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Tumai

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  1. Is there a max number of HSH slaves that can be kept per cell token and/or a max total for the number of slaves that can be kept in all 10 permanent house/camps combined? Cheers
  2. Good mod. If you are planning to do anymore tweaks to it, may I suggest a little more lighting? Even with all the torches deployed/braziers lit etc., it's still rather dark in there for people with certain ENB settings and/or realistic lighting mods such as RLO. While it's all good for atmospheric dungeons, there's only one reason for using this one and we all want to see what's going on, heh. Some spots might be to add 2 deploy-able chandeliers in the main hall (over the bed and over the pole/rope dance section) in addition to just the two at the far end, an extra torch sconce in the kennels (middle-pillar, right wall is free), and a couple of sconces for the far end of the lower pool. Anyway, just some thoughts. Thanks for making the mod.
  3. Just add whichever NPC you want to have the dialogue into the AA lovers faction with the console command "addfac [faction ID] x". (Faction ID depends on where AA is in your load order and X is the faction rank you want the NPC to be, 0 = member).
  4. If you're missing that, all characters should have no face sweat. You have to make/find your own wethead from the wet skin_s texture that you use on your character. It won't look good, but it will remove the glaring contrast that occurs at the neck transition from wet to non-wet skin. If you are using Leyenda skin, you can try this wethead_s.dds that I made for myself. WetFunctionRedux_Female_Wethead_LeyendaUNP2k.7z
  5. Well this is the all-in-one so it comes with everything. Assuming you don't want to change to another HDT mod that has no-belly versions, there are two ways (that I can think of) to remove the effect from this one. 1) Build your own body that has no belly effect (newer versions of Bodyslide actually offers this option on install). 2) Replace/overwrite this mod's hdtPhysicsExtensionsDefaultBBP.xml file with one from an HDT mod that has no belly jiggles. The one from the original HDT-PE itself definitely works and has no belly - but you will lose collisions too, so I suggest you use one from Leyenda's own source. e.g. If you chose the HDT Bounce & Jiggles (Knightmare077) option during AIO's install - go to his mod page and get the one that matches. (i.e. if you chose "regular" get his "regular" hdtPhysicsExtensionsDefaultBBP.xml for no-belly.
  6. To get full use of this mod, I'd like to suggest that an invitation feature, like the one in the Underground Bathhouse Mod, be added whereby NPCs can be instructed via dialogue (preferably on the equipping of an item so that the 'invite' dosen't show up all the time for everyone) to go and live in one of the Hearthfire Dungeons directly w/o having to be walked there manually one by one. This will also free up dependencies on other mods (ala DM's follow/stay, HSH's token system, Defeat's put them in a sack and perma tie 'em at destination etc.) to actually populate the place and keep them there w/o wandering off. (Does "My Home is Your Home" recognize the basement as a separate 'house' to the house above? IDK never tried that.) Anywayz, cool mod.
  7. Iirc, the original mod had a post-pregnancy timer of exactly 1/3 of whatever the pregnancy duration was set at - with an option to disable post pregnancy altogether as well. With this mod, I've had 3 births so far and noticed that the post-pregnancy duration timer seems to be a bit random. I'd set the pregnancy period at 10 days and all the post-pregnancies appear to be longer than the pregnancy itself. After the 1st birth, it showed a post-pregnancy period of 11 days, but, with around 7 days still to go - suddenly got a message that [so and so]'s post pregnancy has just ended and the name disappeared from the MCM list of pregnancies. For the 2nd birth, it showed a post-preg period of 13 days, for the 3rd 11 days. (Both are still running but if they go like the 1st, may suggest that the timer is still actually 1/3 under the hood but for some reason the MCM is displaying the wrong numbers). This actually doesn't bother me one bit as it doesn't affect my gameplay in any way, but thought I'd point it out as it seems a bit wonky.
  8. 1. Re: your character not getting preggo - perhaps you've set the probability too low. Test it. Set chance of pregnancy to 100% (can't remember if this version has Chance to give birth too, if it does set that to 100% too) chance of cum inflation set to 0%. Have vaginal sex. 2. There is no option to give birth, you run the clock down until it reaches 0 hours and then you get a soul gem (or nothing) depending on whether you have enabled it in the MCM. 3. The original mod is not needed. 4. To give birth to a child in game, you need the "Children + Soulgems" mod. Note: If you have other children mods (e.g. RS Children etc.), you'll need further patches.
  9. Just noticed the variable time fix 05-20 version mentioned by Slygothmog myself after being absent from the forums for a while. Clean save needed? Or can just replace and carry on (with pregs in progress)?
  10. Well the other option is the no quest/no script AA where you just piggy back of an existing event or quest like Saadia's one (where the lass doesn't even have to leave her room at any stage) or the even more straightforward Aranea and Gerdur types. Just throwing it out there, but the best choice I think is you do whatever you think is fun for you and doesn't feel like a chore. Cheers
  11. Yeah, I've noticed that the countdown clock fluctuates a lot. One check may show a woman has 6 days left, the next check shows the same woman with 7 days left. Births are also often not in order (i.e. A woman made pregnant much later may suddenly give birth to a child way before a woman made pregnant much earlier). This was not the case with the old HP mod where the timers were very precise. Is this random fluctuation intentional? It makes it very difficult for anyone trying to practice 'Planned parenthood' in conjunction with Children & Soulgems mod. (e.g. Player A may want a Breton Son with Gerdur to inherit the Riverwood sawmill while a captive bandit might be there just for milk and soulgems - with a precise timer, menus can be adjusted accordingly to ensure that exact result - not so when the birth queue is unpredictable.)
  12. How difficult would it be to add an option whereby some females (via tag or faction?) can be kept in a permanent pregnant state w/o ever birthing. Not a request or even an idea per se, it was just an amusing picture that randomly popped into my head about wandering a Skyrim town wherein every female is visibly pregnant. (Although I don't use it myself, might also be useful for milk mod players who keep a cabal of slaves to farm milk). Cheers
  13. Thanks for making this mod. Couple of quick questions: 1. Game in progress with original Hentai Pregnancy mod; Can be changing to your edition (a) just be done mid-game with current in-progress preganancies carried over? (b) requires clean save ergo current pregnancies wiped? or (c) Should start new game. 2. "Support for old HP plugins": Hopefully includes Children+Soulgems mod? Cheers
  14. I've found a conflict in my game between HSH and Scent of Sex (SSX). After noticing some HSH slaves turning hostile and getting killed by followers and/or PAHE slaves in the vicinity, I did a little investigation. 1. If a previously non-hostile NPC is attacked by the PC, they will be put into an SSX Stored Aggression faction. i.e. this will happen to neutral/custom NPCs if you've set the capture mechanic to anything below 100% health threshold and haven't snuck up on them and must thus whittle down their health somewhat. 2. Once captured by (original) PAHE, the new slave will automatically be put into Player Faction at rank 0. 3. Transferring a slave from PAHE to HSH removes all vanilla factions, including the Player Faction, but not custom/scanned factions (like SL Aroused) for obvious reasons, and puts them into a faction called "Legacy House Slave Faction" instead. 4. Unlike Player Faction, the Legacy House faction can't possibly be asked to 'account' for everything, so when SSX does its scheduled scan and detects a stored aggression faction...boom the HSH slave that meets condition 1 above turns aggro but PAHE slaves and HSH slaves that don't does not. The solution is to either remove the SSX faction and/or manually add each HSH Slave back into the Player Faction. Now I've done a search of this topic before posting this and nobody seems to have run into the same issue but there have been several posts regarding HSH slaves getting attacked/going hostile (getting killed by guards, some issues with Deadly Wenches etc.) In each instance, adding said slaves to Player Faction (addfac 00000DB1 0) should ensure that any faction that does not attack the PC on sight will also never attack your slaves and vice versa.
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