Reverendmax Posted October 6, 2020 Posted October 6, 2020 yes that was the version i had installed i downloaded it off of this thread here 1
Guest Posted October 7, 2020 Posted October 7, 2020 How is compatibility between this mod and city overhaul mods? Things like Holds, Jks' Skyrim, Enchanced Cities and Towns, etc. In case of Holds, I'm mainly asking about modular version. Whatever the case, I don't think I will download a full because putting some cities in their own cells sounds like a bad idea to me.
aslab Posted October 9, 2020 Posted October 9, 2020 On 10/1/2020 at 3:05 AM, Koozie said: Did you tried to reinstalling slaverun I didn't see anytime bug with slavers attacking player, Uninstalled and reinstalled the mod caused the mod to restart. The MCM is still broken. I clicked on enslave Skyrim and nothing happened. I reinstalled SL survival which was able to restate Slaverun reloaded. The slavers attacks were not attributed to this mod, Uthgerd the unbroken also attacked, while bystanders where saying fight. The fights stopped after my PC attacked a guard and spent a night in prison.
Boulo_92 Posted October 10, 2020 Posted October 10, 2020 On 9/18/2020 at 3:29 PM, Koozie said: Good ideas, but I will add it in slaverun extension mod which I'm working, I don't wont to make too much additional changes to orignal slaverun. For information, following my request Monoman1 very kindly added in the last version of SL Survival (beta 0.615) an event mod to revoke the licenses.(cf _SLS_Api.psc:Event On_SLS_RevokeLicence (string eventName, string strArg, float numArg, Form sender))I asked the same on DCL's forum for the slave collar, but got no response. It will be necessary to check in DCL 9 when it will be available, maybe it will have been added.
Boulo_92 Posted October 10, 2020 Posted October 10, 2020 On 9/14/2020 at 11:59 PM, Koozie said: Hello everybody, I want to fix bugs in this mod, but it needs your help. Mods is complicated and long so please post bugs which you've got playing it. Also please write quest name also more information would be welcomed. Help from anyone would made creating fixes faster. Quest: SLV_WalkOfShame2 "Another walk of shame" [QUST: 0D878943]Bug: Same problem as already mentioned previously: NPC (Bellamy and Murphy) stop following the player after the 1st scene when they should follow him for the duration of the quest.Quest: SLV_SlaveHunter "On the Run" [QUST: 0D27749F]Bug: Interaction issue with denouncing by an NPCIf the player is an escaped slave, ie if he does not report to Bellamy in time, the "On the run" quest starts.Then, if a random NPC detects the player and sends him to Dragonsreach to get punished, the "On the run" quest does not stop, as it should, such as when the player reports to Bellamy late.(seeSLV_PeriodicCheck.psc from line 858 and, for stopping the quest "On the Run" when reporting in late to Bellamy :SLV_DeadSlaveInspection2.psc)
Boulo_92 Posted October 11, 2020 Posted October 11, 2020 Quest: SLV_CatchingAva "Solving problems" [QUST: 0D0E6520]Bug: Ava is not in the Inn in Ivarstead.At stage 4500 ("Search for Ava in the Inn in Ivarstead."), when you enter the Inn in Ivarstead, Ava is not present.A 'player.moveto Ava_ref_id' teleports into Dragonsreach Dungeon, where Ava is. She shouldn't be there but in the Inn in Ivarstead.
Wecke Posted October 15, 2020 Posted October 15, 2020 I'm having trouble getting this mod to work. It keeps saying that I need devious integration 4.0 or 4.1, I downloaded that, however with that version installed fnis throws an error, and everyone is t-posing around. Any help would be appreciated.
Andrayan Posted October 16, 2020 Posted October 16, 2020 On 12/6/2019 at 11:50 AM, korfio said: I seem to have managed to recompile the version check script and actually fix the version checks. It will prompt you that it's finished the version check, just to make you feel better. It's not a big fix but at least this may help more people advance the mod a bit and find more bugs and report them. The .pex goes into data/scripts (this is the one that matters) slaverun-reloaded-sse-versioncheck.rar 1.5 kB · 1,431 downloads allows you to run it with 4.3 dd .... keep in mind that slaverun has quite a few bugs in se atm tho
ForgotMyUserNameFuckMe Posted October 16, 2020 Posted October 16, 2020 Can someone give me the questID for gladiator slave training? I'm stuck on building the corn wheel and honestly Idgas.
Andrayan Posted October 16, 2020 Posted October 16, 2020 not sure... you can see your active quests by typing "ShowQuestTargets" into console. it should be SLV_Something in the list (pgup, pgdown to scroll through list)
ForgotMyUserNameFuckMe Posted October 16, 2020 Posted October 16, 2020 2 hours ago, Andrayan said: not sure... you can see your active quests by typing "ShowQuestTargets" into console. it should be SLV_Something in the list (pgup, pgdown to scroll through list) Yeah I have so many quests rn it's honestly not helpful even though I've found most all of them that way. I don't think it's labeled under SLV or I just have too many quests? Honestly my approach right now would just be finishing quests if I don't get a questID from here. A few of them are actually just flat out broken quests so I'll probably have to finish the legit ones first then console command the broken ones once everything gets more clean.
AnnaShapard Posted October 20, 2020 Posted October 20, 2020 Slaverun has a way to enable playercontrol, but it seem it lacks a button to disable it again, or does someone know how to go back into the Slaverun dialogue, if i use the console command "disableplayercontrol" it disables them, but the dialogue doesn't continues!
adle Posted October 20, 2020 Posted October 20, 2020 Hello, i started a new Game with some new mods. Slaverun doesnt show notifications anymore that NPC's will search for slaves to fuck. Also rape doesnt trigger anymore except of the story sex scenes for training. it worked with an old gameplay, so i dont know what am i doing wrong. does is interfere with SLHH? i tried to switch it off but no success. I also have babo dialouge installed with SLHH. maybe some of you know how to fix this problem. Loved to run trough town and get raped by everybody, but that only work with SLHH or SLAdventure Proximity rape now. ah and i recently installed cursed loot. maybe this?
trees Posted October 25, 2020 Posted October 25, 2020 Is there any way to unlock the arena without becoming enslaved or playing as a slaver?
JuviaLocksera Posted October 27, 2020 Posted October 27, 2020 On 10/15/2020 at 9:33 PM, Andrayan said: allows you to run it with 4.3 dd .... keep in mind that slaverun has quite a few bugs in se atm tho Thank you.
Not_A_Spy69 Posted October 29, 2020 Posted October 29, 2020 after you convince the carrige driver for a discount as a slaver and talk to pike, when he knocks you out nothing happens
wildtangent Posted November 2, 2020 Posted November 2, 2020 I know it is not recommended to use this on a game you are serious about, but I am wondering if anyone dose? Or is this just a bad idea? How much dose this mod change Skyrim if you are going to end slavery in the end?
elderegistros Posted November 3, 2020 Posted November 3, 2020 Im having the same issue than some others with the enforcer. It just stop working. Does anyone know some way to fix it?
Jappa123 Posted November 4, 2020 Posted November 4, 2020 Dammit slaverun ctd for me like crazy 95% crashed happen either in Slaverun dungeon or outside whiterun gate (Belamy camp) It's almost unplayable, leaving whiterun 10 times and 9 ends with CTD any idea how to fix it? Thanks!
mangalo Posted November 4, 2020 Posted November 4, 2020 The best bet would be hoping for someone to take the mod over and fix it... I think @Koozie was planning on making a patch
leetha Posted November 7, 2020 Posted November 7, 2020 On 10/16/2020 at 8:46 AM, ForgotMyUserNameFuckMe said: Can someone give me the questID for gladiator slave training? I'm stuck on building the corn wheel and honestly Idgas. Had the same problems. My solution (found by method of trial and error): 1. Disable everything in Slaverun - scenes, whipings etc, start quest for corn wheel. You won't be able to complete but you won't crash either. You won't be able to see objective in console since there is no corn wheel in order to point you to it (that's why you didn't find it with ShowQuestTargets). 2. Then type in console following commands: SetObjectiveCompleted SLV_SexSlaveTraining6 4000 1 SetStage SLV_SexSlaveTraining6 5000 Quest will advance, however there will be no dialogue option for NPC it points you to. You need to attack and defeat him and then quest will advance. Here ya go. Edit: It appears there is no water wheel either for the next stage of the quest, so yeah. Console is your friend - solution is similar to the corn wheel. 1
DragonSlayer022 Posted November 10, 2020 Posted November 10, 2020 I found an issue with saving in slaverun added cells since they have an _ in their name it messes up the name of save files. As far as I know it doesn't corrupt them but it makes them not show up in that specific character's save games. All I did was rename the cells by removing the underscore and it fixed my issues with saving in those cells. If you have saves that are in a slaverun cell you can rename them to remove the slv_ and load them just fine. Slaverun_Reloaded Renamed Cells.7z 2
Wonders of Eros Posted November 17, 2020 Posted November 17, 2020 So, the mod actually works for me if I launch it through the MCM, but I want to start it through the pre-quest. When I talk to the courier, he does not give me any note (or quest pop up) to start the pre-quest, so how do I start it? Is there any way to launch the pre-quest manually through the console? The only other issue I've had has been functionality between Slaverun Reloaded SE and Branding Device of Doom, as I crashed upon entering the Dragonsreach Dungeons using the dialogue prompt with Pike. However, I do not use BDD any more, so it is not really of any personal concern to me atm. Just thought it was worth pointing out.
petronius Posted November 18, 2020 Posted November 18, 2020 On 11/10/2020 at 4:22 PM, DragonSlayer022 said: I found an issue with saving in slaverun added cells since they have an _ in their name it messes up the name of save files. As far as I know it doesn't corrupt them but it makes them not show up in that specific character's save games. All I did was rename the cells by removing the underscore and it fixed my issues with saving in those cells. If you have saves that are in a slaverun cell you can rename them to remove the slv_ and load them just fine. Slaverun_Reloaded Renamed Cells.7z 1.52 MB · 8 downloads Thank you for sharing this. I'm also willing to give this mod a go, if I can find and fix anything I'll post it as well.
petronius Posted November 18, 2020 Posted November 18, 2020 To all you bug chasers: since I read in the comments that the SSE version is plagued with bugs (and assuming that the same is not true of the LE version) I remembered that other ported mods I've played with have sometimes had bugs added to them by being re-saved in the CK to get form 44. An example of such issues were broken dialogue conditions causing dialogue spam. When I downloaded the original version and ported myself using SSE CK Fixes (check nexusmods), the ported plugin was identical to the original. So in the name of science, I tried to port it again using bethesda's CK without SSE CK fixes and lo - the broken conditions were introduced again. Just to be clear, I'm still referring to other mods I've tested in the past, not Slaverun Reloaded. My conclusion was that, whatever fixes SSE CK Fixes introduced, they seem avoid certain bugs being added in the re-saving process. It tells me to be weary of ported mods - port authors don't usually mention whether or not their port was made using SSE CK Fixes - I still use them, only if bugs occur would I check that first. Now back to Slaverun Reloaded: since this SSE port has had its plugin converted to form 44, I did this little test to the main plugin. 1) Installed the SSE version of Slaverun Reloaded and used the plugin shared here in the comments with the underscore removed from cell names. 1) in xEdit I deep copied everything from the SSE plugin as overrides to a new mod - the file shared here. 2) quickautocleaned the override path to get rid of ITMs 3) installed the LE version of Slaverun Reloaded 4) loaded the override and the LE version in xEdit and ran a script to remove ITPOs Did a quick check to see what differences were present between versions. Some, possibly most, seem to be intentional - like dialogue fixes, unlike other mods I've referred to before, these changes to SSE dialogue records have no broken conditions, just lines that seem to have better writing. This would mean that @Kenjoka would have made some tiny changes to the SE version. Other differences made me wonder - like slave owner certificates which are scrolls in the LE version and books in the SSE version. Intentional, or a wild CK edit when re-saving? A scene seems to have a new forced crawling added which was not present in the LE version, looks like an upgrade There are a few other differences that only the author or people more familiarised with the mod could tell if they are legit, or wild edits. Important notice: I've played many mods from LL that have comment sections full of complaints and tantrums, people saying "this broke my game, uninstalled" or similar. Interestingly, I've been able to play most of those mods, some flawlessly, some with a little bit of patience and trying to understand what the game is doing behind the scenes. A lot of players rush through the game and don't give it time to process scripts. Some scenes require actors to physically travel from point A to point B and that takes time, they can get stuck, etc (best modding practice would probably be to teleport or to clone the actor, but bottom line is, sometimes players think a scene has stopped but it's still playing). No need to even get started on the fact that many players have huge mod builds (like mine) and don't properly check for conflicts. I've seen mod authors quit over too many of these comments. So I'm not sure how much of what I read here does mean that the SSE version of this mod is "full of bugs". I'll give it a go, and if I can find anything I'll try and fix it, or bring it to people's attention. And thanks to all of you who are already doing that. I leave the file here for people who want to check it - keep in mind that this is my first contact with Slaverun Reloaded so I can't make much sense of these differences just by looking at them in xEdit. But here it is, in case there are indeed bugs to fix and this helps others find them. THIS PLUGIN IS USELESS FOR PLAYERS, it's just for debugging. Slaverun Check.esp
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