Zaflis Posted March 8, 2023 Posted March 8, 2023 19 hours ago, 0feed0me0 said: Update is up! Link is https://www.loverslab.com/files/file/23308-deviously-pink-elviras-restrictive-fashion-shop-seae/ 1
daveedmee Posted March 8, 2023 Posted March 8, 2023 1 hour ago, Zaflis said: Link is https://www.loverslab.com/files/file/23308-deviously-pink-elviras-restrictive-fashion-shop-seae/ Oh shoot, yeah should've probably said that as well. Went straight to bed afterwards
iron_monger Posted March 9, 2023 Posted March 9, 2023 Anyone else getting a weird halo around the two back and left mannequins in the store as you walk in? Their hair is electric blue. It's like the normal mapping of light is freaking out because it doesn't know what to do, so it just defaults to BRIGHT AS THE SUN.  I'm thinking I might be missing a hair texture or something, but I've tried disabling the KS wigs, and the KS mod proper, (I didn't try disabling apachii skyhair though), but none of those seem to change anything.  Anyone have a suggestion?
Zaflis Posted March 9, 2023 Posted March 9, 2023 (edited) So playing on the SE version with Realistic Needs and Diseases there may be some alterations to cooking recipes. I can't find any alcohols that the recipes require to cook Venison Stew. It actually has 2 recipes: - Venison stew (3): ale, salt pile, frost mirriam, 2 carrot, 2 potato, venison - Venison stew (1): Venison chop, 2 salt pile, potato, leek - - Venison chop (1): nord mead, salt, venison But because of those drinks i can't craft either of them or i'm just not finding them? I'll use console workaround to add me some...  Also a typo on the cabinet, which reads "Flower", should be "Flour". You know what flowers are i'm sure? ?  If you want to be through with recipes you might also want to check with CACO (Complete Alchemy and Cooking Overhaul), it's somewhat popular. OR you can use custom recipes somehow which would give an even playing ground for everyone.  And lastly because that second recipe to create 1 stew requires 2 salt piles, i can't get more salt from the container because i have 1 on me. (Workaround: Eat the salt!)  @iron_monger Might want to take a screenshot, i'm not seeing issues with mannequins. I have full Apachii and KS_Hairs installed (not any HDT hairs or wigs you mentioned). Edited March 9, 2023 by Zaflis
Zaflis Posted March 10, 2023 Posted March 10, 2023 So i think there are still some destability issues with many scenes, causing them to halt in place. It comes down to the scenes that force player to follow. They have big problems running in sequence and detecting when next step should begin. Mods really work best when player is given room to travel on her own, and it should also mean less work for mod's developer. So a few issues that i came across yesterday (if i can still remember): Â - Minor QoL; smithing job could restore player controls the moment door is locked, not after elvira has used the ladder to go back to shop. Â - After a few broken water jars in the maid job i was shown a dialog of 0 debt, no DD left on. Â - The outdoors cage scene has the shopkeeper walking towards left side wooden pillar. It adjusts itself and continues on its own though, but after waiting the time in cage i once had so that player controls were not disabled and i was to walk out of the cage on my own. I couldn't make anything happen after and i loaded game. A different time i tried the cage again and this time the player automatically walked out of the cage and stopped before Elvira, that ended fine. Â - So there are issues with doors being opened too late. Probably can't issue proper move commands through locked doors. Apart from maybe that cage scene, it happened in the basement a couple times too. Â - The delivery job seems to have high chance of someone knocking you unconscious when entering the shop. It can even happen again if you walk back towards the door. Â - The failed delivery seemed to always end correctly in debt and its dealings, but the time i succeeded in getting the leather strip the quest was still about returning to shop and the [Task completed] doesn't disappear from Elvira's dialog. Â - Another point where scene got stuck when i was escorted to Elvira's room, and then stand in front of the cage. I tried pressing console key or ESC but it didn't do anything.
naaitsab Posted March 11, 2023 Author Posted March 11, 2023 (edited) On 3/9/2023 at 9:30 PM, Zaflis said: So playing on the SE version with Realistic Needs and Diseases there may be some alterations to cooking recipes. I can't find any alcohols that the recipes require to cook Venison Stew. It actually has 2 recipes: - Venison stew (3): ale, salt pile, frost mirriam, 2 carrot, 2 potato, venison - Venison stew (1): Venison chop, 2 salt pile, potato, leek - - Venison chop (1): nord mead, salt, venison But because of those drinks i can't craft either of them or i'm just not finding them? I'll use console workaround to add me some...  Also a typo on the cabinet, which reads "Flower", should be "Flour". You know what flowers are i'm sure? ?  If you want to be through with recipes you might also want to check with CACO (Complete Alchemy and Cooking Overhaul), it's somewhat popular. OR you can use custom recipes somehow which would give an even playing ground for everyone.  And lastly because that second recipe to create 1 stew requires 2 salt piles, i can't get more salt from the container because i have 1 on me. (Workaround: Eat the salt!)  @iron_monger Might want to take a screenshot, i'm not seeing issues with mannequins. I have full Apachii and KS_Hairs installed (not any HDT hairs or wigs you mentioned). Would be quite a chore to make it compatible with all food-changing mods. This would also require the removal of the "I go to many" system like you pointed out with the salt.  17 hours ago, Zaflis said: So i think there are still some destability issues with many scenes, causing them to halt in place. It comes down to the scenes that force player to follow. They have big problems running in sequence and detecting when next step should begin. Mods really work best when player is given room to travel on her own, and it should also mean less work for mod's developer. So a few issues that i came across yesterday (if i can still remember):  Yes the pathing system in Skyrim is not the best, but the sheer number of issues you've encountered with it makes me suggest something else is going on. I've never had so many issues with it during playtesting or as feedback, so that's a bit strange.  Changing all pathing things to a voluntary walk along would require a total rewrite of the scenes and a system that still forces the player to follow her. I'd rather scrap the mod than rewrite it all. If I get the time and when I feel like it then the debt system requires another look over. From what I've seen now it would require a removal of all quest items and then apply the required debt items as that also does not work. I could also increase the radius of the walk packages to see if it helps. Edited March 11, 2023 by naaitsab
Elsidia Posted March 11, 2023 Posted March 11, 2023 Not sure, if it this case, but i heard, that Bethesda has failed again. In SE AE version player.moveto xxx have path finding bug. Even in vanilla quests on SE those quests is pain in the ass. So probably there is speak about SE version not LE. I am right?  PS: As about me i got those problems in this mod SE version. Also when in Laura bondage shop was used this command in one quest - problems started. Player just stuck or move slower, so because doors are probably closed on key sooner as need for SE version. (i personally unlock doors with console and player continue her path)
naaitsab Posted March 11, 2023 Author Posted March 11, 2023 Well I only play/test the mod in LE so it could well be another f-up from Bethesda. Do you run SE/AE/LE @Zaflis ?
Zaflis Posted March 11, 2023 Posted March 11, 2023 (edited) 1 hour ago, naaitsab said: Well I only play/test the mod in LE so it could well be another f-up from Bethesda. Do you run SE/AE/LE @Zaflis ? I play on SE now but i have seen same issues before on the LE version.  Quote I've never had so many issues with it during playtesting or as feedback DP has always been buggy for me, i have reported them i think. I cannot recommend adding this to main playthrough for same reason as Rubber facility, because it is too unpredictable and there is no way to solve some of the bugs with other than loading the game back. If you have debt devices on then only potentially reliable way to pay it back is the smithing job and that alone, but it is more than a little boring and repetitive after you have done it a few times.  And no there was nothing wrong with Laura's mod, i finished it twice on SE and it is quite long chain of scripted events and scenes. Edited March 11, 2023 by Zaflis
t4kem1 Posted March 19, 2023 Posted March 19, 2023 Please help My mod characters don't work at all I approach them, press the dialogue button but nothing Neither buy anything nor quests to start There are no stupid dialog buttons P.S.: I`m Ukrainian, so almost all the inscriptions on the screenshot are not in English
wolfeofshadow Posted March 20, 2023 Posted March 20, 2023 maybe I'm just dumb but I can't figure out how to get all the punishments. Spoiler I've only gotten the added debt cell outside the pole outside the cell in her room and strikes. How in the world do you get the rest? love the mod btw
Elsidia Posted March 20, 2023 Posted March 20, 2023 20 hours ago, t4kem1 said: approach them, press the dialogue button but nothing save then game, when you enter in shop, then load it. It should push Elvira dialogues to show up. Â
t4kem1 Posted March 20, 2023 Posted March 20, 2023 Now here's what I want to write about: Saves in the fashion building (store) simply throw the game on the desktop (other saves work) And this one problem is not the only one who has this problem. Exactly the same thing I met in Trapped in Rubber. What could be the reason for this?
t4kem1 Posted March 20, 2023 Posted March 20, 2023  3 hours ago, t4kem1 said: Now here's what I want to write about: Saves in the fashion building (store) simply throw the game on the desktop (other saves work) And this one problem is not the only one who has this problem. Exactly the same thing I met in Trapped in Rubber. What could be the reason for this? In short, the mods are fine. I just had saves broken. Started a new game and everything went P.S.: Yea, im idiot) I know
Elsidia Posted March 21, 2023 Posted March 21, 2023 (edited) 19 hours ago, t4kem1 said: Exactly the same thing I met in Trapped in Rubber. I heard that this mod damage a saves, so it's wise to remove in new game-play. Edited March 21, 2023 by Elsidia
Talesien Posted March 24, 2023 Posted March 24, 2023 Stumbled upon this while creating a new LOD, it seems there are a few errors in the esp that Dyndolod picks on (and SSEEdit agrees). This is for the SE Version (0.5Beta3), but given the nature of conversions, I'm pretty sure it applies to the LE Version as well. Didn't see them posted here yet, so: Â [00:00] Checking for Errors in [0B] DeviouslyPink.esp [00:00] DDP_LeashSpell "Leash To" [SPEL:0B0971A5] [00:00] SPEL \ Effects \ Effect \ EFID - Base Effect -> Found a NULL reference, expected: MGEF [00:00] DDP_TestButton "Button" [ACTI:0B5D3777] [00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B5D3778] < Error: Could not be resolved > [00:00] DDP_PaddedDoor "Padded Door" [DOOR:0B51D0AB] [00:00] DOOR \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B6010FC] < Error: Could not be resolved > [00:01] Done: Checking for Errors, Processed Records: 4462, Errors found: 3, Elapsed Time: 00:01 Â
kronnos44 Posted April 20, 2023 Posted April 20, 2023 On 4/19/2023 at 12:52 PM, kronnos44 said: i'm still happy that you support LE over SE anyway  i modded LE to a point i enjoy it more then SE   for some reason the basement door is inside the first double door to go to the halway it gets stuck there for me
Allen Harris Posted May 27, 2023 Posted May 27, 2023 On 4/20/2023 at 2:55 PM, kronnos44 said: Â for some reason the basement door is inside the first double door to go to the halway it gets stuck there for me Happens to me too
SilentAntagonist121 Posted May 28, 2023 Posted May 28, 2023 11 hours ago, Allen Harris said: Happens to me too  It happened to me too, a fresh save fixes it.
Allen Harris Posted May 29, 2023 Posted May 29, 2023 On 5/27/2023 at 11:44 PM, SilentAntagonist121 said: Â It happened to me too, a fresh save fixes it. I'll check next time I run through. Does that mean starting from the beginning of the game, or starting from an unmodded save?
SilentAntagonist121 Posted May 29, 2023 Posted May 29, 2023 38 minutes ago, Allen Harris said: I'll check next time I run through. Does that mean starting from the beginning of the game, or starting from an unmodded save? Â Beginning of the game. Upgrading the mod on an old save gave me the stacked door thing, but a new save from the start of the game fixed it. 2
Adultman Posted June 2, 2023 Posted June 2, 2023 tell me, I found Bennett's forge, next to the store, I need a key to enter. Is this future content, or is it already in the existing version?
naaitsab Posted June 2, 2023 Author Posted June 2, 2023 9 hours ago, Adultman said: tell me, I found Bennett's forge, next to the store, I need a key to enter. Is this future content, or is it already in the existing version? It's future content, but depending when or even if I pick up development of the mod again, it might get removed. 1
naaitsab Posted August 13, 2023 Author Posted August 13, 2023 On 8/5/2023 at 10:05 PM, AncillaSineFacie said: hello! do you plan update your mod? Not at the moment, working on other mods and as I've fully switched over to SE I don't intend to continue working on it in it's current form. 1
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