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Posted (edited)
3 hours ago, robert.marquis said:

Need a hint.  Father got mad and locked me out of the house.  Is there something I'm supposed to do? 

Survive a week on your own. You'll a get message box when he's cooled off. 

Unless its the 2nd time you've been thrown out...

Edited by Monoman1
Posted
8 hours ago, Monoman1 said:

Survive a week on your own. You'll a get message box when he's cooled off. 

Unless its the 2nd time you've been thrown out...

Thank you. After wandering around a bit killing time, I ended up in jail and was allowed to go home by the time I got out, so it worked out well for me.

Posted
1 hour ago, Sierrok said:

How does one get kicked out of the house for a week without it being permanent? I've never had that happen...

If by negative favour then the First time is temporary. 

You can ask for forgiveness afterwards which costs a lot of favour but makes the next time also temporary. 

Posted

I have a minor issue regarding clutter.  My task list continues to tell me I still have one clutter to pick up but I can' find anything.  I even took all the items off the cupboards and shelves.  No help. 

Posted
1 hour ago, robert.marquis said:

I have a minor issue regarding clutter.  My task list continues to tell me I still have one clutter to pick up but I can' find anything.  I even took all the items off the cupboards and shelves.  No help. 

Use the other clean function instead - clean cell?

Stuff sometimes clips through the floor with skyrims amazing physics system

Posted
On 4/13/2023 at 3:32 PM, Monoman1 said:

Use the other clean function instead - clean cell?

Stuff sometimes clips through the floor with skyrims amazing physics system

I couldn't find a "clean cell" function, but I resolved the issue in another way. I installed the mod "Cleanup" by IronDusk33.  I performed the cleanup function in the house, and saved my game. The clutter didn't actually go away until I exited and restarted my game, but then there was no more remove clutter task.  Thank you for taking the time to help me anyway.

Posted
8 minutes ago, robert.marquis said:

I couldn't find a "clean cell" function, but I resolved the issue in another way. I installed the mod "Cleanup" by IronDusk33.  I performed the cleanup function in the house, and saved my game. The clutter didn't actually go away until I exited and restarted my game, but then there was no more remove clutter task.  Thank you for taking the time to help me anyway.

 

Bring up the wheel menu - select Misc - select Tidy - select Tidy Room

 

The wheel menu = the UI Menu. You can set a shortcut key for it in the MCM.

 

 

Posted

Couple of questions for people:

A) How would people feel about removing the cooking pot animation? At least for serving. It's nice to have a little variety I know but I've been thinking about this a bit lately. Meals aren't really ever served from a pot. If you were in a restaurant and the chef brought out your meal in a pot I bet you'd wonder wtf is going on. There's 2 reasons I bring this up: 

1. Realism/Immersion. 

2. Function. 

 

Regarding function, I'm toying with the idea of making preparation of meals/drinks/snacks more involved. This involves a serving table (near the cooking pot). To serve anything you need a silver platter and to place the platter on the serving table. Then you activate the tray and place the items you want to serve into the tray's 'container'. Why do this? To add more risk to the task. Maybe you trip/or are tripped and spill everything onto the floor resulting in having to make it again and/or add debt for the food you've wasted. Or maybe you're groped on the way to a guest and drop one of their drinks etc. 

 

Is it too much busy work though?

 

B) How would people feel about expansion of the outside of the farm in the westerly direction (towards markarth) to add some crops for you to work on. Possibly just hoe animation and harvest crops to restock pantry or something fairly simple like that...

 

I'd probably try to keep it small enough to try to keep the old rustic farm look. 

 

6 minutes ago, robert.marquis said:

I couldn't find a "clean cell" function, but I resolved the issue in another way. I installed the mod "Cleanup" by IronDusk33.  I performed the cleanup function in the house, and saved my game. The clutter didn't actually go away until I exited and restarted my game, but then there was no more remove clutter task.  Thank you for taking the time to help me anyway.

Since I have a PC now:

Wheel -> Misc -> Tidy -> Tidy Room

Posted
11 minutes ago, Monoman1 said:

Couple of questions for people:

A) How would people feel about removing the cooking pot animation? At least for serving. It's nice to have a little variety I know but I've been thinking about this a bit lately. Meals aren't really ever served from a pot. If you were in a restaurant and the chef brought out your meal in a pot I bet you'd wonder wtf is going on. There's 2 reasons I bring this up: 

1. Realism/Immersion. 

2. Function. 

 

Regarding function, I'm toying with the idea of making preparation of meals/drinks/snacks more involved. This involves a serving table (near the cooking pot). To serve anything you need a silver platter and to place the platter on the serving table. Then you activate the tray and place the items you want to serve into the tray's 'container'. Why do this? To add more risk to the task. Maybe you trip/or are tripped and spill everything onto the floor resulting in having to make it again and/or add debt for the food you've wasted. Or maybe you're groped on the way to a guest and drop one of their drinks etc. 

 

Is it too much busy work though?

 

B) How would people feel about expansion of the outside of the farm in the westerly direction (towards markarth) to add some crops for you to work on. Possibly just hoe animation and harvest crops to restock pantry or something fairly simple like that...

 

I'd probably try to keep it small enough to try to keep the old rustic farm look. 

 

Since I have a PC now:

Wheel -> Misc -> Tidy -> Tidy Room

Regarding A).. love it. The "Maybe you trip/or are tripped and spill everything onto the floor resulting in having to make it again and/or add debt for the food you've wasted" is awesome. I am assuming the tripped part is like Spank That Ass bumps. Overall, it adds more desperation to the PCs condition where everything just keeps getting worse. Could be a bit tedious 2x per day. Maybe one meal is more complicated than the other?

 

B) As long as the PC can't benefit from growing alchemy ingredients. The restock pantry sounds great. Maybe even the need for periodic weeding or insecticide to add more the PCs tasks. 

 

Recent video was great to see!

Posted

I like the idea of making it more immersive, but the longer we take on the meals the less time for milking, cum collection, house cleaning, supply runs, etc. Trying to get everything done and make money to save mother is a full time job as it is... I know you added some more immersion with the food already which I am excited for... But if meal time takes much more time, then father will have the increased chance of being 'tense' or angry for something else that couldn't get done in time.

Posted (edited)
13 minutes ago, Sierrok said:

If you think time management is manageable with the changes I say bring it on.

It's probably not written anywhere in the file posts but I highly recommend a low timescale for WT (or even in general IMO). 

Gives more time to get things done, which is badly needed for WT. 

I've sort of play testing using the default time scale there for a while and it is hectic! So much so that force greets can conflict sometimes overlapping each other. 

 

So much so that I'm inclined to add a timescale slider to WT. 

Edited by Monoman1
Posted
1 hour ago, Monoman1 said:

It's probably not written anywhere in the file posts but I highly recommend a low timescale for WT (or even in general IMO). 

Gives more time to get things done, which is badly needed for WT. 

Because it's virtually impossible to complete the shop run into town for supplies on the default timescale if you walk like a civilised human being who isn't hopped up on energy drinks and infinite stamina.

Posted
3 hours ago, Monoman1 said:

Regarding function, I'm toying with the idea of making preparation of meals/drinks/snacks more involved.

So it would work a little something like this: 

 

 

Posted (edited)

I am all for that... It didn't take too long plus It was more immersive. I was worried it would take longer, but it only takes a little longer than what I do now with 10.3

The real trick is learning where all the food is layed out :)

Which Ideal do you use? Ive been looking for a good one. 

Edited by Sierrok
Posted

I am being followed around by at least 5 men and it seems to adding more (started with just one).  I don't know which mod is causing it but this is one of the mods I installed shortly before this started happening. Could you please tell me if that is a function of this mod? If it is, is there a way to turn it off?  

Posted
15 hours ago, Monoman1 said:

Couple of questions for people:

A) How would people feel about removing the cooking pot animation? At least for serving. It's nice to have a little variety I know but I've been thinking about this a bit lately. Meals aren't really ever served from a pot. If you were in a restaurant and the chef brought out your meal in a pot I bet you'd wonder wtf is going on. There's 2 reasons I bring this up: 

1. Realism/Immersion. 

2. Function. 

 

Regarding function, I'm toying with the idea of making preparation of meals/drinks/snacks more involved. This involves a serving table (near the cooking pot). To serve anything you need a silver platter and to place the platter on the serving table. Then you activate the tray and place the items you want to serve into the tray's 'container'. Why do this? To add more risk to the task. Maybe you trip/or are tripped and spill everything onto the floor resulting in having to make it again and/or add debt for the food you've wasted. Or maybe you're groped on the way to a guest and drop one of their drinks etc. 

 

Is it too much busy work though?

 

B) How would people feel about expansion of the outside of the farm in the westerly direction (towards markarth) to add some crops for you to work on. Possibly just hoe animation and harvest crops to restock pantry or something fairly simple like that...

 

I'd probably try to keep it small enough to try to keep the old rustic farm look. 

 

Since I have a PC now:

Wheel -> Misc -> Tidy -> Tidy Room


A) With the clip you showed off, I think it would be a real nice touch. Even using the platter from the drink request as the only one between the two if you wanted a "lightweight" middle ground for people that think its too much.

B) Restocking the pantry makes sense, could even see expansion in Whiterun for the Supply Runs, perhaps. Also as father loves to include the PC as an instrument in her own torture, maybe a task with the farm's cows in preparation for lactacid/milking later on (Or perhaps even earlier than before).

Posted (edited)
6 hours ago, Sierrok said:

Which Ideal do you use? Ive been looking for a good one. 

Ideal?

5 hours ago, robert.marquis said:

I am being followed around by at least 5 men and it seems to adding more (started with just one).  I don't know which mod is causing it but this is one of the mods I installed shortly before this started happening. Could you please tell me if that is a function of this mod? If it is, is there a way to turn it off?  

Doesn't sound like WT. Spank that ass has a bug where a quest sometimes doesn't shut off automatically but that's limited to 1 Npc.

 

Open the console and click on the Npc to find out what mod they're from: 

image.jpeg

 

Better yet. If you have SLS installed you can use Wheel -> Misc -> Debug -> Get Actor Package

This will display the AI package running on the Npc you're pointing at. 

 

Edited by Monoman1
Posted
1 hour ago, Monoman1 said:

Here's a menu selection that should have you sweating just thinking about...

 

Nice, and when you get it wrong you get a paddling on the ass, and locked in your room without diner? :P 

 

Which actually might be a nice derogatory punishment with the "father-daughter" setting in mind.

Posted

Hm, i just saw your ... issue. If you didn't solve it yet, and I'm sure you checked that, but a common mistake for the ... issue is that the dialogue is used as an invisible continue, but the flag isn't set accordingly.

Then the empty topic text is filled with that [...]

 

Btw if you are interested @Monoman1. I hate working with papyrus and CK for the tifs. so i created a tool which enables me to easily create Branch Tifs files and bundles all info scripts into 1 big Branch dialogue script. You can then easily add new fragments to infos and copy existing fragments into other infos. It's a cmd tool and works at least for my current development very nice. I am uncertain if that helps you.

The Downside of it. i don't deal with Alias, Properties and additional code in the fragments. I really use fragments only to call quest functions and handle everything in quest scripts. (it's just easier to create test runs with that code style)

Posted (edited)
41 minutes ago, coffeeink said:

Hm, i just saw your ... issue. If you didn't solve it yet, and I'm sure you checked that, but a common mistake for the ... issue is that the dialogue is used as an invisible continue, but the flag isn't set accordingly.

Then the empty topic text is filled with that [...]

Hmm. This is interesting in a horrible way. 

 

In the dialogue views (flowchart view) the follow up line is clearly flagged as invisible continue. Right clicking on the link has context menu items:

'Unmark as walk away"

'Unmark as invisible continue'

 

So it should be invisible continue. 

 

But in the topic info itself the invisible continue flag box is unchecked and greyed out (which I'm pretty sure it shouldn't be greyed out)

image.jpeg

 

TesEdit also seems to think it's invisible continue:

image.jpeg

 

I've unchecked walk away and rechecked it. Now invisible continue is still greyed out but is checked at leaast. I'll have to start a new game to test if it's working ok. Hopefully!

 

The thing that bugs me is that I would not have touched this dialogue topic. I had no reason to because it WAS working just fine. So it somehow got bugged all by itself. 

 

image.jpeg

 

 

41 minutes ago, coffeeink said:

Btw if you are interested

Thanks but I've kind of gotten used to being tortured by the CK by this stage. 

 

One thing I wish I'd known earlier in my modding life was setting fragment prefixes in preferences. All mine are TIF_ which is the default. Theoretically this could potentially conflict with other mods. I'd love to be able to batch rename/relink all fragments with TIF_ to SLS_ or WT_ etc. 

 

Edited by Monoman1
Posted
7 minutes ago, Monoman1 said:

Thanks but I've kind of gotten used to being tortured by the CK by this stage. 

 

One thing I wish I'd known earlier in my modding life was setting fragment prefixes in preferences. All mine are TIF_ which is the default. Theoretically this could potentially conflict with other mods. I'd love to be able to batch rename/relink all fragments with TIF_ to SLS_ or WT_ etc. 

 

It was only after a few years of modding I found the "Scripts" tab in the CK properties that allowed to set a 4-symbol pre-fix. That helps a lot.

But yeah batch rename and more importantly re-link the fragments would be awesome. The built in 'rename' option works quite well but is prone to crashing (what isn't xD) and can sometimes fail and link 2 files.

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