Gaebrial Posted June 3, 2013 Posted June 3, 2013 @Ichabod, I concur with Someone92 - it's not possible to escape Indentured Servitude. At least, I couldn't escape while serving the 10k 'Bert' bounty. On that subject... My character spent the night at the King & Queen Tavern. She had two companions, both of whom were recruited using MCS. When she exited the tavern with the 'Bert' bounty, she was arrested by the guard who stands by the door from the Elven Gardens to the Palace district/Green Emperor Way. The Justicar spawned beyond the gate, outside the walls, in the water. After my character spent a few moments running futilely into the wall, the Justicar spoke to her, then she started spinning on the spot (because the Justicar was below her). This happened twice - the first time I got a CTD shortly afterwards, the second time I quit and reloaded. The third time, I engineered it so my character was arrested by the guard that stands by the exit to the Talos Plaza. The Justicar still spawned outside the walls and beyond the gate, but this time he was on solid ground and I was able to continue. So he led my character and her companions towards the Market District. My two companions were both used by passers-by in the Elven Gardens, and when the Justicar and my character passed into the Palace district, my companions didn't follow us. Further investigation revealed that they had resumed their default AI packages, and I had to use the console to reset the MCS tokens so that they would follow my character again. Probably something to do with the fact that they were 'busy' when my character changed zones. On the subject of NPCs using companions, it seems to happen rather more frequently than owners and passers-by using my character. Maybe the frequency should be changed to match the 'event' timer? Specific NPCs seem to exclusively use specific companions as well, but that may just be coincidence. Maybe a random element could be introduced, as if there is only one NPC around, they always use the same companion. The usage of companions also caused another problem. On a couple of occasions, my character's 'owner' spoke to an NPC to offer the use of the 'new toy', but mid-conversation the NPC decided to make use of one of the companions, producing a Lovers 'not ready for sex' message box when it tried to get them to use my character. Perhaps it might be best if people involved in conversations are excluded from making use of any companions, as I also had a couple of CTDs that appeared to be caused by people who were chatting away suddenly deciding to use a companion. Finally on this subject, and this is aimed more at WappyOne, I think... Would it be possible to inhibit the 'rape' hotkey (default 'n') from LoversRaperS, if the player is enslaved. My character's owner went to sleep, and my character was able to start a gangrape with her companions that almost killed the owner. ----- Another, unrelated, 'funny' I noticed... My character managed to get into a fight with Honest Al, and successfully knocked him down and raped him, only to get enslaved at the end of the rape. LoversRaperS checks for PSE and disables enslavement if the player is the rapist, but I understand Al has specific coding to ensure he enslaves the player after a rape. I'm not sure this should include when the player rapes Al.
Duchess_Gummybuns Posted June 3, 2013 Posted June 3, 2013 I know that PSE allows for followers to become enslaved along side you, but this does not work with my party configuration. I have Vilja, a dog & 3 succubi. Having a large party, as we know, gets in the way. With MCS I try to have them follow at a distance. Despite my best efforts, it will say I need to disable inventory reset. Can't find it. So I use Vilja's companion extended comands setting them to 'Do free' to allow her script altering & have them follow her to save space. The succubi don't become enslaved along with me & her, but I was wondering if this could easily be adjusted? Since they are in the MCS catalog they should still be in the play faction, no?
Nonsense667 Posted June 3, 2013 Posted June 3, 2013 One more thing, the mod doesn't seem compatible with "Real Time Lockpicking Minigames". When I press "L" when enslaved and with a lockpick in my inventory, the minigame doesn't start. I used Zumb's lockpicking mod, and had the same issue. But, what I found was the problem, was the mod also edited the lockpicking xml file, in order to make the original lockpicking unavailable. In the manual for the mod, it even said to not move the mod's xml file into the data folder, if you still wanted vanilla lockpicking, and to make sure to delete the xml from the mod if you didn't want to use it anymore. So just deleting that xml made the vanilla lockpicking available again for me, and I could activate the minigame. Or in other words, if the original, completely vanilla lockpicking is disabled, then that's the problem. You can still run the mod, so long as it doesn't have an issue with vanilla lockpicking still being available. That being said, I don't know how that mod works, so I don't know if that is viable. This is just my experience, hope it helps!
mem4ob4 Posted June 3, 2013 Posted June 3, 2013 @Duchess I think the option for inventory reset it was talking about is from the companion book. Try to activate book, close inventory, and menu options come up. Select the options or config button from there. Maybe the succubi are classed as creature? so they will not enslave just as the dog will not. Mem
Duchess_Gummybuns Posted June 4, 2013 Posted June 4, 2013 That's not the case. They are very much a NPC race. There is only a problem when they are set to follow Vilja. When following me it works fine. But, once again, it gets cramped with a full party with their nose up your ass. Would it be an issue to extend the follower enslavement to Vilja's script work?
newtest1231 Posted June 4, 2013 Posted June 4, 2013 Is it normal for the first quest to be "Sibling Rivalry" rather than "Goblin Bitch" specified in the first post? No matter how much I try I can't seem to start with anything but the "Sibling Rivalry" quest.
TiagoMefisto Posted June 4, 2013 Posted June 4, 2013 The technique of expression for the bad end of a forgotten shadow impress me. The darkness , the sound of heartbeat ,and so on, increase the terrifying effect. And I think it should be better if you add some text description to describe the helplessness of the player when enslaved by the deep ones . Or add a prisoner to tell you how helpless in the dungeon just like goblin bitch
JSmith20142 Posted June 4, 2013 Posted June 4, 2013 Newtest, that is the first quest you'll see; it loads in at the start of a game. For the other stuff, you have to go places, meet interesting people/things, and be enslaved by them ...
Vivi Posted June 5, 2013 Posted June 5, 2013 Yo, Just got a question about the Hackdirt questline Where does part 3 ends exactly? I am currently at the wolf cave, found an altar looking stone with a button on its side that doesn nothing. So i guess i reached the end of part 3 or did i miss something? This mod is still one of my favourites btw, especially the rough justice part
Jackdaw Posted June 5, 2013 Posted June 5, 2013 That button givin' you problems? There is a rock wall elsewhere in Wolf Cave that leads to a new area. The switch opens that new passage--they're just not in the same room.
Vivi Posted June 5, 2013 Posted June 5, 2013 That button givin' you problems? There is a rock wall elsewhere in Wolf Cave that leads to a new area. The switch opens that new passage--they're just not in the same room. Lol damn >.< thanks.
Nepro Posted June 6, 2013 Posted June 6, 2013 @Icha - is Hackdirt encounter/quest line completely finished? Are you planning to expand more this encounter. I wonder if I should download now and play or wait for longer fuller encounter. I do not want to replay again. I want to play totally without the spoilers first time. http://www.loverslab.com/topic/15074-player-slave-encounters-v068-updated-31-may-13/page-27?do=findComment&comment=388555 This will be my standard question in this thread: will the Hackdirt encounter get expanded? Are you done with it? ;P
Nonsense667 Posted June 6, 2013 Posted June 6, 2013 Hey guys, I'm coming back to this mod/oblivion after being away from actually playing it for a little while. I've got a question. I did a clean install to v88, and also popped in the patch to pay bandit. " It expects PSE to be before LoversPayBandit in the load order, and should go just after the latter." I did the exact load order, PSE, then PayBandit, then the patch. When I activated the patch and started it up, I got a second sibling rivalry quest, so now I have two alongside each other. Is this normal? Am I supposed to have only the patch updated? If so, is it up to date with v88?
Ichabod Posted June 6, 2013 Author Posted June 6, 2013 Nonsense667: I am guessing that it is identifying the quests in the two mods as different. I did not write it so possibly not the best man to answer. Nepro: There is more planned for the Shadow encounter. I just need to learn the art of animation if I want to do it properly. I am going to be taking a short break from PSE though to write a much simpler version for FalloutNV. Not sure why Shifty Bert would cause the Indentured Servitude to be inescapable. I am guessing the escape variable has been set to no but all SB does is add a bounty to you. I shall have to poke around in there.
badbat111 Posted June 6, 2013 Posted June 6, 2013 can you make a setting in the spell so you can turn shifty on or off he is really being a pain in the ass i kill some bandits get 1000 gold on hand fast travel to a city and he instantly talks to me would be nice to turn the little shit off so he doesnt pester me
greenquesadilla Posted June 6, 2013 Posted June 6, 2013 can you make a setting in the spell so you can turn shifty on or off he is really being a pain in the ass i kill some bandits get 1000 gold on hand fast travel to a city and he instantly talks to me would be nice to turn the little shit off so he doesnt pester me You could just kill him. That's what I did. Now he doesn't both me.
Duchess_Gummybuns Posted June 6, 2013 Posted June 6, 2013 BOOM! So no word on my follower request? Ok, I'll wait.
sebbigor Posted June 6, 2013 Posted June 6, 2013 Hello all, I finish wolf cave and the man say it will be a lot of time to traduce the book. one week i wait and nothing, is this normal ?
JSmith20142 Posted June 6, 2013 Posted June 6, 2013 Duchess, as I recall, the companion code all assumes the usual max of 4. It would be a royal PITA to recode it for more, which more usual party configurations will never need, so I doubt it will be high on Ichabod's agenda.
Duchess_Gummybuns Posted June 7, 2013 Posted June 7, 2013 I'm not asking for more than 4. But, I understand. I just don't like my slaves crowding me. They should be back behind my bottom slave.
SullenMan Posted June 7, 2013 Posted June 7, 2013 you can use it http://www.loverslab.com/topic/9457-zaz-reboot-project-oblivion-07-09-2012-my-little-pony-girl/?hl=ponygirl&do=findComment&comment=211043 on the farm?
idonotlikeusernames Posted June 8, 2013 Posted June 8, 2013 Speaking of fallout NV would it be possible to add the option to PSE to set companions not as slaves but as masters who occasionally make demands of you? Sort of like the the Msex mod for fallout NV, except I really do hope that if you do decide to add it that it supports male companions as masters instead of just women. I would have liked msex a whole lot better if it did at least support Boone and Arcade with a male character or Ideally that it was generic so you could set it for mod added npc's and companions as well.
C-Tank Posted June 8, 2013 Posted June 8, 2013 Hey, just downloaded this mod and I'm having an issue with the Hello Sailor encounter. I've been looking through this post for an answer, but haven"t found one yet, so I decided to make a post. For some reason Madame Lagarde (think I'm spelling that right) can't make it up the stairs. She seems to have a bent over posture. I can sorta push her up to the third step but when I do she just goes back to the bottom. I'd appreciate if someone could tell me what the problem is, or at least point me in the right direction.
JSmith20142 Posted June 8, 2013 Posted June 8, 2013 Now, this one I haven't seen before. Playing through Sibling Rivalry with my latest heroine, no trouble until I get to Alessia and her amulet. Enslaved by Alessia just fine, but whenever she tries to rape my girl, it is seen as a crime by all the right-thinking citizens of Leyawiin, who promptly attack her, including the guards, Hlidara Mothril, and her own bodyguard. As she's essential, and the guards keep hitting each other, as they do, mass slaughter ensues. Tried it several times, same thing. Poor Alessia can't even get one rape finished before she's attacked. By disabling everyone who attacked her, I was able to get half way across town, but by then Leyawiin was pretty much depopulated. I know I could just advance the quest with the console, but any ideas? This is v 0.67, btw. I haven't had any trouble with this part of the quest before.
Happylalala222 Posted June 8, 2013 Posted June 8, 2013 Hi, I was having a hard time with Hello Sailor (Anvil Whorehouse quest). Whenever Madam Lagarde tries to punish the PC, she binds you, brings you to your room, and whips you. However, she stops after a while and doesn't untie you. Moreover, she keeps the whip, which is supposed to go away. I looked at the script, and this is what I found: ElseIf PunishPlayer == 5 If TimerToggle == 1 MadamRef.PickIdle Player.PickIdle If Player.IsFemale == 1 Player.PlaySound IchWhipFemale Else Player.PlaySound IchWhip EndIf Set Count to Count + 1 If Count > 20 Set PunishPlayer to 6 If Player.GetAV Willpower > 4 Player.ModAV2 Willpower -4 ElseIf Player.GetAV Willpower <> 1 ... As you can see, there's a "<>" symbol in the last line that screws everything up. I changed it to ">", and the script worked fine. Please implement this fix in the next release. Thanks for all your hard work!
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