vyseari Posted January 15, 2020 Posted January 15, 2020 I've been getting the correct ending dialog about him turning it up to full bast and what not. This is even just sitting still in half moon and not moving anywhere. The first time it happened I thought it might have been from the revelers force greet i got, so I tried it again, and it lasted the same length, same ending dialog as well. I have also noticed that sometimes when i turn it in with the soft vibe on return it will immediately end the ending vibe as well completely with the full blast dialog right after the quest end. And my mistake on the finding keys part, I thought it was for while looking for the keys, not when it ended from finding them. I'll test that as well. I'll give this one a shot later and report back.
Tenri Posted January 15, 2020 Posted January 15, 2020 1 hour ago, vyseari said: I've been getting the correct ending dialog about him turning it up to full bast and what not. This is even just sitting still in half moon and not moving anywhere. The first time it happened I thought it might have been from the revelers force greet i got, so I tried it again, and it lasted the same length, same ending dialog as well. Yeah, that message should play when the ending vibration ends, due to the aforementioned pausing of the scripts until the vibrations stop. The message I was wondering about was the ones along the lines of "You let out a frustrated moan as your piercing and plugs abruptly cease to vibrate." or "The vibrations abruptly stop just short of bringing you to orgasm." Those can help determine whether they just stopped vibrating or edged you, it should be one of the former variety. 1 hour ago, vyseari said: I have also noticed that sometimes when i turn it in with the soft vibe on return it will immediately end the ending vibe as well completely with the full blast dialog right after the quest end. Vibration events are annoying in that if you trigger a new one while one is still going it just adds more time to it. it wont even reset the type of vibration, so the vibe on return would get extended but end as soon as you get edged since vibe on return doesn't allow orgasm. Let me know how the test turns out, I am busy with something else, but I hope to be able to get this working for you if it is within my power, and not some unfortunate setup issues.
vyseari Posted January 19, 2020 Posted January 19, 2020 On 1/15/2020 at 12:36 AM, Tenri said: Yeah, that message should play when the ending vibration ends, due to the aforementioned pausing of the scripts until the vibrations stop. The message I was wondering about was the ones along the lines of "You let out a frustrated moan as your piercing and plugs abruptly cease to vibrate." or "The vibrations abruptly stop just short of bringing you to orgasm." Those can help determine whether they just stopped vibrating or edged you, it should be one of the former variety. Vibration events are annoying in that if you trigger a new one while one is still going it just adds more time to it. it wont even reset the type of vibration, so the vibe on return would get extended but end as soon as you get edged since vibe on return doesn't allow orgasm. Let me know how the test turns out, I am busy with something else, but I hope to be able to get this working for you if it is within my power, and not some unfortunate setup issues. Okay finally got a moment to run through again. And I do get a message of "You let out a frustrated moan as the plugs cease to vibrate." on setting 900 it lasts about 5 real minutes and your debugger reads a duration of 900, setting it 90 has it last for about 1 minute, but your debug message reads a duration of 900 still. I changed it to 90 after reloading a save. It functions the same way on the retrieve keys part. So if you have any insight on how i can get it to last the duration you can put out i'd be grateful.
Tenri Posted January 19, 2020 Posted January 19, 2020 5 hours ago, vyseari said: Okay finally got a moment to run through again. And I do get a message of "You let out a frustrated moan as the plugs cease to vibrate." on setting 900 it lasts about 5 real minutes and your debugger reads a duration of 900, setting it 90 has it last for about 1 minute, but your debug message reads a duration of 900 still. I changed it to 90 after reloading a save. It functions the same way on the retrieve keys part. So if you have any insight on how i can get it to last the duration you can put out i'd be grateful. That is one of the message I would expect. The ending and key events have different values I forgot to have the ending timer show the ending value it shows the keys one, that would explain why it didn't update the ending display. 90 should be about 1 min 30 seconds and 900 should be about 15 mins. The default ending timer should about 3 mins. (a few minutes later) I found the reason for the capped duration DDI uses factions to determine the length of the event, and factions cap at 128 ~2mins (+ script lag). Here is an update that should work for the full range (it will run the event for durations of up to 100 until it runs the full duration): THW TenriTweaks Jan 19 2020 1.7z 3
matt66 Posted February 3, 2020 Posted February 3, 2020 Love your work, But for some reason I can not figure out no matter what I adjust in the mcn I can not stop the " treasure hunter event registered " message from appearing, probably something my end but wondered if anyone else had this ?
Hex Bolt Posted February 3, 2020 Posted February 3, 2020 5 hours ago, matt66 said: Love your work, But for some reason I can not figure out no matter what I adjust in the mcn I can not stop the " treasure hunter event registered " message from appearing, probably something my end but wondered if anyone else had this ? It's harmless but unavoidable and a little annoying. In its OnPlayerLoadGame event it waits a few seconds, registers for OnTHWEnslave, and displays "Treasure Hunter Whore Event Registered" with no way to turn that notification off. 1
Siev Posted April 13, 2020 Posted April 13, 2020 Is there any way the punishment pet suit could have an aura of protection or something that keeps the character from dying during the climb up the mountain? It's pretty much impossible to do without dying right now and basically requires cheating to complete it or reloading a save.
Hex Bolt Posted April 13, 2020 Posted April 13, 2020 41 minutes ago, Siev said: Is there any way the punishment pet suit could have an aura of protection or something that keeps the character from dying during the climb up the mountain? The mod doesn't have an option for that. The mod author is on a break from modding now, but as I recall his position was that hardcore bondage should be hardcore. I recommend having that hardcore option off, unless you're the type of gamer who relishes playing games on Impossible mode. As you noted, if you get sent to a difficult situation you'll have a very hard time in extreme bondage. Ideally, if there were a middle setting for moderate bondage with less restrictive devices that might appeal to more players, but there isn't.
saturnh Posted April 13, 2020 Posted April 13, 2020 On 2/3/2020 at 9:45 AM, HexBolt8 said: It's harmless but unavoidable and a little annoying. In its OnPlayerLoadGame event it waits a few seconds, registers for OnTHWEnslave, and displays "Treasure Hunter Whore Event Registered" with no way to turn that notification off. i was frustrated with that myself some time ago, but i couldn't find anything in this thread about it at the time so i did my own fix. i'll upload here since i guess i'm not the only one that doesn't like their notifications cluttered. THWPlayerAliasBaseScript.pex simply removes the Debug.Notification calls in the OnPlayerLoadGame and OnInit events in order to get rid of the message entirely. 1
Hex Bolt Posted April 13, 2020 Posted April 13, 2020 1 hour ago, saturnh said: i was frustrated with that myself some time ago, but i couldn't find anything in this thread about it at the time so i did my own fix. Thank you for posting that. ? Notification spam on every game load can get annoying. Unfortunately that fix would overwrite Tenri's Fixes, which I really like, so for me I'll live with the notifications.
saturnh Posted April 14, 2020 Posted April 14, 2020 2 hours ago, HexBolt8 said: Thank you for posting that. ? Notification spam on every game load can get annoying. Unfortunately that fix would overwrite Tenri's Fixes, which I really like, so for me I'll live with the notifications. ah true, i hadn't seen that. well for you/anyone else interested, you can remove them by deleting line 84 from THWPlayerAliasBaseScript.psc and recompiling it, just make sure you have the SkyUI SDK, SKSE, FNIS Sexy Move, and vanilla source scripts installed, or the compiler will just spit a ton of errors.
Bluegunk Posted April 29, 2020 Posted April 29, 2020 On 4/14/2020 at 3:21 AM, saturnh said: ah true, i hadn't seen that. well for you/anyone else interested, you can remove them by deleting line 84 from THWPlayerAliasBaseScript.psc and recompiling it, just make sure you have the SkyUI SDK, SKSE, FNIS Sexy Move, and vanilla source scripts installed, or the compiler will just spit a ton of errors. For those of use less able with scripts, please might you be able to provide an updated one, saturnh? My abilities with scripts are on a par with ancient Cuneic. Thank you!
Hex Bolt Posted April 29, 2020 Posted April 29, 2020 4 hours ago, Bluegunk said: For those of use less able with scripts, please might you be able to provide an updated one This one modifies the base 1.1.1 version to remove that notification message: THWPlayerAliasBaseScript.pex The second one (below) modifies Tenri's Fixes to remove that notification message, except I had to remove the Soul Gem Oven functionality that Tenri added so that it would compile (I found that SGO has required scripts from other mods and I didn't want to install all of that). It should be installed after Tenri's fixes. If you don't use SGO, this small update will work fine. If you do use SGO, your game won't crash and burn with this change, you'll just lose whatever SGO functionality that Tenri had added. THWPlayerAliasBaseScript.pex I highly recommend Tenri's fixes. It restores functionality that is broken in 1.1.1, and adds new configuration options, such as being able to set the shock strength. 3
angrykiwi Posted April 29, 2020 Posted April 29, 2020 How are you supposed to find the slave girl? In my case the distance meter would lead me to a single point on a map, and after i get close to it, it would move it 30.000-90.000 meters away, and it continues until i fail. The only was i was able to finish it is by disabling npc's AI just to get to her, in this case the quest finally points me in a right direction.
csrmk30 Posted May 26, 2020 Posted May 26, 2020 What version o script extender is this compatible with? It crashed on take off due to skse errors.
Hex Bolt Posted May 26, 2020 Posted May 26, 2020 17 minutes ago, csrmk30 said: What version o script extender is this compatible with? It crashed on take off due to skse errors. The last one for Oldrim (1.7.3). This mod doesn't work well for SE. See discussion here.
slvsaris Posted June 25, 2020 Posted June 25, 2020 So, started a run, and have to say this is a most frustrating mod ever. I got led to an inn, and those damn vibrators are going off every 2 seconds making it nearly impossible to do anything. On top of that, what the heck am I even looking for? There are no hints whatsoever. I don't know where it is, who has it, if it is in a container, laying on a table or the floor? Didn't expect the task to be easy, but it is rather hard to do the task if the player is constantly stuck in the vibration animation. All I am getting is "It has to be in here somewhere!" Some sort of indication of where the item is when you are close enough for the vibrators to constantly go off, then at least the player knows where to dtruggle to.
Hex Bolt Posted June 25, 2020 Posted June 25, 2020 10 hours ago, slvsaris said: So, started a run, and have to say this is a most frustrating mod ever. You'll probably want Tenri's fixes (scroll up a few for link). Besides fixes there are additional sliders for more configuration options. It's fair to say that the mod isn't for everyone. Personally, I love a quest that doesn't place a marker over the objective. It's a treasure hunt. That's the beauty of the mod. It won't appeal to everyone, but I've really enjoyed these hunts. It's not particularly difficult if you understand a few things that the mod does not explain. Spoiler tag for those who want no help: Spoiler The item will always be in a container. That container will be in a place accessed by a door (not in the exterior), typically a dwelling. When you're "smoking hot" and you enter a wrong area, there's a notification "It's not here". It's not difficult to quickly eliminate the wrong areas. When you've found the right building, you must check containers until you've found the item. You might as well start with the closest ones and work your way in. I usually find it after just a few tries, but it's possible to get unlucky and have to check them all. 1
Lupine00 Posted June 28, 2020 Posted June 28, 2020 A sometimes have a problem with this quest in the sub-quest to catch up with the sex-slave: On approaching her, she simply ... vanishes before you get close enough to activate her ... about 50% of the time. It's not even reliable. Sometimes happens, sometimes doesn't. If she vanishes, there is no alternative but to reload and retry until she works. If she vanishes, you continue to have the quest, but it no longer works properly and cannot be completed. Something that isn't broken but could improve quality of life: The skooma injector will addict your character with consistent reliability. That's a permanent downside you will carry away with you, no matter the quest outcome. Is it intended? Could we have finer control over that? I think in the best case, if you play well you should be able to avoid addiction, but if you are really slow, you should end up severely addicted. Some ability to tune the frequency of skooma dosing might be reasonable. Or perhaps a mechanism where you are dosed more slowly at first? I find this more of an issue than the vibrator shocks. And an MME interaction - not sure if it's intended or not: Skooma dosing blocks magicka regen entirely if you enable an option in MME (on by default). For those that use it, it feels a cheat to disable it in MME just because THW is dosing you non-stop... ...but I don't know if it was intended to block all your magic in THW? It wouldn't happen if MME wasn't present. I think this little niggle was patched? The message about THW starting up EVERY LOAD is slightly annoying. It's just a little intrusive, and most mods do not do this. It feels like a development dialog got left in by accident. Is this the message Tenri fixed?
Hex Bolt Posted June 28, 2020 Posted June 28, 2020 1 hour ago, Lupine00 said: Is this the message Tenri fixed? No, Tenri fixed some important things but that "Treasure Hunter Whore Event Registered" message is still in there. I posted a fix for that above (April 29) but it's simply commenting out the two lines with that message in THWPlayerAliasBaseScript. I'm fine with a one-time startup message. In fact I find it reassuring. But not every time I load the game.
fred200 Posted July 21, 2020 Posted July 21, 2020 Has anyone located the source for the Treasure Hunter SKSE dll? It is not included in the download. Without the source, no point in trying to convert this mod for SE.
Tyrant99 Posted July 22, 2020 Author Posted July 22, 2020 THW C++ Source.7z Here's the C++ source if anyone wants to take a crack at compiling. I don't currently have the setup for it, but you should be able to find the .dll compiling information at the SKSE github. My understanding is that the code doesn't need to change at all, it just needs to be recompiled to the SE SKSE. 1
fred200 Posted July 22, 2020 Posted July 22, 2020 16 hours ago, Tyrant99 said: THW C++ Source.7z 826 B · 1 download Here's the C++ source if anyone wants to take a crack at compiling. I don't currently have the setup for it, but you should be able to find the .dll compiling information at the SKSE github. My understanding is that the code doesn't need to change at all, it just needs to be recompiled to the SE SKSE. Thank you! You have done a service to the community! For anyone else starting down this rabbit hole, the best link I found for SE is: https://www.creationkit.com/index.php?title=SKSE_Plugin_Creation I have rebuilt SKSE64! The power! Well - I got stuck at a really dumb place. I can't get past C++ compiler errors on the two lines: TESObjectREFR * reference = NULL; LookupREFRByHandle(&handle, &reference); The error I get is a NiPointer template cast error on &reference: Error C2664 'T': cannot convert argument 2 from 'TESObjectREFR **' to 'NiPointer<TESObjectREFR> &' If I comment out the LookupREFRByHandle line, everything compiles clean, links, and gives me a 64 bit DLL. Not good enough though. I found a plugin by Expired - and copied his code. This works: NiPointer<TESObjectREFR> reference; LookupREFRByHandle(handle, reference); Off to testing...
Tyrant99 Posted July 22, 2020 Author Posted July 22, 2020 Hmmm, well I notice that GameReferences.h is a bit different between the SKSE classic and 64, there's also some different classes and stuff too, so yeah, it's not all the same. 64 Original So in 64 it is calling to NiPointer explicitly while the original I think was just 2-dimensional array. I guess it makes sense that you'd need to pass the argument in that way.
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