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Sospice

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  1. That's probably it. but I may have found a fix for it, I moved mfg fix ng way down in my load order and it seems like it may have resolved the issue. But if I see it again I'll post a picture. Pretty sure I've seen that animation since and I'm not seeing the tongue in that position now.
  2. Does one of the idles you have in this mod use the tongue from Zaz as part of it? I noticed when I start using the idles one of them seems to do the tongue sticking out from zaz but doesn't take it off when it's complete. The only way to remove it is to identify the right item code and then remove it in console. Otherwise this mod works terrific, really well done. Just this one little issue. I'd prefer to disable/ remove that animation if I can't find a fix for it (the tongue's sticking out of the chin area too, lol).
  3. Oh I see that option with morphs now, I was looking at the wrong place in the menu for it. I am getting a weird behavior with outfit and hair though, it's not a big deal, but every few in game hours i get a message telling me that i'm wearing a bad outfit, and then a few hours later i get a message telling me i'm wearing a good outfit again (this is despite not changing outfits). I'm using the bimbo mesh outfit too. I also get a message telling me my hair has grown to (none) and then says your hair has grown to bald, and then a short time later i get the message your mod generates telling me hair has grown to classic length. This repeats too. The only thing I've done different I can think of is I turned on the old in menu YPS hair control system which lets you either set hairs in the defaulthair json, or use the fields for hairstyles in the MCM (the new system uses the hair database json I mentioned). I'm wondering if the check for hair length from your mod doesn't work with the older system, and it's somehow confusing the clothes check too? It's not really a big deal, just impacts immersion but I figure I'd mention it in case some bigger issue comes up and it helps you troubleshoot it. edit; none of the above actually changes the hair length, it's just these are the messages posting in the upper left side of the screen.
  4. thanks, I'll just use the default, it's a pretty decent color. I have been trying to use your hair style control with the new version of YPS and its new (to me, I've been on the previous version on oldrim for a year) hair control system, and I'm wondering if I'm missing something with how your mod interacts with it? I'm setting a hairstyle in the "perm" section of your mod for hair control, and it will work as expected if I turn on in YPS menu custom hairs and set classic length 15 to the style in that menu, but it doesn't work if I use the new method with the hair database file. Is that expected? Also, is there a way to manually apply the body morphs in the MCM and remove them permanently? I accidentally left the body morphs button unchecked and now that the curse is in effect there seems to be no way to correct that.
  5. I've been testing this mod out and It's really amazing what you've done with this mod, it's a great effort! I do have a question about makeup (with or without yps). I see how you can make changes to nails in a json by selecting the item name for the nails in yps, but I was hoping to make changes to hair, lipstick and eyeshadow color as well either via yps or otherwise. I've been using the custom fields in yps to set makeup color which worked well with sexlabhormone's bimbo curse, and was hoping there was some way to do that here (either using a toggle or a json/ ini file edit). Is that possible? I've been looking at both the yps and bimbo files and don't see any way to set a color in one of the jsons by HEX code or otherwise, like you can in the yps custom field. Before I was using color code F79ACO in custom field of YPS for a brighter bubblegum pink hair than you have as the MCM "pink" option for BoS hair (and lipstick/ eyeshadow) color, or I'd go into racemenu and set the hair color code to FFD59AC9 where it gives the option to adjust that way.
  6. Would it be possible to set the forced piercing event for forced vibration to a lower starting submissiveness threshold? I always thought if it could happen starting early (say score of 20) in terms of it would work well with the roleplay of the gradually breaking down to make a compliant slave.
  7. Oh ok that makes sense. I did start to try to get my score down to see if it changed from greyed out to you can change it but you are right, it is hard to make the score go down without really mucking about with the settings. It is amazing how this mod has advanced since I last used it, keep up the great work!
  8. I'm not sure if this is supposed to be this way but I had accidentally left "kept beyond this score" to 76 (I often use the kept permanent feature but had it unchecked this time) and when submission got past 76, even though it didn't populate the "kept" dialogue and achievement, it still behaved as if it was checked even though it wasn't (not letting me end the enslavement, giving the "I like you too much I'm keeping you" dialogue without the last bit that activates the achievement. What I'm wondering is the "kept beyond number" was greyed out and not changeable like when you have the permanent option selected, which suggests even if your submission stat dropped below it (in this case 76), that you'd still not be able to leave. Also, I had set an SLR auction buyer for simple slavery and got enslaved while I had a different master from the set to buy at auction person, and instead of the set auction buyer doing the purchase, it was the original owner. Is that how it's supposed to work? The set buyer is only for if you don't have a SLR master?
  9. You have to mix mods with this one and use a bit of imagination to get the sort of rebellious experience you are looking for. Deviously enslaved and cursed loot are great mixes for that if you treat for example, the follower protection from DEC force equip/ sex as the incentive for obeying (as well as the device removal). Do something like turn on DEC enslavement, send to simple slavery, you get forced into a SLR enslavement and then set it so that you won't get released until your submission level hits "x". Or don't do that and set it to be sold after the cotnract is up. Unless you're going with a full storyline mod like Mia's Lair most mods are designed so that the player can do their own internal story for their game. The main issue then is if you put too many mods on then your game goes to pot. For me I hit about 20th-30th level and i start getting ctds and freezes as your save builds in size. A fun variation though is you use a cheat (skill config mod) to get your character's level,stats and skills way up, then max out love sickness' impact on the character, and then the game becomes a constant struggle to not lose everything. At that point forced prostitution, etc is literally your character fucking away everything they are. So yeah, just use your imagination a bit.
  10. Yes, a number of things about performance and scripting just clicked for me when I was reading that and was like "oh wow that makes sense now". I always thought this was one of the best mods on LL, both in game play and design but I have a new appreciation for the design end of it now.
  11. Okay, I see how you're doing it. your way actually makes more sense (taking things like arousal into consideration) than what I was thinking of which was just a node with a list and it checks each item for conditions. Never having made a mod though, I wouldn't know what would impact performance worse and I was just curious about the mechanics of whether say, making a single list to check through would have greater impact than how you're doing it with nodes and grouping. But thanks for making the change!
  12. I did manage to make it happen by setting the cooldown for all other events to maximum (30 days) and kept that one at .5 days. If you don't mind my asking, how does the event selection from the list of events work? Because based on the events that fire the most, it seems like it starts at the top of the list and checks the cooldown (and other factors like you mentioned) on each event, working its way down the set list, until it finds one that is available. Is that right? Or is there some sort of randomization happening when it checks for available events?
  13. What are the conditions that need to be met for your master to take you to the slave auction in riften and put you on display? I had it happen once and it hasn't happened since and I'm wondering if I'm missing something.
  14. With the butt plug toy, when I click on it in my item list I get the "you already have a butt plug inserted!" message. Is that deliberate to prevent you from being able to remove it? If so it's confusing since when it's first inserted the owner indicates if you manage to let it deflate you can remove it yourself, but like this you can't interact with it yourself.
  15. The hair check function causes the facial expression to reset to default. So frequent hair check means it's overriding the facial expression command every 10-15 seconds. I noticed this issue with blush when aroused, where the arousal expression would stop working when the hair check command happened. What I would do is turn off frequent hair checks and turn expressions in blush when aroused on and off again and that would fix it. If there's a way to do something similar in SL animations (I think there is) then that should work the same way. Also from what I recall having hair with physics can cause a problem with expressions as well. Basically it seems you can really only have one command effecting the head at a time and it will stop/ interfere with any existing command, I guess. edit; I'm going to add I figured this all out like 2 years ago, so I have no idea if it's the same problem now, and this was how it appeared to work, so I could be wrong and it's just a massive coincidence. But I just know turning off frequent hair checks and HDT hair stopped me from having issues with blush when aroused facial expressions.
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