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  1. I will pitch this idea at other places as well, but I think this mod is tangentially related. Any chance of having a NPC > follower/NPC gangrape function that is independent from PC gangrape?
  2. I'll add my cases to this, I got my armor keyword through bikini armor mod natively, but I still run into events eventually stop popping. I suspect it relates to previous/current event not ending correctly. There are generally two outcomes when this happens; either A, events will never spawn again in any locations or B the location where the previous bugged event happened will never spawn another event, but other locations will still work. Essentially given a long enough time the game will either stop spawning events altogether or event locations will start to bug out one by one. I generally test with Loreius farm (near Whiterun), Windward Ruines (near Dawnstar), and Kynesgrove (near Windhelm)
  3. Short answer yes. Is that working as intended, not sure. I have a sneaking suspicion that double triggering teleporting to inn then to breezehome might be due to accidentally triggering the door twice, but I haven't got a chance to test that. The guy idling I just chalk it up to Skyrim AI being Skyrim AI, a lot of the time he just idle by the boxes for hours anyways.
  4. https://www.nexusmods.com/skyrimspecialedition/mods/49608 This mod will show slot usage of most equipment. Although I don't recall tawoa remastered having body and tassel slot conflicts, there was a few body and thong conflicts however, but then again I haven't check every armor combination
  5. Ran a few more test with the mod again. Few more tidbits encountered The mod either does not like follower or does not like follower with defeat mod, was having more success with triggering combat lose event when no follower around. Tied up in house and tied up in cave sequence seems to prevent magicka and stamina regen, which are resources needed to escape tied up, at low level you basically get 1 try of each. The door for the house is master difficult rated and it seems like you have to rely on using your own lock picks in the confiscated item chest assuming you have any to being with (although i wonder if a quest item marked skeleton key would work.) Cave escape seems to rely on essentially sneak skill. All in all escaping is quite difficult and after multiple failure even escaping from the rope become impossible...which could be by design. Which brings us to the fail safe, it seems like the mod has a teleport to inn, guardhouse, Breezehome fail safe after getting stuck for a while, I encountered it a few times, but no indication on how it triggered and the mod address it only once that character was explicitly rescue; it was from a tied up on the road bad end. It is possible to get teleport to Breezehome before the house is unlock which the game is then soft lock unless using console command to unlock the door or coc out of cell Odd cases with delayed event triggering. This one is a little hard to explain, but it seems like it is possible to sequence pause an event or double trigger the next step of an event without realizing especially if the event involve teleporting character to a certain location or enter/escape a bounded sequence, the event will seemingly "end" and be fine, but the next time PC go to a road event spot, the sequence will then pick back up again and teleport PC to where the previous event left off last time. Cases I have encountered: Tied up road event seemingly released PC, so ran away, but the next time PC arrive at another event spot, PC get teleport to a safe house PC escape house, next time arrived at an event spot, PC gets teleport to waking up at Breezehome
  6. The nord killed argonians event should lead to triggering SLHH animations if the dialog lead to the nord trying to hold PC. Here are some of my test oddities findings. Mainly road events, fast travel between three event spawn points, near Loreius Farm, near Lost Echo Cave, and Windward Ruins. Single Argonian outlaw spawn event, the combat defeat works, (this is will be relevant later for comparing to other combat defeat scenarios). The sex scene plays and then the tied up scene also trigger. But it appears that PC will get tied up at location of defeat. If the 2 men spawn outcome is selected the 2 men will spawn near PC, start talking, but will then walk toward the random event triggering spot which can lead them to walking away from PC if PC was not tied up near the event spawn point. If far enough away event will then become stuck unless player jumps to break animation and actively walk towards the 2 men and the scene will continues. Falmer captured woman event. Falmer will play a sex scene with the woman and then they will start walking away towards who knows where and the woman will follow. The falmers never aggro NPCs or PC, If PC attack the falmers and kill them nothing seems to happen, talking to the woman then only have standard gagged dialogue options. No starting nor ending dialogue, nor any pop up message boxes, not sure if intended. Thugs and captured knight. Waiting around long enough the captured woman will aggro nearby NPC and followers, not the thugs however, so she will likely get kill and the scene will end with dialogue box confirming the outcome. This will happen if not talk to anyone or if PC hangs around after the event finish. Combat defeat with the thugs from what I have tried do not work. PC will never die or get knock out, health will just get refill to full as oppose to the outlaw event. I am using baka defeat along with followers not sure if related, I have tried turning both babodialogue build in essential function on and off, but no difference. If I recall correctly any combat scenario with three the opponents will also have the same issue such as the the captured thalmor event and the Nords kill argonians event. Farmer debt event. To put it simply I think this event does not terminate correctly and will stay active taking up the spawn point even after it "ends". First time encountering this event I tab out of the dialog and the event seems to registered that as ignore the farmer. The loan shark then walk away with the farmer. Fast travel away and back to this location all the NPCs are gone however this event spawn point stop spawning babodialogue events even after days of fast traveling around the map then returning multiple times. Second time encountering this event, talk to farmer and pick talk to loan shark, talk to loan shark and select to take on the debt. Farmer and loan shark acknowledge the result. Fast traveling away and then back to to this spawn point the farmer and just the head loan shark are still there (the other generic loan sharks are gone). Approaching them will trigger the beginning dialogue of the event again, however talking to them will play the acknowledgement dialogue from previous encounter. Fast traveling away for days and returning they are still there with same starting dialogue that does not go anywhere and talking to them yield acknowledgement dialogue. Once again preventing any other event from appearing. Reputation, I am not entirely sure what reputation does or how to gain or loose reputation. During my testing PC somehow ended up with around -8 rep. When dialogue regarding reputation is spoken by NPCs it seems to imply that the NPC should leave PC alone after their fun or agreement because her reputation will likely cause trouble with the guards. I would think a negative rep means PC is unpopular...but I also have no idea what caused an rep of -8, not sure if working as intended.
  7. For the first person thoughts. If PW ever expand more into NPCs and followers or if you ever want to expand PW comments with more NPC/follower content a third person writing style would probably be easier to work with. Apropos in the past ran into a content splitting issue with having to write in all first, second, and third person perspective base on player/PC preferences and to account for NPCs And I think there are some mods out there (sexist guards and baka dialogue) that feature a method to mimic having the player character "speak" self comments
  8. SLHH seems to work best just as an animation/striping mechanic; run it with its build in trigger off and relies on Approach and Dialogue for actual triggering. I find Approach and good portion of Dialogue to function well most of the time mechanical wise, but they somehow seems to be missing a certain charm that I feel like they should have, maybe some of the stats tracking and dialogues do not match. The keyword triggering condition is at its strangest when events can trigger only when proper keywords are present...which makes being naked to not trigger anything, while mechanically correct, seems a little strange. Defeat and Dialogue interplay do be buggy at times, and as far as I know Baka Defeat is known to be buggy on its own which might be becoming a bigger issue as new defeat style mods and frameworks have appear. I also just can not get bikini quest to start for whatever reason.
  9. Gave the patch a quick test, thane status still won't update in real time it seems. On the bright side it does seems like after becoming a thane with Public Whore running, save the game, reload, the status will update in MCM.
  10. PC thane status seems to track on initial start of the mod, as in if PC is already a thane of a certain hold and then install Public Whore, MCM will have the check box tick along with relevant fame added. But it won't track if PC becomes a thane after Public Whore is already running, as in if Public Whore is already running on a save and then PC becomes a thane the check box won't tick and no fame added. Tried saving and then reloading after becoming a thane and it still won't track. Not sure if this is what the hero fame fix was suppose to address. Tried on 1.1.2.
  11. Better integration/involvement with NPCs and followers. To me the original Slaverun was one of the few earlier mod that has the bases and decent NPC > NPC/follower interactions, I would like that see more of that or events that goes a little deeper. A more running in the background and just living through it environment/tone. Eventually Slaverun has a function where towns will fall one by one without PC doing anything, but ultimately it's more or less a timer and the meat of the mod still does not do much until PC becomes a slave and follow through with its main quest. I want to see a case made for PC not being the center of everything and is just one of many who has to live with the rising and falling of slavery between forces that are working in the background. I mean occasionally PC would take action that could move the needle one way or another but I feel like PC shouldn't be the only thing that drives the world forward.
  12. Sven's contract is actually in his inventory, you can pick pocket to read it, but it's blank. Somewhere around signing of the contract a gameplay dialogue box pops up with a short message about PC will have to put up with his abuse (something along those lines, paraphrasing here...) which the player can only press OK to close. In the dialogue exchange with Sven (or more like his monologue in my case since he just walks and talks to himself mostly lol) he mentions to break to contract PC can either pay him 10000g or stand naked in town center for 10 min or something. Neither of those seem to have a follow up. Talking to him again offers no new/unique dialogue. He will occasionally still plays his "everything's PC fault dialogue" referencing PC siding against him in the vanilla lover letter quest it seems.
  13. Is the Lovely letter with Sven incomplete or is it bugged right now? I approached Sven after helping Faendal and the scene with him kissing in the room in the Inn trigger, but he just runs off in the middle of it and control become stuck. Using the debug to regain control and talk to him again he said something about writing a contract, but that's the end of it as far as I have tested. No follow up, no more dialogue nor events.
  14. How or if any part of the Riekling quest is repeatable? The dialogue/text box seems to imply that it is repeatable, but I have yet to seen events repeat. Are more scene suppose to play or replay after failing to escape? In my experience it is just waiting around until day time again to try again. It seems like only the blacksmith in Raven rock can free the PC. After defeating the challenger will a new challenger reappear? Returning to the hall the interior is all empty.
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