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Posted

Hi there,
Let me just start by saying I absolutely love your mods! However, I've been running into a rather odd issue with them (and I mean, it happens only with your mods, Ravenous, DarkArena, aFTD) that I haven't been able to resolve myself.

Basically, NPCs do not follow me into any cells from your mods. For example, in the quest where you have to recruit Simza, everything works fine until you have to bring her to Carnificina - when I enter the fort, Simza just stands outside and does not follow me inside. Same thing happens for all the other NPCs, they just never go inside, which obviously breaks the mod later on. I've been able to find somewhat of a workaround by using SL Defeat 'put in a bag' function to transport the NPCs inside, but it's buggy and sometimes breaks things. I've also run into the same issues in aFTD with the Morthal inn basement, the NPCs would just stay in the inn instead of entering it.

I suspect this could be caused by some other mod I have installed - however I haven't had any luck with pinpointing which one, even though I've disabled countless mods at this point, but nothing's changed. I also didn't have the problem a few months ago, it appeared rather randomly (possibly around the time I switched to v. 3.21/3.21bis of this mod?), but persists on every new save, and reinstalling did not help. 

So, I wanted to ask whether someone more knowledgeable than me has any idea what could be causing my issues? Or at least, what sort of a mod could be doing that, so I could at least narrow down my search. I'm on SSE (1.5.97) and have all the dependencies installed.

If that helps, here's my (rather long) modlist:
https://pastebin.com/Z7PWk60x

Posted
10 hours ago, Meekr0 said:

Hi there,
Let me just start by saying I absolutely love your mods! However, I've been running into a rather odd issue with them (and I mean, it happens only with your mods, Ravenous, DarkArena, aFTD) that I haven't been able to resolve myself.

Basically, NPCs do not follow me into any cells from your mods. For example, in the quest where you have to recruit Simza, everything works fine until you have to bring her to Carnificina - when I enter the fort, Simza just stands outside and does not follow me inside. Same thing happens for all the other NPCs, they just never go inside, which obviously breaks the mod later on. I've been able to find somewhat of a workaround by using SL Defeat 'put in a bag' function to transport the NPCs inside, but it's buggy and sometimes breaks things. I've also run into the same issues in aFTD with the Morthal inn basement, the NPCs would just stay in the inn instead of entering it.

I suspect this could be caused by some other mod I have installed - however I haven't had any luck with pinpointing which one, even though I've disabled countless mods at this point, but nothing's changed. I also didn't have the problem a few months ago, it appeared rather randomly (possibly around the time I switched to v. 3.21/3.21bis of this mod?), but persists on every new save, and reinstalling did not help. 

So, I wanted to ask whether someone more knowledgeable than me has any idea what could be causing my issues? Or at least, what sort of a mod could be doing that, so I could at least narrow down my search. I'm on SSE (1.5.97) and have all the dependencies installed.

If that helps, here's my (rather long) modlist:
https://pastebin.com/Z7PWk60x

This sounds like an issue with the navmesh in all honesty.
I am encountering this bug right now as well but I thought it was the unofficial patch from this thread. Sadly I don't have the time to troubleshoot atm or look in SEEEdit.
May get back to you there later

 
 

Posted (edited)

Yeah got it the navmesh at the bottom of the stairs was not connected to the rest. You need to merge the cubes in the ck.
I made a really quick and dirty fix in the ck and tested it for all of 5 minutes with a random npc. Orthor was able to leave and i was able to have npcs follow me in.

 

Just drop the esp in It is to late for me to create a mod file but this works as well like I said quick and dirty (I spent most of the dime patching CK lol)

Just drop it in the override folder and be done with it (I know I know bad practice but it is late)

 

Sorry for the lazy name

 

Edit this fix is for the unofficial patches included
 

Navmesh patch test.esp

Edited by MuellerMat
Posted
On 3/20/2024 at 1:59 PM, Meekr0 said:

Hi there,
Let me just start by saying I absolutely love your mods! However, I've been running into a rather odd issue with them (and I mean, it happens only with your mods, Ravenous, DarkArena, aFTD) that I haven't been able to resolve myself.

Basically, NPCs do not follow me into any cells from your mods. For example, in the quest where you have to recruit Simza, everything works fine until you have to bring her to Carnificina - when I enter the fort, Simza just stands outside and does not follow me inside. Same thing happens for all the other NPCs, they just never go inside, which obviously breaks the mod later on. I've been able to find somewhat of a workaround by using SL Defeat 'put in a bag' function to transport the NPCs inside, but it's buggy and sometimes breaks things. I've also run into the same issues in aFTD with the Morthal inn basement, the NPCs would just stay in the inn instead of entering it.

I suspect this could be caused by some other mod I have installed - however I haven't had any luck with pinpointing which one, even though I've disabled countless mods at this point, but nothing's changed. I also didn't have the problem a few months ago, it appeared rather randomly (possibly around the time I switched to v. 3.21/3.21bis of this mod?), but persists on every new save, and reinstalling did not help. 

So, I wanted to ask whether someone more knowledgeable than me has any idea what could be causing my issues? Or at least, what sort of a mod could be doing that, so I could at least narrow down my search. I'm on SSE (1.5.97) and have all the dependencies installed.

If that helps, here's my (rather long) modlist:
https://pastebin.com/Z7PWk60x

 

strange, I don't have that problem.

I use also SE 1.5.97 too (afraid of using Anniversary version an get full bugs).

 

Seems more a problem with navmeshes, but I don't met the problem you describe...

Posted
35 minutes ago, Delzaron said:

 

strange, I don't have that problem.

I use also SE 1.5.97 too (afraid of using Anniversary version an get full bugs).

 

Seems more a problem with navmeshes, but I don't met the problem you describe...

I think the bug was introduced with the unofficial edits.
AS I never encountered the bug and just encountered it after the edits.
It was a navmesh issue there. The corners were not merged.

 

I am using the current AE edition.

 

Posted

Huh, so your fix unfortunately didn't do the job - the problem still persists. I do, however, agree that there is likely something wrong with the navmesh, or at the very least I've learned some new things.

 

On 3/21/2024 at 2:01 AM, MuellerMat said:

 

Edit this fix is for the unofficial patches included
 


By the unofficial patches, you mean the edits made by z3r0, right? The thing is, I am not using those, neither have I been using those in the past. I'm on version 3.2 of the mod, and I even redownloaded/reinstalled it just to make sure that it's the right one. But tbh, z3r0's edits were posted in early March, and i recall encountering my issues back in... at least early February, possibly even January? I just didn't really have the time to seek support back then. Also I don't think this would explain why pretty much the same thing is happening to me with the Morthal Inn in aFTD. 


 

On 3/21/2024 at 2:01 AM, MuellerMat said:


Yeah got it the navmesh at the bottom of the stairs was not connected to the rest. You need to merge the cubes in the ck.
 


I tried my best at playing with that part of the navmesh in CK and managed to improve it a bit - initially when aggro'ed, NPCs inside would never be able to follow me up the staircase, now they can clearly chase after me - that's something. But the issue for me is not the NPCs leaving the building, or getting stuck at the staircase - it is the NPCs not entering the fort, at all. As in, they don't even enter the cell, just stay there outside of the fort. Did some testing on a new save in the meantime, and Othor never ever leaves the fort on his own - although if I attack him, he can chase me outside. He won't be able to come back inside the cell though. Similar to that, Carnificina has no trouble leaving the fort in one of the recruitment quests, but then she just stays in the cave with Camille, seemingly never coming back.

All this makes me feel like there should be something wrong with the Navmesh outside the fort? However my knowledge of CK is extremely limited, and any attempts I've had at fixing it didn't have any effects. I've also tried disabling mods that could for whatever reason touch/edit the area around the Fort, but that also didn't help. Is there any way I could look for navmesh conflicts/issues through sth like sseedit? 

But again, the issue with the whole navmesh idea is, I've had the exact same issue with the Morthal Inn in aFTD. Same issue, two separate mods - sounds like I have a mod that's messing with NPC pathing. But then again, it only ever happens with Delzaron's mods - I tried my best to replicate this bug in another modded cell, and just couldn't. Also, might I add, all the Insmouth cells worked perfectly fine for me - only the inn basement was bugged. 

 

 

8 hours ago, Delzaron said:

 

Seems more a problem with navmeshes, but I don't met the problem you describe...
 


Yeah, I was worried you'd say that - that makes me even more inclined to think there are some hidden mod conflicts at play here. I'll try to have a go at it soon on a mostly empty modlist, to see whether it works - and then I guess I'll just start adding mods from there, although with the ~600 mods on my playset currently, it may take a while. If anyone has any other ideas what could possibly be causing this, or at least, what kind of a mod, I'm willing to give it a try.

Thanks for the help regardless, appreciate it!

 

Posted

 

 

 

14 hours ago, Meekr0 said:

Huh, so your fix unfortunately didn't do the job - the problem still persists. I do, however, agree that there is likely something wrong with the navmesh, or at the very least I've learned some new things.

 


By the unofficial patches, you mean the edits made by z3r0, right? The thing is, I am not using those, neither have I been using those in the past. I'm on version 3.2 of the mod, and I even redownloaded/reinstalled it just to make sure that it's the right one. But tbh, z3r0's edits were posted in early March, and i recall encountering my issues back in... at least early February, possibly even January? I just didn't really have the time to seek support back then. Also I don't think this would explain why pretty much the same thing is happening to me with the Morthal Inn in aFTD. 


 


I tried my best at playing with that part of the navmesh in CK and managed to improve it a bit - initially when aggro'ed, NPCs inside would never be able to follow me up the staircase, now they can clearly chase after me - that's something. But the issue for me is not the NPCs leaving the building, or getting stuck at the staircase - it is the NPCs not entering the fort, at all. As in, they don't even enter the cell, just stay there outside of the fort. Did some testing on a new save in the meantime, and Othor never ever leaves the fort on his own - although if I attack him, he can chase me outside. He won't be able to come back inside the cell though. Similar to that, Carnificina has no trouble leaving the fort in one of the recruitment quests, but then she just stays in the cave with Camille, seemingly never coming back.

All this makes me feel like there should be something wrong with the Navmesh outside the fort? However my knowledge of CK is extremely limited, and any attempts I've had at fixing it didn't have any effects. I've also tried disabling mods that could for whatever reason touch/edit the area around the Fort, but that also didn't help. Is there any way I could look for navmesh conflicts/issues through sth like sseedit? 

But again, the issue with the whole navmesh idea is, I've had the exact same issue with the Morthal Inn in aFTD. Same issue, two separate mods - sounds like I have a mod that's messing with NPC pathing. But then again, it only ever happens with Delzaron's mods - I tried my best to replicate this bug in another modded cell, and just couldn't. Also, might I add, all the Insmouth cells worked perfectly fine for me - only the inn basement was bugged. 

 

 


Yeah, I was worried you'd say that - that makes me even more inclined to think there are some hidden mod conflicts at play here. I'll try to have a go at it soon on a mostly empty modlist, to see whether it works - and then I guess I'll just start adding mods from there, although with the ~600 mods on my playset currently, it may take a while. If anyone has any other ideas what could possibly be causing this, or at least, what kind of a mod, I'm willing to give it a try.

Thanks for the help regardless, appreciate it!

 

This is wield have you chekced in SSEEdit which files modify the navmesh in the fort? You can pull up which modifies the fort at all. Or the outside area because them not following at all could be an issue with the overworld. So you could also check there in the creation kit.
This sounds like the npcs not beeing able to reach the door on the outside.

Posted

SO the navmesh in normal ravenous inside the fort is fine. Maybe check if there is a spot where npcs wont cross outside ass the still need to reach the door to follow you. So check the outside navmesh in CK.

Posted (edited)

ok, I'm making a update for FTD.

So, maybe I could spend some time on ravenous. I wish to implement some new content.

It's time to make the point.

 

What I have on my list :

- adding a view blocker between cells and dungeon to keep FPS.

- implement the impaler quest

- sell followers to restaurant

 

I need to know if it worth the risk to update SE to the last version, or stay to 1.5.97. Currently, It updated by itself to 1.6.1170 (last version).

I didn't found an appropriate answer in this forum...

Edited by Delzaron
Posted (edited)
31 minutes ago, Delzaron said:

ok, I'm making a update for FTD.

So, maybe I could spend some time on ravenous. I wish to implement some new content.

It's time to make the point.

 

What I have on my list :

- adding a view blocker between cells and dungeon to keep FPS.

- implement the impaler quest

- sell followers to restaurant

I would add to the list
- the idea of z3r0 with impaler
- stump from pama, but I would lean towards it being as a separate task so as not to breake the current one (as it was before).
- Some extra dialogue for the appetizer and main course (player is VIP), select or reject. (I can think of a few if you like).
- as far as I remember Simza after taking care of the appetizer (Player VIP) does not go back to the PC but goes to the main room with the customers

 

 

There were other interesting ideas worth implementing here.

Edited by killer905
Posted
1 minute ago, Delzaron said:

I need to know if it worth the risk to update SE to the last version, or stay to 1.5.97.

I didn't found an appropriate answer in this forum...

Better stay on 1.5.97

Posted
12 minutes ago, Delzaron said:

ok, I'm making a update for FTD.

So, maybe I could spend some time on ravenous. I wish to implement some new content.

It's time to make the point.

 

What I have on my list :

- adding a view blocker between cells and dungeon to keep FPS.

- implement the impaler quest

- sell followers to restaurant

 

I need to know if it worth the risk to update SE to the last version, or stay to 1.5.97. Currently, It updated by itself to 1.6.1170 (last version).

I didn't found an appropriate answer in this forum...

I Updated and did not run into any major bugs the only mod I couldn't use was Estrus skyrim and I am to lazy to patch it.
All the basic mods are up to date and many mods work. I mean if you keep a backup you can always downgrade later.


 

Posted (edited)
32 minutes ago, killer905 said:

Better stay on 1.5.97

 

too late; there is no downagrader available 1.6.1170 to 1.5.97.

I tried to update the files. JContainers bugs as hell...

 

edit : my SSE is now a living hell, nothing works.

I'll wait the downgrader. Until then, expect no update on SE.

I guess I'll be force to desinstal and resintall SE entirely.

Edited by Delzaron
Posted
3 hours ago, Delzaron said:

 

too late; there is no downagrader available 1.6.1170 to 1.5.97.

I tried to update the files. JContainers bugs as hell...

 

edit : my SSE is now a living hell, nothing works.

I'll wait the downgrader. Until then, expect no update on SE.

I guess I'll be force to desinstal and resintall SE entirely.

Try this -> 

 

Posted

A mjor problem with VIP quest is the script which select the meat girls.

It can select 0... that"s strange.

 

Can you help me ?

Posted (edited)

new content in progress. There is still some problems (the scene with client don't play, dead slave is not unregistered from slaves pool, no player and simza content for now).

But restrained by script the slaves to the impalers works, execute one by script works also, release corpse by script works too.

 

image.jpeg

 

 

 

I made also a simple way to register followers as meatslaves... here the follower Falari in action.

 

image.jpeg

Edited by Delzaron
Posted
4 hours ago, Delzaron said:

A mjor problem with VIP quest is the script which select the meat girls.

It can select 0... that"s strange.

 

Can you help me ?

Sounds like you are testing the z3r0 patch where 2 people have reported this problem.

Posted
19 minutes ago, killer905 said:

Sounds like you are testing the z3r0 patch where 2 people have reported this problem.

no, I'm just resting my ravenous. I included no path.

 

For VIP_impaler quest,I'm trying another solution : I let player choose the slaves, but the count is reduced according ton stage (stage 20 player not chosen, so 4 slaves needed, stage 35 player chosen, 3 slaves needed. when it will be implemented, simza and player chosen, 2 slaves chosen, stage 40 or 50 maybe ?)

Posted

I found the problem with VIP slaves selection.

 

I reused the same scripts for impaler quest. With 4 slaves, no problems.

But I recruited the slaves by a specific order : breton, dunmer, imperial, orc.

 

The impalers are numeroted left to right from 1 to 4.

 

Guess what ? slave recuited the last, the orc, should occupy the position 4. But she occupy the position 1.

 

When player or/and simza are recruited, they occupy the positions 4 and 3... so, you understand why VIP quests are bugged now.

 

 

The problem is in that script :

 

 

Function GetSlave(actor ToBeAssigned)

 

Edit : I found the solution : just invert the slaves array order. No problem with impaler. I guess it will be same with VIP.

Posted (edited)
On 2/18/2024 at 1:24 PM, z3r0 said:

Yes it is from the Pama frutniture pack, it is the Machine Impaler.

 

I made the impaler quest. It's a vip themed quest, seprarated from current VIP quest.

Player and Simza can be selected.

 

On 2/17/2024 at 8:34 PM, nonofyodambiznes said:

Or they could be in cages in the main hall entrance 

Or maybe just the dungeon

Excellent idea

 

I added 3 cages and one pole in the restaurant hall. It extend the slaves stock from 12 to 16.

I also extended the slaves[] array to allow some slabves to be stocked here if their number is more than 12.

 

 

I keep the display stuff in a corner... Let me guess, you readed that bd ???

 

 

 

Edited by Delzaron
Posted
On 3/8/2024 at 1:47 AM, z3r0 said:

Well here it is. 

The new impaler system need some script code cleanup and fine tuning. Looks a bit like spagetthi code.

Also did some code improvements and bug fixes to VIP and waitress quests, along with some dialogue fixes.

 

This is not a perfect fix for anything just a proof of concept.

Most probably requires new game!

 

EDIT:

Corrected version:

 

 

I don't understand what you done with the impaler... it uses Pama one, right ?

Posted
On 3/10/2024 at 4:43 PM, megger35 said:

Found pretty much the same results Athena

 

- NPCs do not go downstairs and stay on the stairs at the exit of keep. By the same reason, they do not go out either
- When selecting Meat NPCs for the VIP, after 3 selected NPCs the stage changes so I can only select 3 out of 4. 
- The selected NPCs go to another cell for some reason
- Meat NPCs do not appear in the VIP room
- the pussy cutting scene is broken ( stuck at stage 30 ) 
- the scene where our replacement at the end of the quest is also broken. PC does not appear on the table or spitroiast.

 

Also found these . 

 

Armina would leave castle and stay outside by the riften guard towers , (noticed on Player customer quest) 

Player Vip , Simza would stay at guillotine  and quest wpuld not move forward 

 

New impler works once to order the meat slaves into the machines , also moving them to spitroast after .also works for PC .

 

Still had same old issues hireing the staff . 

 

hope this is of help 

 

 

 

 

- Carni and Camille seems to behave thiw way, I don't understand why.

- VIP meatslaves related bugs, seems to nbe linked to the getslave function, i changed the array order and got nice results.

- I got no problem with that scene on LE. my SE is in disarray.

- I know, I don't know why, I think there is nothing I can do.

 

Armina leaving ? she sould not, she don't have package to go to that place. But It seems npcs behave strangely in that mod. I designed a scene, and none of the npcs implied wants to go where I set their packages...

Posted
5 hours ago, killer905 said:

Sounds like you are testing the z3r0 patch where 2 people have reported this problem.

 

ready to test Ravenous LE new version ?

I already signal the scene for follower selling is bugging as hell, but the final scripts works as intended...

Posted
17 minutes ago, Delzaron said:

 

ready to test Ravenous LE new version ?

I already signal the scene for follower selling is bugging as hell, but the final scripts works as intended...


Im looking forward to testing the SE version when it is out.
Now that I got more used To CK and SEEdit I can actually try to give competent feedback. LoL

 

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