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11 hours ago, Karkhel said:

Is there any way to change default +/-33% price penalty when convincing a merchant to deal with unlicenced goods? I wanted to make this harsher. Doesn't seem to be an option for that in MCM unless I'm blind.

No option for it in the MCM, but you can change it in xEdit - look for _SLS_TradeRestrictionPerk and set the multipliers to whatever you want.

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On 12/19/2022 at 9:22 PM, justblue22 said:

Hey, have a lot of fun with this mod thanks for making it & supporting it.

 

Quick question, why would all the yps Immersive Fashion options be greyed out?  They have values set, I just can't access them which leads me to believe the feature is disabled.  I do have yps Immersive Fashion installed.  Does it need to come earlier in the load order?  LOOT is putting it later.

 

EDIT: Also all the other integrations have entries in the "Interfaces" section in the MCM, but I don't see one for Immersive Fashion.  Screenshots below.

 

  Reveal hidden contents

image.jpeg.3012816c313793e0d809b73b9a07a48c.jpeg

 

image.jpeg.0b9afc6e6704c2086a9917800a451e3c.jpeg

 

 

I believe you need to go to Monoman's Mod Tweaks and download the Immersive Fashion Tweak for those MCM options to work.

 

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7 hours ago, assasinAurora said:

This could perhaps be used for the magic collar.

As has been mentioned a few replies above yours, you can set your collar of choice to anything you want by editing your DeviceList.json as described in the guides provided by Monoman on the first page of this thread.

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How can I remove Daydreaming cum overlay from a follower?

 

I had it on, spoke with Annekke while cumstarved, the usual sound and visual effect played, but now its stuck on her. When I talk with her again she gets a new overlay that covers the old one, and this one disappears correctly, but I can't get rid of the one that remains on her. I looked through debug menu, but there doesn't seem to be anything that wouls scream "cum overlay reset" to me. There is a debug option for overlays on a PC, there's one for trauma on NPC's, but not for Daydreaming.

 

I am using 0.662 SSE.

Edited by belegost
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18 hours ago, Majin Buu said:

For SKyrim SE, opinions of what offers better compatibility between iNeed vs RnD? Compatibility between Sexlab Survival, Hunterborn, and Campfire/Frostfall.

I'm not on SE but what I'm about to say is universal to both, RnD is very easy to make custom patches for and it has cum satiation/thirst quench built into SL survival (that option does not work with Ineed).

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This has probably been asked and answered somewhere here, but I am not going to scour through 500+ pages to try and find it, so please accomodate me, if you can.

 

Is there a way to turn off tongue equipping for Daydreaming?

 

I know it can be toggled off for ahegao faces in .json file, but this is not what I'm looking for. I seriously hate how this looks and the fact that it unequips Wet&Cold face covers whenever that happens is also something I don't like. I still like daydreaming feature and the fact that the character opens her mouth, but the tongue is just awful. I mean seriously, I get it there are people who find it appealing, but I just can't bear to look at it at all. Also in most cases it doesn't fit custom face sculptures I'm using (both high and low versions available during installation).

Edited by belegost
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Is there any way to filter escorts added based off gender? Even if it has to be an entirely manual process of deleting each name, with some guess work. I guess it is all written in the mentioned .json file, but where it is and is it as simple as editing an .ini file?

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38 minutes ago, iguchi said:

Is there any way to filter escorts added based off gender? Even if it has to be an entirely manual process of deleting each name, with some guess work. I guess it is all written in the mentioned .json file, but where it is and is it as simple as editing an .ini file?

Yes, it's just a matter of removing the Female NPCs from the file.

 

I have already done it for my current game so here is an example EscortList.json file with Female NPC's removed.

 

 

EscortList.json

Edited by Bane Master
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Bug:

Follower won't equip own items from inventory and says "I won't carry your contraband" because my char doesn't have licenses. Happened after I put or took stuff from follower inventory and at some point after I dumped my items on the ground before entering a village the follower was naked is now got stuck like that. Resetting follower in Devious Followers MCM didn't fix it.

 

 

Exploit:

Now since you can get your follower naked they're easy to kill in that state. I defeated mine at lvl 3 easily. Then the follower stops being a vanilla follower, but not a DF follower and goes back to town. As long as you don't go to places they can reach like walled towns, your follower won't be able to approach you to grab your gold, force new deals etc. For example they can go/teleport from Whiterun to Solitude, but can't go from Whiterun to some mill. 

You can use this exploit 1 time to get out of town without getting a bounty and not paying massive debt, but the follower will likely be bugged lol.

Edited by 2Grwjk52FF
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Stashes might be broken on the SE version. To test, I went far southwest of twilight secular out of bounds, kind of close to edge of the map. Put down a Hunterborn stash and fast traveled across the map and went back to the stash way off map. Stuff still got stolen out of the stash with no one around for miles.

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5 minutes ago, Majin Buu said:

Stashes might be broken on the SE version. To test, I went far southwest of twilight secular out of bounds, kind of close to edge of the map. Put down a Hunterborn stash and fast traveled across the map and went back to the stash way off map. Stuff still got stolen out of the stash with no one around for miles.

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.

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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 by belegost
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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.

 

ScreenShot15.jpg

Edited by Majin Buu
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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 by Anunya
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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 by Majin Buu
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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?

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