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Slaves of Tamriel Plus Plus


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Posted (edited)
15 hours ago, jfraser said:

thank you. i'll add this as a patch in the download section. maybe someday i'll add it to the mod itself.

 

Thank you for the recognition, for now, though I would advise against putting it into the mod itself, since I basically do not know what I am doing.

 

However, I did some additional research since my last post to see if I could nail down the cause of the problem, and I think I have narrowed it down to a single script (and it is not the script I modified in my last post).

 

Basically this mod has two scripts that extends from SKI_ConfigBase, which are both attached to the same quest:

  • SLTConfigScript.psc
  • sltConfigBase.psc

 
If I do one of the following:

  • Remove the reference to sltConfigBase in the .esp file
  • Remove the the sltConfigBase.pex file altogether

 
Then the MCM menu shows up without fail upon starting a new game (no need to do anything else).
 
I'm not sure a mod is supposed to have more than one of these scripts that extends from SKI_ConfigBase. Although, what do I know?

 

That leaves the question: What does sltConfigBase.pex do?

 

Well, if I look at the script it does not really seem to do anything. But some modder with experience in making mods with MCM menus would probably immediately be able to tell.

 

It defines a lot of empty functions and some state arrays. But none of the functions or state seem to be referenced by other >scripts< in the mod.

 

It has the following line, which would suggest it is simply something that has been copied from another certain mod:

 

MyAddTextOption("DDe Is Still Working...", "", "Module is currently working and can not respond to MCM commands.\nClose MCM and wait a few seconds.")

 

I will try to do a test run of an .esp that does not have a reference to this file and see if I can spot any errors.

 

While playing the mod, I also came across few additionals thing that may be worth adding to the description:

  • When starting the mod, the time of day is modified. This causes mods like iNeed and Bathing in Skyrim that depends on time deltas to not correctly calculate it's state because if the time is moved back, those mods will actually calculate negative values. So it is would be adviced to start the mod at the beginning of a day.
  • Do NOT modify the timescale while the mod is running. Upon quest startup it is changed to 10. Changing this to another value may cause the mod events to overshoot and thereby completely breaking.
  • I find that sometimes when leaving the MCM the timescale may be reset to 30, which can cause problems. I do not know if this is caused by one of my other mods, though. Correction: It seems that this is simply based on the phase of the mod. During scripted events the timescale is changed to 10.

 

 

If anyone wants to help test this out, you can just remove the `sltConfigBase.pex` file before starting a new game.

 

Edited by leakim
Posted

By the way, I have another question regarding this mod: Does the iNeed integration extend to Fatigue? Is sleeping in the cell actually supposed to reduce your fatigue? If so, that does not seem to work for me, forcing me to disable the fatigue feature entirely in iNeed.

Posted

Pretty sure this mod does not really use devious devices other than its assets.

 

If you're referring to my post above with the small code snippet, it was simply to indicate that this script likely originates (at least in some form) from an old version of Devious Devices Equip. I strongly believe that his file serves no purpose in this mod and is likely to cause the MCM to fail loading.

 

I've tried playing through most of a day without the script and played around with the MCM as well. I've done so by de-referencing it in the .esp with TES5Edit. Not discovered any issues so far.

  • 2 weeks later...
Posted (edited)

This is dark.  Especially the intro.  (as far as I got) Most of the time I am giggling through dialog or encounters authors have created.  However, the intro gave me scared goosebumps.

 

I am mostly posting to answer a few future SOS when people get stuck with the start.  Having restarted and getting stuck before the first scene, I tried a few things that helped move things along.  (I am not sure which are necessary but I end up doing them all just trying to progress.  I play VR and thought it might be a unique incompatibility to that platform, but reading the support form,s other have got it to work in VR.  So i stuck with it a bit more that I typically would with a quest halting issue right at the outset. Approaching the branding scene from every possible point from dozens of saves, I think the issue might be elsewhere.

 

My current fix: (I will narrow these down when troubleshooting)

installed the patchby leakim

snap rotate the camera a bunch

Lowered all thresholds in ZAZ player leash

Occasionally if nothing else works I will active a script with AI and an animation involved

->I use VRIK to activate FillHerUp's push out animation

 

I used VRIK (or Dragonborne Speaks Naturally) to register the mod's rest command. Simply change input key to one the the number hotkeys and have VRIK simpulate a key press with the gesture system.

 

I also am adding an immersive pickaxe mod that will require you to physically swing the pick at the ore.  I can not get this to work with https://www.nexusmods.com/skyrimspecialedition/mods/29710?tab=description  Probably because SoT++ has a modified ore that doesn't use the vanilla mineorescript.

 

 

Other things to note for players wanting to start the mod:

Users should deactivate any defeat mods before right after entering the mine.  You will get whipped and loose health and the following scenes and consequences easily break things. ie. Mods can equip hand restraints that would keep you from working the mine.  Naked Defeat can put you on a ZAZ device that will halt the mod's quest progression breaking the flow completely.  Defeat mods can also get you sold back into slavery (which wouldn't make sense if you already entered this mod from simple slavery. Just some things to consider before starting.

 

 

Back to the mine I go!~

 

Edited by JayDrizzle
  • 4 weeks later...
Posted (edited)

Hello, The MCM never showed up for me (LE), the mod is working so far, but I can't "rest" in the mines.  I can't find a key that will let her rest.  Anyone able to tell me what key will make her rest?  I am stuck at her first mining session.

Thanks

 

Update:  I don't know why it mattered but after I "leveled" her she began to build stamina and lose it mining correctly.  I don't know how, but the MCM for SoT has shown up finally.  It only took like 10 or so hours of game playing on various days/sessions.  The "Rest" key per the MCM is F2, but this doesn't seem to do anything when you hit it.  I used the MCM to remap it and it still didn't work.  I can ignore those 2 issues, so don't worry too much about them, I guess.  The only real issue for me is that after she escaped, found the admin building, her gear and keys for the gear then "quest completes".  At first things seemed ok, but I notice that they heavy breathing from exhaustion sound still plays most of the time and she will need to pee when she is out in regular Skyrim.  There are no toilets or buckets marked as a toilet, so she pees on herself every so often.  I don't see anything in the MCM that helps with this.  Any ideas?

Edited by chuckyw
Posted
On 5/28/2022 at 1:27 PM, chuckyw said:

Hello, The MCM never showed up for me (LE), the mod is working so far, but I can't "rest" in the mines.  I can't find a key that will let her rest.  Anyone able to tell me what key will make her rest?  I am stuck at her first mining session.

Thanks

 

Update:  I don't know why it mattered but after I "leveled" her she began to build stamina and lose it mining correctly.  I don't know how, but the MCM for SoT has shown up finally.  It only took like 10 or so hours of game playing on various days/sessions.  The "Rest" key per the MCM is F2, but this doesn't seem to do anything when you hit it.  I used the MCM to remap it and it still didn't work.  I can ignore those 2 issues, so don't worry too much about them, I guess.  The only real issue for me is that after she escaped, found the admin building, her gear and keys for the gear then "quest completes".  At first things seemed ok, but I notice that they heavy breathing from exhaustion sound still plays most of the time and she will need to pee when she is out in regular Skyrim.  There are no toilets or buckets marked as a toilet, so she pees on herself every so often.  I don't see anything in the MCM that helps with this.  Any ideas?

open console menu and write : setstage ski_configmanagerinstance 1 

maybe helpful for you to show up mcm 

Posted
On 4/28/2022 at 4:18 PM, JayDrizzle said:

Back to the mine I go!~

 

Hi there, have there been any developments/tweaks from your play throughs that you're able to share yet?

 

I tried this a couple of days ago and apart from the initial branding part at the beginning .. That eventually worked by random walking around .. the rest of the day worked surprisingly well. I was initially worried about the rest key (which I didn't enable but will do with VRIK) but even without it I found I could swing the pickaxe and keep an eye out for when he was looking. There were occasions when the axe dropped out of hands (due to the exhaustion) but re-equipping seemed to get over that and you didn't get whipped too much.

 

The only other real issue is that I'm sitting in my cell and it's now 1:00am and no request to go to sleep has been made. I'm not sure if that's the same as the SE version (I know in LE you go to sleep around 10pm I think) or a quirk in VR. 

 

For an atmospheric VR experience this mod really is fantastic. 

  • 1 month later...
Posted
On 6/2/2022 at 8:25 AM, dtnam2705 said:

my character didn't mine any ore

the only benefit of having an ore, is you get some food in this trough, if you don´t have enough skills, you won´t get any ore either

  • 4 months later...
Posted
19 hours ago, Yoen said:

my character is getting stuck during the intro, guards want me on the wheel but my char just stands there doing nothing

fixed it, something was overwritting zaz animation pack

Posted
On 11/25/2022 at 10:14 AM, CykaFish said:

I just found out that this mod has a torture chamber, when was this going to be used?

You might also be interested to know there are buildings outside of the mine and there is also a scene that takes your character from the bottom of the hill up to said buildings using a cart but you'd be in a long process with the cart going haywire when it does. 

 

There's also a couple of scenes already scripted that look like they could be enabled but sadly not experienced enough in CK yet to be able to enable them. I guess there's a couple of missing packages against two guards that need to be added to trigger those scenes but still a learning curve for me .. someone experienced in CK could probably do it in seconds!

(give or take a few 1000 unknown bugs that likely mess up the day routine).

 

 

 

  • 2 weeks later...
Posted
On 11/18/2022 at 1:58 AM, serio3312 said:

In the intro the guard just won't open the door for me, force unlock the door do nothing. Any trick to advance from there?

 

I am stuck here as well :( can't get past the intro

  • 1 month later...
  • 3 weeks later...
Posted

can somreonr help me ia stuch after i followed the Guard to the Door that leads to the Mine Are he saids to my PC to sit after and that the other guard should open the door but the Guard dosent open the Door he simply stands there 

Posted
8 minutes ago, Nightdragon72 said:

can somreonr help me ia stuch after i followed the Guard to the Door that leads to the Mine Are he saids to my PC to sit after and that the other guard should open the door but the Guard dosent open the Door he simply stands there 

 

try the things from this post:

 

 

Posted
20 minutes ago, tamai said:

When i click on the shovel and dig out, i still have devices i cant remove on, how do i get them off?

climb to the top of the mountain. there are buildings up there. go into the main one. opening a chest (or maybe just going through the front door, i can't remember now) will remove them.

Posted
1 hour ago, jfraser said:

climb to the top of the mountain. there are buildings up there. go into the main one. opening a chest (or maybe just going through the front door, i can't remember now) will remove them.

 

thanks last questions, how do you get your name back and is there any othe way to escape other than the shovel like time served?

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