JSmith20142 Posted September 30, 2013 Posted September 30, 2013 OK. Please understand that this has not been tested at all (I don't currently have PSE installed) usual disclaimers apply. Overwrite your playerslave esp with the one in the attached archive. I've added a couple of lines of debugging code around the lockpick attempt which might show something useful in the console (and might not). To change the activator key, wait until everything is running, then type set ichslavequest.mgscancode to <a number> where <a number> is a DirectX scancode. This link lists the scancodes http://cs.elderscrolls.com/index.php?title=IsKeyPressed3 As you'll see, the default, 'L' is 38. You'll get an output to the console if it sees the specified code. Obviously, you want to find an obscure keystroke (if there is such a thing) that nothing else is using. PlayerSlave069MGHack.7z
allista Posted September 30, 2013 Posted September 30, 2013 Thanks a lot! I've played with scancodes and other variables involved, looked through debug messages and figured that IsKeyPressed3 <any value> never returns TRUE. So I've red through descriptions of IsKeyPressed2/3 and OnKeyDown and tried them all (yes, I've managed to setup CS at last)... The point is: I don't know if it makes any sense, but IsKeyPressed2 works just fine, every time, with 'L' or whatever key I set mgScanCode to. And IsKeyPressed3 and OnKeyDown do not. So now I have a working variant of PSE.esp =)
JSmith20142 Posted October 1, 2013 Posted October 1, 2013 It's good that you're working, but what you describe doesn't make a lot of sense. The main difference between IsKeyPressed2 and IsKeyPressed3 is that 2 won't pick up disabled keys, but will pick up TapKey, which 3 won't. All well and good, but we're not talking about TapKey here. A large majority of players haven't had problems with the lockpick minigame, but some have. Oh well, moving on.
WappyOne Posted October 1, 2013 Posted October 1, 2013 That sounds like something is wrong with your OBSE or one of it's plugins if IsKeyPressed3 and OnKeyDown are non-functional. Didn't see anything relevant in a quick Google search, though.
GMac2021 Posted October 1, 2013 Posted October 1, 2013 Can't finsh the Ganredhel quest - even though I finished it before with an older version of PSE. I made a new toon to specifically run to Cheydinhal to test it, but Ms. G. just keeps repeating that her belly is full and I get caught in an endless loop. I waited long enough. I walked my dog, made dinner, ate my dinner, watched Top Gear UK (the only one that matters...), and came back about 6 hours later to find Ganredhel still saying that her belly was full and that she could feel her puppies moving around. I THINK I had seen a solution to this problem in this thread before, but I'll be damned if I can find the post now.
Nightwynd Posted October 1, 2013 Posted October 1, 2013 Can't finsh the Ganredhel quest - even though I finished it before with an older version of PSE. I made a new toon to specifically run to Cheydinhal to test it, but Ms. G. just keeps repeating that her belly is full and I get caught in an endless loop. I waited long enough. I walked my dog, made dinner, ate my dinner, watched Top Gear UK (the only one that matters...), and came back about 6 hours later to find Ganredhel still saying that her belly was full and that she could feel her puppies moving around. I THINK I had seen a solution to this problem in this thread before, but I'll be damned if I can find the post now. Do you use LoversBitch? disabling it for this quest may help
frostking Posted October 1, 2013 Posted October 1, 2013 All is working normally for me now, except that the Hackdirt Bretheren insists on stopping at the inns' trapdoor, and standing there forever.
WappyOne Posted October 1, 2013 Posted October 1, 2013 All is working normally for me now, except that the Hackdirt Bretheren insists on stopping at the inns' trapdoor, and standing there forever. It's locked. Pop open the console, select the trapdoor, and issue the command 'unlock'.
Nepro Posted October 1, 2013 Posted October 1, 2013 The option which leaves crime bounties alone would be nice and appreciated. Also monetary bribes would be nice since there is no patch for Reener's Guard Overhaul.
JSmith20142 Posted October 1, 2013 Posted October 1, 2013 Nepro, maybe I'm having a bad day, but your post seem a bit of a non sequitur. Are you sure you posted in the right thread?
Nightwynd Posted October 1, 2013 Posted October 1, 2013 Nepro, maybe I'm having a bad day, but your post seem a bit of a non sequitur. Are you sure you posted in the right thread? I think Nepro is asking to remove the guard/bounty interaction, or at least the part where you are either enslaved or go to jail since it overwrites another mod he uses. The thing is (as it was said before) that if Ichabod made patches or changed the mod to adapt to other mods from the nexus the changes would be endless as there are far too many mods out there. IMO, I don't see the problem with the guards in PSE, and I use FCOM with includes a guard overhaul too.
WappyOne Posted October 1, 2013 Posted October 1, 2013 What Nepro is asking is a way to disable/lessen PSE inflating the bounty amounts for various crimes. Default Oblivion fine for assault is 40 septims. PSE bumps it up to 1,000 septims (which means also an infamy point). Oblivion default fine for murder is 1,000 septims. PSE changes it to 15,000.
gregathit Posted October 1, 2013 Posted October 1, 2013 True Crime (if used) bumps the threshold for guards to go bat shit crazy (nerd gamer term for detect and chase you) at 5,000 septims so that could further complicate things. JSMith20142 is contemplating moving the guard detection threshold to an ini that end users could set for True Crime. Perhaps PSE could benefit from something like this as well for assault and murder (and whatever else is needed)? Not sure how hard that is to implement, but it might be a good trade off in lieu of making a shit load of patches. That way the end user could set all his LPK plugins to the same thing in the ini files and be good to go. After all, the LPK stuff should be at the bottom of the load order anyway and thus should win any conflicts.
DogOnPorch Posted October 1, 2013 Posted October 1, 2013 That 'Guards Pursue' mod seems to cure this. http://oblivion.nexusmods.com/mods/34727//?
gregathit Posted October 1, 2013 Posted October 1, 2013 That 'Guards Pursue' mod seems to cure this. http://oblivion.nexusmods.com/mods/34727//? While that does address one issue that I raised, it was not actually the point. What I was trying to say was have values for that and other potential conflict items in a ini where end users could easily get to and adjust them to all match from LPK plugin to LPK plugin to ensure no conflicts existed. However, thanks for the link.
Guest Posted October 1, 2013 Posted October 1, 2013 Question, is there any way to remove the slave faction tokens from your inventory? They are still in my inventory even when I manage to escape from enslavement. This isn't too much of an issue. The only noticeable difference is that NPCs will recite the degrading lines to the player as if the player character is currently a slave, which she is not.
JSmith20142 Posted October 1, 2013 Posted October 1, 2013 Just to state the obvious, if we're talking about making small changes in the relevant mods (which I seem to be committed to do for PayBandit, TrueCrime amd ImmoralGuards), then they can all read the same ini file for these values. It won't be necessary to have the same entries in seperate ini files for each mod (although there may have to be entries for each mod in the single ini file). LoonyDeity, I don't know of a way apart from using the console. Something could be added easily enough.
DogOnPorch Posted October 2, 2013 Posted October 2, 2013 That 'Guards Pursue' mod seems to cure this. http://oblivion.nexusmods.com/mods/34727//? While that does address one issue that I raised, it was not actually the point. What I was trying to say was have values for that and other potential conflict items in a ini where end users could easily get to and adjust them to all match from LPK plugin to LPK plugin to ensure no conflicts existed. However, thanks for the link. Heh...sorry about that. I'm just happy I have some semblance of law and order again.
Nepro Posted October 2, 2013 Posted October 2, 2013 Nepro, maybe I'm having a bad day, but your post seem a bit of a non sequitur. Are you sure you posted in the right thread? Leave me alone.
Nepro Posted October 2, 2013 Posted October 2, 2013 I dunno if the conflict between PSE & MTC Villages Extended exists. Both mods edit the same cell. I once got CTD upon entering the Weye. I don't know if it is connected to the mods sporadic conflict between them. It'd be nice if someone knowledgeable looked into if the CTD conflict exist between the mods.
Darkflip95 Posted October 5, 2013 Posted October 5, 2013 Okay, so I've kinda sorta gotten enslaved during the quest involving the warring Goblin Tribes. I've been stuck in the cave for about 5 days now. The shaman is dead and my original slavemaster is dead, but whenever I use the kill command on my current slavemaster, a duplicate is spawned to take his place! I have a lockpick but it comes up with a message saying I can't escape at the moment. What can I do to get out of the situation?
WappyOne Posted October 5, 2013 Posted October 5, 2013 During that encounter escape is set not to be possible while directly being led by the slavemaster. It is possible once he places you in the pen with the other woman and the boar.
DogOnPorch Posted October 5, 2013 Posted October 5, 2013 Okay, so I've kinda sorta gotten enslaved during the quest involving the warring Goblin Tribes. I've been stuck in the cave for about 5 days now. The shaman is dead and my original slavemaster is dead, but whenever I use the kill command on my current slavemaster, a duplicate is spawned to take his place! I have a lockpick but it comes up with a message saying I can't escape at the moment. What can I do to get out of the situation? This might help...I have it running. http://oblivion.nexusmods.com/mods/41672/?
Nepro Posted October 5, 2013 Posted October 5, 2013 Okay, so I've kinda sorta gotten enslaved during the quest involving the warring Goblin Tribes. I've been stuck in the cave for about 5 days now. The shaman is dead and my original slavemaster is dead, but whenever I use the kill command on my current slavemaster, a duplicate is spawned to take his place! I have a lockpick but it comes up with a message saying I can't escape at the moment. What can I do to get out of the situation? This might help...I have it running. http://oblivion.nexusmods.com/mods/41672/? Goblin War Party is compatible with PlayerSlaveEncounters? What does Honest Al encounter do? I waited 3 days and nothing occurred. I tried to speak with Honest Al but he did not have anything to say back nor he mentioned anything about the gold my player owned to him. It suppose to be a week. My mistake. But still what does the encounter do? I couldn't find the description in Icha OP posts.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now