be the case. The console suggestion 'technically' worked, but Anunya was spot on about the issue. It just comes down to how quickly you try to go through the dialogue. Taking a couple seconds to pause regardless of having the console up lets the dialogue proceed as one would expect. 15 hours ago, Majin Buu said: That's normal for the guards to repeat those 2 lines while Sexlab Survival runs its script to check your inventory for contraband. Larger the inventory, longer it takes for guards to check you. Yup, and this ended up being true as well. Sometimes even a couple seconds isn't enough and I'll end up triggering the double dialogue again because of the size of my inventory. Oh well, it's good to know that it's not a sign that I screwed up installing the mod or anything. Also nice that I can still have it proceed normally if I just don't try to speed my way through it all. Thanks guys! Another minor issue I came across was when I got arrested and sent to Dragonreach prison. After lockpicking the grate and sneaking my way out, I heard guards making the usual SLS callouts as they'd try to path their way towards me. Eventually they turned hostile and started to frantically run around in search of me, all the while I was still underground in the tunnels. Do the guards not need line of sight to trigger their pursuit of the PC? Maybe my poor sneaking skill played a part in it, because I couldn't really reproduce the issue later on after some perk investments. Lastly, I really liked the idea of Thaneship being one of the ways you could obtain a license for free, especially having the first mandatory one being the Bikini license. However, the Thaneship toggle seems to lock you out from being able to buy any sort of licenses 'until' you've become one. I figure this is intended behavior, but I think it'd be cool if in a future update there was an option to still opt for choice-based while retaining the ability to earn that "reward" for becoming a Thane somewhere. Minor nitpicks aside, I really truly love this mod. ?
Delzaron Posted January 14, 2023 Posted January 14, 2023 even with the last and (I should not use it), papyrus utils version, the mod can't work.
DaMan1 Posted January 14, 2023 Posted January 14, 2023 should everyone around you treat you like woman, even if you are playing a male character? or did i do something wrong in settings and game thinks my character is female?
safado Posted January 15, 2023 Posted January 15, 2023 (edited) 5 hours ago, DaMan1 said: should everyone around you treat you like woman, even if you are playing a male character? or did i do something wrong in settings and game thinks my character is female? Maybe everyone is noticing something funny about your character....."DaMan" is not enough to convince them. ? "misogynistic Skyrim" and "The mod is designed around a female protagonist (sorry)" in description should give you a hint. The mod features are targeted to female primary character. Edited January 15, 2023 by safado
DaMan1 Posted January 15, 2023 Posted January 15, 2023 2 hours ago, safado said: Maybe everyone is noticing something funny about your character....."DaMan" is not enough to convince them. ? "misogynistic Skyrim" and "The mod is designed around a female protagonist (sorry)" in description should give you a hint. The mod features are targeted to female primary character. damnit. thx for reply tho 1
Messk Posted January 23, 2023 Posted January 23, 2023 Is there any good working mod for food scarcity? Thinking about installing SL survival, it makes navigating cities difficult, but without a reason to go to a city, it will just push me to go live off the land with it's plentiful resources. It kinda defeats the purpose of "survival". The reason we live in cities is because there is ez food and items and shelter.. so i want to remove ez food from the game.
safado Posted January 23, 2023 Posted January 23, 2023 (edited) 19 hours ago, Messk said: Is there any good working mod for food scarcity? Thinking about installing SL survival, it makes navigating cities difficult, but without a reason to go to a city, it will just push me to go live off the land with it's plentiful resources. It kinda defeats the purpose of "survival". The reason we live in cities is because there is ez food and items and shelter.. so i want to remove ez food from the game. Poverty - You Hunger Reborn LE / SE Companion xEdit script to maximize scarcity from mods. You need to create a Bash or Smash patch before running the scripts (I use unofficial MatorSmash for SE). You need a bash \ Smash patch any way to merge conflicting level-list and other assets. Mod works on vanilla stuff without script, but may get overridden by mods without the bash\smash and script "helper". You can use the "legacy" solution that do not require the xedit module script patcher. Spoiler Spoiler Poverty is the natural evolution of You Hunger. Instead of disabling items, Poverty replaces almost every item in the game with a dummy item that has a user configured chance to spawn through a MCM. What This Affects -Leveled lists and hand placed items of alchemy ingredients, potions, food, alcohol, armor, weapons, ammo, books, scrolls, clutter, crafting materials, soul gems, and gold. -Chance of failing to harvest ingredients from plants and creatures. -Chance of failing to harvest food from animals, hanging meat, and crops. -Chance of failing to harvest crafting materials from animals. -The amount of extra ammo npcs have. -The amount of gold merchants have. What This Doesn't Affect -Catching animated insects/fish. -Collecting firewood. -Mining ore. -Mod added items added to the world or those not in vanilla leveled lists. -Quest rewards that don't use a leveled lists. -Unique/quest items that can only be obtained one way. OTHER FEATURES -All non clutter hand placed items in shops can be bought instead of stolen. Stock is limited in selection until you get the Merchant perk (vanilla perk). -Crops are owned. -Disabled food in abandoned areas and in places where there shouldn’t be any. -MCM (0-100 [chance none] for each category, the higher the number, the less items that are spawned) -Removed gold from animal loot. -Spellbook vendors stock a maximum of one book for each school of magic. REQUIREMENTS -All DLC -SKSE + SkyUI -Unofficial Skyrim Legendary Edition Patch -New game heavily recommended, installation on an existing save is untested and theoretically a bad idea. COMPATIBILITY -Load before lighting, weather, and sound mods. -Load before any mods that add, remove, or edit item placements (ex. town/city overhauls). -Requires a merged/bashed/mator patch with mods that edit leveled lists. zEdit patcher for Poverty. -A useful tool for creating patches for Poverty; developed by Elscrux with assistance from Evrymetul. -Can take between a few minutes to a few hours based on how large the mod/mods that is/are being patched. -Run patcher after generating a merged/bashed/smashed/java patch. -Don't patch quest mods unless you have experience editing in a xEdit framework and know which items shouldn't be patched; quests can break if certain items aren't spawned. -There is a blacklist in index.js that is used to block these items. -Report bugs in the comments section or help contribute to the project. -Install instructions are provided in the link. -If the patcher has troubling completing, try creating multiple patches for different mods or just select the mods you want to patch. OPTIONAL PATCHES -Adds Poverty features not covered by the patcher (item and crop ownership) -The Dawn of Skyrim Director's Cut patch can be disabled after running the patcher, the rest cannot. -Do not use with the Legacy version of the mod. LEGACY PATCHES If you do not wish to use the zEdit Patcher, download the Legacy version of the mod and download the patches provided in the misc files section. -Clothing and Clutter Fixes/Weapons and Armor Fixes Remade -Complete Alchemy and Cooking Overhaul -Dawn of Skyrim - Director's Cut -Expanded Towns and Cities -Immersive College of Winterhold -Trade and Barter -YASH Edited January 23, 2023 by safado
Karkhel Posted January 24, 2023 Posted January 24, 2023 On 1/23/2023 at 4:16 AM, Messk said: Is there any good working mod for food scarcity? Thinking about installing SL survival, it makes navigating cities difficult, but without a reason to go to a city, it will just push me to go live off the land with it's plentiful resources. It kinda defeats the purpose of "survival". The reason we live in cities is because there is ez food and items and shelter.. so i want to remove ez food from the game. I'd also recommend you hunger but... the old ver, its from the same maker just different mod page. Mortal weapons & armor on this site from the creator for SL survival has options to get rid of food in the world as well as lockpicks (both help sell the survival aspects more).
Karkhel Posted January 24, 2023 Posted January 24, 2023 This resource being utilized in either SL survival or wartimes could be fun
SimplyCicero Posted January 26, 2023 Posted January 26, 2023 (edited) it took away my male follower's armory also my hands and feet disappeared Edited January 26, 2023 by SimplyCicero
Karkhel Posted January 26, 2023 Posted January 26, 2023 9 hours ago, SimplyCicero said: it took away my male follower's armory also my hands and feet disappeared There is a setting in MCM to make licences player centric, so followers will not be stripped, its not on by default. As for the second problem, are you using some sort of custom fantasy race, or something transformed like cow from being a cow or spriggan or smth?
2Grwjk52FF Posted January 28, 2023 Posted January 28, 2023 I installed some mods related to economy like nerf alchemy gold printing, etc and tried playing as a tank in heavy armor and a breton mage in light armor. As a tank I can't run away from enforcers and they teleport me to a town and eventually I rack up ridiculous debt as intended. As a mage I simply run away from enforcers even though they have a speed buff. With a summoned familiar I can cheese most encounters. I went to the mages guild in Winterhold where I bought a compass/map and now I can fast travel between the mages guild and whatever wilderness location without visiting a town. I make alchemy potions in to traveling khajits and still get lots of gold even with nerfed alchemy. Basically the mod isn't "working" if you're a mage.
NicoleDragoness Posted January 28, 2023 Posted January 28, 2023 Skyrim LE SLS 6.35 (all hard dependencies satisfied, DD NOT installed, STS NOT installed, FHU [Baka] isntalled, SLACS installed instead of SCO, SLSO installed, SOS Full installed.). Problem ONE: I must have the "compulsive sex" disabled because if my PC reaches that stage the partner's cock jumps on the higher position and NEVER returns normal. So, all penetrating actions are completely misaligned AND it is impossible to correct. Doing so the cock go down for a half second max and then returns raised at top. Any suggestion? Problem TWO: I'm not able to collect cum. Never. All options in the related wheel are unreachables. Maybe is due to SLACS?
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