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2 hours ago, Monoman1 said:

That sounds right.... right? If you've bought the full armor licence then you shouldn't be penalized. Generally the armor licence will override the bikini licence. 

It's perfect, I was explaining for the person who asked how it worked, you also didn't seem to recall.  Implementing a system whereby your licence gets revoked could be interesting, especially if you are miles from the city.

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I played with the mod a bit and I have to say it's well made for a mod in development. There are some things that bug me a bit concerning the kennel in Whiterun.

  • There should be an mcm option to not have devious devices equiped or less hardcore devices equiped when agreeing to enter the kennel. Maybe something that matches the other desperate women.
  • When the kennel keeper comes to rape you, the dialogue cancels after he says: "Well hello again, pet" and the player cannot respond anything and the kennel keeper then proceeds to rape the player saying: "Ha! Where are you going? Oh right. You have nowhere to go. Come here pet." Also, I only seem to get raped by the kennel keeper. I tried many times to get an animal to rape me without success and I do have the creature event enabled as the desperate women do get raped. I do not know if the fact that the kennel keeper has to rape you the first time and the fact that the dialogues gets interrupted has something to do with it. Maybe it expects the dialogue to finish properly to set the variable that tells the kennel keeper has raped the player the first time and thus allow rape events to be animals afterward.
  • Also a suggestion, maybe bumping into an animal in the kennel could have a chance to trigger rape.
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5 hours ago, ralphk11 said:

It's perfect, I was explaining for the person who asked how it worked, you also didn't seem to recall.  Implementing a system whereby your licence gets revoked could be interesting, especially if you are miles from the city.

Right, gotcha. Misunderstanding.

1 hour ago, Antaufein said:

There should be an mcm option to not have devious devices equiped or less hardcore devices equiped when agreeing to enter the kennel. Maybe something that matches the other desperate women.

With the 'No extra devious devices' option anything added is removed when you leave so it doesn't matter all that much imo. Unless I'm missing something?

1 hour ago, Antaufein said:

When the kennel keeper comes to rape you, the dialogue cancels after he says: "Well hello again, pet" and the player cannot respond anything and the kennel keeper then proceeds to rape the player saying: "Ha! Where are you going? Oh right. You have nowhere to go. Come here pet." Also, I only seem to get raped by the kennel keeper. I tried many times to get an animal to rape me without success and I do have the creature event enabled as the desperate women do get raped. I do not know if the fact that the kennel keeper has to rape you the first time and the fact that the dialogues gets interrupted has something to do with it. Maybe it expects the dialogue to finish properly to set the variable that tells the kennel keeper has raped the player the first time and thus allow rape events to be animals afterward.

You're spot on. If the intro doesn't complete then it will keep trying to do the intro and never progress to random rape. This can happen because other mods are firing events at the same time (deviously enslaved and aroused creatures are two I've found can interrupt things). Next version I'm going to try sending DLHP-Suspend/Resume events to see if it help smooths things out a little. 

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Btw for those interested, I'm trying out something - I've posted a dev blog with what I'm working on and long term ideas etc. 

No support type talk please, ideas and discussions only. And if I don't like an idea that's that. Please don't take it personally. 

I'll be changing the main post rather than adding more entries... I think. 

 

https://www.loverslab.com/blogs/entry/9431-day-zero/

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2 hours ago, Monoman1 said:

With the 'No extra devious devices' option anything added is removed when you leave so it doesn't matter all that much imo. Unless I'm missing something?

I was talking about the devices the kennel keeper puts on the player before letting her enter in the kennel, not the extra devices the keeper adds to the player during rape events. I just don't like the pet suit and straight jacket as it doesn't work very well with sex animations and would like the option to have less hardcore bondage equiped as the "no extra devices" option in the mcm only applies to devices added during rape events with the keeper. Speaking of mcm options, there is also the "rape event chance per hour" slider. I find it a bit misleading as reading its hint tells you that it is a base chance with 5% added to the base each hour. Maybe have a base chance slider and an added chance per hour slider as well. Also, the keeper should undress the player before putting the devices on the player. I mean how is he going to take her clothes off if the are under a straightjacket without taking it back off, right? xD

 

2 hours ago, Monoman1 said:

You're spot on. If the intro doesn't complete then it will keep trying to do the intro and never progress to random rape. This can happen because other mods are firing events at the same time (deviously enslaved and aroused creatures are two I've found can interrupt things). Next version I'm going to try sending DLHP-Suspend/Resume events to see if it help smooths things out a little. 

I don't have these mods installed right now and the dialogue was ok in the last version.

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13 hours ago, Monoman1 said:

Btw for those interested, I'm trying out something - I've posted a dev blog with what I'm working on and long term ideas etc. 

No support type talk please, ideas and discussions only. And if I don't like an idea that's that. Please don't take it personally. 

I'll be changing the main post rather than adding more entries... I think. 

 

https://www.loverslab.com/blogs/entry/9431-day-zero/

You'll want to add the link very visible in top section of first post, otherwise it will be missed and lost by people posting to it now.

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On 7/29/2019 at 4:15 PM, Monoman1 said:

 

 

Side question at everyone regarding SL Defeat. 

You know when a defeat scene ends you get up and run away and there's the sound of the player in pain? What is that sound? What is it from?

Defeat doesn't have any sounds so it's either vanilla or from another mod.

 

If its the sound im thinking of the one where it sounds like youre in pain then its a vanilla sound.

I think its related to skooma.

The best way i can describe it is the female sounds of a skooma addict like the ones you find in redwater den.

 

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2 hours ago, -alpha- said:

If its the sound im thinking of the one where it sounds like youre in pain then its a vanilla sound.

I think its related to skooma.

The best way i can describe it is the female sounds of a skooma addict like the ones you find in redwater den.

 

Thank you. 
Will check out redwater den.

9 hours ago, Zaflis said:

You'll want to add the link very visible in top section of first post, otherwise it will be missed and lost by people posting to it now

Will do next update. I think it sends out a notification when I just edit the page which is a bit annoying so I don't want to do it right now. Just need to remember.

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2 hours ago, -alpha- said:

If its the sound im thinking of the one where it sounds like youre in pain then its a vanilla sound.

I think its related to skooma.

The best way i can describe it is the female sounds of a skooma addict like the ones you find in redwater den.

 

Thank you. 
Will check out redwater den.

9 hours ago, Zaflis said:

You'll want to add the link very visible in top section of first post, otherwise it will be missed and lost by people posting to it now

Will do next update. I think it sends out a notification when I just edit the page which is a bit annoying so I don't want to do it right now. Just need to remember. Maybe I'll just put it in my sig. 

20 hours ago, Antaufein said:

Speaking of mcm options, there is also the "rape event chance per hour" slider. I find it a bit misleading as reading its hint tells you that it is a base chance with 5% added to the base each hour. Maybe have a base chance slider and an added chance per hour slider as well. Also, the keeper should undress the player before putting the devices on the player. I mean how is he going to take her clothes off if the are under a straightjacket without taking it back off, right? xD

Reason for the unmodifiable base chance is that I don't want you to have somewhere to sleep for nothing. The kennel isn't supposed to be a nice place. It's supposed to be a last resort.

20 hours ago, Antaufein said:

I don't have these mods installed right now and the dialogue was ok in the last version.

I'll check it out again but I wasn't targeting those mods in particular. I'm just saying that anything out of the ordinary can mess things up. 

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19 hours ago, Monoman1 said:

Reason for the unmodifiable base chance is that I don't want you to have somewhere to sleep for nothing. The kennel isn't supposed to be a nice place. It's supposed to be a last resort.

I completly agree with you that the kennel is supposed to be for last resort and I actually set the base rape chance higher than the default of 20. The option to customize the base chance and the additional chance per hour would have been nice though. And if you worry about people putting 0 to both options and thus never getting raped, why not put minimum values?

 

19 hours ago, Monoman1 said:

I'll check it out again but I wasn't targeting those mods in particular. I'm just saying that anything out of the ordinary can mess things up. 

When I played with version 0.53, the kennel dialogue was not interrupting, and the only mods I added to test with 0.541 are mods recommended in the mod description. I am going to test it out on my own if I can find something.

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42 minutes ago, Goddess_moka said:

what file do i get? 

Main file: Sexlab Survival v0.541 Alpha (24-July-2019).7z

+

If you use the stock 'Amazing world of bikini armor' on the nexus and want to use the bikini licence in survival then get this as well: TheAmazingWorldOfBikiniArmor v1.8d - With Bikini Keyword.7z

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Great mod. I did find one quirk when I tried giving weapons to Faendal last night. I typically like to give them a ranged weapon and a melee weapon. But he would only take the first one I have him and refused to take the other. Not a big deal really but is there a work around?   

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8 minutes ago, Fawk said:

Great mod. I did find one quirk when I tried giving weapons to Faendal last night. I typically like to give them a ranged weapon and a melee weapon. But he would only take the first one I have him and refused to take the other. Not a big deal really but is there a work around?   

You could turn off followers won't carry contraband (in the licence tab of MCM), give him the weapon, turn it back on, then not open his inventory again until you have a weapon licence.

 

edit: actually that might get the weapon confiscated when entering town, so maybe not.

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Damn shame...I can't even sleep in breezehome without being wakened by an eviction crew. 

New game, toll, evasion and eviction turned off with everything set to 0 for good measure, and still can't sleep in my house - ridiculous.   

I really want to use the mod.  Great stuff for survival.  I hope you can add an option to turn off that irritating part.  I'll keep checking so I can add an otherwise great mod back in my load order.

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Something seems wrong with the pickpocketing for me. I have 40% chance on all items without having a perk in it, even with a yoke on, and the debuff seems to be only 5% in my active effects menu. I play with Requiem where you need a perk in pickpocketing to have a realistic chance. Does this mod override that with its own system, and can I disable it? I'm not a vanilla person who wants easy free loot. Couldn't you have added the extra outcomes for being caught without messing with the skill values?

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2 hours ago, JahReit said:

Damn shame...I can't even sleep in breezehome without being wakened by an eviction crew. 

New game, toll, evasion and eviction turned off with everything set to 0 for good measure, and still can't sleep in my house - ridiculous.   

I really want to use the mod.  Great stuff for survival.  I hope you can add an option to turn off that irritating part.  I'll keep checking so I can add an otherwise great mod back in my load order.

setting eviction to 0 means evicted with no bounty, try maxing it instead 5,000 I think, would mean you need a bounty of 5,000 to be evicted.

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12 hours ago, Fawk said:

Great mod. I did find one quirk when I tried giving weapons to Faendal last night. I typically like to give them a ranged weapon and a melee weapon. But he would only take the first one I have him and refused to take the other. Not a big deal really but is there a work around?   

Not really. I knew it would happen. 

Like Tenri says. You can turn off 'Follower won't carry contraband' But it will probably get taken at the gate. Your only other option is to buy a weapon licence. 

 

I'll see if I can allow a follower to carry a single ranged weapon. Probably the one with the highest damage stat? Also, do followers need ammunition? (another pain in the ass)

11 hours ago, kamilloxo said:

im using ineed and the decrease hunger/thirst feature by swallowing cum doesnt work for me. any help?

Double checked it there. Still seems to work ok. 

Spoiler

1. H1.jpg.eb479f75aaf71eef33c01910a2eab377.jpg

 

2. H2.thumb.jpg.57b797316f66bb13609b7e771d36b12a.jpg

 

3.

H3.jpg.24644463a2f4732145466c35e361b19a.jpg

 

Try restarting the iNeed interface by clicking on it in the Mcm. 

Or maybe crank up the amount of food and drink provided by cum in the mcm. 

 

If it's still not working type 'sqv _SLS_NeedsQuest' in the console. 

Look for a line that reads state = "". It'll be somewhere near the top - you might have to press pgup/pgdown

It should read 'state = "ineed". 

 

5 hours ago, JahReit said:

Damn shame...I can't even sleep in breezehome without being wakened by an eviction crew. 

New game, toll, evasion and eviction turned off with everything set to 0 for good measure, and still can't sleep in my house - ridiculous.   

I really want to use the mod.  Great stuff for survival.  I hope you can add an option to turn off that irritating part.  I'll keep checking so I can add an otherwise great mod back in my load order.

This gave me a good chuckle this morning. Like was said setting it to zero means you can be evicted without a bounty at all ;)

 

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6 hours ago, saltshade said:

Something seems wrong with the pickpocketing for me. I have 40% chance on all items without having a perk in it, even with a yoke on, and the debuff seems to be only 5% in my active effects menu. I play with Requiem where you need a perk in pickpocketing to have a realistic chance. Does this mod override that with its own system, and can I disable it? I'm not a vanilla person who wants easy free loot. Couldn't you have added the extra outcomes for being caught without messing with the skill values?

I use requiem too. I'm pretty sure that's not coming from survival. There are no perk overrides in survival, you can check that yourself in TesEdit. All it does is apply a debuff (modifier) to pick pocket. You should be able to see what it is in the active effects window. But why not go into survival's devious sub-menu and set pick pocketing to impossible which will make it impossible to pick pocket when wearing heavy bondage. (And this isn't done by modifying the skill).

4 hours ago, donttouchmethere said:

weee!

thx for the escort function monoman1!

one happy NFF user here now ?

My pleasure :)

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1 hour ago, Monoman1 said:

Not really. I knew it would happen. 

Like Tenri says. You can turn off 'Follower won't carry contraband' But it will probably get taken at the gate. Your only other option is to buy a weapon licence. 

 

I'll see if I can allow a follower to carry a single ranged weapon. Probably the one with the highest damage stat? Also, do followers need ammunition? (another pain in the ass)

Double checked it there. Still seems to work ok. 

  Hide contents

1. H1.jpg.eb479f75aaf71eef33c01910a2eab377.jpg

 

2. H2.thumb.jpg.57b797316f66bb13609b7e771d36b12a.jpg

 

3.

H3.jpg.24644463a2f4732145466c35e361b19a.jpg

 

Try restarting the iNeed interface by clicking on it in the Mcm. 

Or maybe crank up the amount of food and drink provided by cum in the mcm. 

 

If it's still not working type 'sqv _SLS_NeedsQuest' in the console. 

Look for a line that reads state = "". It'll be somewhere near the top - you might have to press pgup/pgdown

It should read 'state = "ineed". 

 

This gave me a good chuckle this morning. Like was said setting it to zero means you can be evicted without a bounty at all ;)

 

after typing that console command i noticed the following:

 

::BegIsHungy_var=False

::BegIsThirsty_var=False

 

Is this causing the issue? How do I activate it then?

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13 minutes ago, kamilloxo said:

after typing that console command i noticed the following:

 

::BegIsHungy_var=False

::BegIsThirsty_var=False

 

Is this causing the issue? How do I activate it then?

I don't think so. How hungry/thirsty is your character currently?

Those variable only decide if the options to beg for food/drink are available. (You're hungry/thirst enough to beg for it)

Was state = "ineed"?

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42 minutes ago, Monoman1 said:

I don't think so. How hungry/thirsty is your character currently?

Those variable only decide if the options to beg for food/drink are available. (You're hungry/thirst enough to beg for it)

Was state = "ineed"?

theyre both red colored. so im guessing that means real hungry/thirsty :D

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16 minutes ago, kamilloxo said:

theyre both red colored. so im guessing that means real hungry/thirsty :D

I've no idea then. Only thing I can suggest is:

Stopquest _SLS_NeedsQuest

StartQuest _SLS_NeedsQuest

and restart the iNeed interface in the Mcm.

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