revanag Posted April 15, 2015 Posted April 15, 2015 Glad you found it.  Damn, am I the only one here who actually waits for this mod to be fixed completely?  "Paused" my gameplay for this lol Â
zippy57 Posted April 15, 2015 Posted April 15, 2015 Apologies for the delay. I'm trying to figure out why the collar suddenly started working after the debug stuff was added. I haven't been able to track it down. I'm going to keep looking but if I haven't found it by tomorrow I'll be trying the priority stuff instead.
revanag Posted April 18, 2015 Posted April 18, 2015 Hey Zippy. I was wondering if you could upload latest version but without logs. I could play with one playthrough, it's not a long mod if you know what to do That would be good solution for me for now, until you figure out what's wrong with loading game. Â
zippy57 Posted April 18, 2015 Posted April 18, 2015 (edited) Sure, here it is. I couldn't figure out what caused the changes so I went for the priority shift, only to discover that the Slavery quest's priority is 0 so it shouldn't be able to be running first. Â EDIT: File removed. Edited May 8, 2015 by zippy57
NuttySquabble Posted April 20, 2015 Posted April 20, 2015 The message "After a bit of tinkering, you manage to deactivate your collar" keeps reappearing indefinitely. The collar is gone but I can't drop the remote (it's marked as quest item).
zippy57 Posted April 20, 2015 Posted April 20, 2015 (edited) This should fix that. Â EDIT: File removed. Edited May 8, 2015 by zippy57
Azmodan 102 Posted April 21, 2015 Posted April 21, 2015 Don´t know if it helps but as a jury rig for this try to open the console mark your character and type      inv          . This will give you a list of items you are carrying. Look for the id number for the remote. Then type             player.removeitem <base_id> <amount>             without the < >.
zippy57 Posted April 21, 2015 Posted April 21, 2015 I'm not sure how that's possible, seeing as the code that runs that message checks for a variable to be 3, and after that message plays I set that variable to be 5.
zippy57 Posted April 29, 2015 Posted April 29, 2015 revanag: Have you tried starting SewerSlave on a brand-new save? It's possible that the formlist bug left a broken record in there which is why the game isn't checking the cells properly.
revanag Posted April 30, 2015 Posted April 30, 2015 revanag: Have you tried starting SewerSlave on a brand-new save? It's possible that the formlist bug left a broken record in there which is why the game isn't checking the cells properly. Â I've been on a holidays recently, so didn't try anything new yet. Will provide feedback soon
dogface Posted May 2, 2015 Author Posted May 2, 2015 This was the mod I taught myself to do packages and dialogue on, so the original coding was a lot of trial & error guesswork, and in retrospect a pretty problematic mod to end up as a community collaboration. That said, I'm really glad to see folks still working on it and I'm sorry it's causing you so much trouble updating it to current spec.
revanag Posted May 8, 2015 Posted May 8, 2015 Sure, here it is. I couldn't figure out what caused the changes so I went for the priority shift, only to discover that the Slavery quest's priority is 0 so it shouldn't be able to be running first. Â Hey zippy, are you sure that you uploaded proper file? Because with that version, all problems from the early beginning are back. (Masturbation anims and not being enslaved/collared).
zippy57 Posted May 8, 2015 Posted May 8, 2015 (edited) ...whoops. No clue how that happened. Â EDIT: File removed. Edited May 9, 2015 by zippy57
revanag Posted May 9, 2015 Posted May 9, 2015 Thanks  This time that was good version. Finished slavery part at one play through without any problems. The only thing that annoys me, is that after loading save game (after starting game-application. It happens once during "gameplay session"), message popup that sewerslave've been updated and MCM settings are reseetted. Or something like that.Â
zippy57 Posted May 9, 2015 Posted May 9, 2015 I'll switch that to a different type of message box and upload the new file to the main download page since it seems stable
panthercom Posted May 10, 2015 Posted May 10, 2015 Â This worked quite well, I even had my character get knocked-up during captivity and didn't have a spec of trouble. Â Â Good job
zippy57 Posted May 10, 2015 Posted May 10, 2015 Finally! I mean, of course it works right. Why wouldn't it?
Womb Raider Posted May 30, 2015 Posted May 30, 2015 I'm still having issues getting dermot to enslave my PC, after you comply and his speech box displays, nothing happens.  Anyway I can provide any useful information to fix the problem?Â
zippy57 Posted May 31, 2015 Posted May 31, 2015 This is going to sound weird considering you said nothing happens, but you need to start by telling me what happens. What do the NPCs in the room with you do once dialogue ends?
alima309 Posted June 4, 2015 Posted June 4, 2015 Hello Master, Â I want to ask how the "kidnapping" part works in game? The option is adjustable, but nothing happen under the conditions activation...
Azmodan 102 Posted June 4, 2015 Posted June 4, 2015 If it is like in the old versions than the kidnapping only works if you have been enslaved by Dermot once but escaped. Without killing him of course. When your healthpoints drop under the set treshhold you will blank out ( carefull with other mods that react to the same ) and wake up back in the sewers. It used to work even without enemies present, my toon once got recaptured by drowning in water.
zippy57 Posted June 4, 2015 Posted June 4, 2015 Actually, per the changelog, kidnapping has been removed completely, because it never really worked right at all. I just forgot to remove the MCM code for it.
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