varenne Posted November 6, 2012 Posted November 6, 2012 Uriel' date=' PM sent to you. [/quote'] PM me the links for LoversDRader v1.02 and LoversHVirus v1.01a. It'll save me time having to look for them. Already have the latest LovevJuice and had wanted to test these at some point too. After pay bandit what do you think about pausing to repackage the lovers base pack and resource pack? Is it too soon for that? Should we keep testing and put that on hold for a bit longer? I see no reason not to start it at least. We may need to step back and make sure nothing new or additional needs to be added to it. It should be tested for 100% required content; all files, plus folder structure,IMO. Either a file compare, or find someone willing to create a brand new raw setup based on these. Most of us here in this thread would have these by default, having installed and tested so many things. It could head-off any missing meshes/textures, if there are any, for others. One thing I also want to do is make a resource pack for lovers creatures. I don't like having shemale animals in my games....Tongue I would like to replace all the shemale creatures that I possibly can with males (with erect equipment of course) and have it as a resource pack for folks that feel the same way. I don't want necessarily to mess with the existing creatures packages. This can simply replace them as it will be meshes only. Or should we bundle it together with a sexual organs esp? More to think on...... Sounds like a good idea. It'll (I think) need to be compatible with LoversCreatures, LoversCreatureSexualOrgans v.7 and LoversCreature_SexualOrgans 7+M. I don't know offhand if any of these add male meshes is what I mean, maybe just LoversCreatures. Plus some male meshes are better than others, IMO.
gregathit Posted November 7, 2012 Author Posted November 7, 2012 Donkey's new animation pack also adds 'creature armor meshes' so it will have to jive with this too. I need to look at the NT mod to make certain it also doesn't have any references to creature armor meshes. We may end up with a merged creatures plugin resource pack. Not sure on how far to take this until I sink my teeth in it. First thing is first is to finish club cats (still testing\revising this) and then pay bandit. Then make a lovers base and resource pack and test it. Then go to work on creatures. After that I will attempt true crimeEX. Depending on how involved I have to get with it I may also work on a couple of smaller plugins at the same time. Doing this helps my sanity as I can switch back and forth when I hit a rough patch that gives me trouble.
varenne Posted November 7, 2012 Posted November 7, 2012 Donkey's new animation pack also adds 'creature armor meshes' so it will have to jive with this too. I need to look at the NT mod to make certain it also doesn't have any references to creature armor meshes. We may end up with a merged creatures plugin resource pack. Not sure on how far to take this until I sink my teeth in it. First thing is first is to finish club cats (still testing\revising this) and then pay bandit. Then make a lovers base and resource pack and test it. Then go to work on creatures. After that I will attempt true crimeEX. Depending on how involved I have to get with it I may also work on a couple of smaller plugins at the same time. Doing this helps my sanity as I can switch back and forth when I hit a rough patch that gives me trouble. LoversCreaturesOrgans_M also adds new creature armor meshes and textures, BUT I think that gets merged if a user goes with LoversCreature_SexualOrgans 7+M. I'm currently using LoversCreaturesOrgans_M via Wrye Bash, a requirement for this and prior LoversCreatureOrgans esp's. For LoversCreature_SexualOrgans 7+M I have not installed or tested it yet, so no idea if it too uses bash tags. TrueCrimeEX I liked for the head taking functionality, unique to any other MOD I've reviewed. Bruma jail (send to jail) activator IMO needs to be moved, and it's not complete in the ESP. When you click on the bed/bedroll it locks up. My thoughts were to edit and merge the two cells across from the one currently used (as a quest uses the current cell), complete what is missing, then review scripts that use it. I recall from memory that there is a guard walk cycle involved. We can revisit all of this when you're ready. Bruma Jail was the only major rework/finishing up that I remember.
Sarnaath Posted November 7, 2012 Posted November 7, 2012 More Bravil UG stuff: The Reanimator quest, xxLSTSQ02: When you are down in the dump site and find the body, it's named "Poor Passenger." This time around, after completing Sleep in Darkness, I reanimated the assistant successfully. He's now named "corpse." In the object window they are two separate NPCs. I'd give them a real name and change the 2nd line of the HelloWork topic of this quest to: "My assistant, [whatever name you use], went to dispose of a body in the dump site but has not returned." In the Complete topic ("Where is my reward"), West says: "I was begining to worry that you too might have been killed and I would be forced to reseal the trap door! Thank you for your help!" When I've played this quest (twice now) I've reanimated the corpse and helped West kill it again, and ask for a reward immediately. So this line doesn't make sense. If I had been killed it would have been right in front of him battling the reanimated corpse of his assistant, and he would have seen it. I'd take some creative license with this line and change it to something like: "I was beginning to worry that my assistant, even when dead, would be too tough for you to handle! Thank you for your help!" In the Sleep in Darkness quest, xxLSTSQ10, which you can get right after the Reanimator quest, West says these three lines when he gives you the quest to find the source of the hunger plague: It is so bad we can't even open the trap door to throw a corpse in. I don't know what has happened but over the last sever month the Hunger population has greatly increased. Llook for the source of the Hungers to end this damned plague. Aside from the typos in bold, there is a disconnect with what happened moments before in Reanimator. West is talking about a greatly increased Hunger population that makes it impossible to even open the trap door, but I was just down there and killed all the Hungers anywhere near the door. To tie to two together, perhaps tweak the lines a bit: The menace of the Hungers is so bad I'll never get another assistant to even open the trap door to throw a corpse in. Perhaps I should have listened to my assistant's complaints about how much the Hunger population has increased over the last few months. Please go down there and find the source of the Hungers to end this damned plague. The Torture Agent in giving you the By Azura quest, xxLSTQ07, in the HelloWork topic gives the following lines: Corrupt them! If you do, Azura will probably abandon them and you can then kill them. It is said that they have received the blessing Azura. Simply attacking them will fail. Two vampire hunters are loitering in the town above. They are an obstacle to our work. I want you get rid of them. I think these should be reversed. I checked the Maneater quest and the Torture Agent was coherent when giving that assignment, but here he's talking backwards. Camonna Tong? quest xxLSTMQ10, when you find Dulfish on in the town he says: "Not here fool! Meet me in the inn." I wasted a day in the inn only to find in the CS that he goes to lunch and dinner at the lodge. I suggest changing the line to specify the lodge and the time (lunch or dinner). I think being specific makes sense since Dulfish is planning an ambush for your character. The Disturbing Letter quest is similarly problematic. Albi Pannus, if you meet him anywhere other than the IC Market District, tells you "Not here! Meet me in the Market District." but not when. His AI package sends him to the Feed Back to eat lunch, and he wanders the Market District for 4 hours starting at 8pm. I'd change the line to "Not here! Meet me in the Market District this evening."
gregathit Posted November 7, 2012 Author Posted November 7, 2012 10-4 I will make some changes and up a new version of Bravil underground it a little bit.
gregathit Posted November 7, 2012 Author Posted November 7, 2012 OP updated with: Bravil Underground beta5 Lovers Club Cats beta1 Lovers Club Cats SX beta1
gregathit Posted November 7, 2012 Author Posted November 7, 2012 More Bravil UG stuff: The Reanimator quest' date=' xxLSTSQ02: When you are down in the dump site and find the body, it's named "Poor Passenger." This time around, after completing Sleep in Darkness, I reanimated the assistant successfully. He's now named "corpse." In the object window they are two separate NPCs. I'd give them a real name and change the 2nd line of the HelloWork topic of this quest to: "My assistant, [whatever name you use'], went to dispose of a body in the dump site but has not returned." In the Complete topic ("Where is my reward"), West says: "I was begining to worry that you too might have been killed and I would be forced to reseal the trap door! Thank you for your help!" When I've played this quest (twice now) I've reanimated the corpse and helped West kill it again, and ask for a reward immediately. So this line doesn't make sense. If I had been killed it would have been right in front of him battling the reanimated corpse of his assistant, and he would have seen it. Well, I agree the way things were set up made very little sense. I restructured the dialogue for both quests so hopefully they make sense now. I don't think you were ever supposed to actually "successfully" revive the assistant, other then when he tells you to and you fight him. If you did revive him "outside" of the intended quest line, then there is little I can do. If I structure things to make sense for you doing that, it will garble things for folks doing it the intended way. Honestly, I don't want to spend the time or risk screwing things up to add the alternate way to complete things for the quest (with all that it would entail). You are more than welcome to take this on if you like. I have no problem with anyone using what I have done to make their own custom version of the plugin. All I ask is that you label it as a custom version and include a readme that tells folks that it is NOT the version found here by me and HanPL (or at least that it is a tweaked version). I have enough of a challenge providing support as it is without trying to support spin-offs. Thanks by the way to you and everyone else who has helped me provide support and troubleshooting for Bravil Underground! You guys are the real reason the plugin has been so well received!! This fix should be "hot swappable" (provided you have a save that is earlier than the changes - or you can just view it with Egg or the CS) so you can give her a spin and see if the redone dialogue makes sense now. Hopefully it does, but if it doesn't just holler and I we can figure out where to go from here. Thanks for all your help!!
Ark of Truth Posted November 7, 2012 Posted November 7, 2012 Anyone know a way of getting the game to add random sperm and embryos into containers after so much time has passed? I want some to be in containers and after so much time the container refreshes replenishing the stock.
Sarnaath Posted November 7, 2012 Posted November 7, 2012 I don't think you were ever supposed to actually "successfully" revive the assistant' date=' other then when he tells you to and you fight him. If you did revive him "outside" of the intended quest line, then there is little I can do. If I structure things to make sense for you doing that, it will garble things for folks doing it the intended way. Honestly, I don't want to spend the time or risk screwing things up to add the alternate way to complete things for the quest (with all that it would entail). You are more than welcome to take this on if you like. I have no problem with anyone using what I have done to make their own custom version of the plugin. All I ask is that you label it as a custom version and include a readme that tells folks that it is NOT the version found here by me and HanPL (or at least that it is a tweaked version). I have enough of a challenge providing support as it is without trying to support spin-offs. [/quote'] Sorry, I failed to communicate my thoughts well. I just meant that since the first part of the Reanimate quest is a standard fetch quest and asks you to fetch X but then labels the target Y, it strikes me as rather uncharacteristic of Oblivion. I only mentioned reanimating the corpse a 2nd time as a reason to maybe go with a real name instead of something generic like "Necromancer Assistant" or "Assistant Corpse." I didn't mean to suggest changing the basic structure of the quest or anything to fit choices I made after the quests were complete. I'm a bit surprised at your comment about an "alternate way" of completing these 2 quests. It didn't occur to me that I was suggesting anything of the sort. I'm certainly not going to release a spin off of Bravil UG with just two renamed dead actors. I apologize for any confusion about this. I also apologize about this long winded response, but I feel bad that you thought I was suggesting structural changes to the mod to fit particular choices I made. Anyways, the dialog line changes for West I suggested were just to improve continuity between these quests, his comments, and the actions of the player. Lines which, as a player, I initially found odd or jarring. Except for one suggestion, I thought they were totally unrelated to my choice (or any player's choice) to reanimate the corpse a 2nd time. New: Torture Agent's lines giving the arsonist mage quest (I think that's "Until it burns out") are also backwards, but his lines about the sister in Anvil sound fine. I suggest that he ought to talk either consistently backwards if that's his dialog style or forwards. Personally, I find the reverse order of some of his lines hard to follow. I haven't checked out the updated Bravil UG. Will do shortly. edit: Checked out the quest in the latest beta. Nice work on the edits.
gregathit Posted November 7, 2012 Author Posted November 7, 2012 Sarnaath, sorry if I misinterperted what you were saying. It was late and I might have been reading something "into" what you were saying that just wasn't there. I did agree that as it was setup it was broken but I had trouble understanding what you were saying beyond the fact that it needed revising. Do you feel the edits now make enough sense to run with or do we need to polish it up a bit more? I will go look at the "until it burns out" quest and see what happened there. I had a bunch of these out of order errors as I often lost my place when cutting a pasting stuff between the original Japanese, Google translator, notepad (where I revised the machine translation) and finally back into the mod itself. I frankly am shocked I don't have more of these....or perhaps like a buried landmine they are still lurking ...waiting to be found and punish me.... Thanks again for your help!!!!
Sarnaath Posted November 8, 2012 Posted November 8, 2012 Sarnaath' date=' sorry if I misinterperted what you were saying. It was late and I might have been reading something "into" what you were saying that just wasn't there. I did agree that as it was setup it was broken but I had trouble understanding what you were saying beyond the fact that it needed revising. [/quote'] No problem, I don't think I communicated my thoughts well. I'll try to be more clear in the future. Do you feel the edits now make enough sense to run with or do we need to polish it up a bit more? I think your edits you fixed it up really well. I ran through that quest again and it looks fine. "Necromancer's Assistant" for the body in the dump site was a good choice.
varenne Posted November 8, 2012 Posted November 8, 2012 LoversDRader v1.02 Not sure how to initiate this. Obviously you need a xLovers plug-in/add-on to initiate sex between PC/NPC (or NPC/NPC) but I'm not seeing anything (clues, popups, etc.) during at least LoversHooker initiated H. Any ideas? Is this functional only with specific other xLovers MODs. Reviewed the read me, not much help there. Reviewed the ESP via CS. Testinghall has some items, invisible in-game, caused a CTD first time I coc'ed there after walking into that area. Moving onto play testing LoversHVirus v1.01a. That will take a little more time as it involves testing interaction with LoversLoveJuice. Hopefully in the mean time we can get some feedback from those that have used or are using LoversDRader.
gregathit Posted November 8, 2012 Author Posted November 8, 2012 @Varenne - see post 3 here about lovers radar: http://www.loverslab.com/showthread.php?tid=137
varenne Posted November 8, 2012 Posted November 8, 2012 @Varenne - see post 3 here about lovers radar: http://www.loverslab.com/showthread.php?tid=137 Ah-ha! Got it. We definitely need to add that to the read me file. The Testinghall lockup could pose a problem for your combined BU Armor MOD. I'll try and recreate it and see if any errors get logged.
gregathit Posted November 8, 2012 Author Posted November 8, 2012 It shouldn't mess with my mod as all I did is add some chests. Unless of course the chests are in the way of something..... In other news: OP updated with link to lovers pay bandit. I think this turned out rather nicely but I would like some feedback from you guys to see what you think.
Ark of Truth Posted November 8, 2012 Posted November 8, 2012 If you were to create a custom NPC and have her start the game as a sex slave without having to enslave her how would you do it? I can do it if I use the spell but I want her to already be one without using it. Trying to get Lovers Laboratory to link in with this. Any ideas?
Sarnaath Posted November 8, 2012 Posted November 8, 2012 If you were to create a custom NPC and have her start the game as a sex slave without having to enslave her how would you do it? I can do it if I use the spell but I want her to already be one without using it. Trying to get Lovers Laboratory to link in with this. Any ideas? Would the trainer options work? I think those NPCs and creatures are set up in LoversSlaveTrader (the creatures) and Bravil UG by adding them to the LSTSLaveTrainerFaction. To turn the trainer's guild quest NPCs into slaves, the Bravil UG adds an xLSTEnslaveToken (from LoversSlaveTrader) to the NPC's inventory. The token is in clothing. Maybe try adding that to the NPC's inventory or use a quest to add it once right away. That's where I'd start.
Slammer64 Posted November 8, 2012 Posted November 8, 2012 You could try adding the LoversPkrFlagSlave token to her inventory Ark.
Ark of Truth Posted November 8, 2012 Posted November 8, 2012 You could try adding the LoversPkrFlagSlave token to her inventory Ark. Tried but it didn't work.
Slammer64 Posted November 8, 2012 Posted November 8, 2012 Any other slaving mods you are using? And is this for a PC or NPC?
Sarnaath Posted November 8, 2012 Posted November 8, 2012 Re: Bravil Underground. Until it burns out quest, first quest update describes arsonist mage Mannol as a Nord, but he's actually a High Elf. Romeo and Juliet: I'm having trouble with this, again. I went to the Wawnet Inn, and asked Nerussa (the innkeeper) with weapon out, and she confessed "Wait! Please don't hurt me! I will tell you everything I know!! Romeo and the slave went west. They were making for a priory. Gottle something or other." and got the quest update: "Romeo seems to have fled to the west from the Wawnet Inn. He must have gone through the middle of the great forest and avoided using the roads. I need to check the priorys in the area." I went to Gottlefont Priory but Romeo and Juliet are not there. Waited three days, then went back and enslaved Nerussa, but no new dialog lines opened up. Left her at Wawnet Inn and went back to the priory, but no Romeo and Juliet. I'm not sure what else to do. I looked at their AI packages in CS, but I can't figure out what's wrong. I did notice that the first quest stage entry for stage 15 of this quest is gibberish - I suppose it needs to be translated. I think it triggers if you kill Romeo.
gregathit Posted November 8, 2012 Author Posted November 8, 2012 Ok, I have updated bravil UG to beta6. Fixed the mages race reference and quite a few other odd dialogue deals (from your prior posts and from a comments from others, as well as some things I found while browsing through). No clue on Romeo and Juliet. I just tested that and I only drew my weapon and talked to Nerussa (I did not enslave her - but that should not make any difference) and then I went to Gottlefront priory and both Romeo and Juliet were there. I can only suggest trying the new version to see if that may fix things. You might have to revert to a prior saved game.
varenne Posted November 8, 2012 Posted November 8, 2012 You could try adding the LoversPkrFlagSlave token to her inventory Ark. Tried but it didn't work. What about just adding that faction to her/his faction list via CS?
Ark of Truth Posted November 8, 2012 Posted November 8, 2012 I decided to let players get there own slaves instead of giving away free ones. Something you might like http://www.loverslab.com/showthread.php?tid=13205
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