Shaeris Posted June 28, 2023 Posted June 28, 2023 (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 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 Edited June 29, 2023 by Shaeris
Karkhel Posted June 28, 2023 Posted June 28, 2023 I personally can't play without immersive fashion, having makeup without it's mechanics is just too boring, I'm spoiled now.
Monoman1 Posted June 29, 2023 Author Posted June 29, 2023 13 hours ago, Shaeris said: I keep running into these same compiling errors though... Did you install: https://www.nexusmods.com/skyrim/mods/52269?tab=files
Shaeris Posted June 30, 2023 Posted June 30, 2023 19 hours ago, Monoman1 said: Did you install: https://www.nexusmods.com/skyrim/mods/52269?tab=files 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
Monoman1 Posted June 30, 2023 Author Posted June 30, 2023 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" 1
Shaeris Posted June 30, 2023 Posted June 30, 2023 (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 July 1, 2023 by Shaeris
trollmaster55 Posted July 2, 2023 Posted July 2, 2023 Don't know if this has been asked before but is there a way to disable the ahegao expression during day dreaming events?
lacie_ Posted July 2, 2023 Posted July 2, 2023 (edited) 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. Edited July 2, 2023 by asdj1239
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
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