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wren888

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  1. Oh, I understand now. I believe my mod list is free of anything affecting relationship rank with NPCs my character has sex with. it's the kind of thing I would avoid. Also, if it were the case, I expect I would've noticed before playing your mod. Nevertheless, thank you for your efforts to help me out.
  2. Mods that increase my relationship rank with all bandits? No. As I approach any bandit or group of bandits in the game, they first give me a warning to stay back, then all go hostile, just as happened when I played vanilla Skyrim. Strange the bandits in your mod act differently for me and me alone. That being said, I do have some mods where "thugs" are peaceful with me until a certain point in the dialogue with them is reached. Then they turn hostile. I expect that is how bounty hunters work, though it's been years since a bounty hunter came after me, so I'm not sure. The same happens, peaceful dialogue before aggression, with certain important, powerful bad NPCs in vanilla Skyrim quests, like Harkon and Miraak. Of course, you know about these things better than I do. Thank you for making adjustments. Perhaps in my next game things will go properly for me.
  3. A well-formed plot with differentiation of characters and appropriate choices provided. I particularly like how things look hopeless at first, then you slowly give hope by supplying elements of a future possible escape a little bit at a time. Well done. Also, you have some nice surprises. My one disappointment was that the fight was too easy. Not just Captain Kane, but when there were a bunch of people to kill in a location, when I attack one, the others don't go aggressive, but wait their turn to get attacked. Also, after being attacked, Kane and others are slow to respond, so I get several hits in before they begin to respond. A minor disappointment was that because I started your very good quest via Simple Slavery, the chest where my equipment was supposed to be stored was empty. My equipment was back in Simple Slavery's auctioneer's chest. However, also in Kane's locked room were good heavy armor and a good two-handed weapon, both of which happened to be appropriate for my character. They were weaker than what my character has, but a decent consolation. And as Kane and the other enemies were easy to dispatch, as I wrote above, the provided armor and weapon were plenty. So again, that my belongings failed to be where NPCs kept saying they would be turned out to be a minor disappointment with no significant effect on the battles. I suggest you change the allied NPCs' dialogue to say the player's equipment "should be" in the chest in the locked room rather than "is." For me personally, that would be a sufficient adjustment, though not ideal. Even for players who get to Bandit Paradise in a way other Simple Slavery so that their equipment is in the chest, saying "should be" creates an element of uncertainty that will add to the tension in the player's mind. A nice denouement as well. Good dialogue with the allied NPCs and some options for the future. An excellent mod. Thank you for going to the trouble of making it and fine-tuning it for us, Donuts4me.
  4. Thank you for going to the trouble of trying your best to help me. And you do it for so many. The only thing in your above list I neglected to do was to check all three of the PPA overwrite boxes. I don't use ostim, so doing that may be moot. MU Facial Expressions Extended at least now doesn't mess up my animations, as it was for me previously. However, I still get no throat bulge. After hours a work, I found on a new game "the bare minimum" mods turns out to be around 70, what with all the body mods, SL mods, and their prerequisites. Even so, PPA is giving me crashes upon instigating animations for some reason, so I'm not able to test mod conflict. No problem with crashes in my regular game. Maybe I'll get that sorted out and be able to test for mod conflicts, which in my opinion seems as likely the source of my problem as anything, just as you suggest.
  5. Yes, you did very specifically tell me. And I very specifically responded. But perhaps you didn't see the edits I made to my post shortly after the original as to why, when I tried your suggestion, it didn't work. But thank you for being so kind as to reiterate your advice.
  6. Over many years, publishers have researched fonts. For them, a lot of money is at stake. They've chosen the few they have based on readability. I appreciate your using a font they've found is easy on the eyes.
  7. Thank you for responding. This clarifies things in my mind, which is helpful. This is not the first time I've had trouble no one else has when implementing a mod. It usually turns out to be load order or some unexpected detail of one of my 500 other mods that messes things up. I've looked into the load order possibility several times and a little into the other mods' details as well. I'll keep trying. At least now I know better where to look. Thanks again for the mod and for helping me understand how it should work. Again, that helps me focus on what might be helpful in fixing things for me.
  8. Thank you for your insightful response. About my first point: mouth opening. I recall your writing in some post for this mod that with humans, the throat expansion is minimal or nonexistent unless the phallus is large, so I used as a test a dremora from a mod that uses a huge phallus, perhaps bigger than a horse. So, no miracle with the mouth opening. Case closed. As I wrote above, your mod works fine for me with a chaurus. At least, it did after I made PPA adjustments. About my second problem: no throat expansion and contraction. Yes, I installed your PPA file. However, both in-game and also when I search your mod I downloaded, I find no "SMP_Head_PPA.tom". The only .tom file of yours I find both in-game and also when I searched your mod is labeled "OSMP_Head_PPA". Is that the same thing? If not, I don't know where to find the one you're saying. If it is the right one, I've tried moving the three throat sliders several times with no effect I can see, as I wrote before. You write that there are a lot of expressions in your .tom file. Mostly phonemes, as I recall. I assumed those other ones are only for the mouth and lips. Are you saying I should also move those other sliders to get a throat bulge? If so, which ones should affect the throat? Again, assuming the OSMP_Head_PPA.tom file I have is the correct one. It may make no difference, but I use your .tom file that's in the PPA_HPH partition of your mod, not the PPA_UBE partition. Thanks again for your help, Predator. I appreciate it as well as all your hard work on this mod. Nice job. Cheers. --edit-- In-game, in the section of the PPA marked "Overrides," should I check any of the three boxes? I can't see any difference in the throat with any of them checked or with none of them checked.
  9. Thanks for for the extensive response, LoneGentleman. I would especially like to get the throat expansion working. To answer your question, yes, I installed the "PPA Sliders for HPH 1.4," and have tried adjusting the three throat sliders in PPA using F1. I don't use the Bimbos mod, so I didn't install the BOTOX sliders. Because I read a post somewhere here by Predator that it's probably best to leave the 3 throat sliders alone, I experimented little with those. I moved them all the way to their highest levels, but didn't see any difference, so I moved them back to their default values. I'll install the MuFacialExpressions mod and experiment with them some more. Thank you for the advice. When I find out the results, I'll edit this post. --edit-- I installed MuFacialExpressions, and now I can't get any sexual animations of any type to play, with humanoids or with chauruses. Someone on the MFEE site posted: "EFM isn't HPH compatible, but HPH contains its own (apparently stolen) EFM files, and they're in a different location than the vanilla femalehead.tri file." Others there post that the mod is incompatible with HPH and are trying to get it to work. So apparently, that mod is not required for this mod. As I only experimented with the 3 throat PPA sliders a little, I'll try some more. Any other ideas as to what I might be doing wrong? Clearly the mod works under the right conditions. --edit 2-- I tried some more with the 3 PPA throat sliders. Unsuccessful. Maybe it's a mod conflict or load order problem. I've checked the load order for this mod's requirements. I don't see any conflicts, but I do have 500+ mods. I tried it with few mods loaded, and that was no help.
  10. Hi, Predator. I appreciate your hard work on this mod and also your ongoing responses to users' posts. After many hours trying to get your mod to work for my character, I partially solved one of two problems I'm having. Problem 1: I got the mouth and lips to work on small- and medium-sized phalluses by opening the PPA tool using F1 and changing some things. Namely, I checked the "Oral" box under "Contexts," I moved the max penis length and girth sliders from 0 to their highest levels, and I increased the maximum big aah slider to its highest level, which I believe is 30. However, on large size phalluses, the victim still doesn't open her mouth wide enough to accommodate. I tried increasing the other phonemes as well, but I couldn't see any significant change. Problem 2: the victim's throat does not expand or contract at all. Though I read your advice not to open the PPA tool and adjust the three throat sliders, I tried that anyway. There was no change, so I moved them back. I tested the mod using a humanoid with a huge phallus and with a chaurus. The animations were mostly Billyy, with one or two by ZaZ and by Fluffy Fox. I tried unchecking the PPA overrides\modifiers box. I recall in one of your posts that the PPA config I'm supposed to use it yours. I didn't see one with your name on it, so I tried using the default one and the OSMP_Head_PPA.toml one. Changes using the OSMP one resulted in the mouth and lips to work properly. Consequently, I spent little time with the default one. I tried moving the positions of the actors with no helpful results except of course when I moved the assailant so far away from the victim that the huge penis barely touched her. Then there was no need for her mouth to open very wide. PPA is working properly for me with both humanoids and chauruses. If there's any information I'm neglecting to tell you, please let me know. If you would be so kind as to help me fix whatever I'm messing up, I would appreciate it. All the best to you.
  11. The ZazOnTriggerEnterBindingsTMG script is also referenced by the Activator zbfdefaultActivateGetTiedUp, which is the one at the bottom. I deleted the script reference there as well as the one in Cell\ . . . \Test Zone. (it's REFR:020680d7 there). When I run DynDOLOD, I'm still getting the error message. I looked for the script in order versions of ZaZ, both SE and LE. I didn't find it in any of them. When I delete the script from those to places, I don't need to do anything else special, do I? Any further idea about what the problem is?
  12. That's all understandable. Of course. Perhaps I can help in some small way. Allow me to suggest problematic times during the playing of Skyrim that might qualify as "the worst possible time" for Clavicus Vile to interrupt and snatch the player: 1. Just after setting foot on the Dragon's Reach back porch to call Odahving. 2. Just after entering High Hrothgar for the peace conference between the Empire and the Stormcloaks. I might suggest the moment the player arrives at the military tent before the last battle of the civil war, but not everyone plays that quest. Presumably, most players play the main quest. Another potential problem is that by the time the player gets to your third quest, the above two events suggested may have already occurred. This could be partially fixed by making the Clavicus Vile quest the second to take place rather than the third. However, it seems to me any significant event in a Skyrim playthrough might have occurred before your Clavicus quest. Unless one of us can think of a fool-proof alternative, you might have to write regarding the Clavicus Vile quest: "If you want to play the second quest, A Debt to the Daedric Prince of Wishes (or whatever you decide to call it), you must finish the first one, A Snare to Loosen, BEFORE (key event) occurs." It also occurs to me that Barbas might help the player during the quest. I suspect this may have occurred to you as well, as Barbas pushed Clavicus to help the player in Snare. If I think of any other bad times for Clavicus to intervene, I'll edit the above list. Kind regards and peace to you, Frayed. --edit-- A third inconvenient time to be snatched by Clavicus Vile came to mind: 3. Upon reaching the Throat of the World with the Elder Scroll.
  13. I'm grateful for your update, Frayed. Thank you. I admit that I daily look at this mod page in hopes there is a new quest. I realize it's a lot to hope for. After all, making these two took a tremendous amount of time and effort. Not just technically, but creatively as well. And a great job you did. Well done. My hopes are based partly on something from the first quest. I recall my character agreed to do something in the future for Clavicus Vile in exchange for his help with the cursed piercings. Now, he is arguably the most unpredictable of all the daedra. The only thing one can be sure about in a bargain with him is that you'll regret it. That leaves the door open to all sorts of interesting possibilities. With your imagination and modding ability, I expect you could take advantage of that, if you had a mind to. Of course, life is piled full of responsibilities, obligations, and annoying distractions like a nearly constant need to put something in our mouths and chew. Regardless of whether you decide to create another quest or not, I wish you well. And once again, thank you.
  14. Let me just add as an impartial critic, I think Submissive Lola is a rich, flexible, and well-crafted mod anyone interested in this type of adventure would enjoy.
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