donttouchmethere Posted April 6, 2019 Posted April 6, 2019 Added traps & pitfalls on a running game. It seems nothing happens automaticly, do I have to start the trap layer for every dungeon manually?
Monoman1 Posted April 6, 2019 Author Posted April 6, 2019 6 minutes ago, donttouchmethere said: Added traps & pitfalls on a running game. It seems nothing happens automaticly, do I have to start the trap layer for every dungeon manually? Don't add it on a game where the original T&P is already installed. There are simply too many changes to account for. You could try clean saving and then add the tweaked version but no guarantees.
donttouchmethere Posted April 6, 2019 Posted April 6, 2019 2 minutes ago, Monoman1 said: Don't add it on a game where the original T&P is already installed. There are simply too many changes to account for. You could try clean saving and then add the tweaked version but no guarantees. T&P was never installed on that save... but... is your tweak standalone? means I never had to install the old T&P first? ?
Monoman1 Posted April 6, 2019 Author Posted April 6, 2019 Just now, donttouchmethere said: T&P was never installed on that save... but... is your tweak standalone? means I never had to install the old T&P first? ? Nope. None of the tweaks here are standalone. The original is always required.
donttouchmethere Posted April 6, 2019 Posted April 6, 2019 4 minutes ago, Monoman1 said: Nope. None of the tweaks here are standalone. The original is always required. alright, than a new game is needed its not as if you have said that already in the tweak install instruction^^
Monoman1 Posted April 6, 2019 Author Posted April 6, 2019 Just now, donttouchmethere said: alright, than a new game is needed its not as if you have said that already in the tweak install instruction^^ Quote Unless otherwise stated the tweaks posted here are only for the specific version of the mod it applies to and the original mod is required. I can't guarantee compatibility if a mod gets updated so pay attention to the version number.
donttouchmethere Posted April 6, 2019 Posted April 6, 2019 BTW my PAHE slaves, some rescued damsels, experimental squishy followers and civilian SD+ masters want to thank you for the rock trap de-lameifier! ☺️
SuplenC Posted April 7, 2019 Posted April 7, 2019 Hey I have a lil problem with Cum Overlays. It only finds 1 set (at least it says in the MCM), even tho I've installed 4 of them. I've put those that you linked, some had less than 35 textures so missing ones I copied from the Sexlab directly to fill the gaps, all of the sets I have now (4 of them) has 35 total textures in them, but the mod still only finds the first one.
Monoman1 Posted April 7, 2019 Author Posted April 7, 2019 30 minutes ago, SuplenC said: Hey I have a lil problem with Cum Overlays. It only finds 1 set (at least it says in the MCM), even tho I've installed 4 of them. I've put those that you linked, some had less than 35 textures so missing ones I copied from the Sexlab directly to fill the gaps, all of the sets I have now (4 of them) has 35 total textures in them, but the mod still only finds the first one. This is usually caused by an out of date version of papyrusutil.
SuplenC Posted April 7, 2019 Posted April 7, 2019 52 minutes ago, Monoman1 said: This is usually caused by an out of date version of papyrusutil. Yep that was it. Updated the papyrusutil (actually I hadn't one installed, used the one from Sexlab) and now it's working. Thanks
Nymra Posted April 8, 2019 Posted April 8, 2019 On 4/7/2019 at 12:08 AM, donttouchmethere said: alright, than a new game is needed its not as if you have said that already in the tweak install instruction^^ I installed both Traps and the monoman fix on a running game. To date it does not seem to trigger bad stuff. At least everything is working as intended (coming from the explanation in the description and monomans feedback). Everything that went "wrong" could be traced to failure of the human handling the system (me *cough*). Traps are layed, traps minimal distance seem to work (I had loaded a save with zero distance accidently). Only the devious devices interface warning remains (reinstalling traps and pitalls and the fix does not change anything) but I dont use devious traps and it does not seem to do anything bad. hm. EDIT: I activated debug messages at start to see if the trap layer starts. Some locations seem to be excluded. Starting it manually usually works in these cases. Most of the time the layer starts automatically.
Monoman1 Posted April 8, 2019 Author Posted April 8, 2019 55 minutes ago, Nymra said: the devious devices interface warning remains (reinstalling traps and pitalls and the fix does not change anything) but I dont use devious traps and it does not seem to do anything bad. hm I'll take a look at this. It should have been straight forward. 56 minutes ago, Nymra said: Some locations seem to be excluded. Starting it manually usually works in these cases. Can you remember which places? Places like forts might be a bit tricky as they can be 'overrun by bandits' initially but taken over by the legion/stormcloaks later. That's something I need to think about.
Nymra Posted April 8, 2019 Posted April 8, 2019 1 hour ago, Monoman1 said: I'll take a look at this. It should have been straight forward. Can you remember which places? Places like forts might be a bit tricky as they can be 'overrun by bandits' initially but taken over by the legion/stormcloaks later. That's something I need to think about. To date it was mainly mod content places that did not run the layer automatically. Fushiginas (whatever) Dungeon (a random dungeon north of Dawnstar) and Into the Depths, a 2012 mod with a mine south of riverwood. Both locations needed the layer to start manually. I will try to make a list of locations that do not autotrigger the layer, but cant promise i remember it when playing all the time, hehe. Anyways, traps are a big fun already. Only miss the estrus trap, hehe. Ah: and the time scale for the "strip" trap seems to be quite short. any chance that can be customized? Not beeing able to access inventory has the nice side effect of not beeing able to drink potions.
donttouchmethere Posted April 8, 2019 Posted April 8, 2019 4 hours ago, Nymra said: I installed both Traps and the monoman fix on a running game. To date it does not seem to trigger bad stuff. At least everything is working as intended (coming from the explanation in the description and monomans feedback). Everything that went "wrong" could be traced to failure of the human handling the system (me *cough*). Traps are layed, traps minimal distance seem to work (I had loaded a save with zero distance accidently). Only the devious devices interface warning remains (reinstalling traps and pitalls and the fix does not change anything) but I dont use devious traps and it does not seem to do anything bad. hm. EDIT: I activated debug messages at start to see if the trap layer starts. Some locations seem to be excluded. Starting it manually usually works in these cases. Most of the time the layer starts automatically. good to know! traps & pitfalls + monoman1's tweak on a running game on my setup: > MCM shows up and is functional > manually starting traps works in MCM I removed all forbidden places: > the trap layer didn't start automatically but > I got the 4-5 bandits trap and pitfalls spawnes randomly in dungeons so it just might be a conflict or my MCM settings or bad load order (traps at the end of LO), will test some more on a new game (or the next tweak versions, I know I can't resist)
The_Virus Posted April 11, 2019 Posted April 11, 2019 Hey great work on the tweaks love them! However is this the proper set up for the file structure of both Cum Overlay and Bathe Tweak? How come the files structure doesnt start at Set1? Does it use the original textures from the mods for a default? Thanks!
Corsayr Posted April 11, 2019 Posted April 11, 2019 49 minutes ago, The_Virus said: Hey great work on the tweaks love them! However is this the proper set up for the file structure of both Cum Overlay and Bathe Tweak? How come the files structure doesnt start at Set1? Does it use the original textures from the mods for a default? Thanks! just a guess, but set 1 = clean?
Monoman1 Posted April 11, 2019 Author Posted April 11, 2019 1 hour ago, The_Virus said: Hey great work on the tweaks love them! However is this the proper set up for the file structure of both Cum Overlay and Bathe Tweak? How come the files structure doesnt start at Set1? Does it use the original textures from the mods for a default? Thanks! Looks mostly ok but there should also be: DirtFXBody.dds DirtFXFace.dds DirtFXHands.dds in the Bathe folder which is set 1. They should have been included in the tweak.
The_Virus Posted April 11, 2019 Posted April 11, 2019 47 minutes ago, Monoman1 said: Looks mostly ok but there should also be: DirtFXBody.dds DirtFXFace.dds DirtFXHands.dds in the Bathe folder which is set 1. They should have been included in the tweak. Would the same apply to Cum Overlays, should I dump a set of loose files in the main folder and have that act as Set 1? Of course rescan when in game?
Monoman1 Posted April 11, 2019 Author Posted April 11, 2019 15 minutes ago, The_Virus said: Would the same apply to Cum Overlays, should I dump a set of loose files in the main folder and have that act as Set 1? Of course rescan when in game? Set1 for cum overlays is the default sexlab textures. So set1 is at: '\Textures\Sexlab\'
Nymra Posted April 16, 2019 Posted April 16, 2019 @Traps and Pitfalls: I figured that the SkyUI groups for equipment circumvent the inventory block initiated by Traps That was the issue, not the "length" of the traps effect. So in other words: if I use a group hotkey of SkyUI I can reequip my body armor even with the strip trap effect still active. @All: anybody has an idea of a mod that replaces "paralyze" effects with something like the player just beeing unable to move anymore? I want to get rid of the ragdoll because of SexLab incompatibilit issues.
Monoman1 Posted April 16, 2019 Author Posted April 16, 2019 3 hours ago, Nymra said: @Traps and Pitfalls: I figured that the SkyUI groups for equipment circumvent the inventory block initiated by Traps That was the issue, not the "length" of the traps effect. So in other words: if I use a group hotkey of SkyUI I can reequip my body armor even with the strip trap effect still active. @All: anybody has an idea of a mod that replaces "paralyze" effects with something like the player just beeing unable to move anymore? I want to get rid of the ragdoll because of SexLab incompatibilit issues. Perhaps then it would be better if the mod simply unequipped anything you try to equip while the curse is active. I do feel however the 'oh shit' feeling you get when charged by an enemy and you suddenly realize you cant pause the game by opening the inventory would be gone. I like that panic factor it adds. Maybe just do both. The paralyze ones a bit tricky. I wonder if dispelling paralization spells on the animation start event would be enough to stop things getting fucked up.
Nymra Posted April 16, 2019 Posted April 16, 2019 Hmm, 1. Unequip Body Armor trap: I love it still, because I roleplay alot of stuff already anyway (I realized mods cant cover it all...). So I just try not use the exploit. And yeah, in a fight its funny when it happens, hehe. What I find strange is how little the impact of losing the body armor seems to be. Still would love for more customization (if possible) for especially a. the effects durations. b. the items stripped (could go up to "unequip all" for me (as MCM options) together with barefoot realism definatly a factor losing the boots. 2. Paralyze: I love it when it happens, has definatly some BDSM feel to it to fall asleep in midst of a dangerous dungeon. I searched but could not find anything about the ragdoll+sexlab thing as solution (in general it seems a problem tho, since I read it many times that similar things happen with Ragdoll and also when one animation breaks the other). 3. New Trap idea: out of the Paralyze: what if a trap would force the player to fall asleep for an hour or two? In combination with sleep rape mods this could be funny. Would probably break in fights, too, tho ;(
donttouchmethere Posted April 17, 2019 Posted April 17, 2019 I just drop that here: Rock Trap De-Lameifier v1.0: I get CTD if the rocks hit a NPC while the rocks are already vanishing Happend in Forgotten Vale, Serana got hit by rocks while the rocks were already vanishing while still rolling down a tunnel => CTD I repeated that event a few times (reloading at the same spot and let serana get hit a lot), always ended in CTD after that I left serana behind and just waited till the trap triggered and all rocks vanished => no CTD also: the name serana is very close to serrano, which in turn makes me very hungry
Monoman1 Posted April 17, 2019 Author Posted April 17, 2019 1 hour ago, donttouchmethere said: I just drop that here: Rock Trap De-Lameifier v1.0: I get CTD if the rocks hit a NPC while the rocks are already vanishing Happend in Forgotten Vale, Serana got hit by rocks while the rocks were already vanishing while still rolling down a tunnel => CTD I repeated that event a few times (reloading at the same spot and let serana get hit a lot), always ended in CTD after that I left serana behind and just waited till the trap triggered and all rocks vanished => no CTD also: the name serana is very close to serano, which in turn makes me very hungry What?! A bethesda game crashing doing something routine? No sir! You are mistaken! Seriously though, wtf? I guess I'll just insta-disable them then rather than fading out. 2
Corsayr Posted April 17, 2019 Posted April 17, 2019 37 minutes ago, Monoman1 said: What?! A bethesda game crashing doing something routine? No sir! You are mistaken! Seriously though, wtf? I guess I'll just insta-disable them then rather than fading out. what if you had a mud crab wielding a baseball bat spawn, and knock the rocks off the screen while yelling "get the fuck outta here you useless rocks!!!" Great idea right!! okay I know I know! back to my corner... ? 2
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