Leeeeeroy Posted October 23, 2015 Posted October 23, 2015 so, i made a clean install, deleted every single thing and tried once again, this time only with LAPF and it's requirements, and, it still crashes, i can't stop thinking it is something related to my computer, because it used to work fine on my last one... i'm giving up now, thanks for all the help
varenne Posted October 23, 2015 Posted October 23, 2015 Some Things I'm Currently Investigating for This MOD Patch for Mehrunes' Razor - Making the Player & Slaver's compatible with all Drothmeri. Currently they will continue attacking the PC if enslaved. They also attack and kill Slaver's on sight. Seems to need the faction related scripts extended, plus add the Drothmeri faction is all. Capstone Cave Bandits - Not sure why but they too will attack and kill Slaver's on sight. Needs more investigating before I can conclude next steps and edits. I may need to check other bandit caves as well. Goal is to have them all be friendly to Slaver's, or at least when they come to collect your PC. Others NOT firendly to Slavers? - I have not play tested all areas. If others know of any areas where Slavers get attacked and killed please post and I'll add it in for further investigation. Slaver Enhancements - Currently it takes a very long time for them to show up, if at all in some situations. The ones I've been testing are when my PC is enslaved deep inside a cave, ruin or fort. I did mange to get one to show up just inside the entrance to Sundercliff Watch (Mehrunes' Razor) but would like to have them be able to capture my PC deeper inside too, and much, much quicker than currently configured. Not sure how best to extend this part. It looks like they are only generated via the scripts as needed, when your PC is enslaved, vs. already existing in-game, roaming around and then called upon. This will probably be something I work on later. Slavers seem to be a bit on the wimpy side too. I think they could be beefed up a bit, without making them too overpowered. Add Female Slavers - Don't know if there's a reason not to have them. Will be looking into it too. No time line on any of this. I have a new employment contract interview coming up next week so RL and especially work always takes precedence over Oblivion. That contract, if I acquire it, is not due to start till December so it gives me some time in November to work on these. All are welcome to comment, ask questions or help out. My motivation is mainly due to liking some vampire MODs, hunting vampires, and increasing the risks in those areas. Depending on how the above items work out I may extend it to include other vampire types of MODs, as needed for compatibility purposes.
emo877 Posted October 26, 2015 Posted October 26, 2015 @Varenne: Problem with PSE-cuffs, mentioned in this post makes me think what cuffs improvement (discussed here some time ago) still could be done.. It's not request, i've done this in my pse'copy more than year ago, with many other tweaks and cuts; but i think cuff reform will improve basic PSE functionality and compatibility (with some parts of itself by the way ). Also it seems enslaving by highwayman uses (for strange reason) the different code\variables\tokens, so it goes to some kind of dead end - no slavetraders come, no chance of liberation from guards (and from "good people" via PlayerSlaveCry)..
varenne Posted October 26, 2015 Posted October 26, 2015 Yeah, I've read and reread many of the posts in this thread and aware of some of the cuffs issues. But that is a whole other task and one I'm not going to even touch. Maybe like you, just for my personal copy. If your personal fixes are simple enough for others to implement, like a code snipet or something I'd suggest posting that and a description of the fix. If I do make any progress with issues I'm investigating that is what I plan on doing; posting the details of how to fix it and letting others pick and choose which ones to apply to their PSE. Due to the complexity and magnitude of this MOD, I simply don't have the time to dedicate to producing new updated ESPs. Based on an initial investigation, in order for this to work with Mehrunes' Razor it would have to be a new fork, with Mehrunes' Razor as a master. I have my doubts about that being very mainstream, or a high level of member interest.
emo877 Posted October 27, 2015 Posted October 27, 2015 Well, just now i can re-call only ~dozen of fps-killing object scripts, single purpose of which is to refresh(?) "getself" ref - but every frame in gamemode, Carl! For example, such scripts run on all creatures at slaver's camp and on some other things, like fence gates; in later additions, Ichabod, it seems, already improved some object scripts using "begin onload" instead of gamemode, but many older scripts remain un-effective. Sorry for non-accurate language (writing in haste, now@work and in very unapropriate moment); will try to remember more and add to this post later.
varenne Posted October 27, 2015 Posted October 27, 2015 (edited) Sure, I've noticed those in scripts I've reviewed. I've also discovered ref in scripts that aren't being used in that script, when I recompiled. Not sure what the thinking was there, or if it was just left over from a major script edit. (I think more shows up when using CS/E vs. just plain vanilla CS.) Right now I'm trying to figure out why after your PC gets enslaved it takes so bloody long for a slaver to show up. EDIT Something I noticed today after you mentioned the use of Begin Onload and Begin Gamemode is some scripts actually have both!!! Why in the world would it be coded that way???!!! Is this someone's prior edits and an attempt to make it backwards compatible to older versions of OBSE? Have I mentioned how much I loath reviewing others code? Edited October 28, 2015 by varenne
mem4ob4 Posted October 28, 2015 Posted October 28, 2015 @varenne If I recall correctly: In IchPlayerSlaveQuestScript Set TraderTimer to ((GetRandomPercent * 20)+900) is the delay for the slaver.
emo877 Posted October 28, 2015 Posted October 28, 2015 I know that's not cause for proud, but i learned more peeking into other people's code than from learning tutorial books. More than that, there were pieces of coding art that made me feeling happy (and envious). Alas there's not common for human nature to co-exist lush creativity with cold-mind logic and strict perfectionism. More /small/ improvements i recall: 1) i moved all PSE spells (setting and "cheating") to Lesser Powers, so they don't clutter main spellbook and won't affect on magic skills leveling (maybe seldom but irritating); 2) in purpose to detect more occurences of /temporal/ player followers, i widen condition check in IchCompanionSlaveQuest elseif (VarNPC.GetInFaction PlayerFaction) || (VarNPC.GetCurrentAIPackage == 1 && VarNPC.GetPackageTarget == Player) ; it seems not perfect, but somehow lowers weird events when /vanila/ follower (fex, FG' Morwyn Orrein) could enslave PC instead of just died bandit; 3) for my own reason i narrowed creature types what can enslave pc, rejecting such non-rational as rats, deers, horses etc. Changes done at script isValidCreaFunc: Begin Function{creaToggle, who} if 0 == who.getIsCreature let creaToggle := 1 ;; humans elseif (1 == creaToggle) let creaToggle := 0 ;; maybe more filter settings will be added later elseif (who.ModelPathIncludes "\goblin\") || (who.ModelPathIncludes "\grummite\") || (who.ModelPathIncludes "\minotaur\") || (who.ModelPathIncludes "\ogre\") let creaToggle := 2 ;; can carry weapons - reasonable elseif (who.ModelPathIncludes "\fleshAtronach\") || (who.ModelPathIncludes "\scamp\") || (who.ModelPathIncludes "\xivilai\") || (who.ModelPathIncludes "\zombie\") let creaToggle := 3 ;; humanoids elseif (who.ModelPathIncludes "\imp\") || (who.ModelPathIncludes "\lich\") || (who.ModelPathIncludes "\shambles\") || (who.ModelPathIncludes "\troll\") let creaToggle := 4 ;; less possible endif setFunctionValue creaToggle end for now function result is checked only against 0, creature variations setting left to uncertain future; 4) probability of "container enslaving trespassers" made the same as for "perverted burglar": i think both them are buggy and unrealistic, so both could be disabled at once; 5) (IchSexFunction) some pre-positioning is made before "timered" master/slave sex to lower chance for actors stick into some static (also weird situations occurs when m/s are at different floor levels, and couldn't leave it because of "leash" strict holding); 6) if i understand your purposes correctly, there's no need to mention details bound with specific PSE-quests, most of which still not solved correctly. Here goes ("i just leave it here") my last pse-tweak, with short "tweaks history" (in english) and long notes (in russian).pse2send.rar ps. failed to hide main "tldr" under spoiler (not via button, not via keyword), not nice, sorry.
varenne Posted October 28, 2015 Posted October 28, 2015 @varenne If I recall correctly: In IchPlayerSlaveQuestScript Set TraderTimer to ((GetRandomPercent * 20)+900) is the delay for the slaver. Thanks! I'll take a look at that. I was looking at the scn IchSlaveTraderScript script and trying to locate issues there.
varenne Posted October 28, 2015 Posted October 28, 2015 @ emo877 - Also good stuff and all valid points too! And yeah, I too have learned more from reverse engineering other peoples code than from books. I just get a little tired of all the spaghetti code I see. 1) Yeah, I've moved spells like this to Lesser Powers for other MODs. Just makes more sense this way. 2) This could help with my specific build too, especially since I run Tamago/Hiyoko and I'm getting some really weird occurrences with them. 3) Definitely incorporating this one! 4) Yes, I think they are buggy too. The perverted burglar actually makes my game lockup and/or immediate CTD so I had to turn it off. The container enslaving trespassers does not seem to work especially well in Shivering Isles. 5) Not ready to review that one yet. 6) Yes. I'm just trying to make small incremental improvements, so things work as intended and function correctly. Thanks! I'll take a look at that DL and see.
LLockey Posted November 2, 2015 Posted November 2, 2015 If you want to edit lovers scripts (or really any sophisticated mod in general) you will need to install AND run the Construction Set Extender. Search this forum for some help on getting it set up (and as an additional hint: you might want to make sure only the necessary OBSE scripts are installed and avoid extensions like ENB, as they have, at least for me, caused a lot of grief at figuring out why it wont load), If the encounters take up too much time you can "bandaid" it by increasing the timescale. The default is 30, which means 1 minute real time equals 30 minutes in game time ( for one day to pass you'll have to wait about 48 minutes). A lot of quest related scripts in PSE are based on a GameDaysPassed check (so ingame time matters, not real time). Therefore slightly increasing the timescale can speed up things by a lot, although it can interfere with some other mods/quests. From my experience it's not an issue, as long as you stay within a reasonable margin, i.e 60, or at most 120(although that is alread kind of critical). As usual i'd suggest you save a lot if you decide to temper with timescale or the modded scripts, since you may encounter critical bugs. Setting the timescale back to 30 often times fixes these bugs tho . When I open the PlayerSlaveEncounters.esp and open the Script editor, it does not allow me to save anything, it just finds errors and I can't ignore them. Is this what you meant by Configuring the Construction Set Extender? I couldn't find much on the forums. The problem is that on SOME ESPs I can't save the scripts, even if I don't edit anything and just open the script and try to save it, it just gives errors. I would like to really change just the container traps without disabling the whole script, because it just ruins many things of the mod. Is there any way to just get past those errors?
fejeena Posted November 2, 2015 Posted November 2, 2015 OBSE Scripts can only be saved with CS started with OBSE. It's posibble to use only the CS with OBSE but CSE is better, more stable, less CTDs. CSE Link and how to CS/CSE with OBSE see my yellow Link below.
LLockey Posted November 3, 2015 Posted November 3, 2015 What would I...we do without you fejeena? You are like the savior of these "lands". My gratitude knows no bounds for you, I shall be forever in your debt oh mighty one! OBSE Scripts can only be saved with CS started with OBSE. It's posibble to use only the CS with OBSE but CSE is better, more stable, less CTDs. CSE Link and how to CS/CSE with OBSE see my yellow Link below.
Zor2k13 Posted December 8, 2015 Posted December 8, 2015 Ok forum is fixed:-) I have worked out more dialogue "I have no greeting" bugs and I upgraded shifty bert to be a quasi pimp he even has the duds for now. Only problem is that he seems to have vanished after a few game days so I have to investigate that. Looking at what others have posted recently, yeah the highwayman scripts are strange I think they don't work right because they take away the slave token after enslaving the player. One of the things the highwayman is supposed to do is kill the player if the random stuff lines up in the script. What it also does is switch the lock picking stuff off and turn on the wriggling free option instead. Highwayman takes all your stuff and puts it in a box instead of moving that stuff to a sack. I am gonna try fixing some things in that script next but I need to get bert to stick around first. I might even add another npc like bert in another city just with different dialogue. Just put them in the same rough streets quest but this time female instead of male. Soon as I get this stuff done I will upload it here. I kind of like how highwayman script works it is more basic just sucks to be unable to be sold or bought.
Zor2k13 Posted December 9, 2015 Posted December 9, 2015 Messing around with bandit robber script doesn't work out, tried adding in the missing anims from the slavequest script and that resulted in my character getting stuck forever so took those back out. Commenting out the section that removes the slave token causes the highwayman to think you are enslaved but just captured by him instead of already being captured by him so he throws up dialog about freeing you if you screw him lol. So I revered that too I can't really do anything with that script except leave it alone at this point although I did alter it a while back to leave some stuff in the player inventory like keys and notes etc. I set the highwayman to respawn so he will always come back:-) I don't know if that will cause some bugs though so if anyone knows about that sort of thing post it here. Fixed bert vanishing by setting him to respawnable. I think I will add another npc like bert in leyawin not sure yet though.
Zor2k13 Posted December 14, 2015 Posted December 14, 2015 Ok I tried adding a new quest for some npcs I am calling "slut tamers" and the quest won't start. The quest starts because of dialogue interaction with a slut tamer and that doesn't seem to be working. I based the scripting so far on the rough streets quest scripting that controls shifty bert. Scripting like that works fine with bert in the IC marketplace but it fails to work at all when using it on an exterior area. I am trying to base the first two slut tamers around the slave trader boat locations. Basically these slut tamers will be the last resort buyers if you just can't pick the slave trader lock before they get you to the boat. The slut tamers have some dialogue and if they buy you right now nothing special happens but I want to set it up so they move further in the quest I created for them. They will hopefully be able to pimp out the player for one day then sell the player to one of the inns at the imperial city. The inn keeper turns the player out as a whore in one of the upstairs bedrooms. Depending on the innkeeper you may be set free if they are one of the nice inn keepers but if they are the one of the jerks they will sell you off to someone else. Problem I am trying to figure out right now is, how is it that shifty bert is disabled until enabled by scripts and he will spawn called to but my slut tamer npc won't spawn using the same scripts but in a different area? The rough streets quest has a priority of 90 and I thought setting my new quest that high would do the trick but nope. If I have the npc set to disabled and spawn them with scripts they don't show. If I have the npc set to enabled and tell them what to do with scripts they are there but do nothing I told them to do so the dam quest won't start UGH!!!! Earlier it was working but bugging out, I think what I will do is enable my new quest with another quest like rough streets. I noticed waterfront whorehouse quest starts that way. I have no idea how I am gonna get an innkeeper to whore out the player. I am thinking there should be a list of lower and middle class npcs or something and the scripts draw at random on that list. So one at a time the npcs come into the room upstairs and maybe say a bit of dialogue then screw the player. I am thinking about leaving out quest related npcs but not sure yet.
Fienyx Posted December 14, 2015 Posted December 14, 2015 I can't wait to try out what you have and are planning on. I will most likely make a male oriented version, and upload it if you're fine with that.
Zor2k13 Posted December 14, 2015 Posted December 14, 2015 Lol a male version? But you started out making everyone female hehe. Well the outfits the new character wear are female only unless you can get them to convert somehow. I setup the outfits to use default leather armor for male version though so it won't look messed up if a male wore them. The pimp outfit has male and female that I made for shifty bert but the other stuff like the slave trader outfits just won't convert I think. I am gonna try running the maid outfit I updated through gerra6 clothing converter to see if it will fit the male body.
Fienyx Posted December 14, 2015 Posted December 14, 2015 My previous male version changed some gender checks, for goblin quest and dog days, and stopped prego bodies from trying to equip to males. That body issue caused crashes until I found those gender checks. I actually have an ambitious project I'm going to be working on. My computer got busted so, by the time I can save up the $$ to fix it, I'm better off just saving another $200 or so and buy a whole new computer. I'm going to make a bunch of mods work with a full UL, Better Cities, Open Cities Reborn setup. Thinking of making a male Crowning Isles using some outfits from slofs goth shop. Change Hooker to needing an outfit which, when worn, will activate the approaches script and turn it off when unequipped. For outfits, just a simple gender check to find out which one to equip. Should be able to make any mod work for any gender. Add gender checks in the conversation based, loversstripper has gender checks in almost every conversation, which would allow for gender specific dialogue.
Zor2k13 Posted December 15, 2015 Posted December 15, 2015 Hey thats a good idea for the outfit turning on the approaches! I have some ideas about poor npcs asking the player to be their whore and help them make money for a while but haven't been able to even try and start that yet. The scripting is still driving me nuts with the slut tamer quest lol. Whatever you do with your computer don't get windows 10, that crap might as well have been made by facebook it is horrible. They still have a lot of bug fixing to do with it anyway and at least windows 7 is stable and can still be updated. You can still get windows 7 from amazon I think if you can't get it with your computer..
Fienyx Posted December 15, 2015 Posted December 15, 2015 I didn't mind win 8, would touch 10 with a 10 ft pole. As for my plans, I'm not going to do the Crowning Isles, not a fan of the spells that do what other mods I use do. Definitely doing PSE. Not a whole lot to move to the world I'm putting together. For Hooker, I'm thinking of adding the clothes to leveled l7sts of merchants that sell clothes. They will get added when you reach hooker level 2, so you start out with just the conversation options, where you ask people. I want to make those levels mean something. As you raise in level, better chance of approaches. No plans on a guild, just take it as street rep. Lol. I prefer mods that add functionality. Rapers, PSE (alternative to death for me), Satisfaction, Creatures.... So many great mods. So it's always nice to see updates. Thought my idea for hooker will be a nice addition.
Zor2k13 Posted December 15, 2015 Posted December 15, 2015 It is too bad the quest pictures have to be so small 64x64 resolution, I was browsing the other night looking at a lot of hentai bondage stuff for good logos and almost none of them would be useful because of the low resolution except for the faction logos which can be larger.
asczdvefb Posted December 31, 2015 Posted December 31, 2015 first of all excuse my bad english , i just learned it two years ago . i encounter a several problem , once my charachter was enslaved is impossible to make a save , the game crash automaticly without distinction betwen quick or normal save ... so i would know where is the problem is located , thanks for the help EDIT: i resolved the problem by taking an older ESP ( v 0.63 )
Zor2k13 Posted February 11, 2016 Posted February 11, 2016 I hate scripting! I came back to this mod recently trying to work on the slut tamers and I can get them to enable and do stuff but they stutter sometimes because of my awful scripting skills lol. I am still contemplating moving their dialogue over to rough streets quest and just activate them from there but I don't want to screw up the rough streets quest. I think these new npcs are stuttering because I basically just copied a section of the rough streets quest script just enough of it to make it work. I think the stuttering is coming from a random and randompercent section that was used to activate shifty bert but doesn't work right in my script. I tried activating the tamers without it but they just stand there. I have tried different packages for them to run up to the player as shifty did originally but they just don't stop following the player so I have to leave them off and depend on the initially disabled thing to surprise the player instead. I want to work out what the tamers do if they catch the player like travel to the nearest inn and whore out the player to inn customers but I don't know how to do that yet. I was thinking to have only a few tamers in the game though. Right now I only have one functioning but if I can't solve the stutter bug I don't see how I can get the others working. I might just have to try the rough streets quest script instead. I have a quest for these tamers setup and a new script attached to it properly the only problem is the stutter. Sometimes they continuously draw and sheathe their weapons and sometimes they don't but instead stutter during sex starting the same sex animations over and over again until lovers is done and drops them. After the sex they stand around and their faces stutter sometimes. Shifty bert doesn't do any of this he moves around just fine so it is something from the rough streets quest I can't figure out to use properly. Some ideas... Assuming I get the tamers to work there is enough outfit variants for four of them. What I want to do is place one near each slave camp boat as a last chance option for the slave trader to sell the player instead of taking the player to the camp. So if the tamers buy the player they will do the same thing with the player as if they had either captured the player in combat or convinced the player to be a slave with threats and intimidation and that is to whore out the player at an inn somewhere:-) I want to make sure it is an inn with a separate cell for the bedrooms so other npcs don't get to ride for free. Basically either the tamer ties the player to a bed in the other cell and random npcs from that city are chosen as customers who pop into the cell one at a time or the tamer stays in the inn lobby with the player and each npc pops into the inn several at a time and one will approach the tamer and ask how much then the player is handed off to the npc and they go to the other cell together. I haven't decided yet which way to go with that. What I want to do is eventually after x amount of customers lets say 10 the tamer tells the player they have been sold to the innkeeper and then the innkeeper approaches for a convo with the player. I want to have some innkeepers have a nice but stuck in desperate times dialogue and others to be total jerks. So the player is stuck being a tied down whore at an inn and... I don't know how I would make an optional escape avenue for that one except the innkeeper who is nice might let the player go eventually and the innkeeper who is a jerk will say the player is used up trash after x amount of customers and sell the player to someone else. The problem with ideas is lack of scripting skills since it will take a lot of scripting to make these ideas work. At a minimum if I get the tamers to stop stuttering or merge them into rough streets quest I will place all four of them in certain parts of the world and upload the mod here again.
Zor2k13 Posted February 11, 2016 Posted February 11, 2016 I moved the slut tamer over to the rough streets quest and it wouldn't work correctly until I copied exactly all the stuff shifty bert has at the end of his script so now I have to plan out how to deal with the slut tamers if they die and it was not the player that killed them lol. I am thinking about instead placing them in their own room at an inn and give them a patrol route around the perimeter roads of the imperial city so they don't end up dead and can still manage to annoy the player as shifty bert does. I set the tamer up to not fight the player but instead frame the player with a false accusation to a guard. They will only chase the player for a certain number of hours each day instead of all the time though. The only thing I am worried about with putting the tamers in their own rooms is that other mods might use those rooms and also some of those inn rooms are messed up and have to be fixed with the unofficial oblivion patch.
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