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Treasure Hunter Whore (A Devious Quest)


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16 hours ago, Tyrant99 said:

THW C++ Source.7z 826 B · 1 download

 

Here's the C++ source if anyone wants to take a crack at compiling. I don't currently have the setup for it, but you should be able to find the .dll compiling information at the SKSE github.

 

My understanding is that the code doesn't need to change at all, it just needs to be recompiled to the SE SKSE.

Thank you! You have done a service to the community!

 

For anyone else starting down this rabbit hole, the best link I found for SE is:

https://www.creationkit.com/index.php?title=SKSE_Plugin_Creation

 

I have rebuilt SKSE64!  The power!

 

Well - I got stuck at a really dumb place.

I can't get past C++ compiler errors on the two lines:

        TESObjectREFR * reference = NULL;
        LookupREFRByHandle(&handle, &reference);

 

The error I get is a NiPointer template cast error on &reference:
Error    C2664    'T': cannot convert argument 2 from 'TESObjectREFR **' to 'NiPointer<TESObjectREFR> &'     

 

If I comment out the LookupREFRByHandle line, everything compiles clean, links, and gives me a 64 bit DLL. Not good enough though.

 

I found a plugin by Expired - and copied his code. This works:

        NiPointer<TESObjectREFR> reference;
        LookupREFRByHandle(handle, reference);

 

Off to testing...

 

 

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Hmmm, well I notice that GameReferences.h is a bit different between the SKSE classic and 64, there's also some different classes and stuff too, so yeah, it's not all the same.

 

64

image.png.b694d13930a01fa79f7adc9210e5371c.png

 

Original

image.png.b87e3654e891ccb216d775f047b50a3c.png

 

So in 64 it is calling to NiPointer explicitly while the original I think was just 2-dimensional array. I guess it makes sense that you'd need to pass the argument in that way.

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Well this won't be the slam-dunk I was hoping.

SKSE64 seems to have new standards now. The DLL as written comes back with a "Not a valid SKSE plugin".

Two new functions are required:

SKSEPlugin_Query and SKSEPlugin_lLoad. These are used to register the plugin and indicate successful loading.

I copied these from a sample and SKSE64 is now happy with the DLL. Log says successfully loaded.

 

I don't actually think I ever get as far as calling GetConnectedDoor - or the native call is not working.

Triggering the Quest with outdoor sleeping results in sleep ending and black screen.  A few seconds later it CTDs.

Last entries in the Papyrus log show Zaz equipping iron chains on the player. Nothing after that.

Commenting out all the GetConnectedDoor calls do not change the CTD in any way - so I think this is not DLL related.

Last lines in the log:

[07/22/2020 - 09:37:25PM] [Zad]: OnEquipped(Gisele: Iron Prisoner Chains)
[07/22/2020 - 09:37:25PM] [Zad]: No menus are open. Equipping silently.
[07/22/2020 - 09:37:26PM] [Zad]: Sending device event DeviceEquippedPrisoner Chains(Gisele:1)

 

For me, this will go into a time permitting category. I see a lot of time going into reading code and other SKSE plugins...

 

Editorial comment: Very clean code. SSEEdit finds no errors in the ESP. 64 bit Creation Kit is happy with everything. Scenes all look good.

I have recompiled all the code (no errors), so I am well set up to lace in debug statements.

 

 

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41 minutes ago, fred200 said:

Well this won't be the slam-dunk I was hoping.

SKSE64 seems to have new standards now. The DLL as written comes back with a "Not a valid SKSE plugin".

Two new functions are required:

SKSEPlugin_Query and SKSEPlugin_lLoad. These are used to register the plugin and indicate successful loading.

I copied these from a sample and SKSE64 is now happy with the DLL. Log says successfully loaded.

 

I don't actually think I ever get as far as calling GetConnectedDoor - or the native call is not working.

Triggering the Quest with outdoor sleeping results in sleep ending and black screen.  A few seconds later it CTDs.

Last entries in the Papyrus log show Zaz equipping iron chains on the player. Nothing after that.

Commenting out all the GetConnectedDoor calls do not change the CTD in any way - so I think this is not DLL related.

Last lines in the log:

[07/22/2020 - 09:37:25PM] [Zad]: OnEquipped(Gisele: Iron Prisoner Chains)
[07/22/2020 - 09:37:25PM] [Zad]: No menus are open. Equipping silently.
[07/22/2020 - 09:37:26PM] [Zad]: Sending device event DeviceEquippedPrisoner Chains(Gisele:1)

 

For me, this will go into a time permitting category. I see a lot of time going into reading code and other SKSE plugins...

 

Editorial comment: Very clean code. SSEEdit finds no errors in the ESP. 64 bit Creation Kit is happy with everything. Scenes all look good.

I have recompiled all the code (no errors), so I am well set up to lace in debug statements.

 

 

What's the HTD physics situation in SE?

 

The last I checked it wasn't available, but that was awhile ago.

 

Anyway, what is getting equipped to the Player at the time it CTDs are some DD items that include HTD physics, so, it might be necessary to change these to different DD items that do not use HTD if the physics stuff is not working in SE. I think this change would fix that particular problem for this CTD (you could comment out for now to test).

 

image.png.38f51087cba5f339a0fe4cc1c331bf85.png

 

I believe that it's the zadx_HR_PrisonerChains01 that would be causing the issue. Perhaps there is some solution for the HDT stuff in SE by now, but I haven't been following the status of that so am not sure.

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I have a solid half dozen HDT physics packages available, along with CPB Physics.

 

These are all in Vortex, so it is just a matter of enabling one and seeing what happens... This Profile has no Physics active at all.

 

Back in a bit. Thanks for still being alive - and commenting! Helps a lot!

 

The best HDT package for SE seems to be:

https://www.nexusmods.com/skyrimspecialedition/mods/30872

There is another package for HH support.,

 

Hot damn! The problem was Prisoner Chains by Heretic. There is a patch, DDHOTFIX, that swaps out HDT chains for normal.

With that in place - I got transported to the Vampire dungeon, neatly trussed up in chains.

I will have to go back in and reenable the SKSE code I commented out. After playing in this dungeon for a bit...

Vampire may have dark face bug - but that I can fix. His dialog looks good.

 

Here I am, running cross-country like crazy, and the distance to go never changes (extremely large negative number).

Is this related to the SKSE plugin (still commented out)?

 

Well with the DLL active, my Papyrus trace looks like:

[07/23/2020 - 12:05:08PM] ERROR: Cannot calculate distance between and object and None
stack:
    [ (00000014)].Actor.getDistance() - "<native>" Line ?
    [THWFindTreasure (14000D62)].thwtreasurehunterscript.UpdateDistance() - "THWTreasureHunterScript.psc" Line 154
    [THWFindTreasure (14000D62)].thwtreasurehunterscript.ShockPlayer() - "THWTreasureHunterScript.psc" Line 750
    [THWFindTreasure (14000D62)].thwtreasurehunterscript.CheckDistance() - "THWTreasureHunterScript.psc" Line 535
    [THWFindTreasure (14000D62)].thwtreasurehunterscript.UpdateDistance() - "THWTreasureHunterScript.psc" Line 185
    [THWFindTreasure (14000D62)].thwtreasurehunterscript.ShockPlayer() - "THWTreasureHunterScript.psc" Line 750
    [THWFindTreasure (14000D62)].thwtreasurehunterscript.CheckDistance() - "THWTreasureHunterScript.psc" Line 535
    [THWFindTreasure (14000D62)].thwtreasurehunterscript.UpdateDistance() - "THWTreasureHunterScript.psc" Line 185

 

I suspect those changes that were required to the DLL messed something up. And my _MESSAGE trace statements in the DLL are not happening...

 

You will be glad to know the Skooma Whore and Skooma Whore Addicted add-ons are working great. I can hardly see because of the Arch Mage technicolor effects...

 

StartQuest may have started earlier than I expected. When I tried my current DLL at initial load - distances are decrementing. That means the SKSE routine is working. Back to testing...

 

 

 

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Distance markers went really well, until I got under about 1000. Then  lost them...

I looked around in Markarth, to no avail. Headed back to Half Moon Mill.

Made it most of the way - and my mission timed out. Vampire and his slave were not pleased with me.

Put into Slow Slave training. Bondage gear looks good. Crawling animation is good.

Says keys are at top of mountain, but Quest Pointer points to High Hrothgar. Not the top - but close enough I guess.

Crawled to the top. Found a Sack of Keys in the chest. One thing they don't do is unlock the bondage gear on me.

Actually I can't do anything with them except drop them. They may be broken.

Now I am chilling at top of the World, deciding what specifically to look at next.

Slave girl also has dark face. Maybe I will fix the faces next.

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27 minutes ago, fred200 said:

Distance markers went really well, until I got under about 1000. Then  lost them...

I looked around in Markarth, to no avail. Headed back to Half Moon Mill.

Made it most of the way - and my mission timed out. Vampire and his slave were not pleased with me.

Put into Slow Slave training. Bondage gear looks good. Crawling animation is good.

Says keys are at top of mountain, but Quest Pointer points to High Hrothgar. Not the top - but close enough I guess.

Crawled to the top. Found a Sack of Keys in the chest. One thing they don't do is unlock the bondage gear on me.

Actually I can't do anything with them except drop them. They may be broken.

Now I am chilling at top of the World, deciding what specifically to look at next.

Slave girl also has dark face. Maybe I will fix the faces next.

When you get really close, I think the distance marker may turn off because it would make it too easy to find. It will switch to strength of the plug vibrations instead, so the vibrations will get stronger and more frequent the closer you are (I think this is how I designed it at least iirc). You should still get some notifications and shocks though that will tell you if you're getting hotter or not. Markarth could be a challenging place for this quest based on the layout.

 

As for the keys, they should work, although the mittens mechanic might give a low % of success, so you have to keep trying.

 

One other bug that I would occasionally notice is that during the Slave girl chase, she would sometimes be invisible. - This was something DD related per my testing, but I never found exactly what caused it. It only seemed to happen rarely so was a little tricky to test.

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@fred200 @Tyrant99

Nice, I was hoping someone would be able to compile this for SE!

 

Since I help out with the DD SE stuff, here's the 'official' HDT SMP status for DD:

 

HDT SMP is 'working'. Chains can only go so far though - HDT SMP doesn't like having what someone termed half loop dependencies (2 points fixed to bones with a chain between them). So what this means is not all chains connect correctly.

 

JoP will conflict and cause CTDs - this seems to be the secondary problem with the prisoner chains. primary is HDT SMP is not installed. Installing DD Hotfix is a workaround if you prefer keeping JoP

 

Full patch list and troubleshooting as of this week is here for reference. Applies to DD and DCL.

https://www.loverslab.com/topic/100032-deviously-cursed-loot-se-beta-2/?do=findComment&comment=3077954

 

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19 hours ago, zarantha said:

@fred200 @Tyrant99

Nice, I was hoping someone would be able to compile this for SE!

 

Since I help out with the DD SE stuff, here's the 'official' HDT SMP status for DD:

 

HDT SMP is 'working'. Chains can only go so far though - HDT SMP doesn't like having what someone termed half loop dependencies (2 points fixed to bones with a chain between them). So what this means is not all chains connect correctly.

 

JoP will conflict and cause CTDs - this seems to be the secondary problem with the prisoner chains. primary is HDT SMP is not installed. Installing DD Hotfix is a workaround if you prefer keeping JoP

 

Full patch list and troubleshooting as of this week is here for reference. Applies to DD and DCL.

https://www.loverslab.com/topic/100032-deviously-cursed-loot-se-beta-2/?do=findComment&comment=3077954

 

 

Thanks for the input!

I can say my CTD was with either no HDT or the latest HDTSMP. DD Hotfix (replacement chain mesh) completely fixed it. I am afraid I don't even know what JoP is...

I am using ZaZ Animation Pack+ CBBE HDT V.8.0+ SE REV 3.

 

The THW skse plugin is only called one time, during StartQuest. What I have seems to be working fine if anyone else wants to do some work on base mod conversion.

This is a really easy mod to convert. No meshes or textures or .hkx files to convert. I can post just the DLL or the CPP source or a Visual Studio solution.

I really recommend installing Community Visual Studio 2019. It is free - and a good learning exercise. Creation Kit online has examples.

 

The only problem I have found so far relate to bondage keys. Looting a sack of keys does not give me any keys. If I add a key using console and take off an inescapable item - that gives me more keys...

 

Oh - I also fixed the dark faces by using the CK to generate facegeom files for the mod NPCs.

 

What happened with the Thieves Guild Quest? Was it abandoned? No script source...

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2 hours ago, fred200 said:

No one asked for it, but here is my SE conversion of the DLL. The Zip includes both the DLL and the Visual Studio project to build it.

I would like to know if it works for anyone beside me...

TreasureHunterWhoreSkseSE.7z 594.4 kB · 0 downloads

I'll give it a shot, I was trying to not be too  pushy :)

I've already converted the mod for myself, I was just needing the dll. It's the one thing I haven't quite figured out how to do myself yet.

JoP is Joy of Perspective.

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8 minutes ago, zarantha said:

I'll give it a shot, I was trying to not be too  pushy :)

I've already converted the mod for myself, I was just needing the dll. It's the one thing I haven't quite figured out how to do myself yet.

JoP is Joy of Perspective.

 

I highly recommend downloading the free Visual Studio and look at the sample SKSE64 plugin in the Creation Kit web site.

If you need anything else - like the facegeom data for dark face bug, let me know.

And let me know if your key sack works...

Or if my load list would help you.

 

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12 minutes ago, fred200 said:

 

I highly recommend downloading the free Visual Studio and look at the sample SKSE64 plugin in the Creation Kit web site.

If you need anything else - like the facegeom data for dark face bug, let me know.

And let me know if your key sack works...

Or if my load list would help you.

 

Thanks for the tip, I'll look at the sample and see if I can finish figuring it out.
I'll probably start running through the quest tomorrow, I'll let you know how that goes and if I have problems with the keys.

How were you starting it? I was thinking of triggering it through the simple slavery auction. I didn't get very far on my original run through without the dll since I couldn't figure out which direction I was supposed to go without the distance markers.

Facegen... I'd need to redo facegen anyway since I use vanilla hair replacer (vhr). Nice simple hair, but it will make everyone have a black face if the instructions aren't followed. :)

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Using the Simple Slavery LAL start, with only THW selected in SS also worked well to start the quest. I can confirm the dll works, and I was able to retrieve the trinket. Got the appropriate hot/cold messages, and distance counted down normally.

 

But I've run into an issue when looking for the keys, I'm getting CTDs on the road between white river watch and the ritual stone east of whiterun. And I'm not getting a dump with netscriptframework when it happens. So it'll be a bit longer while I track this down before I can check on the keys.

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On 7/26/2020 at 5:09 PM, zarantha said:

Using the Simple Slavery LAL start, with only THW selected in SS also worked well to start the quest. I can confirm the dll works, and I was able to retrieve the trinket. Got the appropriate hot/cold messages, and distance counted down normally.

 

But I've run into an issue when looking for the keys, I'm getting CTDs on the road between white river watch and the ritual stone east of whiterun. And I'm not getting a dump with netscriptframework when it happens. So it'll be a bit longer while I track this down before I can check on the keys.

Sorry - you are on your own for that one. The mod includes no textures that are the usual cause of CTDs like that. In my testing, I never had a CTD.

Glad to hear the distance thing worked! That is about all the DLL does.

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I can't think of why such a crash would occur either. The mod makes use of radiant locations to place the keys. It pretty much just drops the keys in a random boss chest, and that's it, there's no other stuff happening in the meantime that would effect the player afaik. When the Player gets to the location and finds the keys, that's it, but whatever they are doing in the meantime the Mod doesn't really worry about.

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8 hours ago, fred200 said:

Sorry - you are on your own for that one. The mod includes no textures that are the usual cause of CTDs like that. In my testing, I never had a CTD.

Glad to hear the distance thing worked! That is about all the DLL does.

 

1 hour ago, Tyrant99 said:

I can't think of why such a crash would occur either. The mod makes use of radiant locations to place the keys. It pretty much just drops the keys in a random boss chest, and that's it, there's no other stuff happening in the meantime that would effect the player afaik. When the Player gets to the location and finds the keys, that's it, but whatever they are doing in the meantime the Mod doesn't really worry about.

Yeah, i'm pretty sure it's just me. it wasn't near the key marker, just on the way there. so interrupted  testing, but not this mod's issue.

i hate these kinds of ctds just because they can be so difficult to track down.  but i'll get it eventually.

i started a new game, so hopefully i'll get a new location once the quest triggers again.

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  • 3 weeks later...
  • 3 weeks later...
On 7/25/2020 at 12:04 AM, zarantha said:
On 7/24/2020 at 9:46 PM, fred200 said:

No one asked for it, but here is my SE conversion of the DLL. The Zip includes both the DLL and the Visual Studio project to build it.

I would like to know if it works for anyone beside me...

TreasureHunterWhoreSkseSE.7z 594.4 kB · 0 downloads

I'll give it a shot, I was trying to not be too  pushy :)

I've already converted the mod for myself, I was just needing the dll. It's the one thing I haven't quite figured out how to do myself yet.

JoP is Joy of Perspective.

i tried to install this using MO2, but it wouldn't let me at all. i couldn't get the green "ok" from any branch when using set data directory :(

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