Jump to content

Player Slave Encounters (Updated Oct 18)


Recommended Posts

Posted

Ā 

Ā 

Ā 

Ā 

Ā 

Do you know?

Ā 

Ā 

About the Deep One's quest?

Ā 

That one I'm not sure about.

Ā 

But, if you have a door that won't open, you can try the Console Command:

Ā 

Hit the ~ key to open it...click on the door in question...'door' or something similar should be displayed up top...type unlock and hit enter...the door should now be open...the command 'lock' can reverse the procedure.

Posted

Ā 

Ā 

Ā 

Ā 

Ā 

Ā 

Do you know?

Ā 

Ā 

About the Deep One's quest?

Ā 

That one I'm not sure about.

Ā 

But, if you have a door that won't open, you can try the Console Command:

Ā 

Hit the ~ key to open it...click on the door in question...'door' or something similar should be displayed up top...type unlock and hit enter...the door should now be open...the command 'lock' can reverse the procedure.

Ā 

I'll keep that in mind for later, but I used the warp ring you get from CM Partners mod since opening said door would bring you Ā back to the first room anyway.

Ā 

I hope that one issue doesn't mean the chain's incomplete.. I'm invested.

Posted

It's pretty fragile as far as mods go. I have to try several times with some of the mini-quests to get them to fire-right. But basic PSE (getting captured) links-in so well with Lovers Bitch, Lovers RaperS and Lovers Blackmail that it's still worth the effort. Load order is important...low on the list....or AI-pathing changes might be overridden by some other mod.

Ā 

Save, save, save...

Posted

I've seen to have run in a strange problem. After I tell Bert to "Get lost", after a few days I get a bounty of 10k gold. Works how it should have.

But strangly, if I seem to load a previous save or exit the game and reload the save before I get caught, it never applies the bounty to me.

Ā 

Is this normal or does my reloading create errors in the scripts?

Posted

There is a normal 50% chance of the 10k bounty being applied. This is modified by your fame and infamy (higher fame reduces the bounty chance, higher infamy increases it).

Posted

Is there a way to redo A Shadow Over Hackdirt after you already did it, besides restarting? I sorted my mods better and reinjected PSE. Sibling Rivalry ccame up, but I can't ask Dar-ma or Randolph about Cysei.

  • 2 weeks later...
Posted

Hi, I don't know if anyone will respond; however, I'm having an issue with the textures, I believe I loaded them properly, but the bottom half of the goblins don't load, and some other textures are screwed up, can anyone help? I also downloaded lovers creatures, if that could be the issue

Posted

Hi, I don't know if anyone will respond; however, I'm having an issue with the textures, I believe I loaded them properly, but the bottom half of the goblins don't load, and some other textures are screwed up, can anyone help? I also downloaded lovers creatures, if that could be the issue

Ā 

I would check if lovers creatures has meshes and textures for goblins and reactive it, or install it.You might for example have deactivated some mod that has goblin mesh and or textures and presto it messed up.or you installed another mod that altered the goblin mesh and or textures in a bad way .

Its awhile since a mod oblivion but I think missing textures in oblivion give a horrible green color and missing meshes would make goblins black. hope this is some help. I think missing meshes and texture just are invisible . so a goblin without hand meshes /textures would be handless

Ā 

Posted

Hi, I don't know if anyone will respond; however, I'm having an issue with the textures, I believe I loaded them properly, but the bottom half of the goblins don't load, and some other textures are screwed up, can anyone help? I also downloaded lovers creatures, if that could be the issue

Ā 

You need Creatures...Goblin junk included there. :)

I've seen to have run in a strange problem. After I tell Bert to "Get lost", after a few days I get a bounty of 10k gold. Works how it should have.

But strangly, if I seem to load a previous save or exit the game and reload the save before I get caught, it never applies the bounty to me.

Ā 

Is this normal or does my reloading create errors in the scripts?

Ā 

With my current character, Bert is nowhere to be seen. Perhaps we should join forces...lol.

Ā 

From experience, I've found that the Bert quest needs to be done in one shot...easy to break for some reason. I've reloaded PSE several times right-off the bat just trying to get through it without the bounty disappearing. Sort of counter-intuitive, I realize....heh.

Posted

Ā 

Hi, I don't know if anyone will respond; however, I'm having an issue with the textures, I believe I loaded them properly, but the bottom half of the goblins don't load, and some other textures are screwed up, can anyone help? I also downloaded lovers creatures, if that could be the issue

Ā 

I would check if lovers creatures has meshes and textures for goblins and reactive it, or install it.You might for example have deactivated some mod that has goblin mesh and or textures and presto it messed up.or you installed another mod that altered the goblin mesh and or textures in a bad way .

Its awhile since a mod oblivion but I think missing textures in oblivion give a horrible green color and missing meshes would make goblins black. hope this is some help. I think missing meshes and texture just are invisible . so a goblin without hand meshes /textures would be handless

Ā 

Ā 

Ā 

Missing texture = Pink object.

Ā 

If a chunk of clothes/body...or modified lower body in this case...is missing in the game, that can mean a few things I can think of.

1] Bad texture path to the mesh...check or correct with NifSkope.Ā  http://niftools.sourceforge.net/wiki/NifSkope

2] Too big a texture for the video card used. Some of those skin textures can be HUGE...20+ MB a chunk...

3] Missing a needed mod...like Creatures.

  • 2 weeks later...
Posted

http://www.nexusmods.com/oblivion/mods/25568/?

Ā 

This mod let you yell for help when in combat etc.

Ā 

I tried to patch it by disabling the shout key so if player get enslaved she cannot yell for help because of silence effect/gag on the mouth.

Ā 

Can someone help me to get this damn script working? I tried to use functions such asĀ  GetActorValue GetMagicEffectName but none wants to work for me because of some of my noovbie erorrs.

Ā 

For some reason I cannot upload the esp here is the code:

scn sycSHOUTSilenceScript
ref sycSHOUTQuest
ref sSwitch
ref Silence
ref effectSilence
float fQuestDelayTime
Begin GameMode
	
	set fQuestDelayTime to 1
	if (effectSilence == 1)
		set sSwitch to 0
	endif
	if (effectSilence == 0)
		set sSwitch to 1
	end

I binded the script to quest.

Posted

A quest script:

Today I had also a problem with a quest script

A quest update if a NPC have a Item in his inventory

..........................................

scn xxxx

Ā 

short doonce

Ā 

begin Gamemode

If NPCRef.GetItemCount xy >= 1 && doonce == 0

Ā setstage QuestnameĀ  30

Ā set doonce to 1

endif

........................

The shit does not work....

Quest priority was 100...

WSF...it must work.

Ā 

I get it to work as I changed the script to

Ā 

begin Gamemode

If GetStage Questname > 5

If NPCRef.GetItemCount xy >= 1 && doonce == 0

Ā setstage QuestnameĀ  30

Ā set doonce to 1

endif

endif

Ā 

.........

Seems the quest script does not like lines without the quest. It does not know when it should use the part of the script

Ā 

---------------------------------------------------------

--------------------------------------------------------

And your script: were are the ref declarations?

You use "Syclonixs Help Others Under Threat" Mod with PSE ? But PSE ist not a master File ? ( or "Syclonixs Help Others Under Threat" is not master of PSE )

Ā 

Example: I want to check in a Mod if a NPC have the LoversSlavetrader ensalve token

...............................

scn GlenmorilQuestScript

Ā 

ref GlenmorilLSTSlaveToken

Ā 

Begin GameMode

Ā Ā  Ā if GetGameLoaded

Ā Ā  Ā Ā Ā  Ā Set GlenmorilHasLST to 0


Ā Ā  Ā Ā Ā  Ā if GlenmorilHasLST == 0
Ā Ā  Ā Ā Ā  Ā Ā Ā  Ā if (IsModLoaded "LoversSlaveTrader.esp")


Ā Ā  Ā Ā Ā  Ā Ā Ā  Ā Ā Ā  Ā Set GlenmorilLSTSlaveToken to GetFormFromMod "LoversSlaveTrader.esp" 001D36
Ā 
Ā Ā  Ā Ā Ā  Ā Ā Ā  Ā Ā Ā  Ā Set GlenmorilHasLST to 1

Ā Ā  Ā Ā Ā  Ā Ā Ā  Ā endif

Ā Ā  Ā Ā Ā  Ā endif

endif

.............................

Now I can use the ref

Ā 

If NPCref.getitemcount GlenmorilLSTSlaveToken >= 1

Ā 

Posted

A quest script:

Today I had also a problem with a quest script

A quest update if a NPC have a Item in his inventory

..........................................

scn xxxx

Ā 

short doonce

Ā 

begin Gamemode

If NPCRef.GetItemCount xy >= 1 && doonce == 0

Ā setstage QuestnameĀ  30

Ā set doonce to 1

endif

........................

The shit does not work....

Quest priority was 100...

WSF...it must work.

Ā 

I get it to work as I changed the script to

Ā 

begin Gamemode

If GetStage Questname > 5

If NPCRef.GetItemCount xy >= 1 && doonce == 0

Ā setstage QuestnameĀ  30

Ā set doonce to 1

endif

endif

Ā 

.........

Seems the quest script does not like lines without the quest. It does not know when it should use the part of the script

Ā 

---------------------------------------------------------

--------------------------------------------------------

And your script: were are the ref declarations?

You use "Syclonixs Help Others Under Threat" Mod with PSE ? But PSE ist not a master File ? ( or "Syclonixs Help Others Under Threat" is not master of PSE )

Ā 

Example: I want to check in a Mod if a NPC have the LoversSlavetrader ensalve token

...............................

scn GlenmorilQuestScript

Ā 

ref GlenmorilLSTSlaveToken

Ā 

Begin GameMode

Ā 

Ā Ā  Ā if GetGameLoaded

Ā 

Ā Ā  Ā Ā Ā  Ā Set GlenmorilHasLST to 0

Ā 

Ā 

Ā Ā  Ā Ā Ā  Ā if GlenmorilHasLST == 0

Ā Ā  Ā Ā Ā  Ā Ā Ā  Ā if (IsModLoaded "LoversSlaveTrader.esp")

Ā 

Ā 

Ā Ā  Ā Ā Ā  Ā Ā Ā  Ā Ā Ā  Ā Set GlenmorilLSTSlaveToken to GetFormFromMod "LoversSlaveTrader.esp" 001D36

Ā 

Ā Ā  Ā Ā Ā  Ā Ā Ā  Ā Ā Ā  Ā Set GlenmorilHasLST to 1

Ā 

Ā Ā  Ā Ā Ā  Ā Ā Ā  Ā endif

Ā 

Ā Ā  Ā Ā Ā  Ā endif

Ā 

endif

.............................

Now I can use the ref

Ā 

If NPCref.getitemcount GlenmorilLSTSlaveToken >= 1

Thank you for lessons :) I want this patch to make it as universal as possible without master dependency of other mods. So it basically does not allow shouting when player is under the effect of silence. I uploaded same broken esp from yesterday.

Ā 

sySHOUTSilence.esp

Posted

I can not test it, I don't use PSE

Ā 

And I can not open it in TES4Edit

"sySHOUTSilence.esp" requires master "sycSHOUT.esp"

Ā 

Do you want to make a patch for the "Syclonixs Help Others Under Threat" Mod ?

sycSHOUT.espĀ Ā  original Mod ???

sySHOUTSilence.espĀ Ā Ā  your patch ????

Ā 

Two esp one Mod...why not make a one esp version ? a sycSHOUT.esp Lovers version.

Posted

I can not test it, I don't use PSE

Ā 

And I can not open it in TES4Edit

"sySHOUTSilence.esp" requires master "sycSHOUT.esp"

Ā 

Do you want to make a patch for the "Syclonixs Help Others Under Threat" Mod ?

sycSHOUT.espĀ Ā  original Mod ???

sySHOUTSilence.espĀ Ā Ā  your patch ????

Ā 

Two esp one Mod...why not make a one esp version ? a sycSHOUT.esp Lovers version.

Ā 

I am script stupid... I am not advance scripter to make sycSHOUT for lovers. I wanted to make simple scripted mod where being Silenced prevents you from calling for help.

Ā 

http://i.imgur.com/AD5pmbI.jpg

Ā 

I keep getting errors and cannot get shouting disabled when silenced. PSE makes player silenced when enslaved.

Ā 

My second attempt code:

scn sycSHOUTQuestSilence
ref Silence
short sSwitch
short sSilenced

Begin GameMode
		if GetGameLoaded 
		set sSilenced to 0
		endif
	if player.GetMagicEffectName Silence 
		set sSilenced to 1
		endif
	set sSwitch to 0
	
end

My script must be more complex to explain how I get sSwitch?

post-16957-0-83809200-1482947209_thumb.jpg

Posted

@Nepro

Ā 

instead of:
Ā if player.GetMagicEffectName Silence
Try:
Ā if Player.HasMagicEffect SLNC

If you want to know if your player is enslaved by PSE-

set hasPse to IsModLoaded "PlayerSlaveEncounters.esp"
if hasPse
Ā Ā Ā  set psecuffs to GetFormFromMod "PlayerSlaveEncounters.esp" 00f062
Ā Ā  Ā 
Ā Ā Ā  Then check player for itemcount of psecuffs

Ā 

This all is just rough sketch. I do not use either mod right now.

Mem

Posted

I delete the master file with Gecko and opendĀ  your esp with TES4Edit

As mem4ob4 said use SLNC ( maybe a mod adds a silent spell without the effect shader "effectSilence"Ā  or a Mod that removes the effect shaders )

And yes in your script was no check who has the magic effect.

Ā 

And if your Mod should be a Patch for the sycSHOUT.esp and it is your master file you don't need a ref if the "sSwitch" is in a quest-script in the sycSHOUT.esp

It the Quest-name in the sycSHOUT.esp is "sycSHOUTQuest"Ā  your script can be

......................................................................

scn sycSHOUTSilenceScript

float fQuestDelayTime
Begin GameMode
Ā Ā  Ā 
Ā Ā  Ā set fQuestDelayTime to 1

if Player.HasMagicEffect SLNC == 1
Ā Ā  Ā Ā Ā  Ā set sycSHOUTQuest.sSwitch to 0
Ā Ā  Ā endif
Ā if Player.HasMagicEffect SLNC == 0
Ā Ā  Ā Ā Ā  Ā set sycSHOUTQuest.sSwitch to 1
Ā Ā  Ā endif
end

-------------------------------

or

--------------------------------

scn sycSHOUTSilenceScript

float fQuestDelayTime
Begin GameMode
Ā Ā  Ā 
Ā Ā  Ā set fQuestDelayTime to 1

if Player.HasMagicEffect SLNC
Ā Ā  Ā Ā Ā  Ā set sycSHOUTQuest.sSwitch to 0

else
Ā Ā  Ā Ā Ā  Ā set sycSHOUTQuest.sSwitch to 1
Ā Ā  Ā endif
end

Ā 

-----------------------

! Yes you use the quest name in the script not the quest-script name!

Right: Ā Ā  Ā Ā Ā Ā  set sycSHOUTQuest.sSwitch to 1

Wrong:Ā Ā Ā  Ā Ā  Ā Ā Ā Ā  set sycSHOUT.sSwitch to 1Ā 

Ā 

-----------------------------------------------------------------------

And why not add it in the original sycSHOUT.esp in the quest script? No Patch neededĀ  and one esp less.

Ā 

-------------------------

Edit: Why can you cast the spell / use the shout key ?

The key only starts the spell.

So you can simply change the spell in the Original sycSHOUT.esp. Uncheck the "Immune to silence"

No Patch, no script change.

Ā 

Edit2: I downloaded the Mod...there is no spell only the script.

but I saw this

Ā Ā  Ā Ā Ā Ā  if ( player.isInCombat )
Ā Ā  Ā Ā Ā  Ā Ā Ā  Ā set sSwitch to 1
Ā Ā  Ā Ā Ā  Ā else
Ā Ā  Ā Ā Ā  Ā Ā Ā  Ā set sSwitch to 2Ā Ā  Ā Ā Ā  Ā 
Ā Ā  Ā Ā Ā  Ā endif

------

Ā 

The 0 is used forĀ  key select

Ā Ā  Ā Ā Ā Ā  set sSwitch to 0Ā Ā  Ā ; Unlock Key Listener

Ā 

The first part of the script.

Ā 

if ( sSwitch == 0 )Ā Ā  Ā ; Serves as a lock mechanism. Won't detect next key press until pseudo-loop is finished.

Ā 

I'm not sure if you should set sSwitch to 0 ( or useĀ  sSwitch in your script)

Ā 

If I understand the Mod right the script always runsĀ  and sSwitch is only the check if you are in combat or not.

If you press the key and you are not in combat it could happen that NPCs come to the player, then you have the dialoges and can tell the NPC "False Alarm" ( but not sure)

And the NPCs must be near you to hear your shout.

Ā 

Maybe you block the whole scriptĀ  in the original esp

Ā 

begin gameMode

if Player.HasMagicEffect SLNC == 1

return

endif

set fQuestDelayTime to .001

....

....

the script

-------------------------

or

................

begin gameMode

if Player.HasMagicEffect SLNC == 0

set fQuestDelayTime to .001

....

....

the script

....

endif

end

--------------------------------

Ā 

Why do you need the Mod? I never needed help.

And with the Mod you don't get help if no one hear you ( in a bandit cave)

In the wilderness the NPCs must run to the player ( it is no summons spell ), so if the enemy is to strong you run to the next street or city gate or inn and you get help ( imperial soldiers or city guards or the people in the inn)

And if a enemy is too strong and you cry for help you are still alone..and dead till the NPCs reach the player. So you must run. Then you can run till you meet help.

And for Bandit caves or ayleid ruins and places without friendly NPCs you use one or two companions.

So why the Mod?

Ā 

Ā 

Posted

begin gameMode

if Player.HasMagicEffect SLNC == 1

return

endif

set fQuestDelayTime to .001

....

....

the script

-------------------------

Ā 

This simple tweak helped it! Thank you fejeena simple and effective :)

I uploaded the tweaked plugin. This serves as fix for werewolf characters as well from the mod Curse of Hircine. Werewolf won't be able to shout for help because they get silence effect as well upon transformation.

sycSHOUT Silence Disables Shouting.zip

  • 3 weeks later...
Posted

There's a lot of pages to go through and google isn't a help atm...so I was really hoping there could be any information on a weird error or bug I'm getting.Ā 

Ā 

When the player is enslaved in my game, everything else works fine, but instead of equipping a ball gag and posing in cuffs, their feet/tail disappear (they have no feet or tail) and they walk normally without the pose. I added the meshes, textures, addons patch, and paybandit patch. This thread reminded me I need to reinstall creatures on top for creature body effects (creatures missing dicks) but I am unsure that would be related...?

Ā 

It is as if I'm missing the mesh for the animation because add gag is also failure. Perhaps installing a correct animation pack would solve it.

Ā 

Feeling stupid...I thought I had installed the meshes because I remembered dragging them over. But when I tried again, I guess they didn't install the first time. It works now.

  • 2 weeks later...
  • 3 weeks later...
Posted

the default enslave chance is 0%, should i change that?

Ā 

Yes...you can set it to what you like. If you're playing a weakling...set it higher, etc.

Ā 

You'll want this, too...

http://www.loverslab.com/files/file/101-lovers-rapers-wappyones-edition-180/

Ā 

It crosses-over with PSE

Has anyone released a guide on how to start all the encounters?

Ā 

Some of them are obvious, but some are not.

Ā 

Thanks,

Eric

Ā 

I think there is an archived thread from early versions of PSE that might have some descriptions.

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...