BloodSplatter Posted June 29, 2013 Posted June 29, 2013 Everything seems to be working correctly for me now, except one thing. Whenever my master goes to put me in a cage, she opens the door, I walk in, and then we both just stand there. Doesn't close the door and lock it like she normally does. It's within the cell Pinemoon Cave. It's worked in there in the past, I reinstalled SD to fix some other issues, any idea on what could be causing this?
wren888 Posted June 29, 2013 Posted June 29, 2013 Thank you, AwfulArchdemon, CGI, monolith and Srende. All of you make good points. AAdemon, I apologize if I was unkind. I learned useful things from your first link (I was familiar with the second already). It's just that the link wasn't helpful for my particular BOSS problem. Using the video tutorial in link one, I carefully de-installed and reinstalled everything, but it didn't help. Those instructions were identical to what CGI suggested subsequently, except CGI instructed to 'run as administrator'. When I did so, the result was the same, alphabetically ordered plugins, all unchecked except Skyrim, Update, and Frostfall, as before. Oddly enough, the Userlist manager, which I knew nothing about until CGI told me (thanks much), turned out to be quite helpful. It shows in the right window masterlist all mods it knows, including my mods in their proper BOSS position, which are in bold print and easy to locate. Except my mods it's unfamiliar with, that is. They're in the left window. Strange that Userlist Manager knows all about my mods but refuses to acknowledge they're installed. Anyway, using the masterlist, I manually put my mods in BOSS order, then put the rest in the logical places. Thanks monolith for your suggestions. Even though I had previously put Sanguine's D near the end, just as it is now, the changes in order to all my earlier mods enabled Sanguines's to work better. I only sometimes get stuck now with my player's master standing over her like he's ready to cane her. Thank you, Srende. Yes, the cane was sheathed, just as was the case for you. To fix it, for me it wasn't unequipitem that got me unstuck, but additem. For any of you who are having this problem, I don't want you to struggle through it as I did. Go into the console using the tilde key, that is, the "~" to the left of the 1 key. Type "help cane" (no quotes). It will list every cane in the game. You want the one that's called "zbf punishment cane". Write down the 8-digit id by it. Click on your player's master and type "additem <cane id> 0" (no quotes). If I understand correctly, you type 0 rather than 1 at the end so the master gets 1 normal cane, not 1 bound cane. As soon as I added the punishment cane, my player's master started beating her, and play continued as it should. Again, thanks to all of you who took the time and effort to help me.
CGi Posted June 29, 2013 Posted June 29, 2013 You could navigate to "%LocalAppData%\Skyrim" and make a backup of all files there (this way you can backup your plugin load settings).Open LoadOrder.TXT with your prefered text editor, run BOSS, let it sort the plugins and than check if the file content has changed, if needed by opening the textfile again. To easily navigate to LocalAppData, copy everything between the quotes (first line), paste it into the "Run" field in the start menu and hit enter. if the content of the textfile didn't change, it's locked somehow.if you use Mod Organizer, run BOSS from inside MO. if you use Wrye Bash, the same applies as for MO. if you use NMM, close NMM, before running BOSS. Remove the write protection from the textfile, if any.
wren888 Posted June 29, 2013 Posted June 29, 2013 CGI: What a handy way to save and reestablish load order. That's a huge time-saver. Thank you. I'm saving your instructions. But more to the point, yes, running BOSS changed the textfile, eliminating from the list all esms and esps except Skyrim, Update and Frostfall. Interesting that Frostfall is the only esp in the Steam modlist, and it's the one that stayed. I know pathetically little about these things, as is obvious to everyone by now, but could it be possible that BOSS is only recognizing the mods which Steam recognizes? Thanks again for your help. Due to all the changes in my load order, I thought it would be best to start a new character. It's nice to anticipate things going well when I reach level 14.
Cassie686 Posted June 29, 2013 Posted June 29, 2013 This mod is great! I do seem to have one issue though... and sorry if it's been posted in the +110 pages already... Everything works fine when I get enslaved, however after the initial rape animation, the master just stands there. I can talk to the master and it has a few options like pleasing/angering, asking for water or clothes, and if I wait 3 hours then I get the option to work for my freedom. The only way I seem to be able to get the master to do anything though is if I try to run away... then he will maybe whip me or something. But other people are talking about being put in cages and stuff.. how does that happen?? And is the master supposed to do anything besides just stand there? I waited one time for about 20 minutes real time, and my character just kneeled there, unmoving, and the master just stood there, unmoving. He doesn't go about his daily business or anything unless I provoke him somehow... is that how it's supposed to work?
GrimReaperCalls Posted June 29, 2013 Posted June 29, 2013 (edited) CGI: What a handy way to save and reestablish load order. That's a huge time-saver. Thank you. I'm saving your instructions. But more to the point, yes, running BOSS changed the textfile, eliminating from the list all esms and esps except Skyrim, Update and Frostfall. Interesting that Frostfall is the only esp in the Steam modlist, and it's the one that stayed. I know pathetically little about these things, as is obvious to everyone by now, but could it be possible that BOSS is only recognizing the mods which Steam recognizes? Thanks again for your help. Due to all the changes in my load order, I thought it would be best to start a new character. It's nice to anticipate things going well when I reach level 14. Have you tried using someone else's masterlist? Sorry but I haven't read your complete conversation . -Download the .txt file I've attached (should be the latest masterlist). -Place it in C:\BOSS\Skyrim, or wherever you installed BOSS. -Start BOSS GUI, under "Run Options" uncheck "Update Masterlist". -Click Run BOSS. -Report result. Oh also, are you using a proxy? Edited June 29, 2013 by GrimReaperCalls
CGi Posted June 29, 2013 Posted June 29, 2013 I know pathetically little about these things, as is obvious to everyone by now, but could it be possible that BOSS is only recognizing the mods which Steam recognizes? BOSS is completly independent from Steam. if you ticked "Update Masterlist", you'll see it downloading a list of known files from it's repository.Best to keep this list up2date.
CGi Posted June 30, 2013 Posted June 30, 2013 This mod is great! I do seem to have one issue though... and sorry if it's been posted in the +110 pages already... Everything works fine when I get enslaved, however after the initial rape animation, the master just stands there. I can talk to the master and it has a few options like pleasing/angering, asking for water or clothes, and if I wait 3 hours then I get the option to work for my freedom. The only way I seem to be able to get the master to do anything though is if I try to run away... then he will maybe whip me or something. But other people are talking about being put in cages and stuff.. how does that happen?? And is the master supposed to do anything besides just stand there? I waited one time for about 20 minutes real time, and my character just kneeled there, unmoving, and the master just stood there, unmoving. He doesn't go about his daily business or anything unless I provoke him somehow... is that how it's supposed to work? Your master is supposed to follow a daily routine, after you're enslaved. May not always work. But it's rare, that your master just stands in place. Unlucky you. Your master is doing, what he is doing. in your case: standing around. Once in a while, he'll demand sex from your toon. To lower your demerits faster, talk to your master until you get the dialogue option to act passive. About cages: i only know one reliable spot for this feature to work properly: South Brittleshin Pass. The necromancer there works flawless. He'll put you in the cage, if he's about to go to sleep. if you don't like to be a necromancers pet, kill him and spawn something else. Btw: Cages in Mistwatch doesn't seem to work at all.
Cassie686 Posted June 30, 2013 Posted June 30, 2013 Your master is supposed to follow a daily routine, after you're enslaved. May not always work. But it's rare, that your master just stands in place. Unlucky you. Your master is doing, what he is doing. in your case: standing around. Once in a while, he'll demand sex from your toon. To lower your demerits faster, talk to your master until you get the dialogue option to act passive. About cages: i only know one reliable spot for this feature to work properly: South Brittleshin Pass. The necromancer there works flawless. He'll put you in the cage, if he's about to go to sleep. if you don't like to be a necromancers pet, kill him and spawn something else. Btw: Cages in Mistwatch doesn't seem to work at all. Hmm well it's good to know at least that there's not really anything wrong... I'll give South Brittleshin Pass a shot. Thanks for the help.
DeepBlueFrog Posted June 30, 2013 Posted June 30, 2013 @jbezorg - I didn't have much time to troubleshoot yet, but it seems that using ShowLimitedRaceMenu while the spriggan armor is on causes a hard CTD. I am also using the RaceMenu plugin. Something worth check out at some point with SD2.
Sivi Posted June 30, 2013 Posted June 30, 2013 Hello there, I have run into i small problem whilst testing this mod: After I had a sex scene, my Characters Voice stopped working. Meaning: Power attacks or being hit didn't trigger any response. I still got the usual "being hit" sounds during sex scenes though.... Is this a known problem? EDIT: Also, for some strange reason I cannot die. I tried unchecking the "Mark essential on start" thingy, but that didn't help. (I always loaded a save before i ever was enslaved for testing this) EDIT 2 : okay, your immortality fix patch made me mortal again (yay). I still loose my soundsets for attacks and being hit though. And i more or less confirmed that these are the only missing sounds.
DeepBlueFrog Posted June 30, 2013 Posted June 30, 2013 I spent some time last night tweaking my version of SD to experiment with ideas for the Flowering Spriggan quest. Now that I have working examples of SexLab scripts, it wasn't so hard to adapt (in fact, I started working on this because the SexLab aware version of SD I have was working funny when it came to the Spriggan attack). Since SexLab doesn't recognize non humans, I had to change the main attack sequence - the Matron just stands there while a swarm force my character to his/her knees. Overall, that part works well. It even detects nearby beds if applicable I also added some events and effects in addition to the random punishments. The roots have a chance to randomly force the character to stop what they are doing and relieve themselves, or simply flash with the spriggan orgasm effect. Both events trigger a Call of the Wild effect on nearby NPCs and creatures, which illustrates nicely the effect of the sap on other people. Finally, some of the comments like 'In all my years...' trigger one of three events - the player drops to his/her knees and plays with themselves, the commenter NPC jumps the player or in rare cases, the sap forces the player to start dancing (with the following train effect if SD is configured that way). All this makes it more risky to hang out in crowded areas wearing the spriggan armor and overall forces you to take a stroll in the wild, which seems appropriate. Attached are some screenshots of the action. Hopefully this will appear in a module for SD2 when it comes out (unless some of these ideas are reused in the main spriggan module ). Thanks again jbezorg for creating this toy to tinker with
monolith Posted June 30, 2013 Posted June 30, 2013 I spent some time last night tweaking my version of SD to experiment with ideas for the Flowering Spriggan quest. Now that I have working examples of SexLab scripts, it wasn't so hard to adapt (in fact, I started working on this because the SexLab aware version of SD I have was working funny when it came to the Spriggan attack).... You made a SL aware SD? Is there any chance you could upload it if jbezorg grants permission? This would sweeten the wait for SD2. SD works fine for me and the only thing i miss are the animations from SexLab... sooo... please? pleasepleaseplease?
DeepBlueFrog Posted July 1, 2013 Posted July 1, 2013 I spent some time last night tweaking my version of SD to experiment with ideas for the Flowering Spriggan quest. Now that I have working examples of SexLab scripts, it wasn't so hard to adapt (in fact, I started working on this because the SexLab aware version of SD I have was working funny when it came to the Spriggan attack).... You made a SL aware SD? Is there any chance you could upload it if jbezorg grants permission? This would sweeten the wait for SD2. SD works fine for me and the only thing i miss are the animations from SexLab... sooo... please? pleasepleaseplease? Scroll back a few pages in this thread and it will be there I did not come up with it myself - I just applied recommendations (and hacks) from someone else in the forum. Keep in mind that it is just a hack - a temporary measure until SD2 comes out. I would consider it a relatively stable experiment. It is still quirky at times, especially if you are using other SL aware mods (like Lovers Hook). The SexLab aware version still requires Sexis for some animations. Edit: I found it at page 96
monolith Posted July 1, 2013 Posted July 1, 2013 Thanks a ton . I will give it a try. Edit: got enslaved and it works fine so far, thanks again.
DeepBlueFrog Posted July 1, 2013 Posted July 1, 2013 Keep in mind that this version edits a few scripts, so it would be a good idea to start a new game, or at least, shut down SD through the option in MCM, quit, restart and start it back up. It's kind of a pain to go through but it is worth reducing corrupted saved games and overall weirdness.
CGi Posted July 1, 2013 Posted July 1, 2013 And not to forget: SD2 is still in the making. So using SD in a save for your regular gameplay is not a good idea, as the enslavement mods for SD2 will very likely conflict with SD and since there is no real clean save, SD is better not a part of anyones regular gameplay save. SDs scripts will always be a part of your save game, no matter if the mod was uninstalled years ago, or not. Just wanted to have it mentioned, so no one complains, that they'll have to start all over again, after the release of SD2.
lordofthedread Posted July 1, 2013 Posted July 1, 2013 And not to forget: SD2 is still in the making. So using SD in a save for your regular gameplay is not a good idea, as the enslavement mods for SD2 will very likely conflict with SD and since there is no real clean save, SD is better not a part of anyones regular gameplay save. SDs scripts will always be a part of your save game, no matter if the mod was uninstalled years ago, or not. Just wanted to have it mentioned, so no one complains, that they'll have to start all over again, after the release of SD2. Any ETA on SD2 btw?
CGi Posted July 1, 2013 Posted July 1, 2013 Short question, short answer: No.But you're free, to follow SD2s DevBlog. Not many visitors there, but this is very likely due to the fact, that almost noone knows about the Blog feature, here on LL.Hopefully, this'll change.
lordofthedread Posted July 1, 2013 Posted July 1, 2013 Short question, short answer: No. But you're free, to follow SD2s DevBlog. Not many visitors there, but this is very likely due to the fact, that almost noone knows about the Blog feature, here on LL. Hopefully, this'll change. thanks for the link will follow there from now on
AwfulArchdemon Posted July 1, 2013 Posted July 1, 2013 And not to forget: SD2 is still in the making. So using SD in a save for your regular gameplay is not a good idea, as the enslavement mods for SD2 will very likely conflict with SD and since there is no real clean save, SD is better not a part of anyones regular gameplay save. SDs scripts will always be a part of your save game, no matter if the mod was uninstalled years ago, or not. Just wanted to have it mentioned, so no one complains, that they'll have to start all over again, after the release of SD2. Very good thing to put out there! I expected as much, but not everyone out there did. SD seems to have invisible files or something. You can uninstall the shit outta SD, but if you have ever played it on your current save file, it will always have some sort of residual files lingering around. "Ghost files". Hopefully, that won't happen anymore with SD2.
CGi Posted July 1, 2013 Posted July 1, 2013 Erm... if you delete all files that came with SD and that you installed, there won't be any files left.But most scripts from mods will be embedded into your save game, hence all the errornous save games.As with the release of TES5, the mods you install are better chosen wisely. Especially if you have them in your regular save game, because they will be forever inside your save game, corrupting your save game more and more, with any mod you uninstall. And FO4 will for sure suffer the same less mod-friendlieness.
monolith Posted July 1, 2013 Posted July 1, 2013 No worries SkyrimLL and CGI, I use a clean save with hardly any mods installed to test stuff. Besides I usually start a new game anyway (got about 30 lvl 15 or so characters and only one with lvl 60, time to clean up my savegames). SD2 will probably merit a new install of the game too. I guess for people that want to use their characters long term the savegame corruption is a real PITA. I am just fooling around for now, at a later stage, when I think I got all the mods I want, I will create a stable install of skyrim and stick with it for long playthroughs. For now there are just too many new mods and upgrades for a continuing playthrough. Wich is a good thing mind you, I like testing them actually more than just playing the game:) And thanks for the bloglink CGI, will keep an eye on it. @awfularchdemon: as CGI said, it's not a problem of the mods, it's the way skyrim saves the scripts in the savedata. Unless someone creates a tool to clean them up this is a problem we will just have to live with. Savegamecorruption and -bloat was always a problem with bethesda games, but until skyrim at least a clean save would work, now it does'nt anymore.
AwfulArchdemon Posted July 1, 2013 Posted July 1, 2013 I'm so damn new to computers still! Thanks for the info, guys! I basically learned every f***in' thing I know here on LL. And yet, I use an anti-virus I created myself (this thing is so cool!!)...I can do a lot already, but I sure need to catch up to the pros here. I'm trying my ass off!
CGi Posted July 1, 2013 Posted July 1, 2013 @monolith: You might want to give Mod Organizer a try.Might be just what you need. One warning thou: For unknown reason, the FNiS generator stopped working the intended way for me, in combination with MO.Stopped working about 1 week ago, so it might be an error on my side and not inside MO. @AwfulArchdemon: You created an AV yourself?Where do you get the definitions from? ClamAV? Or are you talking about a process blocker? if yes: Nice. Got something similar, since i coded my first process blocker in VB3. What i use now, is just more advanced than this first try.Time flys, when you're having ... to code. And to everyone, who's interessted in being up2date on the development of SD2:There's a "Follow" button, in SD2s DevBlog.
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