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On 5/7/2019 at 8:07 PM, zaira said:

No more configuration menus - some options can be changed in json config files 

This kinda makes me sad. Being able to actually adjust stuff to my preferences is always a good thing.

 

On 5/7/2019 at 8:07 PM, zaira said:

My estimation is a public beta release this month.

Not to be annoying, but any news on that?

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The version is feature complete but I have still a problem to detect jail door entry and exits. For cages it is easy but for jail doors it is complicated.

This problem must be solved.

 

It is about moving two 3d objects (door & triggerbox) towards relative - but unfortunately I am not good in maths. I only know how to adjust rotation angle properly.

 

I have to place 4 objects relative to the door - entry and exit boxes and captive and opener markers. I have no idea how to do this but I need it for many scenes.

DoorScenario.png

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1 hour ago, zaira said:

The version is feature complete but I have still a problem to detect jail door entry and exits. For cages it is easy but for jail doors it is complicated.

This problem must be solved.

 

It is about moving two 3d objects (door & triggerbox) towards relative - but unfortunately I am not good in maths. I only know how to adjust rotation angle properly.

 

I have to place 4 objects relative to the door - entry and exit boxes and captive and opener markers. I have no idea how to do this but I need it for many scenes.

DoorScenario.png

 

 

Inte might have the answers you are looking for:

he basically fixed the issue for deep bluefrog

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i have a problem when i talk to any innkeeper the translations dosent come up i cant understand anything please help cuz i dont know what to do after the assistant take to the box and tell to do something that i dont understand cuz its in german 

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The cagea are easy because there is always a cage where the door is attached to - I can simply move a triggerbox into the cage. Jail doors are much more dificult because they don't have anything connected that I can use to adjust the triggerbox location.

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1 hour ago, zaira said:

The cagea are easy because there is always a cage where the door is attached to - I can simply move a triggerbox into the cage. Jail doors are much more dificult because they don't have anything connected that I can use to adjust the triggerbox location.

If I'm understanding correctly what you are trying to do, check out Srende's Pet Project.  There are several scenes in that mod where character markers and devious/DC furniture is placed on the fly relative to the positions of existing objects.  usually beds, perhaps same technique could be used with doors.   

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3 hours ago, zaira said:

The cagea are easy because there is always a cage where the door is attached to - I can simply move a triggerbox into the cage. Jail doors are much more dificult because they don't have anything connected that I can use to adjust the triggerbox location.

 

I wouldn't know, but you know who would?

 

Inte..

 

You know why Inte would know?

 

Cause he's already addressed this issue with BOTH cages AND jail cell doors in multiple locations.

 

Seriously its a simple ask and im sure he'd be more than happy to help if you did.

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59 minutes ago, deadmetal said:

 

I wouldn't know, but you know who would?

 

Inte..

 

You know why Inte would know?

 

Cause he's already addressed this issue with BOTH cages AND jail cell doors in multiple locations.

 

Seriously its a simple ask and im sure he'd be more than happy to help if you did.

yup  Inte would help for sure.   write Pop in search . it is as simple as that.

mods would generally be much bettrer if modders would communicate with each other.

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I have checked the code of XPO and PetProject - there is nothing that would help. XPO does not have entry and exit detection at all - it just recognizes door activation and PetProject has a set of fixed coordinates based on known cells.

 

Both are not an option. My scenery is: the victim has bound hands - the jailer walks to the door opener position, opens the door and give the order to enter or leave the jail. The scene is suspended until the victim has entered or left a trigger box.

 

This is a typical scene that occurs often. And this scenery stucks often because my old formulars where insufficient for non-cage-doors.

 

Here is an example:

MarkerMovement.png

  1. The door
  2. Marker moved to door -> marker.MoveTo(door)
  3. Move marker to the opposite side of the door on X -> ???
  4. Move marker to the opposite side of the door on Y -> ???
  5. Rotate marker to face the opposite side of the door  -> marker.RotateTo(door.Angle)
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1 hour ago, zaira said:

I have checked the code of XPO and PetProject - there is nothing that would help. XPO does not have entry and exit detection at all - it just recognizes door activation and PetProject has a set of fixed coordinates based on known cells.

 

Both are not an option. My scenery is: the victim has bound hands - the jailer walks to the door opener position, opens the door and give the order to enter or leave the jail. The scene is suspended until the victim has entered or left a trigger box.

 

This is a typical scene that occurs often. And this scenery stucks often because my old formulars where insufficient for non-cage-doors.

 

Here is an example:

MarkerMovement.png

  1. The door
  2. Marker moved to door -> marker.MoveTo(door)
  3. Move marker to the opposite side of the door on X -> ???
  4. Move marker to the opposite side of the door on Y -> ???
  5. Rotate marker to face the opposite side of the door  -> marker.RotateTo(door.Angle)

I could have misunderstood what you need to do but, here's my 2 cents:

 

You need to check if the PC execute an order by the Guard (like Go in/out something), maybe in a gived time.

 

Instead to move  around waypoint, simply check the Angle of the door.

The part where the guard is (180°) it's the Outside, the rest it's the inside (to check the guard position you'll simply use their coordinates relater to those of the door)

Check also the distance and you have a "large cone".

When the PC is in position (0-180 or 180-390 and 100 units away from the door) you make it turn as you do.

 

Should be easier.

 

 

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2 hours ago, zaira said:

I have checked the code of XPO and PetProject - there is nothing that would help.

STOP CHECKING THE CODE AND DO SOME HUMAN COMMUNICATION FOR ONCE!

 

Jesus christ just send him a god damn message instead of making mountains out of molehills, maybe the way you are trying to approach it might not be possible in the game engine and he might have the solution..

 

He has been modding skyrim for a looooong time now, might I add SUCCESSFULLY!

 

Rather than just say "hey I could use some help with this" you decide to look into the code instead.

 

you are unbelievable...

 

maybe you need some help: https://www.wikihow.com/Talk-to-People

 

Trust me I WANT your mod to succeed! I really do! But you really are the biggest hindrance to your own mod the way you refuse to ask people for help.

 

 

If I was to guess Inte ran into the same issue and he came up with the current work around which at least in SD+ case has the actors approach the outside of the cell, then be teleported a few feet into the cell, sure its not as immersive as walking in, but it fucking works

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On 5/28/2019 at 12:32 PM, bode997 said:

i have a problem when i talk to any innkeeper the translations dosent come up i cant understand anything please help cuz i dont know what to do after the assistant take to the box and tell to do something that i dont understand cuz its in german 

someone answer me please ;(

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7 hours ago, Zor2k13 said:

When the npc points at the box it depends on what is in the box. The box being empty means put everything you have in the box. The box having things in it like whore clothes means take something out of there and put it on.

Thank you man 

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I have an issue with ME, maybe someone can help?

After getting a radiant quest [NPC searching for a whore] i'm stuck in "BUSYstack". I can't speak to and solicit customers, neither getting my payment from the pimp, all the ME interactions are gone. What works: I could stop the whole quest to be a whore in the brothel, but I'm not getting the money then, without cheating (possible solution, but i think thats no fun after all). Already looked up the papyrus log, seems that the quest is stuck, even with the "Cheating function" in the selection wheel, the quest still remains in the quest log but it seems ME don't recognize the quest anymore.

 

Quote from the log:

Spoiler

 @@ TOOLS :Sidequest finished :Der NPC Hurenjob
[06/01/2019 - 07:39:58PM] @@ TOOLS :sidequests 0=Hure von <Alias=pimp>

That's repeating all the time, since the quest started first time, but is not registerd as finished for the quest log, and the quest didn't start a second time.

And it is happening more than once, simply every time after this quest.

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in mcm you can stop Maria eden and restart it.  that will clear all Errors. but it is more work than just pushing the Botton in me mcm.

Put your inventory in a chest or a Barrel or you wwill loose everything you have. relogg after stop me,  make a clean save, then start me again. you have to redo slal loader, sexlab and me mcm.

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HI,

 

FYI - I'm german, but because the most speaak english here I post in english.

 

I have got respect to shoulder such a project to make mod like that. But it got a few problems and this post is in no way an attack.  I've downloaded this mod 2 days ago and tried it - clean and safe new install with another life mod and addon. I use the english version of skyrim with all DLC. Sadly I must say it was no fun to play and I quit to play it because of the problems. The idea is interesting and I would have liked to experience it but it was not possible. I don't know how often I tried until I got at the end the dialog options to make people interested in the PC to be eventually her pimp. After I got that working and got a pimp the NPC does nothing. No additional content - nothing. Then I tried the brothel option - that stopped at the point with getting another outfit. Opend the wardrobe as I was ordered to and there was money one clothes piece and a  third item I can't remember at the moment, but it was not wearable. Got the clothes piece and wore it. But it was not recognized. The NPC only repeated endlessly "How long must I wait ?" BTW - why german sound even if installed in english and have an english version ? Everything I tried - getting only a part out of the wardrobe, getting all etc. nothing could compel the NPC to continue. The option to forward the quest with the console is not available 'cause ME quest does not show up in the questlist and even could not be find via "showquesttarggets " in the console. And even when I found the quest and its questid# with help in the console and could not get the queststages. I reloaded a save from before the brothel and tried the slave auction - I could speak with owner of the "shop", got the dialogs for "best whore" "sell" etc. and tried every one of them. Depending on the option I got maybe one to two dialogs and was put in a cage. After that - nearly nothing. The only part that worked where the slaves that got the PC out of the cage and on the different furniture that I could choose (why ? - the PC is slave. You don't ask a slave. You just do it like YOU want) and that finished not when the "torturer" wanted - it finished when "E" was entered - even when I waited more than 20min realtime. Should be more then 7 h ingame. One option choosed was a mass whipping if I remember the option correctly. Bandits came and the PC got out of the cage aaaaaaaaaaaaaand - nothing. The option auction - got out of the cage, was ordered onto a cross  or  another time in a cage and the three owners of the brothels came in. After that - nothing. 

It would be a little more experience if a kick via console and setting the stage whre possible but as it is - no chance. At the moment the mod for me is pre-alpha-state.

 

Another thing apart from the rant above - my personal opinion about the voices. I wished while playing there were an option to disable them. Every women that's part of the mod got the same voice, for the men where two voices. Not much better.  The voices and accentuation sounded like a news reader in the TV and the german sentences (remember I'm a native german) could be of a much better variant. Watch a few adult movies (no soft porn) for getting an idea. 

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Best thing to do with the clothes is once you put them on. Save the Outfit - And the Load the Outfit - which should allow the mod to continue. The german voices is an optional install, so if you don't like them, remove them when installing (or look for the download which is significantly smaller in size which, I think doesn't include them).

 

If you're being asked to choose your furniture then it's because you have debug options enabled. Goto MCM settings and uncheck and then your punishments will be selected automatically (although be aware not all punishments will work, some never worked for me) - If you get a situation when stuck, press right or left arrow (or left or right on d-pad if using a controller) and select cheat and you can either release player or stop scene - Which can help in continuing (or stopping) the quests.

 

The mod is nearly approaching 3 years old and some of the dependencies have been upgraded which cause further issues (such as missing furnitures) so if you're just starting out on this mod you probably won't understand why things are hanging when they shouldn't.

 

I still have it in my playlist and still an amazingly brilliant mod. 

 

You'll probably be better off waiting for the new versions with Zaria is working on, and I'm impatiently waiting for :)

 

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