skyrim482 Posted May 30, 2021 Posted May 30, 2021 21 minutes ago, tasairis said: Quote and many more /but in curent state i know is imposible to one player create all this// Not impossible. Just takes time. I mean, we're coming up on a year now and I'm still only working on the fifth version Well keep on working your creative magic, glad your still with it. Really looking forward to the client system. Form what you said your trying to do, the client system pulling random npcs form everywhere right? Will there be an option to manually invite a specific npc you may want to the mansion as well? I understand certain ones will be excluded. Cheers!
tasairis Posted May 30, 2021 Author Posted May 30, 2021 2 minutes ago, skyrim482 said: Well keep on working your creative magic, glad your still with it. Really looking forward to the client system. Form what you said your trying to do, the client system pulling random npcs form everywhere right? Will there be an option to manually invite a specific npc you may want to the mansion as well? I understand certain ones will be excluded. Yes. Most of the "slots" are for random NPCs from: 1a. Falkreath or Whiterun (the holds, not the cities) 1b. Falkreath or The Reach or The Rift (south Skyrim) 2a. Whiterun or The Reach or Haafingar or Hjaalmarch (west) 2b Whiterun or The Rift or Eastmarch or The Pale (east) 3a. Haffingar or Hjaalmarch or The Pale or Eastmarch or Winterhold (north) 3b. anywhere (including Solstheim) to be available immediately (ie. after the client tutorial quest) and unlocked over the next two main quests. Additionally, two more slots for "anywhere" but that have certain conditions, two for player invitations (plus a queue to fill them), and one for special NPCs. Not sure of the progression for these yet. A lot of this is still pending adjustments. Like, maybe I need more slots because the Mansion feels too empty. Or maybe the slots need balancing for account better for population. Or maybe Solstheim being part of the three "anywhere" slots isn't enough.
skyrim482 Posted May 30, 2021 Posted May 30, 2021 5 minutes ago, tasairis said: Yes. Most of the "slots" are for random NPCs from: 1a. Falkreath or Whiterun (the holds, not the cities) 1b. Falkreath or The Reach or The Rift (south Skyrim) 2a. Whiterun or The Reach or Haafingar or Hjaalmarch (west) 2b Whiterun or The Rift or Eastmarch or The Pale (east) 3a. Haffingar or Hjaalmarch or The Pale or Eastmarch or Winterhold (north) 3b. anywhere (including Solstheim) to be available immediately (ie. after the client tutorial quest) and unlocked over the next two main quests. Additionally, two more slots for "anywhere" but that have certain conditions, two for player invitations (plus a queue to fill them), and one for special NPCs. Not sure of the progression for these yet. A lot of this is still pending adjustments. Like, maybe I need more slots because the Mansion feels too empty. Or maybe the slots need balancing for account better for population. Or maybe Solstheim being part of the three "anywhere" slots isn't enough. Are you able to pull npcs (scan) from areas that large without being super script heavy? I mean if that works in areas that big it would be awesome. Just make sure of course your excluding certain faction based people or a civil war might start inside the mansion if 2 opposing parties show up lol. Contingency idea if scanning the entire holds does become script lag issue - Player can deliver flyers to up to x inns for distribution. Scans and attracts desired npcs from x radius around the inn to come to mansion. Player can change which inns are attracting people periodically to keep number of script scans down and attract different npcs .
tasairis Posted May 30, 2021 Author Posted May 30, 2021 (edited) 34 minutes ago, skyrim482 said: Are you able to pull npcs (scan) from areas that large without being super script heavy? I mean if that works in areas that big it would be awesome. Just make sure of course your excluding certain faction based people or a civil war might start inside the mansion if 2 opposing parties show up lol. Contingency idea if scanning the entire holds does become script lag issue - Player can deliver flyers to up to x inns for distribution. Scans and attracts desired npcs from x radius around the inn to come to mansion. Player can change which inns are attracting people periodically to keep number of script scans down and attract different npcs . Oh yeah. It's part of the radiant system. The trade-off is that it only supports unique and some types of persistent NPCs, which is fine for this. AFAIK named NPCs are not normally hostile towards other named NPCs, so unless part of the civil war questline changes how that works (and does so outside of scripted situations) then it should be safe. And even if it did, having Ulfric Stormcloak and General Tullius duking it out while waiting their turn would be IMMERSIVE! Edited May 30, 2021 by tasairis 1
solitudos66 Posted May 31, 2021 Posted May 31, 2021 In wip i mean not random persons - wip include notable persons like jarls, companions etc // it will be strange if system randomly chose notable persons for example jarl elisif // the whole wip idea is separation notable persons /rich,nobility....// from normal day clients - in wip section/building will be place for player house etc - for dress for thaena i didnt mean madam like clothes ..............
prometheusx Posted May 31, 2021 Posted May 31, 2021 On 4/23/2021 at 9:34 PM, tasairis said: Sounds like the timer didn't start. Can you post your Papyrus log - the one that includes when you first started the quest (there will be a log line marked "qf_start") as well as when you waited and tried talking to her. And did the sqv output say anything about the script being registered for an update? To get unblocked, in the console do "setpqv am4_mq03 delayday 3" then "setstage am4_mq03 3". But careful: Thaena will be pissed off that you weren't there yesterday morning. if you don't want that, set delayday to 2 instead and talk to her in a morning (so if it's afternoon or evening, wait for the next day) Had the same problem, that the timer didn't start. I could solve it, with the console commands.
unwashed biomass Posted May 31, 2021 Posted May 31, 2021 8 hours ago, solitudos66 said: - in wip section/ I suppouse you meant VIP whole time. 1
tasairis Posted May 31, 2021 Author Posted May 31, 2021 9 hours ago, solitudos66 said: In wip i mean not random persons - wip include notable persons like jarls, companions etc // it will be strange if system randomly chose notable persons for example jarl elisif // I want to include everybody - commoners and nobles and "notable" people alike - because I think that makes sense. What I will be treating differently are people who affect how you play the game (folks like merchants and innkeepers should remain at their jobs) and some individuals who are especially prominent (such as Jarls, who can't just wander away from their thrones for no good reason). 9 hours ago, solitudos66 said: the whole wip idea is separation notable persons /rich,nobility....// from normal day clients Remember that clients will be random: the odds of selecting a commoner are much higher than that of a noble simply because there are more of them. And don't forget that this covers entire holds, not just major cities, so when it tries to pull someone from "Whiterun", it's easy to think about the handful of Companions inside the city, but the system will also include everybody in Riverwood and Rorikstead and all the little farms scattered throughout the plains too. 9 hours ago, solitudos66 said: - in wip section/building will be place for player house etc The most I will ever do for player "housing" is to provide a bed, safe chest, and crafting stations.
tasairis Posted May 31, 2021 Author Posted May 31, 2021 7 hours ago, prometheusx said: Had the same problem, that the timer didn't start. I could solve it, with the console commands. Ugh. I'll switch it to a magic effect-based trigger.
mircislav Posted June 1, 2021 Posted June 1, 2021 If it's of any use (like info), I converted the mod for LE, played two times from start to the end without encountering any problems. It will be interesting to see what 0.5 will bring.
KagomeWoods Posted June 1, 2021 Posted June 1, 2021 I can't get the animation for the new Bailey to work. Its saying that DLC1HuskeyBareRace is not supported.
tasairis Posted June 1, 2021 Author Posted June 1, 2021 1 hour ago, KagomeWoods said: I can't get the animation for the new Bailey to work. Its saying that DLC1HuskeyBareRace is not supported. Sounds like you haven't set up your game for creature animations yet. You need Creature Framework (which I assume you already have because it's a master dependency) and MNC (for its animations), as well as the one toggle button in SexLab to enable creatures.
ChibakoShiba Posted June 1, 2021 Posted June 1, 2021 Im stuck at the quest to get dog inside the man, it appears that anything that follows me either its dog or my followers annot enter the mansion at all Need fix asap
KagomeWoods Posted June 1, 2021 Posted June 1, 2021 33 minutes ago, tasairis said: Sounds like you haven't set up your game for creature animations yet. You need Creature Framework (which I assume you already have because it's a master dependency) and MNC (for its animations), as well as the one toggle button in SexLab to enable creatures. I got it working but the dogs wont follow me in either.
skyrim482 Posted June 1, 2021 Posted June 1, 2021 1 hour ago, ChibakoShiba said: Im stuck at the quest to get dog inside the man, it appears that anything that follows me either its dog or my followers annot enter the mansion at all Need fix asap A bit more info to help the mod author. Do your followers follow you into any building? Have you tried the other mansion door? If you load a prior save does it work now? are you using a follower overhaul? Did this only happen after you bring the dogs back from the dog sale or was this with Bailey. These can help him or you narrow down the cause. It might be a broken cell,broken stage, or a follower mod screwing it up. Some of those follower overhauls really act up sometimes, ive gone through a handful over the years to finally settle on https://www.nexusmods.com/skyrimspecialedition/mods/18076 No issues using that framework with this mod in my game, Hope it helps. 1
ChibakoShiba Posted June 2, 2021 Posted June 2, 2021 4 hours ago, skyrim482 said: A bit more info to help the mod author. Do your followers follow you into any building? Have you tried the other mansion door? If you load a prior save does it work now? are you using a follower overhaul? Did this only happen after you bring the dogs back from the dog sale or was this with Bailey. These can help him or you narrow down the cause. It might be a broken cell,broken stage, or a follower mod screwing it up. Some of those follower overhauls really act up sometimes, ive gone through a handful over the years to finally settle on https://www.nexusmods.com/skyrimspecialedition/mods/18076 No issues using that framework with this mod in my game, Hope it helps. They do follow me into other buildings, except the mansion, and its not just follower, follower wasnt the problem, the problem was the dog from the quest isn't following me into the building
ChibakoShiba Posted June 2, 2021 Posted June 2, 2021 2 hours ago, ChibakoShiba said: They do follow me into other buildings, except the mansion, and its not just follower, follower wasnt the problem, the problem was the dog from the quest isn't following me into the building Also, interacting with creatures dont progress the quest, any quest at all.
unwashed biomass Posted June 2, 2021 Posted June 2, 2021 3 hours ago, ChibakoShiba said: They do follow me into other buildings, except the mansion, and its not just follower, follower wasnt the problem, the problem was the dog from the quest isn't following me into the building I had this issue in my SE build. I had Mias Lair (Sex Slaves) mod installed and same thing was going on when i tried to go to Slaves Mansion (Dungeon cell). Now i suspect Sexlab Achievement to do this, either that or my previous follower framework.
solitudos66 Posted June 2, 2021 Posted June 2, 2021 Ok forgot i say something about vip - but.... /the idea of vip is about it brings new benefits to mansion but that is off now .../// but nevermind, 0.5 will be still great..
skyrim482 Posted June 2, 2021 Posted June 2, 2021 (edited) Hey tasairis I know you mentioned you have a bulk of the client system in place for 0.5 and your finishing up a couple "primary Quests' around them. Are you planning anything else aside from possible bug fixes in his update or will it be ready to roll after the client quest? Edited June 2, 2021 by skyrim482
tasairis Posted June 2, 2021 Author Posted June 2, 2021 20 hours ago, ChibakoShiba said: They do follow me into other buildings, except the mansion, and its not just follower, follower wasnt the problem, the problem was the dog from the quest isn't following me into the building If you talk to Thaena, does she say anything that sounds like you're trespassing? Because that and navmeshes are the only explanations I can come up with. Both would allow the dog and other followers to go everywhere but the Mansion itself. 18 hours ago, ChibakoShiba said: Also, interacting with creatures dont progress the quest, any quest at all. Do you get a popup? Does it start a sex scene but the quest does not progress? Tried doing it a second or third time? Also, please post your Papyrus log.
tasairis Posted June 2, 2021 Author Posted June 2, 2021 45 minutes ago, skyrim482 said: Hey tasairis I know you mentioned you have a bulk of the client system in place for 0.5 and your finishing up a couple "primary Quests' around them. Are you planning anything else aside from possible bug fixes in his update or will it be ready to roll after the client quest? Scanning through my list of changes made so far, the highlights are: - the client manager, as in the thing that manages which NPCs go to the Mansion and when - client profiles, as in assigning and remembering information about NPCs (eg, gives them a random "favorite" animal you help them to discover) - the client quest framework, as in the thing that lets me implement inside-the-Mansion client quests in a flexible way - one(ish) primary repeatable in-Mansion client quest which does the standard thing but with fucktons of variations so it should feel different every time - the next main quest - MCM help button for quests to summon their animal(s) to you - MCM uninstall button to stop quests and "delete" things - bug fixes, like the dog mount thing There are a couple more related things I want to include before I set aside the client stuff, not sure yet if they'll be 0.5 or a smaller follow-up 0.5.1. 2
ChibakoShiba Posted June 3, 2021 Posted June 3, 2021 11 hours ago, tasairis said: If you talk to Thaena, does she say anything that sounds like you're trespassing? Because that and navmeshes are the only explanations I can come up with. Both would allow the dog and other followers to go everywhere but the Mansion itself. She doesnt , she just say the normal stuff like they usually do, like having option to ask about bailey and stuffs.
ChibakoShiba Posted June 3, 2021 Posted June 3, 2021 11 hours ago, tasairis said: Do you get a popup? Does it start a sex scene but the quest does not progress? Tried doing it a second or third time? Also, please post your Papyrus log. Yes, it does,the popup shows and I started animation, but the quest wont progress, tried several times., nothing happened. How do I find the papyrus log?
ChibakoShiba Posted June 3, 2021 Posted June 3, 2021 Another problem, the bear keeps chasing the girl and nothing happends
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