Sarnaath Posted November 10, 2012 Posted November 10, 2012 Re: LoversSlaveTrader In this version the "[Orders]" dialog topic for slaves and trainers now leads to orders topics that are no longer bracketed, except for "[show Results]" for trainers. This is in the xLSTGnenTrainer quest, last entry under Topics. So, for a slave trainer, if you click on the "[Orders]" topic, you get the following choices: Nevermind Follow me Wait here Get some sleep Go back to house Inventory Train this slave. End training [show Results] I don't know if the brackets are intentional or an oversight, just thought I'd point out the inconsistency. For slaves, the option to show training progress is not bracketed. ("Train this slave." and "End training" don't actually show up together, depends on the circumstance.) in the xLSTGenSlave quest, xLST09Yes topic (Yes, it's true.) used when releasing slaves, the first response: "(The slave slowly walks away with sholders slumped and tears streaming down their face)" XLSTGenEnslave quest, XLST14Bon topic: "If you resist I will beat you to pulp." The idiom is "beat you to a pulp." XLSTGenTrader quest, the xLST36Repurchase2 topic, one of the responses is: "It will cost you a great deal to buy back this slave. Are you certain you still want to buy them back?" Most of the dialog about buying/selling slaves uses "it" to refer to the slave, not "them." So changing it would be more consistent, but this is really minor. This is mostly just stuff I noticed looking in CS.
gregathit Posted November 10, 2012 Author Posted November 10, 2012 I removed most of the brackets as I thought they looked odd. I'll remove the rest so it is consistent. I will tackle the rest of the changes after I finish up bravil UG. Thanks.
gregathit Posted November 11, 2012 Author Posted November 11, 2012 OP updated with latest revision of Bravil UG and Slave Trader v1.0. Mainly just dialogue clean up. I am currently working on an updated lovers creatures pack with no shemale animals. I have all the meshes revised and am currently testing them. If no bugs are found in testing I will be uploading the pack to this thread for others to beta test.
Sarnaath Posted November 13, 2012 Posted November 13, 2012 What version of Lovers with PK.esm should be we using with rev 96? I think I actually have the one that came with rev 94, since I was using that before installing rev 96. It has a different timestamp and is slightly larger than the one in the base pack rev 91. I during Lovers animations (from different mods) I keep getting "LoversDummyActor" text in the middle of the screen instead of my PC's partner or one of the NPCs engaged in the act at the time (like when slave training). I don't actually see the LoversDummyActor. I did every time I started a new game with rev 94, and just disabled it via the console. When I tried that with rev 96 I got disappearing high elves during Lovers animations (I disabled it during an animation with a high elf). I didn't see this all too often when I was running through Bravil Underground (or LoversBitch with PK Extender), but I'm seeing more of it lately. I also recently tried to consolidate my various base Lovers archives in my Bash Installer folder, I need to recheck all that to make sure I'm not running a old version of some of those files. So a lot to go through, but first question trying to troubleshoot this is what version of the .esm should I be using?
gregathit Posted November 13, 2012 Author Posted November 13, 2012 I am using the esm from the rev91 base pack. I never messed with rev94 at all since it was quite faulty. My advice is to switch back to the rev91 esm and make a clean save. You should have no further problems. I have never seen the "loversdummyactor" issue with the rev91 esm.
morvo Posted November 17, 2012 Posted November 17, 2012 very minor issue on rev 96: configuring BU settings, when adjusting the interval between equipment damage the interface always displays "current settings: 0 seconds" on the window where can select +1/+5 etc. The duration does change when you select an option and displays correctly after you leave the config window to go back to the BU framework window: "Delay when destruction occurs:" shows the right time. very minor =p
gregathit Posted November 17, 2012 Author Posted November 17, 2012 very minor issue on rev 96: configuring BU settings' date=' when adjusting the interval between equipment damage the interface always displays "current settings: 0 seconds" on the window where can select +1/+5 etc. The duration does change when you select an option and displays correctly after you leave the config window to go back to the BU framework window: "Delay when destruction occurs:" shows the right time. very minor =p [/quote'] Minor or not, if something isn't working just holler! OP updated with rev96 - beta 5 that fixes the above issue to display properly. Thanks for the feedback Morvo. You should be able to replace beta4 with the new beta5 without having to make a clean save or new game (or any of the other beta's of lovers with pk for that matter). NOTE: If upgrading from any previous version of lovers (rev91, rev93, rev94) you will need at minimum to make a clean save.
z4m0lx3s Posted November 19, 2012 Posted November 19, 2012 So I've installed the new Slave Trader 1.0, and so far it works well. The ini file is awesome, one of the reasons I stopped playing Bravil Underground was the mindless grinding. That said, I've encountered one glitch. I enslaved several NPCs to test it, and animations worked with everyone except the female pirate on the Waterfront, First Mate Malvulis. I'd go to the menu option to train her, and nothing would happen. Selecting the option again would show as if I never tried it in the first place. This did not happen with Imperial guards, and others on the Waterfront. Any ideas?
Sarnaath Posted November 19, 2012 Posted November 19, 2012 the female pirate on the Waterfront' date=' First Mate Malvulis. [/quote'] Do you have Bravil Underground installed? Are you actually doing the quest that involves her? I didn't have any problems enslaving her as part of her Bravil Underground quest, but haven't tried outside that. @gregathit - re: the last posted question in the Bravil Underground thread. There is a bit of a discrepancy in the Guile Without Balls quest. The pirate tells you to take the slave to the Auction House, but unless you've gone exploring and know where it is you could get confused since there is no "Door to Auction House" in the slaver city (it's through the Salesroom Entrance). Maybe change the last line of the pirate's dialog to mention that the Auction House is through the Salesroom Entrance? I think it would be better if that whole cell was named "Auction House Entrance" instead of "Salesroom Entrance" but I don't know how safe it is to rename cells.
z4m0lx3s Posted November 19, 2012 Posted November 19, 2012 No Bravil Underground yet, I was playing it with ST 0.91, but I got tired of the grind of training slaves. Never got as far as enslaving the pirate before I uninstalled it. I was making sure ST 1.0 works well after a clean save before redoing Bravil Underground...
Sarnaath Posted November 19, 2012 Posted November 19, 2012 No Bravil Underground yet' date=' I was playing it with ST 0.91, but I got tired of the grind of training slaves. Never got as far as enslaving the pirate before I uninstalled it. I was making sure ST 1.0 works well after a clean save before redoing Bravil Underground... [/quote'] I went back to a very early clean save in my game (and with Bravil UG deactivated) and had no trouble enslaving her or training her with my character or having her sell flowers. Maybe some other mod is conflicting? Maybe it's a load order problem. I wasn't able to reproduce the issue.
gregathit Posted November 20, 2012 Author Posted November 20, 2012 Let me look and see if I can just change the door name from sales to auction as that would be easier for folks. I never thought about this as I assumed folks would have explored the entire city by that quest, as it isn't that big.
Sarnaath Posted November 20, 2012 Posted November 20, 2012 ...I assumed folks would have explored the entire city by that quest' date=' as it isn't that big. [/quote'] I agree. I thought this is a minor issue, but I also thought a minor tweak in the pirate captain's dialog could drop a reminder to the player. And I figure you probably want to head off as many support questions as possible.
gregathit Posted November 20, 2012 Author Posted November 20, 2012 I agree. I thought this is a minor issue' date=' but I also thought a minor tweak in the pirate captain's dialog could drop a reminder to the player. And I figure you probably want to head off as many support questions as possible. [/quote'] OP updated with correction to cell, now named Auction House Entrance. I also changed the quest update to read slave Auction House. I would think that between the two things they should be able to figure out where to go. Does the captain's dialogue really need a change, since I did those two things? I would need to open the CS to find it and glance through to see what he actually says, as finding a particular line of dialogue in Egg is a pain in the butt. I am not opposed to tweaking his dialogue if it is needed, but I don't want to do too much spoon feeding either. Let me know.
gregathit Posted November 20, 2012 Author Posted November 20, 2012 No Bravil Underground yet' date=' I was playing it with ST 0.91, but I got tired of the grind of training slaves. Never got as far as enslaving the pirate before I uninstalled it. I was making sure ST 1.0 works well after a clean save before redoing Bravil Underground... [/quote'] Sounds like a conflict with another plugin. I, and others have been able to train her when the quest came for bravil underground.
gregathit Posted November 20, 2012 Author Posted November 20, 2012 Has anyone had any issues with slave trader 1.0? I am thinking of moving it and several others out of the beta section sometime after Thanksgiving. I am currently working on putting together a revised lovers with PK package for rev96 and will put that out hopefully as well (it will still be two packs - resource and base).
Sarnaath Posted November 20, 2012 Posted November 20, 2012 Does the captain's dialogue really need a change' date=' since I did those two things? I would need to open the CS to find it and glance through to see what he actually says, as finding a particular line of dialogue in Egg is a pain in the butt. I am not opposed to tweaking his dialogue if it is needed, but I don't want to do too much spoon feeding either. Let me know. [/quote'] No, the captain's dialogue should be fine. He tells you to take the slave to the Auction House, twice I think. If you've renamed the Salesroom Entrance to Auction House Entrance then it should be easy enough to find. Has anyone had any issues with slave trader 1.0? I haven't noticed anything. Well, I never saw any auto-training happen, but I've mentioned that. I was going to look into that, but then I discovered Torchlight II had been released when I wasn't paying attention.
gregathit Posted November 20, 2012 Author Posted November 20, 2012 Ok, quick question: I am putting the lovers with PK rev96 base pack together and also revising the resource pack. Here are my thoughts: I am thinking about restructuring the base pack to have only the following in it: Lovers with PK.esm Lovers with PK.esp LoversIdleAnimsPriority.esp LoversAnimObjectsPriority.esp The resource pack would then contain all meshes\textures\sounds\animations and so on. These things don't tend to change any. If they do change, say via an add-on plugin, you just overwrite and move on. This way it won't matter if folks install the resource pack or the base pack first (right now it does matter, at least for animations). ------------------------------------------------------- Next question: I am using the daedra sutra to sort through all the animations that are in the resource pack and update them to the 'best' versions. Now of course this is subjective on my part so here are my parameters for determining which are the 'best': 1. Has BBB (if appropriate). 2. Is unique (meaning not a copy, of a copy, of a copy...) 3. Looks fairly good (meaning no really odd things in it, like a movement that would result in a broken spine or something). Are folks interested in me spending the time to do this and upload it or do you just want to include the required animations (1-10) for lovers to function and all others would need to be included in the plugin that they come with or via the Daedra Sutra. Now, just so no one thinks I am doing 'extra' work, I am already doing the sorting for my personal game so it is just a matter of including it in the pack ....or not. I also would include the documentation of what and how I did things so it would be easy for anyone to switch out animations via the Daedra Sutra just like they can now. This would just give a bit of a head start for folks installing the pack from day one (or for others who don't want to take the time to mess with it themselves). I have already done 1-70 and stopped to check out which animations that are used by the various creature sex plugins. Obviously those animations that involve creature sex can't be changed. I was considering renumbering the 11-100 humanoid\humanoid animations as it always pissed me off how scattered out they are but this could pose problems with current plugins, as well as future ones, so I have abandoned this thought and just documented what animation are in what group. I will include this in the resource pack so folks can eyeball it if they so choose to. You can use this to help weed out duplicates if folks decide they don't want me to sort them or would rather sort their own. It gets tedious sorting through several hundred animations and remembering which is a duplicate of something else.
Sarnaath Posted November 20, 2012 Posted November 20, 2012 Ok' date=' quick question: I am putting the lovers with PK rev96 base pack together and also revising the resource pack. Here are my thoughts: I am thinking about restructuring the base pack to have only the following in it: Lovers with PK.esm Lovers with PK.esp LoversIdleAnimsPriority.esp LoversAnimObjectsPriority.esp The resource pack would then contain all meshes\textures\sounds\animations and so on. These things don't tend to change any. If they do change, say via an add-on plugin, you just overwrite and move on. This way it won't matter if folks install the resource pack or the base pack first (right now it does matter, at least for animations). [/quote'] Sounds good to me. Are folks interested in me spending the time to do this and upload it or do you just want to include the required animations (1-10) for lovers to function and all others would need to be included in the plugin that they come with or via the Daedra Sutra. I'd definitely be interested in a collection of "best" animations. You could split the baby and keep just the required animations in the resource pack and make your collection of other animations available as an optional "add on." Just a thought.
gregathit Posted November 20, 2012 Author Posted November 20, 2012 My entire thought on doing this is to avoid as much as possible the whole, install this first and then overwrite with this and so on. To some degree this will still be required but I want to minimize it as much as possible. It is too easy for folks to get confused about what order to install things in and is damn near impossible to troubleshoot when they screw up that install order.....other than telling to start over. In my poking around I just discovered something that I never knew that 1-200 is strictly humanoid to humanoid animations and lovers creatures uses its own versions for the humanoid having sex with a creature. Now I "SHOULD" have known this already, as it is right there in the file structure, but I always looked at the meshes\creatures\ folder and it only contains offensive motions so I assumed somehow that it was paired up with a 1-200 animation via the esm\esp as it damn sure isn't in the ini. I have a rigged skeleton with body in nif format and am loading animations in to check things and realized that there are humanoid animations above the 200 number and then it hit me to go and look for the def animations pairing up to that number and BANG - it all made sense. What does this mean....well it means I can change out animations in the 1-200 range without having to worry about it screwing up creature sex! Happy days, as this was bothering the shit out of me! The more I delve into this the more I realize I really have a lot to learn about these plugins and how they operate!
varenne Posted November 20, 2012 Posted November 20, 2012 Ok' date=' quick question: I am putting the lovers with PK rev96 base pack together and also revising the resource pack. Here are my thoughts: I am thinking about restructuring the base pack to have only the following in it: Lovers with PK.esm Lovers with PK.esp LoversIdleAnimsPriority.esp LoversAnimObjectsPriority.esp The resource pack would then contain all meshes\textures\sounds\animations and so on. These things don't tend to change any. If they do change, say via an add-on plugin, you just overwrite and move on. This way it won't matter if folks install the resource pack or the base pack first (right now it does matter, at least for animations). [/quote'] Sounds good to me. I'll second that and add, you really need to be careful gregathit. Peeps may start accusing you of using logic and reason. Are folks interested in me spending the time to do this and upload it or do you just want to include the required animations (1-10) for lovers to function and all others would need to be included in the plugin that they come with or via the Daedra Sutra. I'd definitely be interested in a collection of "best" animations. You could split the baby and keep just the required animations in the resource pack and make your collection of other animations available as an optional "add on." Just a thought. I'm sort of thinking like Sarnaath on this. I think there should be a minimum set of animations included, the 1-10, with a read me and information on how to expand on that. This way going forward The Daedra Sutra becomes the default animation add-on pack and IMO much easier to maintain. As you mention g', animations are totally subjective, hence near impossible to identify and satisfy a 'common' group of users or members.
Sarnaath Posted November 20, 2012 Posted November 20, 2012 My entire thought on doing this is to avoid as much as possible the whole' date=' install this first and then overwrite with this and so on. To some degree this will still be required but I want to minimize it as much as possible. It is too easy for folks to get confused about what order to install things in and is damn near impossible to troubleshoot when they screw up that install order.....other than telling to start over. [/quote'] Ok, I get it. Then putting your collection into the resource pack would be the way to get everyone up to speed with a fairly robust set of animations. Are you also going to put up a new LoversCreatures pack? That also has files for animations 01-09. I have that installed after the rev 91 base pack, it suddenly occurs to me whether I should reverse those.
varenne Posted November 20, 2012 Posted November 20, 2012 My entire thought on doing this is to avoid as much as possible the whole' date=' install this first and then overwrite with this and so on. To some degree this will still be required but I want to minimize it as much as possible. It is too easy for folks to get confused about what order to install things in and is damn near impossible to troubleshoot when they screw up that install order.....other than telling to start over. [/quote'] The way I have addressed this, both my own installs and helping other software/application users is to establish an alpha-numeric install order. (Plus any prerequisites, pre-configuration, dependencies up front.) Prerequisites In order to make full use of the functionality of this MOD, you need to install and verify that XYZ works before proceeding with the installation. Example: A. INSTALL THIS B. INSTALL THIS or if need be: A. INSTALL THIS A.1 INSTALL THIS A.2 INSTALL THIS (Will over-write some items, click YES.) B. INSTALL THIS etc. I actually have my old xLovers folders/files set up that way.
gregathit Posted November 20, 2012 Author Posted November 20, 2012 I do not want to make changes to lovers creatures as that is not my mod. What I may do is tell folks to install it first and then over-write the animations 1-9 with a patch or use the Daedra Sutra if they want to replace them. I am not sure why those animations were even included. Remember that lovers creatures dates back to a time prior to the current resource and base pack, so they may have been included for folks that just downloaded the lovers with pk esm\esp files and needed the base animations - it is hard to say as there have been many changes over the years and most of them pre-date my arrival to the scene. ----------- I think that probably the best thing to do is remove all animations except 1-10 from the lovers with pk resource pack. I will post a separate link to grab a 'ready made' animations pack for those who don't want to bother with making their own via the Daedra Sutra. ----------- I will need to re-write the guide to help folks through the mine field. There are multiple overwrites of files like the LoversIdleAnimsPriority.esp and folks need to know which version they need to be using and when it is ok to over-write.
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