DogOnPorch Posted November 17, 2016 Posted November 17, 2016 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.
Doma Posted November 18, 2016 Posted November 18, 2016 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.
DogOnPorch Posted November 19, 2016 Posted November 19, 2016 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...
Guest Posted November 21, 2016 Posted November 21, 2016 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?
Gaebrial Posted November 22, 2016 Posted November 22, 2016 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).
Doma Posted November 26, 2016 Posted November 26, 2016 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.
hetheman Posted December 7, 2016 Posted December 7, 2016 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
liniul Posted December 14, 2016 Posted December 14, 2016 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
DogOnPorch Posted December 15, 2016 Posted December 15, 2016 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.
DogOnPorch Posted December 15, 2016 Posted December 15, 2016 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.
Nepro Posted December 28, 2016 Posted December 28, 2016 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.
fejeena Posted December 28, 2016 Posted December 28, 2016 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 GameModeĀ Ā Ā if GetGameLoadedĀ Ā Ā Ā Ā Ā Set GlenmorilHasLST to 0Ā Ā Ā Ā Ā Ā if GlenmorilHasLST == 0Ā 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" 001D36Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Set GlenmorilHasLST to 1Ā Ā Ā Ā Ā Ā Ā Ā Ā endifĀ Ā Ā Ā Ā Ā endifendif ............................. Now I can use the ref Ā If NPCref.getitemcount GlenmorilLSTSlaveToken >= 1 Ā
Nepro Posted December 28, 2016 Posted December 28, 2016 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
fejeena Posted December 28, 2016 Posted December 28, 2016 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.
Nepro Posted December 28, 2016 Posted December 28, 2016 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?
mem4ob4 Posted December 28, 2016 Posted December 28, 2016 @Nepro Ā instead of:Ā if player.GetMagicEffectName SilenceTry:Ā if Player.HasMagicEffect SLNCIf you want to know if your player is enslaved by PSE-set hasPse to IsModLoaded "PlayerSlaveEncounters.esp"if hasPseĀ Ā Ā set psecuffs to GetFormFromMod "PlayerSlaveEncounters.esp" 00f062Ā 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
fejeena Posted December 28, 2016 Posted December 28, 2016 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 sycSHOUTSilenceScriptfloat fQuestDelayTimeBegin GameModeĀ Ā Ā Ā Ā Ā set fQuestDelayTime to 1 if Player.HasMagicEffect SLNC == 1Ā Ā Ā Ā Ā Ā set sycSHOUTQuest.sSwitch to 0Ā Ā Ā endifĀ if Player.HasMagicEffect SLNC == 0Ā Ā Ā Ā Ā Ā set sycSHOUTQuest.sSwitch to 1Ā Ā Ā endifend ------------------------------- or -------------------------------- scn sycSHOUTSilenceScriptfloat fQuestDelayTimeBegin GameModeĀ Ā Ā Ā Ā Ā set fQuestDelayTime to 1 if Player.HasMagicEffect SLNCĀ Ā Ā Ā Ā Ā set sycSHOUTQuest.sSwitch to 0elseĀ Ā Ā Ā Ā Ā set sycSHOUTQuest.sSwitch to 1Ā Ā Ā endifend 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 1Ā Ā Ā Ā Ā Ā elseĀ 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
Vigilante89 Posted January 1, 2017 Posted January 1, 2017 Does anyone know where I need to put the nif file for the dmra boobie stocks?
Nepro Posted January 8, 2017 Posted January 8, 2017 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
Faxroux Posted January 24, 2017 Posted January 24, 2017 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.
erc1971 Posted February 6, 2017 Posted February 6, 2017 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
mentalmike72 Posted February 23, 2017 Posted February 23, 2017 the default enslave chance is 0%, should i change that?
DogOnPorch Posted February 24, 2017 Posted February 24, 2017 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.
mentalmike72 Posted March 2, 2017 Posted March 2, 2017 is there a way to start the reluctant housmaid quest throught the console? cuz when that campĀ lady tells me to drink a potion i get CTD
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