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Sanguine Debauchery (SD+) (January 2025)
Versh replied to DeepBlueFrog's topic in Downloads - SexLab Framework LE
Hi skyrimll, First, thanks to keeping this mod updated and working, Secondly a feedback about an issue: I think I have some problem with SD+ and the spectral devices (I've already noted that someone has reported the piercing problem, but mine is related to random pieces of the whole set) If I remember right the spectral devices will last a few hours after leaving the dreamworld, but now after this time I get the magical effect (that quick bubble) and then only some devices get removed, the others remains locked. I managed to remove the cuff with a blacksmith, but collars/gags/etc. can't be removed by anyone (neither blacksmith, mages, guards, etc.) Also sometimes, visiting the dreamworld I get only a few devices not the whole set. It's something that has been changed recently? Did I miss something (probably)? So, to be brief: Enter the Dreamworld: it happend that only some devices appears (equip & inventory) Exit the Dreamworld: after 2 or 3 hours only some devices get unequipped and removed (magic effect visible, magiceffect expires, etc.) but not all The devices not removed by the timer are impossible to remove in any way (at least, in game without brutalize the savegame file) I don't think I have something that might create incompatibilities with SD+, the only new mods added are: Loot and Degradation (that I don't think could create problems about) Requem (also improbable, but there's a compatibility patch by Soaryne, that I use [ http://www.loverslab.com/files/file/1685-requiem-sexlab-devious-patches/ ] that should be updated at SD+ 3.5.7, so there's a small chance about the not updated compatibility, I use SD+ 3.5.8) So, which obvious, big, glowing, warning message that explains how to avoid this error I missed? There's a debug command that I could use to remove the spectral devices as workaround? Oh, I've almost forgot: a little request, if you have time/will A condition check during the whipping scenes to avoid to go below a specific amount of heal will be useful (Sanguine killed me in a few strikes, probably is the Damage amount calculated by requiem).- 18736 replies
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Zaz Animation Pack V7.0 [2017-05-16]
Versh replied to ZaZ's topic in Downloads - Skyrim Adult & Sex Mods
It's always good to see a good old mod get updated, thanks -
Hi everyone, I've been out from Fallout 4 for sometimes and actually lost track about the progression of various type of mods (which is better, which is obsolete, and so on) I should be ok with the basics (sorting mods, weapons, boobs, armors, armorsmith, boobs, etc.) but I want to ask some opinions/suggestions about a modlist for a new game. I've done some research by myself but, as said before, I have some difficulties to evaluate which is better/updated/complete/etc. Here a generic list about which kind of mod I'm looking for: Surival oriented mods Someting that adds an actual meaning to the survival gameplay like: Dangerous night (something that push you to make camp during the night) More survival statistics (I don't know... hygene? relax? comfort?) Dangerous weather (something that makes the enviroment one REAL enemy) Better loot distribuition (need to scavenging around, lesser stimpack, need to trade etc.) Settlement I've noticed Sim settlement and I'm really pleased with that but I was also looking for something to fix the damn McGyver attitude of the sole survivor Something like a procedural unlock of the various construction menu, related to the level or magazines or blueprints... like those related to "Picket Fences" magazine, but with all the buildable. Gameplay I really miss the durability of weapons and armors (and I find those workbeach around the world totally useless), does anyone knows a good mod that re-enable the durability? Something like: the weapon/armor get damaged by usage and begin to be lesser effective until it get broken (or get stuck or whatever), when you find a workbench (of right type) you can repair it with a few scraps. Lore There's actually some mods that expand that sad map of the commonwealth (not the map itself, but what is inside: towns, city, locations, etc.)? I mean, related to Fallout 3 and New Vegas this map is desolated and empty, it seems that they want to create a big deep world and they give up in the middle. I've already beantown Interiors, but I was looking for something more oriented to give some life to the world. ___ Ok then, request maded, if someone knows the name of some mod of the kind that I search please let me know, feel also free to suggest more that you think it could be interesting to add. I'll update this post to help future search, Tnx.
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Those are specific quests from other mods, it's up to their creator to add (IF they wish to) the gain of "Whore fame" in SLSF, there are two whole files of documentation about how to interact with SLSF with and without dependancies. About the specific DD device (HR device adopted by DD) there isn't a specific keyword that defines the "whore sign", so, to add that in the gain fame I'll need to create an exceptions specific for that item. Adding and exception for this implies to add the exception also for other, (like the "custom sign", the other HD devices and the "doubles devices" HR and DD). In a calc about benefit and resources consume this is a really negative gain, so I won't do it. Actually is on pre-final... there are minor thing to fix, but the big work is finished. Slaverun isn't an hard dependancies, simply Kenjoka created a plug-in for SLSF, that doesn't require Slaverun to work. This plug-in is downlodable by the Slaverun Reloaded page and COULD be use with Slaverun or not.
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you're welcome
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Hi, 1)Actually it dosen't matter the attitude of the PC, there's no mods that use this features, originally it should be used inside another subsystem that was cut off. 2)The name of the categories as listed in the mcm menu of the Slavetats mcm, for example 'Makeup' or 'Criminal', so you can to all directly in game.
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Hi there, need again a tips or two, if there's someone that already worked with Scenes & dialogue in FO4 I'm creating some scenes with dialogue with the PC, the new Scene structure of the CK it's a goos step forward, anyway I have some problem 1)Makes the dialogue Skipable: If I've understood well it could be done ONLY if there's an audio file related (even Silent), it's that true? There's not any mod like "Fuz Ro Doh" or similar system / trick / anything that could avoid me to create 8 billions of mute audio files? 2)Lip files: Obviously I don't have voice actors at my disposal and I don't want to include audio files (even mute) to every line of text, anyway searching around for the net I discovered that, for generate the lip files, I need the 32-bit version of the CK (in the tool folder, etc.). The problem is: I could generate a lip files only related to an audio files, there's no use for the box "alternate lip text"? 3)Correct use of the camera in Scenes: I can emulate the vanilla dialogs (Camera switch between actors involved) using the Game.StartDialogueCameraOrCenterOnTarget() but it only work once (if the scene is repeated it doesn't work). I obviously missed something, but I don't understand what. ___________________________________________________________________ If anyone knows about, please let me know.
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Disable the Equip npc and no one get a collar... This is the type of info that you get if you spend 2 minutes to read the description of what you're installing or giving a look in the Mcm... Anyway: Slaverun Comments PlugIn Maybe you should have read the notification boxes in game after installing...
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Failure Mode Effects Analysis in Skyrim (FMEA)
Versh replied to Bane Master's topic in Downloads - SexLab Framework LE
Interesting, I'll give it a try when I get a bit of time- 763 replies
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I use the lastest version of almost every mod, but especially for those with hard dependancy with mine.
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Oook let's see... Yes, the Papyrus consistency isn't something that want to work seamless, but so far isn't a big problem, eventually I'll automatize the Debugger about. Hi mabuse, Don't worry, this is a support topic, the people look write here it they have problems Anyway, speaking of your problem: it isn't actually a difficulty to master the .esp, it's just the impossibility to manage all the possible variables. Your pc, the configuration of your Skyrim, the possible incompatibility related to the interaction with (or of) other mods, memory problems, etc. I'll give you an example: Two year ago my Skyrim folder was a real mess, and with 100 mods I get costant crash, problem, slow, etc. Now I run Skyrim maxed out with 350+ mods installed and 230 extra esp, and I get one or two CTD a week. About the SLSF: Your crash could depend on many things actually, the fact that happend when pushing the "ok" button of the advide it's 'Almost' a coincidence (yes I know that it sounds as a cheap justification ) Actually a CTD happend when the game engine step on something that it couldn't manage, most of the time a Script (not always). The message of the SLSF anyway doesn't run any script, it's a simple notification, when you push the 'Ok' there's not a script related, I could have done it with a message in the up-left corned but I've used the Messagebox to get visibility inside that mess of initialization message in a new game. The only possible connection with the CTD could be caused form the Delay that pushing the "Ok" message dosen't allow a Wait function inside an initialization of another mod to run when is needed (like a source mod that get delayed to be initializated AFTER the sub-mod). And this because the Wait function dosen't run if you're in the "menu mode" (and a message box is considered menu time) Ok, done the explain, you could try a few things: 1. When you get the message, don't wait, push "ok" immediatly. 2. If it doesn't work, don't start a new game with SLSF installed, but active the Esp AFTER starting the new game (Start, let all the mods initialize, save, load that save, wait for the evental mod upgrade, save again, close Skyrim, activate SLSF, reload) 3. Get a look in the Papyrus log, and search if there's a message with "SLSF_" Let me know P.s.: Bicobus gived some good suggestion that are always useful when you have ths kind of problems
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[Abandoned] Devious Device - More Devious Quest
Versh replied to Versh's topic in Downloads - SexLab Framework LE
Muhahaha, another one caught in the web! Look at the bright side: at least it was a good surprise- 521 replies
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Actually I'm quite busy, so I couldn't give you any ETA. Anyway, so far, there are no bugs reported; The scheduled fixes are just some new option of customization. So: what are those bugs which you refer to?
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Hi guys, little help needed here: I'm trying to realize a mod based on the Vanilla companions, so, I created a 'Config' script where store the variables, etc. Then I've added some properties to stores the Companions. To avoid the "language mess" typical of Skyrim (adding the properties localized in a language that will override the one on the modded game, like "WhiterCheval" instead of "Whiterun" etc.) I've opted for using a Game.GetFormFromFile(Id, file) So, all the companions should be loaded in the OnInit procedure (and those from the Dlcs after checking if the DLCs are installed) This is the theory, and is a thing that I've already tested and use multiple times on Skyrim... so I tryied to repeat it in Fallout4 Here and example of the script: The problem is about the output: from this the only Companions that get recognized is Deacon... the others are always None (The ID Should be correct: I get those from the CK) Addittional Note: I use Notepad++ with the Syntax Highlighting got from the Wiki of the CreationKit (Fallout section of course). Some Highlightings in the ID's of the Companions are on (Bold and colored), other not (simple types), Deacon (the only one recognized by the script) is highlighted (like others that dosen't get loaded); I don't recognize any scheme here... maybe is just an error of the Syntax Highlighting not related at all. I'm actually confused: I don't see any error (logical or other), the script is very basic and (just in case) I've tried to delete and re-do the script. Does anyone see a problem on this? First Issues Solved, It seems that Fallout 4 doesn't like using the Base ID but instead only the Ref ID, so actually my values were wrong. In case anyone need a rapid shortcut here in the spoliers: _____ Other Problem is that I've tried to work with structs, never had a problem about, until this: With this I get that error in the Papyrus log: "error: Cannot access a variable of a None struct" at the line CompanionSpecs[0].Element1 = 1.0 So there's something worng with the initializzation of the Array of Structs... but... Which? I've already done that things before... So again, does anyone see something that I've missed? The other properties are all initialized well and works... Second Issues Solved by a workaround: The Structs get initialized better with a specified function, Here an example if anyone have the same problem Still need help with the first problem All Solved. Left solution behind in case anyone step in the same problems.
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So, obviously I can't talk for ag12 but my understanding is that this is a "DDa-like" mod with an extensibility twist (?) From an outsider perspective, the FO4 assets management system seems different from the Skyrim assets management system, and I believe it's because the modder's design patterns evolved and the game engine evolved a bit (now we can add components to items, like in guns). Assets or in-game resources are linked to several keywords (categories) and it becomes easier to manage these categories using resource frameworks like this one for restraints, or AWKCR for base and modded weapon/armor/clothing. This means that, to equip a random explosive collar, you'll just have to select an item which is in both the "crpCollars" + "crpFeatureExplosive" categories - and you could then attach an explosive mod to it before equipping it on the player. This means that modders don't really have to write complex item selection algorithms to select complex things. This also means that future modders won't have to write out special cases when things like DDx are added, and they would have access to DDx items directly. Note that I'm talking out of thin air and might be completely wrong (maybe that was in Skyrim or maybe I didn't understand the FO4 concept). This is however not a DDi-like framework (the one that makes the restraints lockable) and my understanding is that Kimy and Min are the ones working on that. Hopefully the two components will work together to make a single FO4 DD framework. My understanding of the Fallout 4 modding is limited (actually I've maded only a few test mods), so I couldn't be absolute sure about. Anyway my tought about: [i'll use some Skyrim's mod as example, only to be clear] Not adding a too much specific script is a good idea. The things will be managed by the system of the mods depending on the Keywords applied without the risk of a "basic interference" from the resource mod and also the mods stay really light-scripted (always good). But, in my opinion, a Generic Script should be placed to send the events and allow the mods to react. For example: You have a Shock collar by "Cursed Loot", you trigger the "SD+" enslavement so the old Shock collar get removed and the Exposive get placed If there's a basic script that have an Alias on the PC who has an Inventory filter (for equip/unequip) for all the "HasADeviceKeyword" and send a custom event like: "Hey everyone listening: THE PC HAS NO MORE THE COLLAR X" You avoid a potential confilct because in that case the "cursed loot" could manage the event and deactivate itself (for example) Also another useful script could be some "pre-made" effect of the collar that could be called from other mods NOT linked with the devices itself, only an accessible function like "Blow head and Kill" or "apply drugs effect for X seconds" or "Send Shock Visual effect" etc. These are all things light and all useful as compatibility mesures. Anyway, back to the concrete suggestion: 1)If i've understood right the collars have only a Paint Add-on and a Component add-on (I couldn't use Fallout 4 this days to check) I'd like to suggest to add at least 3 Slot for the Add-on + the Paint add-on... Like various functions that could be enabled or not. If a Slave runs away maybe shock him as advice is better than make him explode and lost the slave (and damaging the collar) Also this will make possible various mod to work togheter instead to step each other feets, for example: Exploding collar if you get too far ["SD+"] and shocking collar if you equip clothes ["Cursed Loot"] The problem with Skyrim was that we need different items to place differents scripts, but with the Addon we simply check if a Keyword is there and then apply directly on a specific alias... everyone win [except the slave]. This alone could extend the mods compatibility by a big step. (And the module could be placed also in differents devices and still work, a shock is efficient both in the Neck than in the ankles, an injection also) 2)Alarm Module: Emits flashes and acustic signal 3)Anti clocking Module: If the wearer lower itself too much/too long (Sneak mode) the Module active itself 4)Chocking module: collar only Uhm... still on random ideas: What about "Effect module" and "Activation module" The first does things (like explode) The seconds tells to the first when to do that (When Running/Sneaking/getting too far/reciving That Script event) So the structure of the Devices will be: Item: ->Activation Module n.1 ->Activation Module n.2 ->Activation Module n.3 ->Effect Module N.1 ->Effect Module N.2 ->Effect Module N.3 ->Paint ->Decal Activation N.1 Works on Effect N.1 Activation N.2 Works on Effect N.2 Activation N.3 Works on Effect N.3 uhm.. Any thought about?
- 90 replies