Celedhring Posted January 20, 2019 Posted January 20, 2019 Faction ManagementWith this feature the player can manage all PC and NPC factions. The factions will be listed in the MCM. There the player can change faction ranks and/or membership. Can I change faction ranks/membership for my followers or other NPC's?
Darkpig Posted January 20, 2019 Posted January 20, 2019 Does the skills transfer work on spells added by mods and if so does it still add spells despite me say changing my load order? I run loot before starting a new game and that likely messes with the mod's ID.
worik Posted January 20, 2019 Posted January 20, 2019 14 hours ago, Inte said: However I am planning on moving the POPBH to SUM (among many) so that any mod can call them by simply using a mod event and have the PC escorted to some location. *flabbergasted* *speechless* I only noticed the implications of it on my second reading. That would just be great! modevent(actor-to-be-escorted, actor-to-escort, destination-map-marker) in the most simple form. The calling mod would have to take care about the rest. But I could think of some more refined ones. boolean simplewristbinding <- similar to the radiant NPC prisoner scene on the roads list of actors to escort the actor <- similar to the radiant NPC prisoner scene on the roads, just with the player in the middle of it boolean escapable <- 100% forced leash or moments of opportunity to run and escape list of items <- to give SUM/IUM the desired bondage items list of keywords <- to let SUM/IUM select the binding by keywords alone boolean unlock-at-end <- lock or unlock the bindings at the destination boolean remove-at-end <- remove items at the destination or leave them on the player list of keys <- the list of the keys for the bindings actor-key-receiver <- which actor will get the keys at the end of the escort sequence .... I stop here, possibilities, possibiities, possibilities..... The calling mod would just need to know (get a signal), when the escort scene has reached the destination and is done with all it's tasks.
Inte Posted January 21, 2019 Author Posted January 21, 2019 On 1/19/2019 at 8:41 PM, Celedhring said: Faction ManagementWith this feature the player can manage all PC and NPC factions. The factions will be listed in the MCM. There the player can change faction ranks and/or membership. Can I change faction ranks/membership for my followers or other NPC's? Should be able to. Just make sure they are the selected actor. Also, you can only modify/remove existing factions.
Inte Posted January 21, 2019 Author Posted January 21, 2019 On 1/19/2019 at 9:44 PM, Darkpig said: Does the skills transfer work on spells added by mods and if so does it still add spells despite me say changing my load order? I run loot before starting a new game and that likely messes with the mod's ID. Yes, this will save the base obj spell, so load order is not important. Mod's ID not important either, as long as it is installed correctly, its spells will show up.
Inte Posted January 21, 2019 Author Posted January 21, 2019 On 1/19/2019 at 3:53 PM, AthenaESIV said: Will this play nice with PCEA2? Not sure. But, I don't see why not. 1
Inte Posted January 21, 2019 Author Posted January 21, 2019 On 1/19/2019 at 2:22 PM, White Banshee said: Hello! I don't know if it's SUM new installation or the new version of POP, but after updating, the Deviously Enslaved Continued MCM is completely empty and the attempt of a new installation of the same in a clean save is ignored. I have no idea if this can be of any help. Thanks That is strange. Try switching load orders.
Inte Posted January 21, 2019 Author Posted January 21, 2019 On 1/19/2019 at 12:21 PM, Joes92 said: Great start with this mod hated starting a new game and having to spend 30 minutes putting points into my skills every single time since I have Ordinator lol has like 500 new skills to it this mod saves me that extra 30 mintues ty for a great start and mod @Inte Wait, 500 new skills?
Celedhring Posted January 21, 2019 Posted January 21, 2019 34 minutes ago, Inte said: Should be able to. Just make sure they are the selected actor. Also, you can only modify/remove existing factions. I was hoping to be able to add factions...like slave factions from mods so my companion could share my PC's misfortune.
donttouchmethere Posted January 21, 2019 Posted January 21, 2019 50 minutes ago, Inte said: Hello! I don't know if it's SUM new installation or the new version of POP, but after updating, the Deviously Enslaved Continued MCM is completely empty and the attempt of a new installation of the same in a clean save is ignored. I have no idea if this can be of any help. Thanks There was an Issue with DEC 13.19.0 and MCM if DFW wasn't installed (check DEC topic) Be sure to update to DEC 13.19.4 1
Joes92 Posted January 21, 2019 Posted January 21, 2019 8 hours ago, Inte said: Wait, 500 new skills? well 400 but ya its a full facelift for the perk trees takes about 30 minutes to place all the points in lol but with this mod its instant ty for the great mod
Inte Posted January 22, 2019 Author Posted January 22, 2019 On 1/21/2019 at 12:41 AM, Celedhring said: I was hoping to be able to add factions...like slave factions from mods so my companion could share my PC's misfortune. The reason for not being able to add factions in one word would be, tediousness. There are a lot of vanilla factions, then you have the factions added by mods. Also, most vanilla factions are not named. It's kind of hard to remember what faction is represented by say, 00001CC0. If you are willing to make a .json form list file of the following format, { "formList" : { "factions" : [ "1077469|Skyrim.esm", "1061746|Skyrim.esm", "991347|Skyrim.esm", "664857|Skyrim.esm", "647369|Skyrim.esm", "646479|Skyrim.esm", "586728|Skyrim.esm", "1111456|Skyrim.esm", "753918|Skyrim.esm", "295778|Skyrim.esm", "171433|Skyrim.esm", "147497|Skyrim.esm", "127577|Skyrim.esm", "3505|Skyrim.esm", "104472|Dawnguard.esm", "77483|Dawnguard.esm", "13174|Dawnguard.esm", "250798|Dragonborn.esm", "202822|Dragonborn.esm", "162284|Dragonborn.esm", "130845|Dragonborn.esm", "120656|Dragonborn.esm", "97981|Dragonborn.esm", "53317|Schlongs of Skyrim.esp", "484507|SexLabAroused.esm", "507941|SexLabAroused.esm", "463834|SexLabAroused.esm", "491399|SexLabAroused.esm", "153655|SexLabAroused.esm", "261174|SexLabAroused.esm", "169319|Devious Devices - Integration.esm", "12386|Captured Dreams.esp", "1476873|Captured Dreams.esp", "1476870|Captured Dreams.esp", "1476871|Captured Dreams.esp", "1476872|Captured Dreams.esp", "1476874|Captured Dreams.esp" ] } } for all the factions available in Skyrim, DLC, and mods; I'll be willing to integrate it into the MCM.
Celedhring Posted January 22, 2019 Posted January 22, 2019 1 hour ago, Inte said: The reason for not being able to add factions in one word would be, tediousness. There are a lot of vanilla factions, then you have the factions added by mods. Also, most vanilla factions are not named. It's kind of hard to remember what faction is represented by say, 00001CC0. If you are willing to make a .json form list file of the following format, Reveal hidden contents { "formList" : { "factions" : [ "1077469|Skyrim.esm", "1061746|Skyrim.esm", "991347|Skyrim.esm", "664857|Skyrim.esm", "647369|Skyrim.esm", "646479|Skyrim.esm", "586728|Skyrim.esm", "1111456|Skyrim.esm", "753918|Skyrim.esm", "295778|Skyrim.esm", "171433|Skyrim.esm", "147497|Skyrim.esm", "127577|Skyrim.esm", "3505|Skyrim.esm", "104472|Dawnguard.esm", "77483|Dawnguard.esm", "13174|Dawnguard.esm", "250798|Dragonborn.esm", "202822|Dragonborn.esm", "162284|Dragonborn.esm", "130845|Dragonborn.esm", "120656|Dragonborn.esm", "97981|Dragonborn.esm", "53317|Schlongs of Skyrim.esp", "484507|SexLabAroused.esm", "507941|SexLabAroused.esm", "463834|SexLabAroused.esm", "491399|SexLabAroused.esm", "153655|SexLabAroused.esm", "261174|SexLabAroused.esm", "169319|Devious Devices - Integration.esm", "12386|Captured Dreams.esp", "1476873|Captured Dreams.esp", "1476870|Captured Dreams.esp", "1476871|Captured Dreams.esp", "1476872|Captured Dreams.esp", "1476874|Captured Dreams.esp" ] } } for all the factions available in Skyrim, DLC, and mods; I'll be willing to integrate it into the MCM. The reason I brought it up is that for some situations I'd like to bring my follower into slavery with my character...but that'd mean adding my follower to the necessary factions to make her a slave as well.
Walking Disaster Posted January 22, 2019 Posted January 22, 2019 Great mod, Great work. However the save MCM setting function is not working for me, CTD right after save. Anyone else having the same issue?
Shep67 Posted January 29, 2019 Posted January 29, 2019 Hi there Nice mod. ! It is just a liddle thing : Spoiler ThaT Happens to me alot Great work !
leddmirage Posted January 30, 2019 Posted January 30, 2019 2 questions: 1) is the setup page suppose to be blank? 2) although i installed sanguine Debauchery, the utility reports them as not found, is there a specific version for SDP to be "found"?
donttouchmethere Posted January 30, 2019 Posted January 30, 2019 2 hours ago, leddmirage said: 2 questions: 1) is the setup page suppose to be blank? 2) although i installed sanguine Debauchery, the utility reports them as not found, is there a specific version for SDP to be "found"? 1) I was wondering too, and you are right, it's supposed to be blank 2) good question need to check what it says in my game EDIT: should look like this in SUM: Spoiler SUM should recognize SDP 311 if not check if you have SDP 311 installed and not an older version you only need [SD Patches 311.7z] from the SD patches page and newest SD+ move SDP below SD+ in load order SUM found SDP right away on a new game, I'm sure you need a clean save if you update on a running game
donttouchmethere Posted January 30, 2019 Posted January 30, 2019 @Inte what would happen if ConsoleUtil is not installed? I don't see it in requirements, but I think I have read somewhere that it is somehow needed?
worik Posted January 31, 2019 Posted January 31, 2019 6 hours ago, donttouchmethere said: @Inte what would happen if ConsoleUtil is not installed? I don't see it in requirements, but I think I have read somewhere that it is somehow needed? at least in POP it's absence seems to have "soft" consequences and just messes up the log. 1
Inte Posted January 31, 2019 Author Posted January 31, 2019 8 hours ago, donttouchmethere said: @Inte what would happen if ConsoleUtil is not installed? I don't see it in requirements, but I think I have read somewhere that it is somehow needed? Nothing. Well, you'll have a couple of warnings in your log about SUM not finding it when you load a save, all harmless tho. 1
Inte Posted January 31, 2019 Author Posted January 31, 2019 On 1/29/2019 at 11:19 AM, Shep67 said: Hi there Nice mod. ! It is just a liddle thing : Reveal hidden contents ThaT Happens to me alot Great work ! If it is once on startup for each mod, SUM, POP, DDe, SDP, then that is normal. You can turn screen notifications off in each mod's MCM. 1
Inte Posted January 31, 2019 Author Posted January 31, 2019 13 hours ago, leddmirage said: 2 questions: 1) is the setup page suppose to be blank? 2) although i installed sanguine Debauchery, the utility reports them as not found, is there a specific version for SDP to be "found"? SDP = SD Patched, not SD+
donttouchmethere Posted January 31, 2019 Posted January 31, 2019 3 hours ago, worik said: at least in POP it's absence seems to have "soft" consequences and just messes up the log. AH! That's where I have read about it^^ ConsoleUtil is installed on my game for DDi anyways. Is there a plan to have the DDi blindfold effect for POP? yes yes Iknow, in my brain ConsoleUtil is only always a blindfold
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