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Player Slavery Scenarios (Alpha)
jxm replied to asdt123123's topic in Downloads - SexLab Framework SE
Would have given it a try - but new game or existing one, crashes as soon as I leave the console. Might be soft dependancies? Because searching for "Baka Motion Pack" was nowhere to be found on sites I kinda trust, so cannot use it. But I guess without that the mod even if it works is kinda useless? If so, never been a fan of mods using more or less obscure mods as dependancies, or hard to get ones etc. But I like mods with these themes, so will have an eye on it if you work on it and maybe make it more stale and accessible -
So I dabbled a bit with the latest version (Ivana nicely appeared during a training quest ... but again noped out at some point, but as I continued an older save with new version its not a good bug report I guess anyway) As much as I like the mod for years, and I agree with a lot of Brewmasterhals posts above about the structures of the quests - I also have some issues with the "escalation" of things in the beginning. First there is quite some confusion for me, so much talking, Bellamy "trains" my char, his buddy, then its to Pike, more "training", suddenly animal training, but instead of some "normal" animals and then gradually demand more from the slaves you start with Falmer and Trolls, bears and werewolves. Giving players "choices" is always a nice sentiment, but especially at the start - the story should be linear. Main char gets enslaved. antagonists get introduced. Your char gets a taste of things to come - sex training. Basic one, with men, maybe anal, and group stuff. And then build it from there. With training stages also maybe unlocking new tasks. For example I can have a Belethor-Dogfucking quests before my char even had training in dog fucking, which feels a bit weird. Choices - also in regards to content, or how far you want the content to go, might be cool. Again, training: If you behave nice and submissive, you might avoid or shorten the animal sex training, or even skip it? Same with the (to me extremely no turning on devices quests for example, which I welcome the cheat function for - but maybe allow the player to somehow tailor this to their own preferences. Yes, slaves have to agency/will etc - but the players are no slaves, they are the ones "telling" their chars story through their choices etc. Overall - making everything a little more "streamlined" and clear at the start, have the slavery aspect gradually become more and more brutal and severe...and maybe shorten the training aspects a little might help. And if you ever gat around to it: Give poor Bellamy his own hut or office at the city gates, so we do not have to endure minutes of dialogue and punishment in hte cold open while its raining.
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So I am currently playing the Chanterelle-mod - a massive open world wilderness etc. And I am trying to find a decent animal (wolf) companion mod to go along with...and of course with sexlab working as well with that companion Anyone having the "best" idea here? I am aware of untamed, which seems to be the most fitting tbh. But its still only for Legendary Edition, and iirc quite unstable and wonky if used on Skyrim SE/AE? I also tried "Fury - Animal Taming", which sounded nice and simplistic enough. But it seems it changes the tamed animal into some custom creature, as the normal wolf-animations etc won't work with the tamed animal anymore, and no clue how to "fix" that. I browsed a lot around but could not really find something that just seem to "work" like Iwould like: Have a non-killable wolf comapnion at my chars side who idealy also levels up, but most just also keeps her "warm" in the cold. lonely nights in the wilderness...
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Interesting. For me its Ivana that always nopes out and keeps walking back to her spot in the slace dungeon...I could bypass it by constantly porting her back to my char via console...but oh boy is it annoying...as she is needed to be there for interactions. Weirdly I remember the exact same issue with the latest version before the current 4.0 one.
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Uninstalling the Funnybiz anims will fix that T-Pose. Had the same yesterday
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Hm, not really a Slaverun-problem, I had it happen elsewhere and never seem to know how to fix it or what is causing it: anyone issues with the feet-shackles? They miss texxtures (are purple), the chain physics are kinda wonky and only show up if walking, not while standing idle. And some slaves equiped with devices are missing their hands... I always have trouble understanding if it ZaZ or Devious devices and which versions...I think it became rather chaotic over time with that tbh... anyone having a clue how to fix it/what's the issue? Using DD 5.1 (5.2 does not work), and ZAZ 8+
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Oh?! I can't say I expected THAT comeboack like at all. One of my favourite quest mods for Skyrim! I will try it for sure. Though I am curious: Did you also maybe impove a little on some aspects of the quest that became a little "tedious"? 1. The constant back and forth just to get some new information? Like go to Slaver1, get quest, go to Markarth. Get back to Slaver1, back to Markath etc. 2. Dialogue-scene could get on for such a long time and, especially the beginning, often endend up going kinda in circles or repeat stuff ... I alwas dreamed of "trimming" the dialogue myself but never was capable of doing that ^^ No matter what, nice to see you back!
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AAF Nuka Ride: A Porn Studio Mod
jxm replied to JB.'s topic in Downloads - Fallout 4 Adult & Sex Mods
Hm, a question: Does anyone ever had a problem with the dog-animations? The animations, with the casting dog and Apollo, all go alright with the main character going through the stages, but the dog ... stays in stage one, does not advance, for exampple never mounts in doggystyle etc. Now I also have Commonwealth slavers installed earlier, and played - I checked it there with Snoopy, but it all goes fine. So I am not sure what could be the issue. Reinstalled Savage Cabbage to be sure, but did not change much. Normal human/human animations usually work fine... -
Post is back now, the one mattering. Thanks ^^
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Hm, I do not really get it. I also only end up on page 254, but there is no walkthrough/FAQ etc to be found anywhere there?
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Hm, I have no clue anymore what to do: Snoopy is missing after the scrap-hunt with Mdeium Bomb. Nowhere to be found...was also a probem that Jared was not there, and the other brothers did not make any attempt to follow him outside to Medium Bomb, causing the collar to explode. I could manage to get Jared and the brothers out somehow eventually...but Snoopy the Wonderdog is still missing, causing the quest to eventually screw itself... I found some other having had this problem - but I tried the "prid XX05a6a6" command - it does not find Snoopy. Replaced XX with my mod ID of course...is this even the correct one? Is there a way to check if the quest "works" when I load a previous save? Got one right before talking to Medium Bomb, but not sure I wanna go through all this just to find out again Snoopy is missing...any trigger for him to appear?
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Well, Fallout is back on the music menu boys...
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https://www.youtube.com/watch?v=pqnMkUcTmys
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So I am an idiot. I allowed my Skyrim SE to be updated some weeks ago it seems, now SKSE in Mod Organizer2 is complaining about versions and so on. Until now I usually downgraded byck to the 1.57 version and was fine ... but all of that becomes such a hassle, and I am afraid I messed something up and would need to completely reinstall Skyrim SE and mods ... already I feel tired thinking about this... However, one big question: How "bad" is it to just run with the latest anniversary edition and just use the mods I always used? Mostly the usual Sexlab mods (Sexlab, Apropos, some other stuff from here, some visual mods, I do not use much huge oerhaul mods), and what about FNIS, animations? Is there an (easy!) way to assess if mods are working with anniversary edition, especially the "older" ones? On Nexus and a couple mods around here the modders at least clarify which versions they are meant for/work with? In case someone is kind enough to anwer my questions, however, keep in mind the my first sentence above...