Vuulgar Posted July 3, 2023 Posted July 3, 2023 I have an odd issue I have never experienced using this mod several times. Messing with the settings, I used to turn off the map and compass aspect of this mod and just used iHud but for some reason that didnt work this time so I went with the map compass through Survival. I bought the map/compass combo and everything works...until I log off, then I have to throw the map/compass on the ground and pick it up to have a compass. Also my character doesnt show position arrow on the map now, this has been since I started the save and I havent figured out a work around for that one. I would be happy enough if I could just keep the compass active as the map falls through the ground half the time...thanks!
duf201 Posted July 4, 2023 Posted July 4, 2023 1.I add this mod after I owned houses except windhelm 2.I don't have any bounty in Riften and had property license First, I asked quartermaster in Riften to restore property, but door still blocked. And quartermasters in other cities don't have this option anymore Second, I used coc into the honeyside then trigger eviction order,after I pay bounty and talked to quartermaster door still blocked Is restoring property need time, or just bug because I add mod halfway?
Monoman1 Posted July 4, 2023 Author Posted July 4, 2023 (edited) 11 hours ago, duf201 said: 1.I add this mod after I owned houses except windhelm 2.I don't have any bounty in Riften and had property license First, I asked quartermaster in Riften to restore property, but door still blocked. And quartermasters in other cities don't have this option anymore Second, I used coc into the honeyside then trigger eviction order,after I pay bounty and talked to quartermaster door still blocked Is restoring property need time, or just bug because I add mod halfway? Properties are unlocked later in the night around 3am IIRC. On 7/3/2023 at 1:50 AM, Vuulgar said: I have an odd issue I have never experienced using this mod several times. Messing with the settings, I used to turn off the map and compass aspect of this mod and just used iHud but for some reason that didnt work this time so I went with the map compass through Survival. I bought the map/compass combo and everything works...until I log off, then I have to throw the map/compass on the ground and pick it up to have a compass. Also my character doesnt show position arrow on the map now, this has been since I started the save and I havent figured out a work around for that one. I would be happy enough if I could just keep the compass active as the map falls through the ground half the time...thanks! Hmm. Dunno about that one. I'd guess that something is re-enabling the compass on game load. If that's the case then on game load you should see. 1. Compass reloaded by game. 2. SLS disabling compass. 3. Something else switching compass back on. (Or 4 - you have some file issues as below) No pointer on the map definitely isn't SLS though. If you find out what mod does that let me know. But AFAIK it's not modifiable at run time - the compass interface file is probably blank from whatever UI mod you had installed and/or your mod manager failed to remove it properly or reinstall the vanilla pointer. On 7/2/2023 at 5:41 AM, asdj1239 said: I have a question about the cum feature and DD. Are open ring gags still meant to trigger the pop up box during oral animations? So far I've only been able to trigger the pop-up box by using the open mouth hotkey from the MCM, but this doesn't work when using a ring gag since I guess the expression is locked by DD. Just trying to figure out if I have some other mod that is interfering with the functionality or if it isn't expected to work with any DD gags. SLS uses Sexlab's own built in IsMouthOpen() function to determine if your mouth is open or not. AFAIR it normally works fine with ring gags and open panel gags. On 7/2/2023 at 3:31 AM, trollmaster55 said: Don't know if this has been asked before but is there a way to disable the ahegao expression during day dreaming events? Not without disabling daydreaming IIRC. Edited July 4, 2023 by Monoman1
Huddee4 Posted July 5, 2023 Posted July 5, 2023 How does begging for cock from wheel menu works? my PC is doing animation and nothing happens.
Monoman1 Posted July 5, 2023 Author Posted July 5, 2023 2 hours ago, Huddee4 said: How does begging for cock from wheel menu works? my PC is doing animation and nothing happens. Its unfinished. Feel free to make suggestions. Only thing I could think of was to have npcs form an (un)orderly queue for your mouth.
NymphoElf Posted July 5, 2023 Posted July 5, 2023 (edited) @Monoman1 Sorry for piling on the suggestions you seem to have gotten recently. Is it possible to make the Inspection Force-Greet event something the character can refuse? Basically identical to the normal "Wanted Criminal" force-greet when you have a high bounty. And therefore when Inspection is refused, have it trigger the 'resisting arrest' state? Therefore allowing females to refuse Inspections but the consequence would be gaining/increasing a bounty (and risking immediate arrest). It would also be nice if Guards and Enforcers had a % chance to do this force-greet every so often rather than being supernaturally aware of your inventory (and have a cooldown period so you're not inspected every 10 minutes). That would be a very nice bit of realism and make smuggling items into places more exciting and risky. Smuggling items past guards and enforcers is practically impossible as it currently stands, or at least it feels that way to me - and I've been using the mod for years now. (Perhaps there's a mechanics I simply haven't figured out, or a complimentary mod I'm not using? If so, please enlighten me.) It would also open an opportunity for us see the "Pet Names" the guards give our character more often. I hope you take my suggestion into consideration! I know you're working on a lot, and I look forward to future updates to your mods! Edited July 5, 2023 by NymphoElf 1
memati? Posted July 5, 2023 Posted July 5, 2023 Hi Monoman, Since FHU has its own oral cum pool, separated from the actual anal cum pool, I wanted to ask if you could make a patch for SLS to 'reroute' all the cum that went into the anal pool from this mod (eg. the cumtainers or oral cum) into the new oral cum pool from FHU? Dunno if this is a big change or not. I just really like both mods but cannot use the newer FHU versions cause they kinda clash with SLS. Keep up the great work!
Naps-On-Dirt Posted July 5, 2023 Posted July 5, 2023 22 minutes ago, memati? said: Hi Monoman, Since FHU has its own oral cum pool, separated from the actual anal cum pool, I wanted to ask if you could make a patch for SLS to 'reroute' all the cum that went into the anal pool from this mod (eg. the cumtainers or oral cum) into the new oral cum pool from FHU? Dunno if this is a big change or not. I just really like both mods but cannot use the newer FHU versions cause they kinda clash with SLS. Keep up the great work! Just disable the option in the SLS MCM that adds the oral input to the anal pool. FHU will then be able to use its new pool without interference. Well, that will work for blowjobs. I guess a patch might be necessary for the cumtainers, unless those just magically work by keyword or something.
donttouchmethere Posted July 5, 2023 Posted July 5, 2023 5 hours ago, NymphoElf said: It would also be nice if Guards and Enforcers had a % chance to do this force-greet every so often rather than being supernaturally aware of your inventory (and have a cooldown period so you're not inspected every 10 minutes). Did you play around a bit with detection ranges? That helped me. Or do you mean the gate guards? For that I found it useful to have a hidden entrance to the city.
NymphoElf Posted July 5, 2023 Posted July 5, 2023 13 minutes ago, donttouchmethere said: Did you play around a bit with detection ranges? That helped me. Or do you mean the gate guards? For that I found it useful to have a hidden entrance to the city. No, I haven't messed with the detection ranges. Maybe I should, but I doubt messing with that will achieve a result that I would personally enjoy. The mechanic of the guards just "inherently knowing" I have contraband is something I've come to dislike. The gate guards are fine, because that makes sense. They don't "know" I have contraband, they just search me every time I enter and find it if I have any. 1
Monoman1 Posted July 6, 2023 Author Posted July 6, 2023 (edited) 13 hours ago, NymphoElf said: @Monoman1 Sorry for piling on the suggestions you seem to have gotten recently. Is it possible to make the Inspection Force-Greet event something the character can refuse? Basically identical to the normal "Wanted Criminal" force-greet when you have a high bounty. And therefore when Inspection is refused, have it trigger the 'resisting arrest' state? Therefore allowing females to refuse Inspections but the consequence would be gaining/increasing a bounty (and risking immediate arrest). It would also be nice if Guards and Enforcers had a % chance to do this force-greet every so often rather than being supernaturally aware of your inventory (and have a cooldown period so you're not inspected every 10 minutes). That would be a very nice bit of realism and make smuggling items into places more exciting and risky. Smuggling items past guards and enforcers is practically impossible as it currently stands, or at least it feels that way to me - and I've been using the mod for years now. (Perhaps there's a mechanics I simply haven't figured out, or a complimentary mod I'm not using? If so, please enlighten me.) It would also open an opportunity for us see the "Pet Names" the guards give our character more often. I hope you take my suggestion into consideration! I know you're working on a lot, and I look forward to future updates to your mods! I often sneak in to riverwood to sell stuff... Open towns = totally possible to sneak stuff in. Walled cities = you'll need a secret/back entrance type mod to do it. I use a sewers mod. Cover body + Wear hood will reduce detection distances. Helpful options to tune would be detection distances as mentioned and the number of SLS enforcers and random (vanilla) guard enforcers. And by extension any mod that increases the number of vanilla guards. Personally I just don't see why a guard would just allow you to refuse to be searched. + any bounty may not be punitive enough to make consequences actually punishing... 9 hours ago, memati? said: Hi Monoman, Since FHU has its own oral cum pool, separated from the actual anal cum pool, I wanted to ask if you could make a patch for SLS to 'reroute' all the cum that went into the anal pool from this mod (eg. the cumtainers or oral cum) into the new oral cum pool from FHU? Dunno if this is a big change or not. I just really like both mods but cannot use the newer FHU versions cause they kinda clash with SLS. Keep up the great work! Sure I made a patch for that somewhere. Might have been on discord. I'll see if I can dig it up. SLS_Utility.pex This is for 685 only IIRC. Edited July 6, 2023 by Monoman1 6
NymphoElf Posted July 6, 2023 Posted July 6, 2023 29 minutes ago, Monoman1 said: Personally I just don't see why a guard would just allow you to refuse to be searched. + any bounty may not be punitive enough to make consequences actually punishing... It's not that guards "allow" you to refuse a search, it's that you resist the search. As it stands, once your force greeted you lose everything immediately. Nothing can be done about it. The bounty was merely an example. Perhaps one or more licenses get revoked as well when you resist inspection? Tbh I feel like a sufficient bounty would be plenty of punishment for this, especially with mods like POP, but I wouldn't argue with additional penalties, so long as they were at least configurable. For example, POP sends bounty hunters after you if you have a high enough bounty in a hold. Stuff like this would make gaining a large bounty for resisting inspection a genuine punishment. I'm sure there's more examples out there, but I'm not currently aware of them. 37 minutes ago, Monoman1 said: I often sneak in to riverwood to sell stuff... Open towns = totally possible to sneak stuff in. Walled cities = you'll need a secret/back entrance type mod to do it. I use a sewers mod. I did install a sewer mod recently but I haven't had an opportunity to utilize it yet in my latest playthrough. I'm not sure how you sneak into any unwalled settlement so easily. I'm using the default distances but it feels like I'm spotted from miles away. But again, maybe I do need to start messing with those settings. I've left them alone because I still don't have a good grasp of how far a "unit" is in game, and idk if different mods have different measurements for "units". If units are universal though, please help me understand roughly how large one unit or a certain number of units is.
Tenri Posted July 7, 2023 Posted July 7, 2023 (edited) 18 hours ago, NymphoElf said: If units are universal though, please help me understand roughly how large one unit or a certain number of units is. IIRC one of the mods I've played that measured in Skyrim units said that 128 was about 6 feet, or close to the height of playable races. SO the default of 768 (I think) would be about 36 feet, with the default of 75% extra for no helmet or clothing those would increase to 63 feet missing one, and 90 feet missing both. 19 hours ago, Monoman1 said: Personally I just don't see why a guard would just allow you to refuse to be searched. + any bounty may not be punitive enough to make consequences actually punishing... I actually agree with NymphoElf that the ability to resist being searched would be nice (and more immersive, especially if you are playing a character intentionally breaking the law). The guard is not allowing you to not be searched, you are actively resisting their efforts to do so. It doesn't have to have a custom consequence, just have the the same consequences as resisting arrest, i.e. gain a (violent) bounty (doesn't need to be a large amount) and initiate combat with all the guards in the area. You are a woman resisting the guards instructions, so you are obviously a criminal that needs to be taken in by force since you wont listen to what you are told. Edited July 7, 2023 by Tenri
NymphoElf Posted July 7, 2023 Posted July 7, 2023 4 hours ago, Tenri said: the ability to resist being searched would be nice (and more immersive, especially if you are playing a character intentionally breaking the law). The guard is not allowing you to not be searched, you are actively resisting their efforts to do so. It doesn't have to have a custom consequence, just have the the same consequences as resisting arrest, i.e. gain a (violent) bounty (doesn't need to be a large amount) and initiate combat with all the guards in the area. You are a woman resisting the guards instructions, so you are obviously a criminal that needs to be taken in by force since you wont listen to what you are told. Precisely
Monoman1 Posted July 7, 2023 Author Posted July 7, 2023 Right I understand better now. But counterpoints: 1. You are likely to do this once ever if your game is set up the way it's intended - more and tougher guards. And once you do it, that'll probably be the last time you ever do it. So it falls into the category of 'nice to have' but not exactly necessary. I mean you can just hit an approaching guard with a bow/spell and have more or less the same results. 2. Some people (and I think I'm one) would find constantly being asked to submit to searches and having to press 'yes' to be annoying. Dialogue is mostly short to avoid be annoying. Given 1 + 2 you need to ask yourself is it worth it... and I'm still not convinced tbh. I could maybe just take leaving dialogue as resisting but then normal/weird skyrim behaviour can sometimes dump you out of dialogue unexpectedly so in that case in would feel like an overreaction.
NymphoElf Posted July 7, 2023 Posted July 7, 2023 (edited) 3 hours ago, Monoman1 said: You are likely to do this once ever if your game is set up the way it's intended - more and tougher guards. And once you do it, that'll probably be the last time you ever do it This is more subjective than you might think. Some people would probably not do it again, sure. Others not so much. Plus, as you stated, this is IF the guards are set up the way YOU intend. Not everyone shares your intent. 3 hours ago, Monoman1 said: Some people (and I think I'm one) would find constantly being asked to submit to searches and having to press 'yes' to be annoying. I feel the 0.5 seconds added to the interaction wouldn't be nearly as much of a problem as you believe. Sure, there will be people who complain, but you will have someone complain no matter what you do. (I'm not trying to complain btw, so I hope it's not coming across that way.) Also, like I mentioned, there would need to be a cooldown of some sort for the Enforcers specifically to prevent frequent inspections. I feel like 6 in-game hours would be a good default, but this would need to be configurable as well for players who have mods like Living Takes Time and such (which I feel many people do). With this in mind, the need to accept a dialogue for inspections has an even lower likelihood of being annoying. All of this being said, this entire idea could easily be turned on or off toggle in the MCM, if you so choose. "Use Enforcer System A or Enforcer System B?". I understand that may or may not be a problem to manage development-wise, but it IS still an option. Edited July 7, 2023 by NymphoElf
Bane Master Posted July 9, 2023 Posted July 9, 2023 On 7/7/2023 at 11:24 AM, NymphoElf said: Some people (and I think I'm one) would find constantly being asked to submit to searches and having to press 'yes' to be annoying. I agree - but I think there is a fairly simple solution to suit all playstyles, add an MCM option allowing the player to set as "Always Resist", "Always Submit" and "Ask Me" - then people can go with the style they prefer. TBH I would much prefer this approach in general in any mod which adds popup choices of this type as I personally feel they break the flow of the game. 1
Shaeris Posted July 9, 2023 Posted July 9, 2023 I think having the "option" to refuse being searched would be a great addition, personally. While it's all fun and good to get bullied by the various mechanics of the mod, at the end of the day it's still a game. The player is going to progress and level up to a point that they'll have various tools at their disposal to feasibly resist the aggression of any guard, stealthily or otherwise. Sure, starting some big ruckus in town is going to quickly rack up a bounty/notoriety but the same goes for killing NPCs outright, which plenty of people do anyway. Could be they just don't care about the consequences, at least not in that specific hold. Could be it's because the guard is isolated somewhere, where disposing of him wouldn't leave any witnesses. Could simply be that they have other mods installed, so the penalty for lashing out is already accounted for via some other means. An option like this adds versatility, opens the door for a variety of other factors. I figure you might not be entirely enthused about working on a feature you wouldn't use, but if you do I'm pretty confident it'd be a welcome addition by a great many people. ^^ Side note, I actually finished working out all the heel related stuff I was blabbing about before. I was done about a day after my last post, but got plenty distracted IRL until recently. I tested it now to make sure everything works as intended, and more importantly doesn't break anything already specific to SLS Survival. I also had it made as a separate mod before, but I didn't really like having an extra .esp just for so minor an addition to the mod. Couldn't make it into a light plugin either, so ultimately I ended up compiling it into the main mod. Would you like for me to post it here, @Monoman1? I tried to keep everything as lightweight and non-intrusive as possible, for it to just be some optional features people can flip on under "Traversal." If it's to your liking, maybe it can be incorporated into the mod officially. ? 1
Karkhel Posted July 9, 2023 Posted July 9, 2023 2 hours ago, Shaeris said: Would you like for me to post it here, @Monoman1? I tried to keep everything as lightweight and non-intrusive as possible, for it to just be some optional features people can flip on under "Traversal." If it's to your liking, maybe it can be incorporated into the mod officially. ? No offence but I hope it would just be optional integration in SL, as I really like using YPS fashion and this includes heels there. I just assume yours wouldn't be compatible with heels settings on in YPS?
Shaeris Posted July 9, 2023 Posted July 9, 2023 (edited) 2 hours ago, Karkhel said: No offence but I hope it would just be optional integration in SL, as I really like using YPS fashion and this includes heels there. I just assume yours wouldn't be compatible with heels settings on in YPS? Yeah, from the get-go the idea was to keep everything optional and adjustable. If the toggle's disabled and the slider set to zero, neither the heel tripping or slow effect will work. Not that it really matters, given the whole thing is tied to items having the _SLS_Heels keyword slapped on to begin with. As for compatibility, it's not something I took into consideration given I don't run that mod. I thought using existing mechanics within survival would make for more interesting of an experience than just having an occasional stagger effect trigger like in the case of YPS. It's cool that YPS has a progression system tied to wearing heels, but personally I like to see it more as a detriment to be wearing them. Something to consider as a middle-ground option to being barefoot, or something that's outright forced on the player. Either by being caught in a cursed loot situation, or forced to deal with if the player set mandatory heels as an option for Bikini licenses. Edited July 10, 2023 by Shaeris
Karkhel Posted July 9, 2023 Posted July 9, 2023 Just now, Shaeris said: Yeah, from the get-go the idea was to keep everything optional. If the toggle's disabled and the slider set to zero, neither the heel tripping or slow effect will work. Not that it really matters, given the whole thing is tied to items having the _SLS_Heels keyword slapped on to begin with. Oh I meant this more for the SL survival itself, I don't want this to replace YPS fashion integration.
Shaeris Posted July 10, 2023 Posted July 10, 2023 19 minutes ago, Karkhel said: Oh I meant this more for the SL survival itself, I don't want this to replace YPS fashion integration. Oic. I wouldn't worry about it then. Highly doubt support for YPS would be dropped even if Mono took a liking to my addition.
Monoman1 Posted July 12, 2023 Author Posted July 12, 2023 On 7/9/2023 at 5:02 PM, Bane Master said: I agree - but I think there is a fairly simple solution to suit all playstyles, add an MCM option allowing the player to set as "Always Resist", "Always Submit" and "Ask Me" - then people can go with the style they prefer. TBH I would much prefer this approach in general in any mod which adds popup choices of this type as I personally feel they break the flow of the game. That's a better idea. But it'll depend on the complexity of the existing dialogue and fragments ofc. On 7/9/2023 at 7:36 PM, Shaeris said: I think having the "option" to refuse being searched would be a great addition, personally. While it's all fun and good to get bullied by the various mechanics of the mod, at the end of the day it's still a game. The player is going to progress and level up to a point that they'll have various tools at their disposal to feasibly resist the aggression of any guard, stealthily or otherwise. Sure, starting some big ruckus in town is going to quickly rack up a bounty/notoriety but the same goes for killing NPCs outright, which plenty of people do anyway. Could be they just don't care about the consequences, at least not in that specific hold. Could be it's because the guard is isolated somewhere, where disposing of him wouldn't leave any witnesses. Could simply be that they have other mods installed, so the penalty for lashing out is already accounted for via some other means. An option like this adds versatility, opens the door for a variety of other factors. I figure you might not be entirely enthused about working on a feature you wouldn't use, but if you do I'm pretty confident it'd be a welcome addition by a great many people. ^^ Side note, I actually finished working out all the heel related stuff I was blabbing about before. I was done about a day after my last post, but got plenty distracted IRL until recently. I tested it now to make sure everything works as intended, and more importantly doesn't break anything already specific to SLS Survival. I also had it made as a separate mod before, but I didn't really like having an extra .esp just for so minor an addition to the mod. Couldn't make it into a light plugin either, so ultimately I ended up compiling it into the main mod. Would you like for me to post it here, @Monoman1? I tried to keep everything as lightweight and non-intrusive as possible, for it to just be some optional features people can flip on under "Traversal." If it's to your liking, maybe it can be incorporated into the mod officially. ? Post it here if you want. I might do something similar eventually but it might not be identical tbh...
Majin Buu Posted July 12, 2023 Posted July 12, 2023 (edited) I haven't done any sort of thorough testing but I think Sexlab P+ for SE might be breaking Fondle for creatures, all I was able to do was use the increase arousal option. I am able to use match maker spells successfully with creatures and animations do start but using Fondle option only gives the one option. Anyone else on Skyrim SE with Sexlab P+ able to confirm if the Fondle option is working in their game? Edited July 12, 2023 by Majin Buu
Shaeris Posted July 12, 2023 Posted July 12, 2023 (edited) 22 hours ago, Monoman1 said: Post it here if you want. I might do something similar eventually but it might not be identical tbh... Here you go! Just need to let it overwrite Survival in whatever mod manage you use. I made this with SE in mind, but I don't imagine there should be any hiccups with your AE build. SLS_Heels Patch.zip Just keep in mind it won't actually... do anything without wearing some item tagged with SLS_Heels. Easy enough to do via SSEEdit. Working on this was fun, even though I figured it'd be somewhat of a niche feature. I had some other ideas for potential future additions to Survival I might work on, which you can tell me outright whether you care for them or not. Spoiler 1. A compatibility patch for Prison Overhaul Patched. It'd be the thing at the top of my list, and something not too hard to achieve I imagine. I think there just needs to be a script to prevent SLS from having the guards harass players about their licenses while POP's arrest/jail quests are running. It's not 'too' bad as is. I've just had my char get magic collars slapped on when they're already wearing their prisoner. Other times, its a guard yelling at my char for carrying weaponry on account of being given the XPO_Arrow or whatever it's called between scenes. 2. An option for Steepfall (and also my heel tripping, if added) for the player to only drop their equipped weapons when they fall. Preferably when unsheathed, but I've no clue if that sort of specific conditioning can be done within papyrus. Personally I think it's a little silly for people's clothes to pop off every time they stumble but that's just me. 3. An option for randomizing what license you lose when you disobey the toll guards and flee town for a while. As is, the player can choose which license it is they want to lose, and pretty much game the system by paying for dirty cheap whore licenses just to use them as their get-out-of-jail-free card whenever the issue arises, even when they've a normal curfew license. I think there's just too few ways to risk 'losing' licenses as is, in an interesting way that isn't just getting unlucky with a bit of rainfall. Another idea of mine was to have licenses be used to 'barter' (or be taken as punishment) for not having the gold on hand to properly pay one's bounty. 4. Add an exception's list for what items can be taken on failed pickpocket attempts. I've had numerous instances where crucial mod items were taken from my inventory on account of them technically having a value. It puts me in an awkward spot where I'm left to have to kill said NPC to get those items back, and while yes I know I can just console resurrect them afterwards, it breaks up the immersion of things a little and just winds up making the experience more annoying than necessary. Outside of that, there's some more minor stuff I myself doubt I'd bother messing with. Immersive Horses doesn't play nice with survival, in that it treats your mount like a normal follower who'll rip off your clothes when 'naked' and etc etc. I just disabled the chances of that happening in the MCM to begin with. There's also the fact that normal clothes ends up triggering the bikini license curse, but I figure things were left as is because it's all considered to be 'armor.' So, distinguishing between clothes, bikini armor and proper armor would just be a huge headache to deal with. As an aside, I've recently tinkered with the mod's voiced dialogue to replace it with audio generated by Elevenlabs. It's been slow work, but being the perfectionist that I am, I wanted to make sure every replacement sounded as authentic as the real deal. ? Not too sure how you or the rest of the community feels about AI voicework, but I could hand out the files whenever I'm done. I'm a little over halfway there as things stand. Edit: Forgot to include a script in the original file. D'oh. Edited July 13, 2023 by Shaeris 2
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