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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.
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fred200
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Posts posted by fred200
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Now I've run into a new problem. It's the same dialogue problem with Volkar, except now it's even worse. If at any point my slave becomes rebellious, I feel like the mod metaphorically shrugs it's shoulders at me, because it causes Volkar to break like he did last time. And since he's the only way to get them out of that state, I'm in a stalemate. I can't get him to fix her, and she won't respond to my orders.
I don't know if others have suffered this issue, but unless she "cools off" on her own, I'm in a dead game, so to speak.
My universal fix for a recalcitrant Dremora - open the console, target him, then type disable, followed by enable. Close the console.
This always works for me when one of his dialogue topics is "stuck", typically the "Master I can't complete the bond".
Also useful when his scene is stuck. YMMV.
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Yes, I found out he's actually right next to where Vess takes a rest after all that transpires (hurr durr). Although I had to reload a save because there were two options to make Vess a slave, and I accidentally hit both thinking it was for 2 different people. One made her a slave, the other made her a slave but also completed the objective. However, this caused Volkar to open his dialogue menu, but clicking any options did nothing. I could enter and exit dialogue with him, but I couldn't say anything to him.
At some point one thing was changed to make Volkar detect slave-to-be-trained better.
This is causing that double dialogue.
I'll fix it when i'll have the chance.
Just a note that I also hit the double dialogue.
Choosing the first entry breaks the startup quest - badly.
Choosing the second entry lets the startup quest progress successfully.
Only figured this out after I had to train Vess twice in a row, to move to the Niri step.
Yes, I like to go back sometimes and rerun this first quest - just because I enjoy it.
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Well - some of us (like me) never did figure out what the Mutant and Raider scanners were for - or what they did.
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Yes it should replace the belt.
I didn't realise that the Strip Belts would remove all belts, which it shouldn't in the first place. The key toggle to allow removal without keys should only remove standard items and then replace them after the animation, so there's clearly something amiss in the DH code.
I am sorry - my acronymaphobia is kicking in. What mod is DH? I have not seen it defined in recent posts.
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Couldn't find it in thread. But asked Vernor to make Mia a slave. Told to go see helper (Volker) in dungeon. Can't find him in dungeon, castle, palace, or any location. Any ideas what is causing it or how to fix?
he should be in a "round" room, where you killed archerone.
Dungeon lighting is - dark. Check the bed and table in a side room - he is hard to see. I have missed him both places.
He also wanders - check down the hall with the chair in it.
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Fish good luck, but if I was one of the females on that board, I would not even read messages from someone I did not know, much less respond to it.
Keep us posted.
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Plenty of modders have learned how to mod by looking into other ppl work.
So if everyone would do it like that there would be a good chance that modding community as a whole would be less developed now.
Just my point of view.
I'm not saying that you shouldn't make your projects open source, nothing against that. However I as a studied programmer I strongly advocate against providing your source scripts with a release. There are too many variables involved. As I already said: Make it available on Github (like LL or SkyUi). This provides more hooks for an active community, since everybody can contribute easily and there is only one way to get the source, therefore less pits you can fall in.
Even though you are a "studied programmer", I don't know how many mods you have created or how familiar you are with the packaging system used by Bethesda.
Compiled scripts are packaged with the exact version of the source they were compiled from. There is no way to get a mismatch.
I use Github, and consider it a very poor choice for the mod script source. It works out well for SKSE and version control, but even there they
package up the exact source that was used to make a build, with the build.
To keep this sort of on topic, if I want to see how Vel handled the Thalmor Quest, I am confident that the source script I am looking at is indeed the code used to build the mod. No way would that be true if I had to fetch a branch from Github.
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As a developer I'd never include my source scripts in the release package, you simply don't do that. If you want to make your project open source, then use something like GitHub to provide the scripts. Everything else is plain stupid and results in more work (since dozens of script versions are flying around in the internet and you have no control over...
I have to comment on this...
It is of course your right to not include the source scripts in a mod you create. Just like it is my right to never run a mod on my system that does not include source.
Of the last 150 or so mods I have installed, exactly one did not have source - and was promptly deleted.
My great fear of paid mods is that they give the authors an incentive to withhold the source.
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At one point I understood that the way Vernor determines followers is different than what Velkor does. Velkor helps you train pretty much anyone. Vernor needs a vanilla follower. That said, I find Vernor's scan point pretty picky. I have had success by walking out the main door and back in.
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The SKSE installer does not know what to install. It sets up the execution environment; not the developer one. Download the zip version, and extract the source scripts yourself.
Scripts.rar is not needed unless the CK upgrade deleted your source scripts.
Recompiling stock scripts will not make Ysolda look better, or have any other effect on gameplay.
Even bleeding edge SKSE has a compiled version - use it.
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I'm stuck on something only modders would know, But I'm (well, stuck)
1. I've read compiling your own scripts and skse stuff is superior than just a download
(if that's at all true)
2. I've downloaded visual studio,
2a. I've compiled the example skse plugin solution
2b I've installed python 2.7
2c What is "sublime papyrus"? I just wanted to compile my scripts (waaaaaa)

ok nevermind if you're just out to browbeat, But I've compiled a script or two before, I just can't remember how.
Which side do you prefer to be browbeat on?
1) Don't believe everything you read.
2) Forget Visual Studio and compiling SKSE extensions - unless that is your thing.
3) Forget the sample SKSE plugin.
4) Python is required by some utilities - if you need it, they will tell you. Forget writing scripts in Python - unless it is your thing.
5) Download the Creation kit through Steam. Library/Tools/Skyrim Creation Kit.
6) The Papyrus compiler is included with the Creation Kit. It will automatically compile any script you save within the Creation Kit.
7) If you just want to compile scripts outside of the Creation Kit, use Notepad++ with the Papyrus plugin:
http://www.creationkit.com/Notepad%2B%2B_Setup
(Note - you still need to download the Creation Kit - or you won't have the compiler)
8) If you are compiling scripts that use SKSE functions, you will need the SKSE source scripts. The SKSE installer does not get those.
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While looking for some things on Amazon I came across this in the 'Your Amazon' recommendations for Health, Fitness and Dieting books:
I think they have a good grasp of what my interests are.
say "submissive training" counts as health or fitness ?

rather not diet i guess
Lordy - If Amazon - and Google are tracking our forum posts that carefully for marketing, just think what our security services have...
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Hit options (wrench symbol), head to Plugins, choose BSA Extractor, choose enable, reinstall your mod, BSA Extractor will auto-extract all your BSAs as you install the mod. I do not know of a way to repack BSAs but why the heck would you want to? BSAs are crap, especially in Mod Organizer which reads them even slower than no mod manager. If you want the BSA back disable the option and reinstall the mod.
Sacremas Thank You. Enabled my first Mod Organizer plugin.
Played around with the Archives tab in Mod Organizer. With no plugin installed, using the right mouse Extract on the SLEN BSA results
in a file chooser for where you want the extracted files. Useful if you just want the extracted files but not necessarily installed.
Result is not managed by Mod Organizer as far as I can tell.
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Mod Organizer makes both the upgrading, getting rid of old files and unpacking BSAs a snap. If you are using any other mod manager I recommend you leave the BSA packed up.
Sacremas you don't get off that easily!
I have been using Mod Organizer for quite awhile, and never knew it would unpack BSAs.
What is the procedure:
Go to the Archives tab, select the BSA, and right mouse choose Unpack?
Is there a Repack option? (delete everything that was unpacked, or repack with modifications)
Do all the files go in the right places, and Mod Organizer will clean everything up if the mod is uninstalled?
Amazing the things you learn, reading these forums. Sure never got this from reading the Mod Organizer wiki.
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Closure from my end:
The current MiasLiair 5.2-1 loose build has no conflicts. All is copacetic with packaging.
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I already posted this, but I swear the forum lost it...
There is a packaging problem with MiasLair 5.2 loose. I did not check the others.
5.2 includes about 24 script source files from Sexlab. For example, sslSystemLibrary.psc.
Mod Manager shows them as overwriting the ones in SexLabFramework v160 hotfix2 FULL.
The only conflicts in the mod are those with Sexlab. Not a good idea...
Now if I can just break away from MGS 5 long enough to try your new Quests..
Fish probably had them there for comparison sake when he was testing compatibility with SL 1.60. Since they're just the editable version of the same name .pex file, they don't load in game.BTW, you originally posted that in the SexLab forum.Bah!
Thank you - They both start with Sexlab...
At least my intentions were good.
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I already posted this, but I swear the forum lost it...
There is a packaging problem with MiasLair 5.2 loose. I did not check the others.
5.2 includes about 24 script source files from Sexlab. For example, sslSystemLibrary.psc.
Mod Manager shows them as overwriting the ones in SexLabFramework v160 hotfix2 FULL.
The only conflicts in the mod are those with Sexlab. Not a good idea...
Now if I can just break away from MGS 5 long enough to try your new Quests..
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MiasLair 52 Loose includes most of the Sexlab .psc source scripts (about 24 scripts), like sslThreadLibrary.psc. This has to be an accident...
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....
We are debating what to do with tabitha. I think Aqqh wants to keep her "pure" and sweet and I agree.
i have no problem with adding an option to corrupt her...
... other than that i dont rly know what could that be

Betrayal. Needs to involve betrayal.
That is why Niri had such an impact.
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Main entrance has navmesh problems. Nothing to worry about - your followers are not really stuck - just sunken a bit.
Just wait a bit for Tabitha Quest. It is still "In development".
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Personal recommendation:
Only enslave named NPCs There are plenty to choose from. And no, "Bandit Captain" does not count as a named.
You want NPCs who will not respawn.
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I think you will find that this mod is abandoned. Check out AG12's current work for something supported.
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Really I am looking for a tool that will dump the NVSE save file in a readable format.
Skyrim did it better with SKSE, and the save directly readable by a spreadsheet.
I will note that the save game itself is not increasing in size much.
My .fos file has gone from 7244 KB (clean) to 7292 KB (current).
My .nvse file has gone from 1 KB (clean) to 1679 KB (current).
Under Mod Organizer, Rule the World has it's own profile and local saves. Really nice for testing.
Rule the World is the only mod running that uses NVSE.
Well that is not true - I just added back Sexout NG, because the stock nude bodies were - disturbing... The Sexout bodies help - a lot.
No other Sexout mods. I am not running sexout Rule the World.
On your request - the size of the NVSE save does not drop after a full restart.
I suspect a missing destruct - would be easy to find if we could read the save.
Edit to add: I am really good about not giving you flak over typos, but I have to mention this one:
A "Sniper" is a soldier who kills at long distance
A "Snipper" is someone who gives vasectomies - or cuts out store coupons
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make sure that you use mia training whips.
don't have any weapons called "mia training whips" but testing them all the cat o nine seemed to work the other 3/4 didn't :/
now I got to find which foods I can feed them as not all I have can be :/
plus has anybody done a foolproof guide to slaving (in the lair) 1hr of training and I've still not got any where -.- did what the dremora said.. read the book but nothing.
All the food you need for the first few is laying around in the dungeon. Look around.
When your slave, hanging from chains, whimpers, talk to her.
Set your MCM training option to 2 hours if you want short training.
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SexLab Sex Slaves December 1, 2015
in Downloads - SexLab Framework
Posted
What I have found that works for me, in multiple play troughs, is to "lead" Niri past Captured Dreams. As long as I am ahead, she tends to follow.
She only heads for the wall if I am following her...