jbezorg Posted March 21, 2013 Author Posted March 21, 2013 Jebezorg : Question is there a reason for the Silverhands not to be in the slaverfaction ? unless there is some conflict with the companiions quest, I guess if there is the SH;s could be added to the faction after the compan quest is done. (and possibly added by default then removed when the player joins the companions, bit more complex if the mod is started while he player is in the companions though) It's pretty much the reason you gave. A general avoidance of factions that have a high probability of making important quests unable to be completed. Doing stuff like the Thug Quest, while interesting, was also something I wanted to avoid. Though the Thug Quest is pretty obscure if there was some mod that expanded on it, it would conflict with SD. The more quests that I rely on to be a specific way the more potential there is for conflict. And also a selection of factions that would enslave a player that made sense. Bandits are an obvious choice given Sapphire's background story of how she became a member of the thieves guild. There's also the limitation of faction imposed on SD by the animations that are available.
stobor Posted March 21, 2013 Posted March 21, 2013 Not at the point where I did the uninstall/save/reinstall dance. That was right before encountering the spriggan matron, no SD quests were active at the time. The bleedout animation problem has never happened without the spriggan armor though. So far, I haven't encountered this problem with a brand new character (created with 3.17.02 installed), but she's too new to be entirely sure. One visible difference: in the bugged game, I never saw the green highlights during the animation, but with a clean start they do show up. I'm guessing that my previous character (created with 3.17.01, which had the missing properties bugging the Thug quest) has some save-game corruption left over from the Thugs. If that's really the case, then this is most likely a one-time problem. The spriggan armor itself causes the bleedout along with some gasping. The timing for this is set up when the armor is put on. The script that controls this is associated with the quest. If for some reason the quest was reset while the armor was on the associated script would disappear. If it was then restarted, the equip event would not occur and the timing setup would be blank probably causing the effect to start but never end. That's one possibility. In the console, I see _sqds_functions ::sdBleedoutVar = false (I think I remembered the var name correctly), even though the character is behaving as if in bleedout state. This is several game hours after the initial encounter with the spriggan. Should that be false at this point? Is there some other state var that might contradict it, thus leaving the script in an internally inconsistent state? Most important, is there any console magic to forcibly "fix" it? I assume there's more to the timer setup than simply overriding a global variable somewhere. Edit to add: Does it matter whether in the initial encounter the armor auto-equipped, or had to be manually equipped after the animation ended?
jbezorg Posted March 22, 2013 Author Posted March 22, 2013 Jebezorg : Question is there a reason for the Silverhands not to be in the slaverfaction ? unless there is some conflict with the companiions quest, I guess if there is the SH;s could be added to the faction after the compan quest is done. (and possibly added by default then removed when the player joins the companions, bit more complex if the mod is started while he player is in the companions though) It's pretty much the reason you gave. A general avoidance of factions that have a high probability of making important quests unable to be completed. Doing stuff like the Thug Quest, while interesting, was also something I wanted to avoid. Though the Thug Quest is pretty obscure if there was some mod that expanded on it, it would conflict with SD. The more quests that I rely on to be a specific way the more potential there is for conflict. And also a selection of factions that would enslave a player that made sense. Bandits are an obvious choice given Sapphire's background story of how she became a member of the thieves guild. There's also the limitation of faction imposed on SD by the animations that are available.
Commanderx Posted March 22, 2013 Posted March 22, 2013 Out of curiosity Jbezorg, what is the difference between this mod and the SD2 you've mentioned?
ericsundiu Posted March 22, 2013 Posted March 22, 2013 I experience I problem that, when my character got enslaved, she is not kneel? I remember she does kneel at beforethe update. Is it changed on the new update or is it my problem? The sex scene has no problem though Also, I do not quite understand the thug quest, do i have to complete WIAddItem01 and WIAddItem02 before I will get chased by a thug? Its bad to ask but can you give me an example person who is available to giving thug quest??
jbezorg Posted March 22, 2013 Author Posted March 22, 2013 In the console, I see _sqds_functions ::sdBleedoutVar = false (I think I remembered the var name correctly), even though the character is behaving as if in bleedout state. This is several game hours after the initial encounter with the spriggan. Should that be false at this point? Is there some other state var that might contradict it, thus leaving the script in an internally inconsistent state? Most important, is there any console magic to forcibly "fix" it? I assume there's more to the timer setup than simply overriding a global variable somewhere. Edit to add: Does it matter whether in the initial encounter the armor auto-equipped, or had to be manually equipped after the animation ended? player.pushactoraway player 1 Try that in console. This should force the player into ragdoll and if the spriggan armor has errored out and stopped it should end with the character standing normal. Also. Is health above 0? If it isn't player.restoreav health 10000 That's basically a mega heal and once health is above 0. Bleedout should end.
jbezorg Posted March 22, 2013 Author Posted March 22, 2013 Out of curiosity Jbezorg, what is the difference between this mod and the SD2 you've mentioned? Modular with sex and slavery in their own ESMs. Rather than just one big esp file and if one thing errors out or CK crashes and drops property refs the whole mod has to be checked. Plus ESMs means others can add the stuff they want. Scripting is mostly free of being dependent on, and allowing the player only, in SD but it's still there. Plus I was pretty much a modding noob when I started SD and the scripting back then could be easily described as running head first into a wall until either A) I smashed through the wall or became so dizzy that I missed the wall and got something that worked.
stobor Posted March 22, 2013 Posted March 22, 2013 player.pushactoraway player 1 Try that in console. This should force the player into ragdoll and if the spriggan armor has errored out and stopped it should end with the character standing normal. Also. Is health above 0? If it isn't player.restoreav health 10000 That's basically a mega heal and once health is above 0. Bleedout should end. Thanks, I'll keep a note of that in case it happens again. Health was already at full, so that wasn't the problem, but the forced ragdoll may do the trick. Happily, when I was experimenting to see if it mattered whether the spriggan armor auto-equipped or had to be manually equipped made a difference, I lucked into a successful run where the bug did not occur (even though I was starting from the same save file that had failed a dozen times before). This time, the green highlights did come with the animation, and 2 game days later the bug has not come back. The spriggan quest is now behaving normally. I've no idea what made the difference, but it seems that as long as things start up properly, the bug does not manifest.
stobor Posted March 22, 2013 Posted March 22, 2013 Also, I do not quite understand the thug quest, do i have to complete WIAddItem01 and WIAddItem02 before I will get chased by a thug? Its bad to ask but can you give me an example person who is available to giving thug quest?? Not anymore, as far as I can tell. If I want to test the Thugs on a new version of SD, I generally steal some stuff from the old witch (Anise? I think) with the cabin near Riverwood and Bleak Falls. Doesn't matter if she's dead already, stealing stuff from that cabin usually results in the Thugs showing up within 48 hours. If they don't, back up to a prior save and try again - it shouldn't take very many tries. If you check the quest status in the console, immediately after stealing ('sqv wiadditem03') and the Thugs references are filled in, then they'll be along in due time.
dazuzu Posted March 22, 2013 Posted March 22, 2013 Real sorry if this questions been answered I must have missed it but when I did the full uninstall when I tried to start skyrim again it just ctd every time did everything right there were no files left of SD did you mean by full uninstall as in a full uninstall of skyrim as well or am I just being silly?
stobor Posted March 22, 2013 Posted March 22, 2013 I have yet to see the short intro scene (recently added, according to the changelog) to the Thug quest actually play; this is probably related to the fact that I keep having the boss Thug march off to his destination without playing any animation (usually with the character sliding along in a kneeling position).
stobor Posted March 22, 2013 Posted March 22, 2013 Real sorry if this questions been answered I must have missed it but when I did the full uninstall when I tried to start skyrim again it just ctd every time did everything right there were no files left of SD did you mean by full uninstall as in a full uninstall of skyrim as well or am I just being silly? Did you rerun FNIS? You need to do that after adding OR deleting animations.
dazuzu Posted March 22, 2013 Posted March 22, 2013 Yeah I did that my game seems to have become reliant on SD...just went back to before I uninstalled and updated
hurp Posted March 22, 2013 Posted March 22, 2013 I get CTD's when the main menu pops up I had the dependencies up and running Had used FNIS gen no previous installs of SD on this machine new character Only crashes with this mod on. thoughts? EDIT: works. Could have been the fact i had the patches running without the DLC/mod. Or the option in NMM "scan mod subfolders" thta fixed it
dazuzu Posted March 22, 2013 Posted March 22, 2013 in the same boat as you friend really wanted to give this mod a whirl.
Pfactor Posted March 22, 2013 Posted March 22, 2013 I finally got the Meeting Sanguine part working after many tries but I ran into another issue and wanted to know more. [spoiler=Meeting Sanguine] After escaping I went back to Breezehome to sleep after reading what someone posted. First few times I did this I got CTD. Then randomly it worked. Sanguine's dialogue lines go by so fast that it's difficult to keep up. I got the gist of the contract and 100K times bla bla but it was still hard to follow. Rapes my PC a few times then sends me back to Breezehome. Then everyone at my home just goes ape shit. I've got a lot of eye candy just wandering around my house. When I got sent back everyone acted like an enemy does when someone is sneaking, walk all around my house with weapons drawn asking if anyone is there. And if they didn't start with a weapon, they raided my armory (treasure chest) for weapons. I could not speak with any of the characters, they just ignored me and kept looking for someone that wasn't there. Is that supposed to happen? I didn't wait to find out more, just loaded another saved game. That was last night. Tonight I tried it again and Sanguine just kept raping me 5+ times each time I tried talking to him. I Could not get the same dialouge to come up like last time. Then my machine locked up completely and I rebooted and now I'm here.
RockMic Posted March 22, 2013 Posted March 22, 2013 Only two things 1) I can not uninstall it dies soon after the message. 2) it is possible to use other sounds too bad UGHT and goes well with the gag, but without sounding really bad.
magnusx Posted March 22, 2013 Posted March 22, 2013 Only two things 1) I can not uninstall it dies soon after the message. 2) it is possible to use other sounds too bad UGHT and goes well with the gag, but without sounding really bad. Write Tim in console and uninstall
OlBenny Posted March 23, 2013 Posted March 23, 2013 Hi guys! From earlier versions of SD, I remember that while an indentured servant, the master wouldn't follow you. They would stay put, you would go off to earn the 500 gold to buy-out your freedom, come back, give the master the gold, and then complete the quest. However, and unless this mechanic has changed recently, my master now follows me. In my latest enslavement, I was making my way to Whiterun, the master was following me, he saw a fox, and things got ugly. So, I was just wondering, did this mechanic change? If it hadn't, might there be a fix? Cheers!
Commanderx Posted March 23, 2013 Posted March 23, 2013 So the Thug Quest appears to be broken for me. Only one of them ever attacks while the others sheathe then unsheathe their weapons. More than half the time I get kill-blowed instead of enslaved, but I'm not sure if that has to do with this mod. When I am enslaved, they seem to get stuck in a loop of their "here to teach you a lesson" dialog followed by them drawing their weapons, sheathing them, and repeating the line in an endless cycle.
whatto51 Posted March 23, 2013 Posted March 23, 2013 Hi guys! From earlier versions of SD, I remember that while an indentured servant, the master wouldn't follow you. They would stay put, you would go off to earn the 500 gold to buy-out your freedom, come back, give the master the gold, and then complete the quest. However, and unless this mechanic has changed recently, my master now follows me. In my latest enslavement, I was making my way to Whiterun, the master was following me, he saw a fox, and things got ugly. So, I was just wondering, did this mechanic change? If it hadn't, might there be a fix? Cheers! Masters are supposed to follow you, and take things on their way preventing you from pick up weapons and equip. Unfortunately npc AI is not the best thing in Skyrim so they often get stucked somewhere or run after creatures too close to you. But taking them to places where I can get help to take my gear back, is one of my favorite. Don't know what ugly things happened with your fox. Only bad things I've seen, is when indentured time expires and I'm forced back to master place while he's fighting against giants
shadownk Posted March 23, 2013 Posted March 23, 2013 Can somebody tell me what exactly should I do after receiving the Spriggan armor? I have waited pass 24hrs game time and walked around towns, but the quest just won't start. Nobody had any comments on me and the armor has no effects. I am sure I haven't install the mod mentioned in the help section. Please help!! Thanks!!!
relok Posted March 23, 2013 Posted March 23, 2013 Dance animations don't seem to work unless I make a transition from one area to another. (i.e. going from indoors to outdoors) Sex animations aren't activating at all. Not much seems to happen when I get enslaved. The master just idly walks around and does jack squat. Didn't even follow me when I accidentally fell off a ledge and had to go back up the long way. Ghostlynoob, my guess is that your animation .hkx's didn't install properly. If you installed via NMM 0.44.3 and didn't have the "Don't extract ReadMe files" deselected in your NMM "Settings", they weren't installed due to the bug associated with .txt files (since fixed with this morning's recent release of 0.44.4, supposedly). I would suggest to download SD and then manually install these missing files if they weren't installed, or disable the above mentioned option in your NMM settings and reinstall SD. Don't forget to run FNIS. I have the exact same problems as Ghostlynoob (always have, in fact). Followed installation instructions to the letter, know about the NMM 0.44.3 bug (doesn't apply to me because I installed SD manually and upgraded NMM to 0.44.4). Nothing seems to work right with this mod. Can I do anything else to fix it or should I just give up?
check Posted March 23, 2013 Posted March 23, 2013 I noticed in the first post that Animated Prostitution is considered a conflicting mod. I'm interested in hearing in what way it conflicts so I know if I should deactivate it or just avoid using certain features of it when using SD.
RockMic Posted March 23, 2013 Posted March 23, 2013 I wanted to know itself the three dots (...)? that appear in the box what they do. Thank you.
Recommended Posts