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      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.

fred200

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Everything posted by fred200

  1. SexLab Sex Slaves December 1, 2015

    Warning guys - don't tick off the Fish. We have bigger fish to fry, and a lot of us are patiently waiting on mainstream content. Tabitha - I am looking at you...
  2. SexLab Sex Slaves December 1, 2015

    That is not a bug report - that is a report that your game is broken. There is nothing wrong with Sasha.   Load up a previous save.   I have the same problem with Adrianne Avenicci when I use setplayerteammate on her. So I don't do that.
  3. SexLab Sex Slaves December 1, 2015

    Be aware that certain respawning NPCs will respawn at their spawn point, cage and all. I had a bandit captain on display in my house until she vanished. I next found her back in her lair, cage and all.
  4. SexLab Sex Slaves December 1, 2015

    Sacremas - thank you!     Got them all downloaded and running OK. Those are splendid animations. Have not gotten to the Dremora yet - but their time is coming.   Any time I want really weird stuff on Skyrim - I will come to you!   That mod definitely falls in the "Warped" category.
  5. SexLab Sex Slaves December 1, 2015

    Anomaly report: I had enough of Dremora attitude, so I made a good save intending to enslave Volkar and sell him off (temporarily). I hit him with a paralysis spell - which had no effect. He took offense at this, and went into his "You attacked me" routine. I was frozen in place, twinkling but not moving to the toy room. Volkar went on over, not seeming to notice that I never moved. I let this idle for awhile until I was sure the scene was stuck, then disabled / enabled him. I dropped to the floor in front of him - as if I had been on the cross, and the scene picked up and moved on without failures. Even whipping the player (my old problem) worked perfectly. The only failure was the initial move to the cross.   Being persistent, I also tried reverse pickpocketing a paralysis potion. Attack detected again, no paralysis. Next try - removed "invulnerable" from Velkar and Vernor. Now they can be paralyzed. Velkor - fell over paralyzed. Still detected attack and froze me. He was not happy when he recovered - neither was I. Vernor - he does not have the same attack detection. He paralyzed easily and I enslaved him. Hauled his ass off to Morthal and sold him. Catharsis done - reloaded from my save. Velkor will have to await another day.  
  6. Sexout Slavers 3

    I have not seen that problem. What often works for me is target the NPC in the console, then type disable followed by enable.
  7. SexLab Sex Slaves December 1, 2015

    Dialov: any time I have had a Dremora dialog fail, I have fixed it by opening the console, target him, then type disable, followed by enable. YMMV.
  8. SexLab Sex Slaves December 1, 2015

    Fully voiced by you folks is well worth a delay!   Hard to believe how much good voices add.
  9. Sexout Slavers 3

    I went around and around on this one. When you get Piffie to agree to wait on the pedestal, she starts moving toward it, then gives up. That breaks the scene, and the intercom will not work. After a lot of head scratching, what worked for me was moving to the far side of the pedestal before talking to Piffie. If she does not have far to move, she successfully makes it to the pedestal, the cell door closes, and the intercom is happy again. You might have to play with positioning a bit to avoid getting locked in with her when the cell closes. Note: I love Strec's mods, but I hope he will get someone else to create female NPCs for him... This mod deserves gorgeous ones.
  10. Sexout FleshedOut (SOFO)

    I run with TTW. I have seen no problems with SOFO I would attribute to TTW.    
  11. Sexout Slavers 3

    This mod does a lot of things right as far as I am concerned. 1) Persistent slaves only - saves a lot of headaches, like feature and sex changes. 2) Slaves are not cloned, and retain their original refid. That means they might not break quests, retain their own dialogue, and offer the possibility of release. Of course that brings other problems: 1) If you want to support slave sales, persistent NPCs would be lost forever - unless you could always buy them back. 2) With a persistent slave - I always want the ability to change my mind. In the current mod, can I remove a faction and have them return to their normal behavior? Are they damaged in any way, like missing packages or dialogue? Will a released merchant still be a merchant with the same supplies? (Assumes ability to release) 3) We have no idea if characters like the Gibsons are important for the next episode. If we happen to enslave them (cough), it would be really nice to be able to fix them. Which brings me to my current problem. I have a good dozen trained slaves in the waiting room. If I have one of them follow me, I can never stop them from following. Both "Relax" and "Wait" say there are no beacons for them to go to. Any suggestions, other than don't have them follow? Looking forward to the next installment. Note: I have had occasional trouble using drugged darts to enslave, as long as I wait two days after starting training on one. "Setunconscious 1" always works if I wait two days. Incident report: the command center turrets fired on new slaves Willow and Delilah. Never fired on vanilla slaves.
  12. Odessa thank you! This will be my first try working with UDFs, and I expect to learn a lot. Ideally, there is a syntax that lets me issue a nvse call from the console so any NPC can be targeted. Something like "call quest.function". Never heard of anyone getting that working.   Typo note: the call is fnShowSpunkStatus   Your UDF is working great from the scanner!   With all the Spunk variables though - there is nothing that represents viable semen (sperm) in the cervix...   Doctasax explained how he tracks spunk through the plumbing, with sperm dying off along the way - but nothing in the NX variables seem to reflect that.   Incidentally, do you happen to know who generates CSES debug messages? I am getting frequent animation failures with error code 9.3, and I would love to know what mod to look in.  NM - it comes from one of the SexoutNG UDFs.  
  13. SexLab Sex Slaves December 1, 2015

    Tes5Edit is your friend.   Command is "player.additem xx0805c4  1", where xx is the load order of MiasLair.esp. If it works for you, give yourself a little bonus: "player.additem f 100"
  14. Sexout FleshedOut (SOFO)

    See if this helps a bit.   Path 4 The initial bed scene with Doc, stage 15, gives CES(xxx) Aborting due to 9.3 That is the bad one, and blocks progress. Sorry about the xxx...   After setstage 25, almost all of the scenes play perfectly. I only turned up two failures (You give us a bunch of options...)   Animation 31 results in: CSES (471) Aborting due to 9.3   Animation 25 (lost virginity) results in: CSES (473) Aborting due to 9.3   These are not nearly so bad, since they don't advance the Quest. No animation, but no big deal.   The CSES messages are out of a SexoutNG function, of course.   Let me add this is the SexoutNG Beta - and it is called Beta for a reason. I am reporting these animation failures more as a heads-up than an actual bug report. If you see something that looks like a  SexoutNG bug, I will report it there. In all cases the sexout calls look well set up, with appropriate A and B references.   I have to say - the alignment on Sexout animations is getting really good.   And this mod is one of the best for immersion. Fantastic job.
  15. Sexout FleshedOut (SOFO)

    Let me confirm that Sexout Drugging breaks path 4. Doc never brings up the alcohol topic until the drugging mod is disabled.   I also think this mod needs some loving to be compatible with the latest SexoutNG Beta. Pride mentioned some recent changes broke old calls, and indeed any house bed animations with Doc fail with a CSES debug message for me. If I need to get more debug information I will, but I think it will be obvious from trying the new SexoutNG beta.  
  16. Come on guys - you are killing me...   One of you please post a simple script mod that calls a UDF like this. I really need a tool like this to have a good idea what Spunk is doing.   At least Odessa - please let us know if your code works as listed. I will stick the call in the middle of Scanner.
  17. SexLab Sex Slaves December 1, 2015

    Just a couple of notes if you are considering making trainable / sellable slaves:   A lot of mods have tried it - none work well.   Selling or confining a Unique has a wide range of problems, mostly related to the Radiant Quests.   A disabled Unique in a storage facility can be selected by Radiant and moved to the Quest location. That Quest is then broken. No way to get them to respond correctly.   Named bandits stored in a cage for display can get moved to their spawn point - still in the cage. Not fatal, but disconcerting.   Slave mods that create clones as part of the enslavement process are intrinsically broken. Normal behavior is gone for good.   The very best mod for preserving behavior is this one. A Slave Faction (removable) is the way to go.   Best to disallow selling Uniques at all. There is nothing you can do to Maven (other than make her a sex slave) that won't break something else.   What this mod did with Allison seems like a pretty safe way to add quest / selling enslaving targets. Just make them NPCs the game will never miss.   Excuse me - I need to go sell some generic bandits...  
  18. Thanks Halstrom! In SCR MCM? Makes more sense than adding it to Preg MCM, which is not there if uninstalled.
  19. Well I got my girls cleaned up. It required the following: 1) Remove Pregnancy and Offspring mods (and the debugs) from the load order 2) Start game and for each NPC you want to clean, target them and enter the following commands in the console     NX_ClrEVFl "SOP:" 2     NX_ClrEVFo "SOP:" 2     NX_ClrEVSt "SOP:" 2 3) Save game and quit 4) Activate Pregnancy and Offspring mods    This sequence removes all Pregnancy related NX variables, and gives a clean display in the medical scanner. Note: Spunk variables like semen quantity will not be cleared by this, and those values will be picked up by Pregnancy again. I wish there were a ClrEvFl etc. command that removed all "SOP:" variables for every NPC, but the only commands I see require a reference.      
  20. SexLab Sex Slaves December 1, 2015

    This mod has been really good for me at detecting followers. This includes:   1) Normal followers 2) EFF recruits 3) Radiant followers after rescues 4) Quest followers (Freja, Mjoll) 4) All Puppets 5) Temporary followers, like leading Tabitha to the wagon (heh) 6) Difficult and custom followers like Serana and Cerwiden   They all got trained...   I have had intermittent problems with dismissed followers not leaving. That is not related to this mod, and assigning them a home fixes it.
  21. No problems with the animations. From water break to start of giving birth the NPC was correctly vertical and nude. Only the horizontal giving birth equipped the armor instead of staying nude.   Tried to clean up the pregnancy tokens on Sunny. Pregnancy percent complete comes back after removal. Next step: removed Pregnancy and Offspring from my load order.   Token still shows, and medical scanner shows both pregnant and time remaining, even without the Pregnancy mod.   Checked the .csv file for NX variables, which I hoped would be purged when the mod is removed. Nope - they are still there - and a bunch of them. I suppose I could delete these manually by group key (sop:), but I will wait and see what you say. I would really like to see the automatic purging working.   For now, reactivated Pregnancy and Offspring, and will live with Sunny being in a funny state.  
  22. Sexout Spunk

    Thanks again Doc. You have given me a fertile area for experimentation.   What you describe could explain a lot about what I have been seeing. Old semen makes a pretty good barrier.   Now to see if Delilah will take douches from her backback, and change a lot of the MCM settings to align flushing more closely with sperm life.   You and Haldstrom need a tech writer to work on "The complete guide to sexuality in Fallout NV". This kind of information is really useful.  
  23. Sexout Spunk

    Thanks Doc, that helps!   Hypothetical case: The vagina is filled with old semen. No viable sperm in that soup. The next intercourse with happy little wigglers has no room left in the vagina.   What do you do? Toss the new load, or compute viable sperm based on the new spurt? Bonus question: Is there any advantage to a large vagina capacity? I assumed it would help tracking over an extended period, but from what you say they are dead anyway.