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About this blog

I think the title describes it fairly well. Though I am not a total stranger to applying mods in TES games, back in Oblivion, I did manually applied a few and even created some themed locations without NPC interaction in the TES Construction Kit, what I have learned then, is mostly useless for what I am trying to do now.
A week or so into this effort, I can now see some things that would have made my life much easier, had I known them from the start, so my hope is that what I write here, will help someone in the same situation to resolve these issuers quicker.
I must add, that probably 99% of the fixes and solutions here are from someone else's head, I'm just bringing it together and maybe emphasizing a few things that might otherwise be easy to overlook.

(edit) For some reason, I can't seem to be able to create another blog, separate from this one, so I'll be posting everything here. Thus I have changed the blog name to better reflect its contents.

Entries in this blog

A New Mod on the Horizon

In case anyone was wondering what I am up to next, as indicated in a few of my posts, I am taking a planned break from the Maze, and working on a new project (in order to have some variety, so I can switch between the mods before burning out doing just one) which will complement the Maze. It will expand on the concept of the Frostbite Clan, a shadowy organization of giant Nord women who control most of Skyrim's slave market. The mod will add a number of dealership outposts, in all the major citi

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Workaround for Submissive Lola: the Resubmission and Simple Slavery ++ integration when unable to designate auction winner in VR

I accidentally found a working "fix" for the inability to designate your owner in Simple Slavery++ and Submissive Lola: the Resubmission integration. I got the SE version of the game, not really to do this, but rather to be able to compare how certain mods behave in one, as compared to the other, I modded the SE version with the same mods, apart from those which are VR-specific (like VRIK), or VR alternates (like SKSEVR vs SKSE64), and since the VR version is built on the SE version, I thought I

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A Lure for A Perilous Maze

Though I am still hard pressed for time, and it is difficult to find periods long enough to be able to make progress, I just can't keep myself from working on my mods, so I'm resuming work on A Perilous Maze. Though my focus is and will continue to be on Ambient Slaves and its yet-to-be-developed addons, I just can't really get into that work before bringing A Perilous Maze to a more complete state. Otherwise it will be always itching me in a corner of my mind and it will spoil the fun of w

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Pending Update for A Perilous Inn

So, the past few weeks, I have been very busy working on a major update for A Perilous Inn. I would say it is about 80% complete, but it's still difficult to say when the release is coming. Could be in Two weeks, or months. I hope to be done with it at least before the year ends. But in any case There already a bunch of new features and a completely overhauled capture mechanic, which, dare-I-say, is more immersive than any other you have experienced so far. In fact, I am so excited about it

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This Is as Far as It Goes

It seems I have reached an end point of my endeavor. I have a mostly stable build, though I did experience one crash today, after about four hours of play, which seems acceptable. I have all my favorite mods installed and most of them work fairly issue-free. So, after this post, this "diary" is probably going to be updated much less frequently. In this entry, I want to sum up the important things I have learned, present you with a final list of my mods, and also list all the issues that persist,

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A Perilous Maze: Almost There

Though it would be understandable if some of my mods' followers had given up on them, given the exponentially lengthening periods between updates, there is a light at the end of the tunnel. I managed to set aside a couple of days for finishing up the maze quest – and wasted most of them on making the Creation Kit work again. This, I eventually managed, and in the brief time that was left, I finally fed all of the dialogue lines into the quest as well as merged and lip-synced all the voice file

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Things are looking UP, also, log files are really useful

So, yesterday at 3 AM I finally completed building my fifth build of the game. Rather than building it from scratch, I dismantled half o my last build, particularly all animation related stuff, as my tinkering in the last build eventually led to everyone T-posing, and then rebuilt it again. Then came the time to launch, and of course the game immediately crashed, but this time, I got a warning that SKSE log reports some incompatibility. Conveniently, Vortex provided a link to the log file.

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A Brief Update on My Progress

As I have suffered crippling financial losses in the past year, whenever there's any paying work, I can't afford not to take it. As, currently there is actually some work, I have to accept any and every order I get, what leaves me with very little free time, at the moment. So, for the time being, until this wave comes to an end (what is bound to happen, as I don't see the economy really recovering any time soon), all work on my mods has ceased. Food on the table is slightly more important. I h

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A Quick Update

I'm back. Havnig resolved what the probable most stable mods for me are, I made a final list and decided to start, again, from scratch, reinstalling the game (after wiping all its directories), starting a new savegame, so as to eliminate carrying over any issues from faultily deployed mods or wrong mods from earlier. Many of the issues described in the last post have been more less resolved. The Racemenu issue was caused by my failure to include the Racemenu Special Edition mod, a

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Some thoughts and observations

This post is going to be just a collection of random thoughts that occurred to me, which I want to write down here, before I forget them completely.   1 - I've made an observation that with the VR version of Skyrim, whenever the game fails to load, when started through SKSE in Vortex (window doesn't come up at all, or for just a second), it almost always helps to restart the computer. I've noted this earlier, but back when I was starting to mod the VR game, I may have unnecessarily rei

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The tinkering goes on

So, for the first time, actually (before, I just thought I did) I was able to run all of the mods but one (I think ZAZ 7 – see below) I wanted.   And almost until the last few steps, there were no stability issues at all. But then I noticed that even though installed, hydragorgon's Slave Girls were missing. The menu, too (not sure, if there's supposed to be one, but in the LE version was one with something like "group A", "group B"... it wasn't really clear what the options did, if any

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Things are starting to move a bit, again

So, it's been quite some time, since there have been any new mod updates from me, but fortunately, it looks like this long pause finally might be over. For the longest time, I have now been researching the mechanic of making an NPC escort the player from point A to point be, with the NPC leading the way, but coming back and disciplining the player, when they lag behind. To achieve this, I reverse-engineered the mechanic used by Slaves of Tamriel in the mod of the same name. Kudos. But since in t

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A small new mod nearing completion

Having found some free time to spend on Skyrim again, I am excited to announce that the new small mod I have mentioned a few times before, is now about 70% complete, with all the major hurdles (shoutout to philo221 for providing some instrumental assistance again) overcome. I still don't want to spoil the surprise, but here are a few details. This will be an enslavement mod the main purpose of which will be to send the player into one of the future Ambient Slaves framework slavery mods. As n

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Development Slowing Down

For those following the development of my mods, I have some bad news. As my business kept failing, thanks to the moronic policies of our government, as well as those, equally idiotic, of foreign governments, related to C-19, I have finally given up and got employed, full-time. This will leave me with much less time for making mods, unfortunately. Thus, updates and new mods will be very few and far between. But on the bright side, I am still as enthusiastic (if not more) about making these m

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Update of the last update.

since the last update, things turned out a bit differently, in the end. While I did spend that free week working on my mods, I ended up doing most of the work on Ambient Slaves, where I completed the interiors of the minor hold branches, as well as the vast interior of Fort Anguish, the quarry facility near Dusnikh Yal. All that remains to be done before releasing the update, is populating the fort, what will take a little more time, probably another few days off of work, as my progress is heavi

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Major CK issues with API

Bad news everybody. I finally accumulated enough enthusiasm to resume work on API, but due to a failed modding experiment, I was forced to reinstall Skyrim as well as the CK. After having done this, I encountered two major issues: 1) Whenever I alter and compile a script fragment for a Scene script, when closing the Quest window, I get the failed to validate psc error, even though all the paths are set correctly, and CK does read the script from the psc (no ;NO CODE LOADED issue). For my mo

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Rejoice! Also, drink the Fortify Patience potion

As grim as the situation might have looked as recently as today morning, the major scene issue is now solved, thanks to a strike of pure luck, though credit is due to jc321, who helped me confirm the issue wasn't with just my machine, and fishburger67, who has unknowingly pointed me in the right direction back from the year 2022. While scouring the Internet for the 100th time with the same question, with a slightly different wording, I happened upon his post concerning a fairly similar issue, an

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