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Posted
1 minute ago, DDD69% said:

As in days passed since the beginning of the game?

Presumably, unless the mod is doing something different like tracking time since the mod started or something.  You can check your time with "help GameDaysPassed 3" in the console.

Posted
2 minutes ago, Hex Bolt said:

Presumably, unless the mod is doing something different like tracking time since the mod started or something.  You can check your time with "help GameDaysPassed 3" in the console.

I started the mod after 3-4 days and the first month was 31 days as this is like 2500 mods with nolvus (yes its stable!), so it tracks, thanks. 

Posted
5 minutes ago, Hex Bolt said:

Presumably, unless the mod is doing something different like tracking time since the mod started or something.  You can check your time with "help GameDaysPassed 3" in the console.

image.png.5aeaf764b2f893068a3a19089ba7a1bc.png

Posted
47 minutes ago, Miss Sophia said:

As in days passed since the beginning of the game?

Yes. SLS displays exactly the same value you get when typing the console command.

 

Beginning:

LAL - time since you left RaceMenu for the first time after selecting "New Game"

Vanilla - time since "Hey, you. You're finally awake."

  • 2 weeks later...
Posted

Having an issue with the Simply Knock aspect. Dialogue all works, but when I agree to put on the armbinder it doesn't equip it and I don't get put inside. Any ideas where to look for an issue?

Posted (edited)

I don't know if anyone could help me, but I'm struggling with a bug. I have RND and Sl Survival installed, and I always get +29% sleep deprivation from both hunger and thirst, even though the character is sated and hydrated. Disabling RND doesn't help. 

EDIT: nvm, the issue was with EatingSleepingDrinking, resetting the SLS's interface fixed the issue.

Edited by AAAndreyKongo2
  • 3 weeks later...
Posted (edited)
On 7/9/2024 at 4:54 PM, Herowynne said:


I don’t think that is a feature of SL Survival. That sounds like something from a different mod.

 

For example, Devious Followers has a feature like that for one of its “deals”.

 

 

 

Ok so months later, after I disabled the DD in the MCM of SLS, all it was either DD Expansion and or DD Intergration. I thought it was SL Fame, and or PW since I installed them both around the same time as SLS. I reinstalled DD Equip by itself with the main DD framework, without DDe/DDi and it suddenly just fixed itself out of nowhere. So I'm planning to start a new playthrough without DDe/DDi (since I didn't know that it was bundled together into DD Equip) and see how everything plays out.

 

On 9/20/2024 at 7:01 PM, sattyre said:

You can turn off the toll gates adding DD devices in the mcm, though they only add them if you can't pay the toll.  Most of the MCM settings which deal with DD devices can be turned off..  If the gates are adding devices to you regularily for no reason, it's either another mod, or a conflict screwing things up.

 

I did that and had enough of the gold to pay the toll at the gate and still appeared out of nowhere. but you guys were right, It was another mod which indeed caused the issue above. What's weird was that I haven't had that issue before installing SLS, SL Fame, and PW.

 

Now I somehow fixed it by removing DDe/DDi and starting a new save game. Glad I wasn't too far in my saved game.

Edited by xMrZwiggyx
Posted

I interrupted SLS while exporting settings as it was taking longer than I expected (I was probably impatient). Now, no matter what I do, when I try to open the Trauma tab of the SLS MCM it shows up blank and from then on the MCM tabs cease working. This happens on all saves, even those prior to me making the attempt. Note that one of the changes I had made was to re-enable Trauma (I had originally disabled it) and update some settings.

I reinstalled the mod in MO (but did not delete and readd, just used the reinstall in place and had it fully remove local files, so I assume that should be the same) but still experienced the problem.

 

Any suggestions of how I proceed?

Posted
15 hours ago, iwanttoplaythegame said:

Is becoming thane in falkreath not supposed to unlock a license when using the thaneship option for license unlocks?

No only the 5 walled cities count (Whiterun, Windhelm, Solitude, Markarth, and Riften)

Posted

Hello,

 

I am trying to make a little quest mod to start the licencing system. The problem is I can't compile all the psc files since they are so many and some of the mods dependencies are almost unfindable. So I can't compile the function SLS_Mcm.ToggleLicenceStyle() (It's the right one... right?) because papyrus complains about functions from other pcs files that I don't have.

 

Is there any way to use the function without compiling everything? Some API call or something?

Posted
On 11/30/2024 at 6:00 PM, NTWY said:

Hello,

 

I am trying to make a little quest mod to start the licencing system. The problem is I can't compile all the psc files since they are so many and some of the mods dependencies are almost unfindable. So I can't compile the function SLS_Mcm.ToggleLicenceStyle() (It's the right one... right?) because papyrus complains about functions from other pcs files that I don't have.

 

Is there any way to use the function without compiling everything? Some API call or something?

 

Hey, I've done very similar in making my own tweaks to Sexlab Survival.  Monoman1's structure actually makes this pretty easy.  You'll notice that for every dependent mod, RND for example, there's two files involved - _SLS_IntRND and _SLS_InterfaceRND.  If you're familiar with other programming languages, it's a basic interface pattern.  The "Int" files are a signature without any actual references to the external mod, and the "Interface" files are the ones that actually reference the other mods.  The "Int" files contain references to the "Interface" files.

 

What I've done in my set up is make a folder for modified versions of the psc files for the "_SLS_InterfaceX" files for the mods I don't use, and I've replaced all of the method bodies in those files with return none/0/""/etc, deleted any properties/variables related to the missing mods, and etc.  If I load this folder into the papyrus compiler after the actual mod, I can compile SLS without including the other mod psc files I don't have.

 

It could be monoman1 intended a simpler way to do this, but this is what I sorted out while stumbling through compiling SLS myself.  It works for me, hopefully helpful for you as well.

Posted
23 hours ago, Adroit said:

 

Hey, I've done very similar in making my own tweaks to Sexlab Survival.  Monoman1's structure actually makes this pretty easy.  You'll notice that for every dependent mod, RND for example, there's two files involved - _SLS_IntRND and _SLS_InterfaceRND.  If you're familiar with other programming languages, it's a basic interface pattern.  The "Int" files are a signature without any actual references to the external mod, and the "Interface" files are the ones that actually reference the other mods.  The "Int" files contain references to the "Interface" files.

 

What I've done in my set up is make a folder for modified versions of the psc files for the "_SLS_InterfaceX" files for the mods I don't use, and I've replaced all of the method bodies in those files with return none/0/""/etc, deleted any properties/variables related to the missing mods, and etc.  If I load this folder into the papyrus compiler after the actual mod, I can compile SLS without including the other mod psc files I don't have.

 

It could be monoman1 intended a simpler way to do this, but this is what I sorted out while stumbling through compiling SLS myself.  It works for me, hopefully helpful for you as well.

Thanks for the reply. I actually found someone that made a tool to remove headers from psc files to fix this type of issue. https://github.com/IHateMyKite/PapyrusSourceHeadliner/releases

But I don't have time to test it right now, I will some other time. But if it doesn't work I'll come back to your method.

Thank you for the insight.

Posted
4 hours ago, NTWY said:

Thanks for the reply. I actually found someone that made a tool to remove headers from psc files to fix this type of issue. https://github.com/IHateMyKite/PapyrusSourceHeadliner/releases

But I don't have time to test it right now, I will some other time. But if it doesn't work I'll come back to your method.

Thank you for the insight.

 

Nice, that looks like it's automating what I'm talking about anyways, good find!  I'll have to make use of that in the future

Posted

my FNIS has 1 warning, says: '\character\behaviors\FNIS_SL_Survival_Behavior.hkx not Skyrim SE compatible<<'. Does this  mean the mod mot compatible with Special Edition? My character does have 'T' pose. 

Posted
29 minutes ago, tamai said:

 

Download the SE version at the bottom and then remove fnis and install Pandora there is no reason to use fnis anymore, but yes this mod is compatible with Skyrim SE im playing on 1.6.1170

Thanks a lot my friend! Never expect to receive such a swift reply!!! I'll try this out. :)

  • 2 weeks later...
Posted (edited)

I have a problem with this mod: After numerous tests, I have discovered that SLS is disabling my character interaction (no action is shown, for example, to open a door, or open a cupboard), and it also blocks my 3rd person camera. This makes my game practically unplayable, since I can't enter or exit anywhere.
I have tried to do the TesMergedPatch, but it didn't work.
My version of Skyrim is AE 1.6.1170, and I have installed the latest versions of SimplyKnock, with the updated dll version.
Does anyone any idea what could be happening?
What would be more or less the correct loading order for this mod?
I leave you my list of mods in case it can be of more help. Thank you very much.
loadorder - copia.txt

Edited by MrJDAVISON666
Posted
10 hours ago, MrJDAVISON666 said:

I have a problem with this mod: After numerous tests, I have discovered that SLS is disabling my character interaction (no action is shown, for example, to open a door, or open a cupboard), and it also blocks my 3rd person camera. This makes my game practically unplayable, since I can't enter or exit anywhere.
I have tried to do the TesMergedPatch, but it didn't work.
My version of Skyrim is AE 1.6.1170, and I have installed the latest versions of SimplyKnock, with the updated dll version.
Does anyone any idea what could be happening?
What would be more or less the correct loading order for this mod?
I leave you my list of mods in case it can be of more help. Thank you very much.
loadorder - copia.txt

 

 

If that is your real load order, it is a miracle that the game start.  Run LOOT to sort the masters properly, then make Vortex rules to move Tes5EditMerged.esp to the last position.   Try opening the last save with Fallrims reSaver, if there's an issue it will give you some warning.

I do not think that file you posted it a real load order, the override patches are loading before the masters.

 

Posted (edited)
4 hours ago, safado said:

 

 

If that is your real load order, it is a miracle that the game start.  Run LOOT to sort the masters properly, then make Vortex rules to move Tes5EditMerged.esp to the last position.   Try opening the last save with Fallrims reSaver, if there's an issue it will give you some warning.

I do not think that file you posted it a real load order, the override patches are loading before the masters.

 


It really worked!!! 
I thought it would be a lot more complex to solve.....
The truth is that I had the loading order like that (really, I'm not lying) and EVERYTHING worked except SLS.
To solve it, what I did was run the sort function with LOOT inside Vortex, removed some ESPs that I had marked as "manually sort" and put them back as "automatically sort". I reinstalled SLS, and generated the Tes5EditMerged.esp again (I made sure it was last in the loading order).
Afterwards, I logged in and saved the game once SLS was loaded in the MCM.
After this, I exit the game and clean up "Unattached Instances" with Fallrim ReSave. I load the game again and voila, it just works!!! 😂
I leave the current loading order loadorder.txt, in case you see any more inconsistencies that I should check. As far as I know, I have followed the instructions of the authors of several of the mods I have, to respect an optimal loading order and for everything to work correctly (I understand that if it were not so, the game would not load right now...).
Thank you very much for your quickly and decisive response, @safado!!

Edited by MrJDAVISON666
Posted (edited)

i'm having trouble with using SSEedit to patch my bikini armor mod
for whatever reason when i try to add the _SLS_BikiniArmor keyword to an armor (or multiple armors) gives me the an error saying "Load Order FileID[35] cannot be mapped to FileID for The Amazing World Of Bikini Armors Remastered".

SL survival is number 35 in my load order. i also tried using the FormID but to no avail.
i added SL survival as a master for TAWOBA beforehand so i really don't know what i'm doing wrong here.
i'm on skyrim SE ver. 1.6.1170, SKSE and all other mods up to date.

EDIT: NEVERMIND
i was using the load order number from vortex instead of the one shown to me in SSEedit which was 06
the bikini experience and license stuff works now

Edited by Mynote
  • 2 weeks later...
Posted
On 7/23/2024 at 12:34 PM, LynErso666 said:

It doesn't? Im usung it in AE. Works great if you use the correct dll. (Mod# 24297 on Nexus) Don't forget Simply Knock is in two places. Go grab the dll for your version.

 

The dll doesn't work for 1179 and probably any version > 1179.

Now with 1179 I can still run the game, but my stats are not updated (keeping the default carrying weight and the default 100 stats), it might be related to something else.

 

Posted
10 hours ago, zelurker said:

The dll doesn't work for 1179 and probably any version > 1179.

Now with 1179 I can still run the game, but my stats are not updated (keeping the default carrying weight and the default 100 stats), it might be related to something else.

 

Your stats issue likely is unrelated to Simply Knock, as its DLL is only used for a "GetLinkedDoor" function. If you're not afraid to recompile a script, PO3's Papyrus Extender has a "GetDoorDestination" function that's functionally the same thing.

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