jbezorg Posted April 11, 2013 Author Posted April 11, 2013 Is anybody else having a problem with companions not being enslaved? btw I love this mod... Are you using any particular Companion Mod? Companions must belong to the "CurrentHireling" or "CurrentFollowerFaction" and must not have been told to wait and must be actively following the player.
jbezorg Posted April 11, 2013 Author Posted April 11, 2013 Here's one for you how about, A Werewolf packs Bitch. Need the animations.
The Jazz Man Posted April 11, 2013 Posted April 11, 2013 Is anybody else having a problem with companions not being enslaved? btw I love this mod... Are you using any particular Companion Mod? Companions must belong to the "CurrentHireling" or "CurrentFollowerFaction" and must not have been told to wait and must be actively following the player. using UFO - Ultimate Follower Overhaul-14037-1-2i, sd.2013.04.07.01, SkyUI_3_4-3863-3-4, FNIS V3_5 , Fuz Ro Doh 60-14884-6-0, xazPrisonOverhaul_V012, ZazAnimationPack_V005 , SexiS Data pack- no esm, Skyrim v1.9.32.0, Dragonborn, Hearthfire, Dawnguard and skse_1_06_13. used to work, not sure what happened. I have looked through the last few pages of posts but nobody has mentioned it. thanks for the quick reply, this mod is my favorite one, love your work. regards the jazz man
Spinnex Posted April 11, 2013 Posted April 11, 2013 Hi againThanks Bjornk, with those changes and a few tweaks, i managed to get full functionality of what wasn't working for me I've playing around with the mod, and based on what you've written, your master will try to lock you in a cage when they want to sleep. However, I get a master walking to the cage, opening it.... and then they dont do anything. I've tried walking into the cage myself, and it doesn't seem to be recognised, and if I wait, they just stand there until they don't want to sleep anymore.I've tried turning off all mods that I thought could interfere with the AI, and I've also tried this in 3 different places and had the same result. Any ideas as to why this wouldn't work?
bjornk Posted April 11, 2013 Posted April 11, 2013 I've playing around with the mod, and based on what you've written, your master will try to lock you in a cage when they want to sleep. However, I get a master walking to the cage, opening it.... and then they dont do anything. I've tried walking into the cage myself, and it doesn't seem to be recognised, and if I wait, they just stand there until they don't want to sleep anymore. I've tried turning off all mods that I thought could interfere with the AI, and I've also tried this in 3 different places and had the same result. Any ideas as to why this wouldn't work? I have tested the cage system in two places, once in Brittleshin Pass and in Fort Greymoor and it worked in both places. I had to place a bedroll on the ground for the master in Fort Greymoor though. Before they go to sleep at around 24:00, masters go to a cage nearby and they actually point at you and call you to the cage with an animation. Then you often switch into the AI controlled mode and forced to walk inside the cage automatically, but sometimes that doesn't happen and you have to walk inside the cage by yourself. Masters sometimes block the cage entrance though, which can be a problem. Eventually when you enter the cage, the door automatically gets closed and locked and then they go to sleep. There has to be a bed (either owned by the master or without an owner) nearby for them though, otherwise this probably wouldn't work at all. Try moving around in the cage a bit and see if they'll close the door eventually. I honestly can't think of any reason why it wouldn't work. Did you try this while you were blindfolded? If you're using my modified ESP (1st person blindness) it may prevent you from getting into AI controlled mode, though only if you're blindfolded. The original ESP puts you into AI controlled mode only when the blindness magic is applied, not when you equip a blindfold. Fixing this would probably require a script modification, so I avoided doing that, but jbezorg may fix that in the next release if he wishes.
croc10 Posted April 11, 2013 Posted April 11, 2013 Great mod, had lots of fun with this until I had interesting NPCs install and tried to complete spriggon quest. one of the NPCs had already killed the spriggon by time I arrived could not finish quest and tried going to library from earlier save and could not get different spriggon destination to end quest. Uninstalled NPC mob but and loaded a save from before I had arrived at destination spriggon still dead. Is there any way to select a different spriggon? If you could see the spriggan before you uninstalled the npc mod you could do this resurrect http://skyrim.nexusmods.com/mods/15236. do this on your npc's first, console, setunconscious 1 on each of them then do this resurrect spell. you then can do the reverse on your companions by doing console, setunconsious 0 on each of them to bring them back. when you uninstalled your npc mod if you could see the spriggan then you could do this resurrect spell on them. it has save me some headaches . Thanks it worked well.
bjornk Posted April 11, 2013 Posted April 11, 2013 Just found out that as long as the WIAddItem03Scene stays in the ESP with the unchecked flag "Stop on Quest End", only one thug attacks the player and the other two stay in a non-hostile AI package while waiting for their scene to end, but it never ends for them unless you get enslaved by the single attacking thug and start the quest _SD_thugslave. Another thing is, the stage 200 for the WIAddItem03 quest isn't flagged as a "Shutdown Stage" and this prevents the completion of that quest and it stays running. It has to stop at some point otherwise the thug quest will not be repeatable. If I modify both of the above flags however, it prevents the quest thugslave to start and the thugs never take you anywhere. I think the whole thug quest sequence needs to be reordered.
darkevilhum Posted April 11, 2013 Posted April 11, 2013 Is there a simple way to avoid items unequipping when initiating a scene? For both enslaved and 'whoring' scenarios?
mxzero00 Posted April 11, 2013 Posted April 11, 2013 I ran into a bug I'm not sure what may be contributing to it. I'm a slave to a vampire in mara's eye den. I have gotten to the point where I can choose to join them if I do join them the quest ends she gives my an item from my past but doesn't untie me and my controls are still locked. And if I don't join them they remove my bindings and don't attack. Also if I join it updates the joined faction counter to 0
jbezorg Posted April 11, 2013 Author Posted April 11, 2013 Just found out that as long as the WIAddItem03Scene stays in the ESP with the unchecked flag "Stop on Quest End", only one thug attacks the player and the other two stay in a non-hostile AI package while waiting for their scene to end, but it never ends for them unless you get enslaved by the single attacking thug and start the quest _SD_thugslave. Another thing is, the stage 200 for the WIAddItem03 quest isn't flagged as a "Shutdown Stage" and this prevents the completion of that quest and it stays running. It has to stop at some point otherwise the thug quest will not be repeatable. If I modify both of the above flags however, it prevents the quest thugslave to start and the thugs never take you anywhere. I think the whole thug quest sequence needs to be reordered. You can't shut down WIAdditem03 right away. It wipes the owner Alias out for the quest before _SD_thugslave starts and you'll never be taken to the owner of the item you've stolen from. The latest version of the mod swaps out the quest fragment script to _SDQF_WIAddItem03_00035B5A and stage 200 has the following code. If you are running and older version, or if you've extracted scripts from the BSA into the Skyrim directory from an earlier version, then it may not have these changes. ; debug.trace("WIAddItem03 stage 200 - Shut Down Stage") Actor Thug1 = Alias_Thug1.GetActorReference() Actor Thug2 = Alias_Thug2.GetActorReference() Actor Thug3 = Alias_Thug3.GetActorReference() Thug1.addToFaction(kmyquest.WIs.WIPlayerEnemyFaction) Thug2.addToFaction(kmyquest.WIs.WIPlayerEnemyFaction) Thug3.addToFaction(kmyquest.WIs.WIPlayerEnemyFaction) Thug1.startcombat(Game.GetPlayer()) Thug2.startcombat(Game.GetPlayer()) Thug3.startcombat(Game.GetPlayer()) WIAdditem03Script has also been altered. It polls every 5 seconds ( the registerfoupdate is in stage 0 ) and, if all thugs are dead, it stops WIAdditem03 If all the thugs are not dead, they continue to hunt the player. WIAdditem03 is stopped when _SD_thugslave stops. Either in the shutdown stage 50 when the player recovers their stuff. Or in stage 20 if the player's new master is dead before the Thugs can deliver.
jbezorg Posted April 11, 2013 Author Posted April 11, 2013 I ran into a bug I'm not sure what may be contributing to it. I'm a slave to a vampire in mara's eye den. I have gotten to the point where I can choose to join them if I do join them the quest ends she gives my an item from my past but doesn't untie me and my controls are still locked. And if I don't join them they remove my bindings and don't attack.Hardcore mode? Also if I join it updates the joined faction counter to 0 That's because the notice is going out before the factions were altered for the player.
jbezorg Posted April 11, 2013 Author Posted April 11, 2013 Is anybody else having a problem with companions not being enslaved?[/size] btw I love this mod... [/size] Are you using any particular Companion Mod? Companions must belong to the "CurrentHireling" or "CurrentFollowerFaction" and must not have been told to wait and must be actively following the player. using UFO - Ultimate Follower Overhaul-14037-1-2i, sd.2013.04.07.01, SkyUI_3_4-3863-3-4, FNIS V3_5 , Fuz Ro Doh 60-14884-6-0, xazPrisonOverhaul_V012, ZazAnimationPack_V005 , SexiS Data pack- no esm, Skyrim v1.9.32.0, Dragonborn, Hearthfire, Dawnguard and skse_1_06_13. used to work, not sure what happened. I have looked through the last few pages of posts but nobody has mentioned it. thanks for the quick reply, this mod is my favorite one, love your work. regards the jazz man Try sqv _SD_enslavement and see if _SDRA_companion_0-3 are being filled after being enslaved.
Baine Posted April 12, 2013 Posted April 12, 2013 I'm running into this problem too. I tried "sqv _SD_enslavement" (without quotes), while not enslaved, and all companion slots showed "NONE". I grabbed Lydia and got Enslaved. Her ID shows in the "0" slot. However, I'm bound, but she keeps fighting the person that enslaved me. I should note that I'm also using UFO
jbezorg Posted April 12, 2013 Author Posted April 12, 2013 I'm running into this problem too. I tried "sqv _SD_enslavement" (without quotes), while not enslaved, and all companion slots showed "NONE". I grabbed Lydia and got Enslaved. Her ID shows in the "0" slot. However, I'm bound, but she keeps fighting the person that enslaved me. I should note that I'm also using UFO Lydia will continue to fight for their friend until you are both defeated. Or the master is dead.
Baine Posted April 12, 2013 Posted April 12, 2013 I've set the Weakened state to 95% (testing out the mod), but Lydia won't go down. She's been knocked down below 50%, but nothing happens.
Jenneke Posted April 12, 2013 Posted April 12, 2013 I've noticed something that at least involves SD, I'm not completely certain it's only SD though, it could be a combination of mods. I've noticed that whenever I install & activate SD (using NMM) when I open the MCM (using SkyUI), other mods don't appear there, things like Better Vampires, ZaZ Animation Pack, or SkyUI's options page. Sometimes even SD isn't listed. Exiting and restarting partially works, usually SD is then visible but no others. On characters where SD is installed and started via the MCM that's always the case. On characters where it hasn't been, it mostly seems to be normal. With the number of mods I have running, a certain amount of errors is understandable, given that it only happens with SD, I figured I should bring it up.
jbezorg Posted April 12, 2013 Author Posted April 12, 2013 I've noticed something that at least involves SD, I'm not completely certain it's only SD though, it could be a combination of mods. I've noticed that whenever I install & activate SD (using NMM) when I open the MCM (using SkyUI), other mods don't appear there, things like Better Vampires, ZaZ Animation Pack, or SkyUI's options page. Sometimes even SD isn't listed. Exiting and restarting partially works, usually SD is then visible but no others. On characters where SD is installed and started via the MCM that's always the case. On characters where it hasn't been, it mostly seems to be normal. With the number of mods I have running, a certain amount of errors is understandable, given that it only happens with SD, I figured I should bring it up. I've had it happen with Wet & Cold, Minty Lightning, Estrus, and yep, SD too. I think it has more to do with using a save that's been through several versions of SKSE. I just loaded an old level 40 and half of my MCM mods did not show up.
lordofthedread Posted April 12, 2013 Posted April 12, 2013 First thanks for the mod it is really fun and well done. I am playing with something like 200 mods and it runs smoothly. I have some questions though : - The labial ring is replacing my skirt slot from UNP mashup compilation (Vicky skirt if I am not mistaken), is there a way to change the slot of any of the items? - Is there a way to make the labial ring invisible? - If my master gets attacked I have the chance to run away but he is keeping my items so is the only way is to come back and fight him naked to get back my stuff? Thanks for answers and thanks for the mod
wildtangent Posted April 12, 2013 Posted April 12, 2013 First thanks for the mod it is really fun and well done. I am playing with something like 200 mods and it runs smoothly. I have some questions though : - The labial ring is replacing my skirt slot from UNP mashup compilation (Vicky skirt if I am not mistaken), is there a way to change the slot of any of the items? - Is there a way to make the labial ring invisible? - If my master gets attacked I have the chance to run away but he is keeping my items so is the only way is to come back and fight him naked to get back my stuff? Thanks for answers and thanks for the mod You have the option of turning off "Sanguines artifact" (labial ring) in MCM. You can still get the train run but you have to enable it, also in MCM. As for you other question, I havn't been through a full slavery yet. But one way to get your stuff back is to kill him if you can.
jimothy432 Posted April 12, 2013 Posted April 12, 2013 Thank you very much for the work on this very interesting looking mod! Unfortunately, every time I get defeated, I receive the Enslaved quest, have my hounds bound, is stripped... then my master stand holding his arm out, like he is about to hit me or something, but never moves. I would like to try out this mod, but so far I can't progress beyond this bug!
lordofthedread Posted April 12, 2013 Posted April 12, 2013 Thank you very much for the work on this very interesting looking mod! Unfortunately, every time I get defeated, I receive the Enslaved quest, have my hounds bound, is stripped... then my master stand holding his arm out, like he is about to hit me or something, but never moves. I would like to try out this mod, but so far I can't progress beyond this bug! must be a problem with the animations, check that you have both Zazanimationspack.esm and Zazanimationspackconfig.esp selected in your mod manager and that you ran FNIS.
lordofthedread Posted April 12, 2013 Posted April 12, 2013 Excuse if that sounds dumb but I don't have the option to check or uncheck the artifact anymore since I started the quest aleady, if I use UNINSTALL nothing appears in the MCM menu anymore under Sanguine Debauchery so best way would be to go back when I started the mod? Thanks for the answers. EDIT : I went back to an ealrier save and it is working as intended now.
bjornk Posted April 12, 2013 Posted April 12, 2013 WIAdditem03 is stopped when _SD_thugslave stops. Either in the shutdown stage 50 when the player recovers their stuff. Or in stage 20 if the player's new master is dead before the Thugs can deliver.I'm afraid things aren't working in my game the way you planned. I'm using the latest esp with my blindness modification and have no additional/modified scripts. I will list the things that look broken to me one more time. - WIAddItem03 doesn't stop even when the all three thugs are dead, you can wait forever after you killed the thugs if you want, but it won't stop. - Only one of the thugs attacks the player. - "Payback's a Bitch" and its stages/objectives are never displayed in quest journal. I might have forgotten to list some of the things I had mentioned in my earlier posts but currently these are the most critical issues with the thugs. If these things do work without any issue for other people, I promise I will not mention them again.
lordofthedread Posted April 12, 2013 Posted April 12, 2013 Sorry more questions : - Should the quest book be updated with DB quests? If yes I may have a problem... - I am trying the Spriggan FLowering quest but when I get defeated nothing happens I am just friendly to the spriggans, if I pickpocket the flowering spriggan I get the armor but still nothing happens. I tried to search the previous posts but could not find answers on my own.
whatto51 Posted April 12, 2013 Posted April 12, 2013 Excuse if that sounds dumb but I don't have the option to check or uncheck the artifact anymore since I started the quest aleady, if I use UNINSTALL nothing appears in the MCM menu anymore under Sanguine Debauchery so best way would be to go back when I started the mod? Thanks for the answers. EDIT : I went back to an ealrier save and it is working as intended now. The choice about artifact must be done when you start the mod, after that you can't change. The uninstall button is used to uninstall the whole mod, not just the artifact
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