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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.

Princessity

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Everything posted by Princessity

  1. Vampiric Thirst by Miss Leeches

    Don't do what you did. You're replicating the effects of the vanilla feeding, but you're not calling the actual feeding function. That's the reason your script is incompatible with VT and every other vampirism overhaul.   The proper way to do this is add a quest property pointing to PlayerVampireQuest (where the function is stored) and then remove this whole block:   ;Effects for hiding the change ;VampireChangeFX.play(game.getPlayer()) VampireTransformDecreaseISMD.applyCrossFade(2.0) utility.wait(2.0) imageSpaceModifier.removeCrossFade() ;VampireChangeFX.stop(game.getPlayer()) Game.IncrementStat( "Necks Bitten" ) AA21VampireSexFeedMessage.Show() VampireFeedReady.SetValue(0) ;Player has fed, regress to Stage 1 Vampirisim ;Remove Stage 2, 3, and 4 buffs and spells LastFeedTime = GameDaysPassed.Value VampireStatus = 1 ;Player is no longer hated. Only used for players that load DLC as a vampire Game.GetPlayer().RemoveFromFaction(VampirePCFaction) Game.GetPlayer().SetAttackActorOnSight(False) ;Start checking GameTime again if we weren't alreadyAnd replace it with:   PlayerVampireQuest.VampireFeed(akTarget)  where akTarget = the actor you are feeding on. So in this case it would be SpeakerRef (I think?) but I'm not sure, I don't remember how to obtain specific actors from sexlab events.   This will work with vanilla vampirism out of the box and using this function while VT is installed will default to the "sip" interaction. If you wish to mak a VT-specific version, the function would have 2 extra attributes: Function VampireFeed(Actor akTarget, Int FeedType = 0, Int PassOut = 0)PassOut should always be 0 in sexlab context since that knocks the vicitm out and you don't want to do that in the middle of a SL scene since it would probablish result in a CTD.   And FeedType denotes various feeding options. 0 = sip, 1 = drink, 2 = drain, 3 = until sated, 4 = empty.         But all that said, one of those days (hopefully Soon™) Vampiric Thirst is going to receive a rework which will aim at streamlining everything, especially the parts responsible for feeding and hunger management because the current system is a total mess that I've found is too complex and cumbersome for its own good. It is likely that the next version will not be backwards-compatible so if you do want to implement VT-specific compatibility, it is likely that you will need to revise it in a few months.
  2.   <3   Any chance you could reduce it to 1 scene or at least replace the first one with foreplay sequence?   I'm all for making the character work but this is one of those things that makes the player work harder XD (or rather wait around doing nothing longer, not very fun)
  3. To make identifying the issue easier I decided to do some investigating. Turns out I was right, the cause is in "dcur_clocktickScript", this segment:   if dcumenu.shameidle && isnaked && !libs.Aroused.IsActorExhibitionist(libs.playerref) && libs.playerref.GetCombatState() == 0 && !libs.playerref.IsOnMount() && !libs.playerref.IsSwimming() && !libs.IsAnimating(libs.playerref) && libs.playerref.GetSitState() != 3 && libs.playerref.GetSleepState() != 3 && !libs.playerRef.WornHasKeyword(libs.zad_DeviousArmbinder) && !libs.playerRef.WornHasKeyword(libs.zad_DeviousYoke) && !libs.playerRef.IsEquipped(dcumenu.dcur_sexgodessamulet) Debug.SendAnimationEvent(libs.playerref, "ZaZAPCSHFOFF") If libs.playerref.Is3DLoaded() && !libs.playerRef.WornHasKeyword(libs.zad_DeviousGag) libs.playerref.SetExpressionOverride(11, 80) EndIf elseif !libs.playerRef.WornHasKeyword(libs.zad_DeviousArmbinder) && !libs.playerRef.WornHasKeyword(libs.zad_DeviousYoke) If libs.playerref.Is3DLoaded() && !libs.playerRef.WornHasKeyword(libs.zad_DeviousGag) libs.playerref.ClearExpressionOverride() EndIf Debug.SendAnimationEvent(libs.playerRef, "OffsetStop") endif According to this "OffsetStop" is set to play regardless of any settings on each global Cursed loot update. the elseif line only protects DD-governed Armbinder and Yoke animations. That means everything else is doomed ._. Proposed solution?   elseif dcumenu.shameidle && !libs.playerRef.WornHasKeyword(libs.zad_DeviousArmbinder) && !libs.playerRef.WornHasKeyword(libs.zad_DeviousYoke)It does mean that shameidle won't automatically reset if player turns it off while it's already playing, but that's easily fixed on user's end by jumping.   The upside is that DCL will no longer break things it has no business interfering with if the user ops out of the covering offset <3
  4. It does work. Personally I set my days to 0 and disable the key requirement and the collar pops off on its own after enough cuddling. Also, bug report (possibly?): Whenever I succeed at solicitation naughty cuddling occurs twice in a row, I'm not sure why. The first act isn't foreplay (or if it is one then it's unusually long) and there seems to be a weird delay between the two during which I can move around normally. Is it intended? Bugged? If intended, could there be an option to turn it off please? ^^ Also another issue: Cursed Loot seems to be trying to periodically apply offsets even when cover animations are disabled. When they are disabled no offset is applied on periodic update but it still removes other unowned offsets (such as applied through the console or called by a non-DD mod). Only disabling the entire Cursed Loot through MCM is able to stop it. It's SUPER annoying. Please let me turn off CL's offset handling completely without disabling the entire mod.
  5. Devious Captures

    Yah. If you remove metal, black and white you should only be getting red leather and ebonite (you can also exclude one of them to get consistent material as well)
  6. Devious Captures

    Could you provide some more information? Your exact load order, papyrus logs, when and how the crashes happen?
  7. Devious Captures

    Could you provide a papyrus log please?
  8. Devious Captures

    In that case it's nothing I can fix. You'd need to ask the authors of Integration and Defeat to sort it out, if at all possible.
  9. Devious Captures

    Mmmm... I've never experienced this issue. But I've also never played with the default blindfold settings. Maybe you could try to change the blindfold mechanics to "Leeches Mode" (yes it's named after me because I whined for the inclusion of alternative modes until Min gave in XD) in Integration's MCM and see if the problem persists? If the issue happens with the normal mode, but not in Leeches Mode that probably means there are some strange interactions between Integration and Defeat, most likely related to the player controls switcherino.
  10. Oh? What regeneration? I meant the health bonus ^^ Is it really needed? It doesn't seem to serve any purpose and makes my stats look really weird. It could at least be something like 5 points so my OCD wouldn't bleed so much XD
  11. OOOOH! So that's where the weird health increases out of nowhere come from? I've been trying forever to determine the source! I thought my Requiem was bugged XD Is the health increase intended too, Min? It does sound like a bug.
  12. XD Yups, that pretty much describes my lipstick life
  13. Devious Devices (Assets)

    Have you installed Integration?
  14. Devious Captures

    Yah it should
  15. Devious Devices (Assets)

    It may sound obvious but are you sure you're enabling the plugins in your launcher or whatever mod manager you're using? Also, this may sound obvious too but are you sure you've installed Devious Devices Integration as well? Assets doesn't do anything on its own, its only a resource container.
  16. Slaves of Tamriel (Updated 5/23/2015)

    Ooooh! This has developed a lot since the last time I tried it! I tested it earlier today and I think I managed to get to the end without major issues. But I think that the HDT chains shouldn't be required by default. Maybe as an optional replacer? But testing it with the HDT shackles and then again with a static replacement yielded a huuuuuge performance difference. Papyrus seemed to be affected as well, so with a lower framerate the scripts were very sluggish and desynchronised with the rest of the game. I suggest that if you want more reliable test results across a wider range of systems and configurations you may like to look into reducing the number of things that could impact player's framerate.
  17. Shoes pack for Skyrim

    Wheee! Thank you for supporting UNP as well <3 12768756234 thank yous!
  18. "What mod is this?" VI

    Thank you <3   Awwww I guess there's little chance it has an UNP version
  19. "What mod is this?" VI

    Ooooh does anyone know what outfit this is?
  20. You can apply essential flag to individual actors using reference aliases. http://www.creationkit.com/Quest_Alias_Tab
  21. Devious Captures

    The latest is 2.71. It's verified compatible with Defeat 5.0.2 and has no bugs as far as I know.
  22. Devious Captures

    Nuh, only player will be locked in restraints. This mod does not interact with followers in any way.
  23. Devious Captures

    You meant to post it in the topic next door XD
  24. Devious Captures

    I don't know yet. I picked like the WORST time to clean up my Data folder so now I'm in the middle of migrating my Skyrim mods to MO after a reinstallation and I'm not able to test things. It should still work assuming Goubo hasn't changed the names of any events in Defeat. I'll try to test once I've finished setting up my game again ^^
  25. Defeat

    Nuh, you only need to download 5.0. This is the latest version. 5b+stuffs are old beta versions.