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Posted
Just now, thomastm said:

Yes, but I,m not playing Wartimes quest.

Ok. So licences are probably blocked via SLS API by Wartimes. The idea being that you get your licences from father. 

 

Disable this:

image.png

Posted (edited)

image.jpeg

 

Something I've been working on. 

1: Turn vanilla bracer type items into actual bracers (hand is rendered normally so you can see your pretty nails). 

2 + 3: New bracer versions of vanilla armors. 2 = Blades. 3 = wolf. Also 'feminized' the wolf bracers a bit - Vanilla is just the male gauntlets which just looks really chunky...

4 + 5 + 6: Short gloves can be worn with them if you like or maybe it's cold etc. 

 

Also,

Underwear equipped but not visible over armor:

image.jpeg

 

Unequip body armor and voilà. Underwear. 

image.jpeg

 

No scripts or anything. Just consistent slot usage.

This shit is taking absolutely ages though...

 

And of course. Pubic hair under your undies.

image.jpeg

Edited by Monoman1
Posted
6 hours ago, thomastm said:

Is this tongue from SLS? After masturbation stuck with this 

Possibly. Disable Ahegao in the sex menu. But there are a good few tongue mods these days. 

Posted

sorry if this has already been asked before, would it be ok to enable the trauma function in Apropos 2 as well as having SLS's trauma function enabled, or would that be a bad idea? ?

Posted
3 hours ago, harryscrowtem said:

sorry if this has already been asked before, would it be ok to enable the trauma function in Apropos 2 as well as having SLS's trauma function enabled, or would that be a bad idea? ?

Wear and tear? I don't see why not. I often use both.

Posted
4 hours ago, harryscrowtem said:

sorry if this has already been asked before, would it be ok to enable the trauma function in Apropos 2 as well as having SLS's trauma function enabled, or would that be a bad idea? ?

Wear and tear has debuffs, trauma does not unless I'm missing something? So it wouldn't be conflicting or stacking to ridiculous levels, I would just turn off some graphical features with wear and tear for sexlab and YPS fashion if you use that in general like mascara smudge and another makeup setting if I remember correctly, it just doesn't look all that good in combination with actual makeup. Also you might wanna tune some numbers in apropos if you use different timescale? Having changed timescale recently I honestly dunno how I played any survival skyrim mods without lower timescale before, but apropos wear and tear is def balanced around default timescale so if a day is 2-3x longer it could become a really brutal experience unless that is what you want.

Posted
4 hours ago, Karkhel said:

Wear and tear has debuffs, trauma does not unless I'm missing something? So it wouldn't be conflicting or stacking to ridiculous levels, I would just turn off some graphical features with wear and tear for sexlab and YPS fashion if you use that in general like mascara smudge and another makeup setting if I remember correctly, it just doesn't look all that good in combination with actual makeup. Also you might wanna tune some numbers in apropos if you use different timescale? Having changed timescale recently I honestly dunno how I played any survival skyrim mods without lower timescale before, but apropos wear and tear is def balanced around default timescale so if a day is 2-3x longer it could become a really brutal experience unless that is what you want.

How does one adjust the time scale? Is a longer day/night cycle?

Posted
25 minutes ago, Scarlettears said:

How does one adjust the time scale? Is a longer day/night cycle?

Open console, default ~ button, type in 'set timescale to X', x being number, default is 20, the lower it is the longer the day and nights are, its basically how many skyrim minutes passes for every real minute, so 5 is 1 real minute = 5 skyrim minutes, 5 is as low as I ever gotten can't say what happens if you go super low. The downside is stuff like cell respawns are tied to days not real time passed, so if you  wanna frequent same dungeon more often you'd need a mod that lowers that. Also save the game after using that console code and you never have to touch the console again, so only have to use that code once per playthrough unless you wanna change it.

Posted
15 hours ago, Karkhel said:

Wear and tear has debuffs, trauma does not unless I'm missing something? So it wouldn't be conflicting or stacking to ridiculous levels, I would just turn off some graphical features with wear and tear for sexlab and YPS fashion if you use that in general like mascara smudge and another makeup setting if I remember correctly, it just doesn't look all that good in combination with actual makeup. Also you might wanna tune some numbers in apropos if you use different timescale? Having changed timescale recently I honestly dunno how I played any survival skyrim mods without lower timescale before, but apropos wear and tear is def balanced around default timescale so if a day is 2-3x longer it could become a really brutal experience unless that is what you want.

thanks for explaining that for me, i was mainly concerned about ctd's (if using them together) but happy to hear that's not an issue

Posted

I was wondering if it might be possible to add a feature so that clothes do not trigger the bikini curse? Would be even better if the clothes had to be flagged beyond a certain level in milk addict so it still maintains the general function of the curse. Love the mod though, quickly became essential to my playthroughs

Posted

Hey there. I think I've already said this over on the SE page but, I just wanted to start off by saying that I positively love this mod. The content it brings has quickly made me consider it to be the centerpiece of my degen Skyrim setup. 

Over time, I found myself compiling a list of ideas and QoL suggestions that came to mind over the course of my current playthrough. It wasn't ever something I even made mention of until now, since I was always bothered by the idea of adding myself to the list of the many proverbial 'ideas guys' I'm sure you receive on a regular basis. So instead, I've recently begun to look into how to implement them myself! I had a feeling it'd be a lot easier said than done though, as I quickly got to see. 

I decided to start off with one of my ideas first. It being, an addition to the mod I'd very simply label 'Realistic Heels.' I thought it'd be fun if there was an added 'consequence' to having mandatory heel-wear be part of the Bikini License, by having it just be a general detriment to any would-be adventurers in the field. Practically, I hoped to just use the mechanics of Steep Fall for any item that'd have the label "SLS_Heels," but include a small chance of it firing when the player sprints. I meant to pair this with having an adjustable, slower movement speed when wearing said heels as well, similar to the Barefoot mechanic. Ideally, the MCM would offer options between having a slower speed, having the trip mechanics or both depending on user preference. Depending on how well everything came along, I'd have also take inspiration from the bikini experience to basically incrementally reduce the penalties of these depending on the players' experience with heels. 

Anyway! I wanted to keep things extremely simple given my recent foray into the world of Skyirm modding. Which is to say, I basically copy pasted the Steepfall psc files and replaced every instance of the word with "RealisticHeels." I then made this simple addition to previously labeled Steepfall.psc shortly after.
 

Event OnUpdate()
        If PlayerRef.WornHasKeyword(_SLS_Heels) || Sla.WornHasHeelsKeyword(PlayerRef)
            Math.Abs(LastWalkHeight - PlayerRef.GetPositionZ()) > JsonUtil.GetFloatValue("SL Survival/RealisticHeels.json", "fallheight", Missing = 150.0) + Whirlwind + Ethereal + ((Init.IsCrawling as Float) * JsonUtil.GetFloatValue("SL Survival/RealisticHeels.json", "crawlallowance", Missing = 60.0)); Up or down
            Trip()
        Else
        RecordHeight()
    EndIf
    RegisterForSingleUpdate(1.0)
EndEvent


Then, I made copies of every bit of code referring to Steepfall in the MCM psc with the same changes in labeling as above. I just wanted to test and see if this simple addition could be seen in-game, to check the MCM and then put on an item with the keyword to test things. The issue is... I can't for the life of me get any of it to compile. I kept these files in a seperate folder and have been trying to compile them with Notepad++ and its papyrus plugin. I know both the plugin and the syntax of your mod clearly work, so I'm stumped as to why I can get pex files made out of all this. I tried adding "TESV_Papyrus_Flags.flg" and the base game's script files to the folder in question, but no dice. 

Any advice you have to give would be greatly appreciated. End of the day, I've never tried to compile anything papyrus related before, so I could just be missing something obvious. 

Posted
On 6/25/2023 at 4:43 PM, asdj1239 said:

certain level in milk addict so it still maintains the general function of the curse.

That would make sense. In fact I thought that was the case but it seems I'm mistaken. Unfortunately MA is in need of an overhaul. 

1 hour ago, Shaeris said:

Hey there

Have you considered using Immersive Fashion? It basically does 80% of what you want. The only difference really is that instead of tripping you get a stumble animation. 

Posted
On 6/27/2023 at 6:38 AM, Monoman1 said:

That would make sense. In fact I thought that was the case but it seems I'm mistaken. Unfortunately MA is in need of an overhaul.

 

An MA overhaul would be amazing, it's such a great mod especially with all the integrations for other mods but it can be a bit of a buggy mess sometimes haha

Posted (edited)
On 6/26/2023 at 4:38 PM, Monoman1 said:

Have you considered using Immersive Fashion? It basically does 80% of what you want. The only difference really is that instead of tripping you get a stumble animation. 

 

I wasn't aware of Immersive Fashion offering similar features! I considered getting it and making my life easier, but I didn't really like the idea of adding a mod that makes various edits and changes just to use the one feature from it. I was hoping to have it just be an addition to SLS - if only as an optional download - and to incorporate various mechanics that exist within SLS to create an interesting experience; one modular enough to suit whatever people prefer. Plus, like I said, learning the ins and outs of how to mess with papyrus will help me work on other things too.

 

I keep running into these same compiling errors though... Do you know off the top of your head anything that might help? You'd think the SLSO one is obvious but, I can't get it to stop tossing out that one bug. 

 

Spoiler

6f95c3f5eac63e159bc2c067b362a7c5.png

 

Edit: I was able to fix the SLSO part, at least! I cross referenced the old sslActorAlias.psc from the LE version of SLSO with the SE equivalent. The function "OrgasmEffectSLSO" was seemingly renamed into one called "DoOrgasm." The function itself seemed to have been expanded upon as well, but either way just renaming the line under _SLS_IntSlso.psc did the trick.  Now to figure out the error from the EatingSleepingDrinking patch, and what the hell "aaaknnbasicneedsquest" is trying to call to...

 

Spoiler

67f46c758d900a586677046297120cb2.png

 

Edited by Shaeris
Posted
19 hours ago, Monoman1 said:

 

Yup. End of the day, I spent an absurd amount of time searching for where the file(s) in question might come from, until I just gave up and shamelessly resorted to the help of chat-gpt. That way, I got a custom script up running by the name of "aaaknnbasicneedsquest.psc" to make the code functional and more importantly get the compiler to finally shut up about it. ?

Now, I've just been spending the past day or so tinkering with stuff. Everything was coming along fine, up until I ran into the strangest issue with the CK. I can compile all of my scripts with no issues at all ,and yet CK doesn't let me "add" or even reload a good chunk of my scripts. I'm stuck unable to attach a global variable to a quest script, because anytime I try to look at the properties of said script I just get hit with "Error encountered while attempting to reload the script." Tried moving everything I had from source/scripts to scripts/source to have it all be in the same location, but no dice. It's been a little frustrating.

Anyway, I included the .psc I made at the bottom in case anyone has this same exceptionally niche issue as I did.

aaaKNNBasicNeedsQuest.psc

Posted
4 hours ago, Shaeris said:

Yup

You sure? I'm setting up an AE profile and I had the same error yesterday while trying to compile SLS_IntEsd. Installing that mod made it go away. It's for LE sure but all you want is the source scripts really. Disable the esp and rename the SKSE plugin extension to something else if you're using SE/AE as obviously an LE SKSE plugin will not be compatible. 

 

I think a lot of your problem is source scripts not being in the expected folder. You need to understand that for some ungodly reason bethesda decided to change the default source script folder with SE\AE. It's location is defined in CreationKit.ini in the main game folder. I've changed mine back to the way it used to be for LE. But now, every mod has a different convention of where to put source scripts so you need to manually check the location of each mods source scripts and rectify it if need be. Makes setting up a CK profile even more difficult. Thanks bethesda!

 

[Papyrus]

sScriptSourceFolder= ".\Data\Scripts\Source"

Posted (edited)
On 6/30/2023 at 3:28 AM, Monoman1 said:

You sure?

In the case of EatingSleepingDrinking, I got the main file along with all of its associated updates, but still found myself getting the error yeah. I never 'installed' it via my mod manager though, I just dumped it into the same dummy folder I did with all the other scripts.

See, my approach thus far has been to use a scripts folder I made elsewhere on my PC to write and compile everything via Notepad++ and its papyrus plugin. It's worked pretty well thus far, but the moment I had to go and open CK... Yeah. I threw my head against a wall for a long while, until I realised my errors happen specifically because I need both the .psc AND the .pex files to match one another to even hope to adjust the properties of scripts in CK. No clue whether or not the 'location' of it all matters, but I followed your advice and used the data root folder and have thus far been getting along fine. It's just, well, annoying to have to manage multiple folders. I was told its a very bad idea to run the game with a folder full of scripts you'd only be using to compile, so I have a janky setup made where I'll name one folder "scripts (Dev)" and the other "scripts (Original)," based on whether or not I want to work with CK or actually play the game. 

Anyway, fast forward to the present, and I have my add-on mod up and running. The 'steepfall' mechanics actually work flawlessly with anything labelled via the _SLS_Heels keyword. I decided for the sake of simplicity to let everything still use the "Steepfall.json" file, to cut down on needless complexity. The part regarding the 'speed' of heels has been trickier though, way more than I anticipated. Either the debuff spell persists all the time, or never comes up at all. Right now I've been dealing with the latter, and I'm not sure why that is.


Here's a bit of code I wrote ti fit under _SLS_LicBikiniCurse.psc. I have "CheckHeels()" hooked up to be ran on Init, during Precheck 'and' ArmorCheckWait. I also added properties to SLS_MCM and SLS_Main. Honestly, I really would have thought this would work. But then again I've never coded anything for papyrus before.

 

Spoiler
Function CheckHeels()
	Form akBaseObject = PlayerRef.GetWornForm(128)
	If akBaseObject
                If akBaseObject.HasKeywordString("BareFeet")
					;Debug.Messagebox("Player is not wearing heels")
					   _SLS_PlayerIsWearingHeels.SetValueInt(0)
				Else
					If akBaseObject.HasKeyword(_SLS_Heels) || !IsWearingHeels(PlayerRef)
					;Debug.Messagebox("Player IS wearing heels")
					_SLS_PlayerIsWearingHeels.SetValueInt(1)
								EndIf
				Endif				
	Else
		;Debug.Messagebox("Player is not wearing heels")
		_SLS_PlayerIsWearingHeels.SetValueInt(0)					
EndIf
DoHeelSpeedDebuff()
EndFunction

Function DoHeelSpeedDebuff()
	If _SLS_PlayerIsWearingHeels.SetValueInt(1)
		PlayerRef.AddSpell(Main._SLS_HeelSpeedSpell, false)
	Else
		PlayerRef.RemoveSpell(Main._SLS_HeelSpeedSpell)	
	Endif
EndFunction

 

 

Edit: Good news! Turns out I'm just stupid. I missed the fact I randomly posted "Main." when copy pasting the spell effect around. Still didn't fix all my problems, but removing "!IsWearingHeels(PlayerRef)" from the parameters made everything suddenly function as intended. I had hope that by just using that existing bit of functionality, it'd maybe render the use of "_SLS_Heels" obsolete, but sadly that wasn't the case. 

Now I've a functioning toggle option for enabling steepfall mechanics explicitly when wearing heels, and a functioning slider to determine the speed debuff you suffer with them on.  Next up, I'm going to see about implementing something akin to the barefoot stagger, only that it actually trips the player instead and triggers specifically from when the player sprints. These are all punishing in their own right though, which is why I intend to have all of these be settings that can be tweaked and disabled between one another.

Edited by Shaeris

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