CaptainJ03 Posted June 7, 2023 Posted June 7, 2023 1 hour ago, xyzxyz said: You mean the hotfix or 3.0.0? both. Because you need both.
xyzxyz Posted June 7, 2023 Posted June 7, 2023 26 minutes ago, CaptainJ03 said: both. Because you need both. Well shit... I use them with DD 5.1 . What is the worst that can happen?
Code Serpent Posted June 7, 2023 Author Posted June 7, 2023 3 hours ago, xyzxyz said: Well shit... I use them with DD 5.1 . What is the worst that can happen? Erm...the whole device equipping system might break down since you now have a bunch of device arrays that are full of null references. In fact it might even cause some of the quests to stop working, which might explain why the loremongers in your game are not appearing.
Code Serpent Posted June 7, 2023 Author Posted June 7, 2023 On 6/3/2023 at 2:07 PM, CaptainJ03 said: Yeah, I had the same. Training Quest (to retrieve the package) was over but it stayed in my inventory. I just put it in her nightstand. Oh shoot, I knew I probably missed something like that when trying to add 32 quests at once. I'll look into this. 1
xyzxyz Posted June 7, 2023 Posted June 7, 2023 29 minutes ago, Code Serpent said: Erm...the whole device equipping system might break down since you now have a bunch of device arrays that are full of null references. In fact it might even cause some of the quests to stop working, which might explain why the loremongers in your game are not appearing. Dammit. I still have version 2.2.1 in my downloads so I guess I have to fall back to that one....
Januuz Posted June 8, 2023 Posted June 8, 2023 I have lost the option to ask inkeepers if they've seen any wierd people around. Any ideas why?
Code Serpent Posted June 9, 2023 Author Posted June 9, 2023 4 hours ago, Januuz said: I have lost the option to ask inkeepers if they've seen any wierd people around. Any ideas why? Are you already running a quest from one of the lore-mongers? You can only have one retrieval quest active at a time.
Januuz Posted June 9, 2023 Posted June 9, 2023 You were right, I did have a quest I forgot about. Thanks!
Kanutten Posted June 15, 2023 Posted June 15, 2023 A trip down memory lane, Llathesi sent me to a quest locked dungeon i solstheim just like Zed used to do in the old ddi quest. So that means quit a long time in rubber gear, more than i am willing to do, tried a reload got another locked dungeon in solstheim, just unlucky?
CaptainJ03 Posted June 15, 2023 Posted June 15, 2023 22 minutes ago, Kanutten said: A trip down memory lane, Llathesi sent me to a quest locked dungeon i solstheim just like Zed used to do in the old ddi quest. So that means quit a long time in rubber gear, more than i am willing to do, tried a reload got another locked dungeon in solstheim, just unlucky? If it's a fetch quest, just don't ask an innkeeper on Solstheim if he'd seen weird people. If it's a training quest, you always have the possibility to go back to the loremistress and tell her that you can't stand it any longer in that particular gear. 1
Kanutten Posted June 19, 2023 Posted June 19, 2023 It was a training quest, another training quest from Thalia sent me to a test cell in Helgen. So met the noble after using coc in and out.
Siudhne Posted June 27, 2023 Posted June 27, 2023 (edited) I'm using the escape minigame exclusively right now since the stamina limit is so awesome. Some ideas: -unforgiving devices uses a "colored flash appears on your character, press the appropriate key quickly" game, which is awesome because it lets you focus on your character struggling instead of the stamina bar -more active ways to influence stamina limit recovery would be neat. Maybe gulping down a stamina potion recovers a small amount? Sleeping is more restful than just standing around? Something like that. Edited June 27, 2023 by Siudhne 1
Naps-On-Dirt Posted July 1, 2023 Posted July 1, 2023 (edited) I got some training from Thelia to be "herded" so I'd be faster on SLUTS runs, but when I went back to her, she fails to remove her training armbinder. It disappears visually, but my arms stay locked in that position and the item remains in my inventory. Edit: I can drop the item out of my inventory and it appears in the world. If I take it back and put it on, the 2nd invisible object is there (it wasn't previously) so I can remove it that way, but my arms stay held behind me BUT I can use them, I can draw weapons and such. So I put on a regular armbinder and took it off and that reset my arms. So I'm ok, but there's something wrong with either the object or the process of removing it. Edited July 1, 2023 by Naps-On-Dirt
yaaboobaay Posted July 1, 2023 Posted July 1, 2023 (edited) Hello. I seem to have a problem with the 3.0.1 KS Hair patch. For a reason I don't fully understand, some of the NPC's crash my game. The 2.0 version of the patch seems to work just fine. Attached is my crash log. Something with the new facegen nif file doesn't like my game. I did manage to solve the problem somewhat by using the 2.0 version and adding the faction changes myself via SSEEdit. This prevents the crashing. I am enjoying the mod and am grateful I get to enjoy the glorious manes of the ponygirls again Crash_2023_7_1_21-57-32.txt Edited July 1, 2023 by yaaboobaay
CaptainJ03 Posted July 2, 2023 Posted July 2, 2023 11 hours ago, Naps-On-Dirt said: I got some training from Thelia to be "herded" so I'd be faster on SLUTS runs, but when I went back to her, she fails to remove her training armbinder. It disappears visually, but my arms stay locked in that position and the item remains in my inventory. Edit: I can drop the item out of my inventory and it appears in the world. If I take it back and put it on, the 2nd invisible object is there (it wasn't previously) so I can remove it that way, but my arms stay held behind me BUT I can use them, I can draw weapons and such. So I put on a regular armbinder and took it off and that reset my arms. So I'm ok, but there's something wrong with either the object or the process of removing it. Nah, that's just Skyrim being Skyrim. It happens from time to time that (idle) animations don't reset (or trigger), for whatever reason. I've had it with yokes, that my arms stayed up, or with un-equipped armbinders that my hands seems bound when sprinting. As you did, equipping a similar device normally resets the animations to their normal state. 1
Xenoramos Posted July 4, 2023 Posted July 4, 2023 Hello! After some talk in the DD's support topic and then doing manual testing, I managed to find out that Devious Lore replaces vanilla weapon swing (when PC is gagged) breath\voice with DD's gag talk voice. So I am curious, is there any way to disable that feature? I'm currently playing with dagger as my weapon, so attack speed is very high, and hearing overlapping gagged voice every time I strike becomes a bit annoying. Furthermore, that sounds is NOT affected by "voice" or "gag" settings under Audio category. I've looked through MCM, but have not find the option to disable that change. Yes, I know it's kinda logical that gagged character should not have regular sounds when have a gag on, but it really become distracting very quickly, considering it's pretty loud too. Other than that I really love the mod, thank you for making it and have a good day!
Code Serpent Posted July 4, 2023 Author Posted July 4, 2023 7 hours ago, Xenoramos said: Hello! After some talk in the DD's support topic and then doing manual testing, I managed to find out that Devious Lore replaces vanilla weapon swing (when PC is gagged) breath\voice with DD's gag talk voice. So I am curious, is there any way to disable that feature? I'm currently playing with dagger as my weapon, so attack speed is very high, and hearing overlapping gagged voice every time I strike becomes a bit annoying. Furthermore, that sounds is NOT affected by "voice" or "gag" settings under Audio category. I've looked through MCM, but have not find the option to disable that change. Yes, I know it's kinda logical that gagged character should not have regular sounds when have a gag on, but it really become distracting very quickly, considering it's pretty loud too. Other than that I really love the mod, thank you for making it and have a good day! Yeah...I don't know what 'testing' you did but this mod definitely doesn't touch sound effects in any way.
Xenoramos Posted July 4, 2023 Posted July 4, 2023 1 minute ago, Code Serpent said: Yeah...I don't know what 'testing' you did but this mod definitely doesn't touch sound effects in any way. That is odd, since only with that mod striking sounds are changed. No matter where in load order it is located. If I disable it - sounds come back to vanilla. That is very odd issue then, can't imagine how can mod conflict or anything else cause it, I was really sure it is a feature.. But yep, you are correct in putting my "testing" in such quote marks, as I really am a noob in that thing, sorry if I did sound somewhat too confident in it and\or if I offended you
Code Serpent Posted July 4, 2023 Author Posted July 4, 2023 5 minutes ago, Xenoramos said: That is odd, since only with that mod striking sounds are changed. No matter where in load order it is located. If I disable it - sounds come back to vanilla. That is very odd issue then, can't imagine how can mod conflict or anything else cause it, I was really sure it is a feature.. But yep, you are correct in putting my "testing" in such quote marks, as I really am a noob in that thing, sorry if I did sound somewhat too confident in it and\or if I offended you Hmm, I looked back on your comments from the support thread, and it looks like you've already eliminated Devious Sounds as a cause, which would've been my first guess. I'll see if I can reproduce this later today. And my 'testing' comment was a little out of line. But, if your testing was just taking your normal save, removing mods one by one, then reloading the game and skipping past the error messages, what you're more likely to do is just break things rather than test features. So it's entirely possible that disabling Devious Lore caused the real culprit to stop working. What you should do instead is make a new test save with an alternative start mod, and with as few mods loaded as possible. Then slowly add more mods.
Xenoramos Posted July 4, 2023 Posted July 4, 2023 (edited) 46 minutes ago, Code Serpent said: Hmm, I looked back on your comments from the support thread, and it looks like you've already eliminated Devious Sounds as a cause, which would've been my first guess. I'll see if I can reproduce this later today. And my 'testing' comment was a little out of line. But, if your testing was just taking your normal save, removing mods one by one, then reloading the game and skipping past the error messages, what you're more likely to do is just break things rather than test features. So it's entirely possible that disabling Devious Lore caused the real culprit to stop working. What you should do instead is make a new test save with an alternative start mod, and with as few mods loaded as possible. Then slowly add more mods. Alright, I will try to do it with a new save, will post my results later, when will be done with that tests with adding mods one by one on a new save. p.s. I've did some test on brand new save, at first I have started it with the most basic set of mods, (basically SL, SLA, 4 of DD's components, SkyUI and LAL). It was working by "vanilla" way, when I attack with dagger - regular breath\voice comes from the gagged character. Then I have added only Devious Lore - and then it already appears, when using dagger DD's gag-talk voice comes out with every hit. On that save no other mod have ever been installed, here's current load order which already gives that gag-talk voice on attack for me. Spoiler Edited July 4, 2023 by Xenoramos 2
Code Serpent Posted July 5, 2023 Author Posted July 5, 2023 5 hours ago, Xenoramos said: I've did some test on brand new save, at first I have started it with the most basic set of mods, (basically SL, SLA, 4 of DD's components, SkyUI and LAL). It was working by "vanilla" way, when I attack with dagger - regular breath\voice comes from the gagged character. Then I have added only Devious Lore - and then it already appears, when using dagger DD's gag-talk voice comes out with every hit. On that save no other mod have ever been installed, here's current load order which already gives that gag-talk voice on attack for me. Ok, I found the cause. I completely forgot I added this, but I added 'dialogue' options to most of the 'misc' dialogue events, like the comments NPCs make when you run into them or while fighting with them, so gagged npcs would make the gag noise instead of saying their regular barks. I wasn't aware this also affected players. I'll see about posting a patch here to disable it for players, and I'll add an option for it in the next version. 7
Xenoramos Posted July 5, 2023 Posted July 5, 2023 5 hours ago, Code Serpent said: Ok, I found the cause. I completely forgot I added this, but I added 'dialogue' options to most of the 'misc' dialogue events, like the comments NPCs make when you run into them or while fighting with them, so gagged npcs would make the gag noise instead of saying their regular barks. I wasn't aware this also affected players. I'll see about posting a patch here to disable it for players, and I'll add an option for it in the next version. Thank you (=^__^=)
Hex Bolt Posted July 5, 2023 Posted July 5, 2023 18 hours ago, Code Serpent said: Ok, I found the cause. I completely forgot I added this, but I added 'dialogue' options to most of the 'misc' dialogue events, like the comments NPCs make when you run into them or while fighting with them, so gagged npcs would make the gag noise instead of saying their regular barks. I wasn't aware this also affected players. I'll see about posting a patch here to disable it for players, and I'll add an option for it in the next version. Just a suggestion, but rather than an on/off choice, a configurable percent chance would accomplish the same thing and more. For example, the player with a fast-swinging dagger wouldn't want the gagged moan every swing, but a 10% or 15% chance would still have the effect without having it be so repetitive. It looks like all of this is routed through the mod's _DL_DialogueGagged script, so a random check there could produce the gagged moan or silence, all in just one place for attacking, blocking, and other combat barks. Just an idea. 4
Code Serpent Posted July 14, 2023 Author Posted July 14, 2023 On 7/5/2023 at 1:11 AM, Xenoramos said: Thank you (=^__^=) Ok, I had a lot more difficulty with this than I expected, since I re-did the dialogue scripts just to clean up that part of the mod and the moan sounds stopped working? I don't know how since the code looks identical before and after. This might be due to my individual installation, idk. So, at the moment the only change with this last update is I removed the moan sounds from Weapon Swing and Spell Casting dialogue events. All other misc dialogue events should still have moan sounds, since they're mostly NPC comments anyway. On 7/5/2023 at 1:57 PM, HexBolt8 said: Just a suggestion, but rather than an on/off choice, a configurable percent chance would accomplish the same thing and more. For example, the player with a fast-swinging dagger wouldn't want the gagged moan every swing, but a 10% or 15% chance would still have the effect without having it be so repetitive. It looks like all of this is routed through the mod's _DL_DialogueGagged script, so a random check there could produce the gagged moan or silence, all in just one place for attacking, blocking, and other combat barks. Just an idea. This is a good idea and I was planning on implementing it, but I had some issues I described above. If I can figure out what's causing them I'll try to implement this in the next version.
Luka9470 Posted July 14, 2023 Posted July 14, 2023 Can I directly use the 3.0.2 update file in the SE version?
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