-
Announcements
-
SITE MOVED - IN READ ONLY MODE 12/08/2015
Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.
-
grumbler
Members-
Content count
124 -
Joined
-
Last visited
Posts posted by grumbler
-
-
I hit the post button too soon.
I wanted to add my kudos on this mod. It makes cursed loot and get stripped so much more entertaining and it definitely enlivens games started with immerslave. To me, it is a must-have, and I thank you guys for making it.
0 -
Fort Fellhammer has a lot of the attributes you were looking for in alternate master locations. It's got a cage, a crucifixion post, some clutter, and a smelter. Inside is a mine.
0 -
I had this exact problem a couple of days ago. I think I fixed it by updating to the newer (beta) version of SKSE. It was either that which did it, or getting rid of Devious Casino, I can't remember which. Try it.
0 -
You can't use NMM to run your game if you have MO installed. You have to run it from MO.
In MO, with local saves enabled, saves are in your .../Skyrim/ModOrganized/Profiles folder. Some also are in /My games/Skyrim/Saves, though not all (in fact, my game has a lot of trouble copying some types of saves between the two locations), but what you see in MO is your local saves. If you start the game through NMM, what you see are only the saves in the /My games/Skyrim/Saves folder.
If you are abandoning MO for NMM, copy all the saves from your /Skyrim/ModOrganized/Profiles folders to the main /My games/Skyrim/Saves folder.
1 -
Check in TESVEdit to see what body parts the armor is supposed to replace. Those body parts become invisible when the armor is equipped, so if the armor doesn't include body parts, just the armor will be visible. Some replacement numbers are available that don't make any body parts invisible; change this armor to one of those, if applicable, and see if that helps.
0 -
I lot of mods have poorly sorted mods in their master list. If you have a good mod order other than the red checkboxes in Wrye Bash, you should still load just fine. You can hand-edit the masterlist in the mod or have TESVedit do that. xazPrisonOverhaul is old and creates lots of problems. You might want to not load that. I stopped using it and saved lots of grief.
1 -
Did you install the changes to changes to the SKSE.ini file? Did ou install block logging and check that you are using more than 256 mb? The gopher vid tells you how to test all of that. If you've done that and it still isn't working, I'm out of ideas.
0 -
I had that problem until I used the SKSE Memory patch the Gopher talks about here: www.youtube.com/watch?v=37xAMUQc1oY
I don't know why the block was getting filled up approaching Falkreath, but it was, and the SKSE mod fixed that.
0 -
I've discovered that it is just the autosaves (F4 saves). Timed saves don't produce the error. Mod organizer seems to want to have a profile saves folder in the My Documents saves directory and the steam directory at the same time, and can't copy them over without generating the error.
0 -
I get the same error every time I play, but it doesn't crash the game. I just ignore it and play on, but I would like to know what's happening.
0 -
I don't know if i am stupid or not, but i can't find the two missing travelling sisters i am asked to find, can someone help me ?
Same here. I think I found one with the Sybil in Broken Towers, but don't even know where to start for the second.
0 -
FNIS must be run through Mod Organizer because only through MO can it see what mods are installed. They don't exist in the data folder any more, and if you run FNIS outside MO it will only update to include animations from files in the data folder.
The only elements of SKSE that are installed via MO are the scripts. SKSE still has to be run via MO.
All executables must be run through MO if installed because only MO knows what mods to load.
0 -
Running FNIS with MO is actually pretty easy:
1. Install FNIS through MO, make sure it's activated in the mod list on the left.
2. On the right, open the Data tab.
3. In the file structure there, find tools>Generate_FNIS_for_users
4. Right click on the GenerateFNISForUsers.exe and select "add as executable"
5. Select it from the drop-down executables list
6. Click "run"
You end up with entries in your overwrite file, which you have to move elsewhere for the game to even start. for us, it is all easy; for a noob, it isn't going to be nearly that easy. MO isn't really suitable for people new to mods.
0 -
It would be nice to have a central repository wherein the current mods would be clear, and we could avoid problems like people downloading Prison Overhaul (which causes SyRe reproccer to fail, but not for any reason that obviously has to do with XPO). Mods change here so ofeten that any unified download would be obsolete in a day, but some visual system that tells us what mods are updated at any given time, and which are incompatible with other elements of the Skyrim system would be nice. I can't think of how it could be effectively done, but it would be nice.,
0 -
You can use any mod manager for any mod, you just need to make correct folder path, if they have incorrect folder path and add them to mod manager.
----- Basic Installation Procedure ------------------------------------------
After properly installing both SKSE and FNIS above, follow these steps.
- Download the latest Framework Pack & extract it's content into your Skyrim's data folder
- Navigate to your Skyrim's data/tools/GenerateFNIS_for_Users folder and run the GenerateFNISforUsers.exe utility.
- If you have a custom animation skeleton installed (very likely) make sure you check the "Skeleton arm fix" patch.
- Click the big button that reads "Update FNIS Behavior"
- You should see a line that says "Reading SexLab ..." if not you've done something wrong.
- Activate the SexLab.esm file in your list of active mods.
- In order to start an animation, find and install a SexLab mod of your choice from http://www.loverslab...xlab-framework/
Did you install everything in this order?
He is using Mod Organizer, and these instructions don't apply.
Ralph, if you are a newbie, I'd strongly discourage the use of MO. it assumes that you know how mods and executables work in Skyrim, and how to modify them to run them through MO. Once you start with MO, you have to run everyhting through MO, including FNIS. FNIS can't see your mods except when you run it through MO. And, to run it in MO< you have to set it up using the executable setup tool (the same one you used to set up SKSE, assuming you did that).
If you want to stick to MO, go to Gopher's video series on MO (the first one is at ;https://www.youtube.com/watch?v=PYY1OV2_ZTk and follow those instructions carefully. Take the time. That will set up your system so that problems like your won't recur.
In the end, MO is worth it, I think. But it takes some time to get it to work properly. if you don't get things loaded and set up properly, it is a hot mess.
0 -
Great mod, really enjoyed it. I had to advance the quest past the gas and talk portion because, like others reported, Archeron didn't do anything after the talk. I think that's a bug introduced by other mods, though, since it seems to work for most.
One bug I did have was that, when I dismissed Jenny, she kept following me around. I had to delete the mod to get rid of her. Again, that could be other mods, but I thought I'd mention it.
Other than that, though, this is a really fun and well-put-together mod. Thanks for making it.
0 -
Thanks for creating this, Chase. I had a blast running around as a new character (an "escaped slave" in Riften), but also found the enslavement too inevitable too quickly even with enslavement dialogues turned down to 1% and rape enslavement at 2%. I modded the mod to remove females from the enslavement dialogues (they only demand sex), which partially cut down on the enslavements, and changed the morality requirement to <= 1, so it was just the bad guys who were willing to enslave to (technically, as far as they knew) stealing someone else's slaves.
That made things a bit more tolerable and so more fun. You might want to consider options like that (I know there is an MCM option for males only, but that doesn't seem to work). In any case, this gave me a fun couple of hours, and promises to grow into something essential to the game.
0 -
Thanks. It is in location a (installed by SLNC extras) and I will try unchecking the box in the Mod Management Menu.
Nope. No joy. The mod still says that animations failed to register, or something like that. I even tried copying over the /actors files to the /sinc folder. I'll try this again when the bestiality mods get a bit better sorted out. I'm sure the problem is there rather than with this mod. Thanks for the help, though.
0 -
Check to see if the frostbitespider.nif is in:
location a.) "\meshes\actors\frostbitespider\character assets\" folder
or in
location b.) "meshes\slnc\frostbitespider\" on your system.
A set of the meshes is included in the besty extra pack and they go in location a.
So how to fix your problem:
1. If you have the meshes in location a then disable the check in SLNC's "Do it yourself" Menu.
2. If you have the meshes in location b then enable the check in SLNC's "Do it yourself" Menu.
3. If you don't have the meshes then reinstall besty extra's from http://www.loverslab.com/topic/20589-bestiality-animations-pack/ and then go with option 1.
note: SLNC = Sexlab Nude Creatures
Thanks. It is in location a (installed by SLNC extras) and I will try unchecking the box in the Mod Management Menu.
0 -
Everyone seems to be able to play this mod, so I must be missing something obvious, but I have no idea where the file meshes/slnc/spider/FrostbiteSpider.nif comes from - it is a "do it yourself" creature. In my game, the quest won't start because that animation is missing.
Can anyone give me a steer? I have Bestiality Animations + Extras, Sexlab Nude Creatures, and Creature Features.
0 -
I do have 'what have we here'.
So far, 100% NPCs reply 'This is my lucky day' with no scene whatsoever.
There is no 'DDRestrained dialog update' message, so that's another clue for you.
I will try with a regular gag when I can later today.
I can send you my save game but without all the mods I am using, it won't be of much help to you (and sending the whole 50Gb of my Skyrim data folder might be overkill
).I had the exact same problem, only with an ordinary ring gag. I'd only just started using the mod, so it wasn't an update problem.
0 -
CGi, if you need a scenario for bestiality, how about the tried-and-true "mage/scientist investigating something" scenario: a mage or scientist is studying wolves (or sabrecats, or whatever) and can't get close enough long enough to observe everything that he/she wants to observe about the animals' habits or whatever (you could make this specific, about, say, hunting habits, or leave it as general as you please). During the course of the previous observations, the scientist (if female) or an assistant gets raped by one of the animals, and the other animals don't exhibit hostility to the victim (perhaps because she is aroused? - that would fit the arousal mod) and the scientist realizes that, if he/she places an enchanted ring (or amulet, or whatever) on an otherwise naked (and aroused?) female, the animals will accept her and the enchanted device can record what the animals do, thus satisfying the need for observations. The PC is kidnapped (or "bought" from Hulda, perhaps) and forced into this role. The animals will keep the PC from escaping unless the PC observes something about the animals that she can use to help her escape; otherwise, she is kept and abused for X time, at which point the mage/scientist rescues her to retrieve the enchanted item with the recordings.
That would make for a self-contained scenario that could even be repeated with different animals, and doesn't involve prostitution or the willing participation of the PC. The PC could even be tricked into this scenario, and later blackmailed into repeating it because the mage or scientist has embarrassing recordings of the PC enjoying the sexual attention of animals.
0 -
Finding someone who is nativly speaking english and can read german as well, is like trying to find a female, that's willing to do voice overs for this mod.
But feel free to use my engrish as base, when re-translating this mod into proper english.
Help of any kind is always welcome and highly appreciated.
On the other hand: Most translations are done as fast as possible, so people can test this mod. Final versions will take way longer to translate, as i'll pay way more attention to grammar errors and such.
I think that the translations work adequately as is, and agree with (and encourage) the decision to make the translated version of the mod available quickly, even if the translations are a bit rough.
0 -
Jussme, you have to wait a few moments after she says the last part (which is something like "let's evaluate your work" and for her to tell you how you did. It isn't clear that that is what is going to happen (I had the same experience as you, and had to replay the last bit of the waitress job and the whole final conversation), but the mod generally tells you when it is done with a phase. if it seems like nothing is happening, I suspect that what is going on is that the mod is running a bunch of scripts. Replay that final conversation with Hualda (sp?) and wait until the mod tells you that you can leave.
0

Deviously Enslaved v1.04 (1/7/15)
in Downloads - SexLab Framework
Posted
I've had CTDs like that and always fixed them by resetting the Sexlab animations, voices, and settings (in the MCM debug tab, click something like "reset all").