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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.

Content Consumer

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Posts posted by Content Consumer


  1. Hi CC - found your mod and it looks very good - one question though: I see you have included Interesting NPCs in your mod. Is Valgus also included or if not, any chance to do that, too?

     

    Thanks!

    And I'll include Valgus in the next update (whenever that may be).

     

    Is this appropriate?

    Player:   Well, Valgus, I was wondering if you could teach me how to 'lay on hands,' if you catch my drift.

    NPC:      Ah! I'd be only to happy to give you some restoration training.

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  2.  

    Fishie (mind if I call you Fishie?), I LOVE the added idles. It is quite funny to talk with someone in SL see them adjusting themselves. Also I noticed mannequins sometimes get stuck in that pose. Makes me wonder what THEY get up to when I am not at home, since they don't move usually...

     

    I'll have to see if I can identify mannequins and remove them from the scan.  Any idea where there is a vanilla one I can use for testing?

     

    And no, I don't mind Fishie (or anything else).  :P

     

     

    Riften, Solitude, Windhelm, and Markarth all have them.

     

    I don't think there are 'vanilla' mannequins.

     

    Sure there are! Not just Hearthfire.

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  3. Has anyone else encountered a CTD when trying to enter the Ratway in Riften?  TES5Edit had this mod as causing a conflict.  When I checked the cells it said it was the one overwriting the script.  I deleted the mod, Got my backups of the .esms and re-cleaned them, dismissed all my followers and the CTD which was 100% reproducable went away.  Note:  This happened after trying to return to the ratway after completing the extortion quest to join the Thieves' guild.  

     

    Unfortunately, the last version (or two, can't remember) do make some changes to the riften ratway cell - I had intended to include a number of new followers, and one of them was in there. I thought I had reverted all the changes, but apparently not. It still works fine for me, but that's no guarantee it works for everyone else I guess.

     

    But the only changes that I made to the cell were with walls and doors, nothing to do with any scripts as far as I can remember. Which script was being overwritten?

     

    And, by chance, did you try a previous version to see (like 5a or something) to see if that fixed the issue? I'd like to be able to fix this if possible.

     

    EDIT: In addition the Riften Ratway, I made changes to the Bard's College, Dawnstar Sanctuary, College of Winterhold, and Underforge. Any problems with those places?

     

    EDIT: If none of the downloads here work, you could try an older version, located here. I honestly can't remember when I started making cell changes to this mod. The archive contains version v1c through v5.

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  4. The next one is the transport overhauls. I need to download a few of these and see what's happening. Could take a day or two.

     

     

    Or instead of using Bjorlam (or other cart drivers), you could just use stablemasters. That's what I had intended to do with the Ponygirl Express mod. It's a pretty safe bet that no mod has touched them.

     

    Alternately, you could always just make your own NPCs. Putting another NPC around the Whiterun stables wouldn't hurt QAYL either. :)

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  5.  

     

     

     

     

    1) Carriage drivers didn't get added to faction so there was no dialogue initially for them. Fixed by addfac command via consol.

     

     

    Are you using CTFO or any other fast-travel overhaul mod?

     

     

    Hmm, yeah. I'm using Better Fast Travel, although it makes no changes to the carriage drivers themselves. (http://www.nexusmods.com/skyrim/mods/15508/?)

     

    I'm using Expanded Carriage Service, makes the same claim....... also I disabled it and still nothing, even from a fresh new game (start owning breezehome from live another life) http://www.nexusmods.com/skyrim/mods/8544/? it even goes to say.....

    Shouldn't be incompatible with anything except something that would put things in the places where the carriages now go. No changes were made to the scripts so anything that changes those should affect all of the carriage operators uniformly.

     

     

    Ah, that's not a claim of the mod author in my case. I stated that because I've already examined the mod in TESVEdit. It makes no changes to the carriage drivers at all.

     

     

    I can only say that CFTO might have problems. At least, it did in the alpha version a couple of days ago (fixed now I believe, but I haven't tried it yet). And the only reason CFTO has problems is because it apparently removes the carriage drivers entirely and replaces them with their identical twins. It seemed an... odd... way to go about making that mod, but whatever.

     You may still take a couple of attempts to hook up

     

    Hur hur hur...

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  6.  

     

    I can't get tis mod to work, 0there's no MCM showing up... I tried all versions from 5a to 5d_2.

     

    Anyone got an idea?

     

    That's a new one on me.

    Have you tried manually starting the MCM updater? IIRC the console command is:

     

    setstage ski_configmanagerinstance 1

     

    Aside from that, the only other thing I can think of is that you need to give it more after starting the game to let all the MCM stuff update.

     

     

    Nope, it doesn't work at all. I played for hours, ingame and realtime. Even tried to start a new game. Double checked load order and requirements.

     

     

     

    And this mod is the only one with a missing MCM?

     

    Are you using Mod Organizer? Someone (can't remember if it was this mod or a different one) said the scripts didn't copy over correctly the first time they tried it. If you're using Mod Organizer, try manually copying and pasting the archive contents.

     

    If you're not using a mod manager, then I'm at a loss, I really don't know what might be causing a missing MCM.

     

     

     

    EDIT: It was with Devious Manual, and apparently not a MO issue but an NMM one.

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  7. I seem to remember Buffalo Springfield writing a song about this.

     

     

    There's something happening here 

    What it is ain't exactly clear 

    There's a man with a cart over there

    Telling me, that it I should wear

     

    I think it's time we stop, people, what's that sound 

    Everybody look who's running 'round

     

    There's tattoo lines being drawn

    By a man, thinking only with his schlong

    Don't bother speaking your mind

    You'll get so much attention, from behind

     

    I think it's time we stop, hey, what's that sound 

    Everybody look who's running 'round

     

    What a field-day in the heat

    A thousand people in the street

    Watching the player, as she carries their goods

    Mostly say, hot damn them's nice boobs

     

    It's time we stop, hey, what's that sound 

    Everybody look who's running 'round

     

    Random people thrust deep

    Into your holes they will creep

    It starts when you're always bound up

    You step out of line, the men come and then you'll get fucked

     

    We better stop, hey, what's that sound 

    Everybody look who's running 'round

    Stop, hey, what's that sound 

    Everybody look who's running 'round

    Stop, now, what's that sound 

    Everybody look who's running 'round

    Stop, people, what's that sound 

    Everybody look who's running 'round

     

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  8. I can't get tis mod to work, 0there's no MCM showing up... I tried all versions from 5a to 5d_2.

     

    Anyone got an idea?

     

    That's a new one on me.

    Have you tried manually starting the MCM updater? IIRC the console command is:

     

    setstage ski_configmanagerinstance 1

     

    Aside from that, the only other thing I can think of is that you need to give it more after starting the game to let all the MCM stuff update.

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  9. I apologize if this has already been answered - I searched this thread and didn't find anything, but I may well have missed it.


     




    Unless you are having problems with actors standing idle during sex scenes, the "?" is incredibly unlikely to be relevant and in most cases solvable by simply scrolling in and out of 1st person (OUT of 1st person, so you are in 3rd person during the check). 




     


    I am having trouble with actors standing idle during sex scenes. After the first scene, they begin to animate normally, but this reverts when exiting and re-entering the game. You suggest "fix your FNIS install" in the MCM - what exactly do I need to do? I've tried rerunning FNIS multiple times, and I have installed the most recent version (a couple of times, just in case one was a corrupted fluke). Is there anything else I can try?


     



     


    I have tried going to third person, multiple times. I have tried uninstalling sexlab and reinstalling, both on a new game and on an existing game. I have tried uninstalling MNC and reinstalling it. I have tried re-generating FNIS for users multiple times, both before starting a new game and after. I have tried de-installing creatures in FNIS and re-installing. I have re-registered both MNC (creature framework) and Sexlab multiple times, before, during, and after much of the other suggested solutions. Still no dice here.


     


    I have found that after attempting sex once, and having the actors stand apart not animating, after the first attempt the question mark goes away and the actors will animate properly on all subsequent sex acts... until I save, exit, and reload the game, at which point the question marks are back and it requires another sex act to get it to work again. It's actually kind of irritating to have to do this every time I load the game.



     


    My Papyrus log is located in this post. Would it be helpful to append another one?


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  10.  

    What settings do I need to change to make arousal go down more after sex? Ideally I'd like it to drop a lot. Currently with TDF prostitution the same customers keep coming back over and over. 

     

    There is no setting to set the arousal drop.  It is hard coded at 20.

     

     

    Is it this?

     

    Int exposureValue = ((thisThread.TotalTime / GetAnimationDuration(thisThread)) * -20.0) as Int

    So by altering the value and recompiling, I can change that, right?

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  11. For some reason coco_tdm2.esp seems to be putting a bit of ill constructed slightly floaty mountain/rock nearly on top of Shoreline Bandit Camp, (i.e. bandit camp west of Dawnstar).

     

    From below :-

    TESV_exe_DX9_20150930_104310.png

     

    & from above if go up the hill you can sort of jump inside it:-

    TESV_exe_DX9_20150930_104332.png

     

    Fixed, and thank you.

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  12.  

     

    I like the idea for this mod, but what I'd really love is a tie-in mod that would allow NPCs that take advantage of my character to add their own tattoos to her... preferably in a way that's difficult, but not impossible, to remove.  Anyone know of a mod like that?

     

    SlaveTats is specifically written to support that sort of thing, but as far as I know, only Quick As You Like actually uses the feature so far.

     

    The new version of Slaverun will now optionally use Slavetats as well.

     

     

    And Slaves of Tamriel does that, though the tattoos are not locked.

     

    And one (or more!) mods from DocClox that may be coming out sometime will also use it.

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  13. For some reason coco_tdm2.esp seems to be putting a bit of ill constructed slightly floaty mountain/rock nearly on top of Shoreline Bandit Camp, (i.e. bandit camp west of Dawnstar).

     

    From below :-

     

    & from above if go up the hill you can sort of jump inside it:-

     

     

    Ah, crap. You're right, it does.

    That was supposed to be the cave entrance location for the ice wraith researcher, before I decided to move the whole thing underground.

    I'll fix it, probably upload a fixed version tonight.

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  14. Hi I am having a problem with sl1.60

     

    I install it on a fresh game and two of the sexlab prerequisites have ? marks beside them below is list with ok or ? beside them.

    SKSE 1.73+ ok

    sexlabutil.dll skse plugin 1.6+ ok

    storageutil.dll skse plugin 3.0+ ok

    fnis 5.4+ ok

    fnis user behavior generated ok

    fnis sexlab framework idles ?

    fnis creature pack 5.2+ ok

    fnis sexlab creature idles ?

     

     

    Maddac, did you ever fix your problem with this? If so, how?

     

    I have tried going to third person, multiple times. I have tried uninstalling sexlab and reinstalling, both on a new game and on an existing game. I have tried uninstalling MNC and reinstalling it. I have tried re-generating FNIS for users multiple times, both before starting a new game and after. I have tried de-installing creatures in FNIS and re-installing. I have re-registered both MNC (creature framework) and Sexlab multiple times, before, during, and after much of the other suggested solutions. Still no dice here.

     

    I have found that after attempting sex once, and having the actors stand apart not animating, after the first attempt the question mark goes away and the actors will animate properly on all subsequent sex acts... until I save, exit, and reload the game, at which point the question marks are back and it requires another sex act to get it to work again. It's actually kind of irritating to have to do this every time I load the game.

     

    So I was wondering... did you ever find a fix?

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  15.  

    Not for nothing but sexlab stories and or sexlab devious stories was crashing the game at one exact place, took me forever to find out the name:

    "Evergreen Grove".

    Going up  to the border of that cell (or whatever it's called) would cause instant ctds.

    Now I'm not singling out your mod, but it's the one I uninstalled first to see if it would help, and it did.

     

    I already slavishly install all your mods, and the only thing I'll really miss is the lovers-stone anyway.

    I'd much rather be here wondering if more humanlike flowering spriggans are ever returning,

    but anyway,

    I checked out a few posts here.

    Yes, Peaches (the player) hangs around lots of fetishists.

    Yes, I use xp32mse, 3.something, xpms cbe (or something)

    No, I didn't try an older version (which fixed it for another user)

    what does your mod want?

    How may I entertain it?

    O well.

     

    Evergreen Grove?

     

    Stories doesn't make any change there. 

    I do change something to an altar a little further south, so maybe that counts when that cell is loaded.

     

    The main change there is a wizard who became mad after a spell backfired and left him transgendered.

    It should be using the same body as the Wonder in Windhelm, so if that Inn doesn't cause a crash in Windhelm, there shouldn't be a reason for that area to make you crash either.

     

    If anything, I changed it recently to make it more compatible with SoS, so there isn't anything special about that body type.

     

    XP32 should be enough in any case.

     

     

     

    The cell with the mad wizard is way too far south to be affected by entering the evergreen grove cell.

     

    http://srmap.uesp.net/?locx=-50570&locy=-67821&zoom=16&showcells=true

     

    I'm not saying for certain that Stories isn't at fault, since uninstalling it apparently fixed it, but I'm fairly sure it isn't because of that particular thing.

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  16. I just got defeated by a bandit inside Bleak Falls Barrow, and instead of sending me to Simple Slavery he triggered SD+ directly. I have actually turned SD+ off entirely in Death Alternative's MCM, so the only time I should get enslaved in this game with SD+ is through Simple Slavery sending me there, right?


    This bandit is the standard vanilla bandit, not mod-added, so his factions are set right (I assume)...


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  17.  

    As noted in the Sexlab MCM this is a non-issue with no gameplay effect, it occurs randomly and doesn't mean anything, the question mark may be gone next time you load your save without having done anything.

     

     

    Not precisely a non-issue, because the sex animation wouldn't play. However, it seems to have corrected itself - the NPC question mark goes away after the first sex act, and subsequent sex animates just fine. No idea why, but as long as it works, I'm happy.

    I haven't tried creature sex yet, but I'm going to assume the same will happen there. Fingers crossed. :)

     

     

    Start FNIS and press De-install creatures. Confirm yes. Go to your mod manager and de-istall creatures from there too. Reinstall FNIS creatures, run FNIS, start game and check your mods status. If it's OK you don't have to run "Rebuild & and clean", if not, run it.

     

     

    That's a somewhat draconian process, but I'll try it out if the above option doesn't work. Thanks.

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  18.  

    I can check if there is a way to delay the vanishing part of the spell if the creature is in the middle of sex but I can't promise it will work.

     

    Edit: It looks like there was an easy way to delay the 'kill' part of the summon.

     

    How did you do it? I was going to suggest you take a look at the Dawnguard DLC, the Summon Arvak spell. He won't disappear while riding him, he waits until you dismount, so maybe there's something there...

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