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Posted
On 9/30/2024 at 7:07 AM, kingsglaive said:

When the scope of the "nudity rule" includes the town, redesign the (Parade) mission?

It already has the pony gear variation, and the owner does acknowledge player nudity at the start, so I'm reluctant to redesign the event unless a player has a really interesting (and practical) suggestion.  Even for slaves who are normally naked in towns, you have to walk slowly rather than running like you normally do, so everyone gets a good look.  You're still being shown off, walking obediently near your owner.

Posted

The last hurdle for the next update (besides testing, so much testing) was writing new scenes for Trophy Slave.  Now that it triggers consistently, it needs more content.  The whole event has been overhauled (so much testing) though players might not notice much outward change.

 

Writing Trophy Slave scenes is time consuming.  Scenes should fit within 10 to 12 lines, have a theme, and be at least mildly interesting (if they do get boring, I've added a "quick version" option, but you have to select it before you see which scene gets selected).  Most lines will have a randomly selected alternate version so that the same scene won't play out exactly the same way twice (a 10-line scene with 2 versions of each line would have over a thousand permutations).

 

I stalled out for days, unable to write much that seemed good enough, but now I've finally tripled the number of scenes.  Most have conditions, and some are mutually exclusive (such as if you were or were not bought at the slave auction), so players are unlikely to see all of them in one playthrough.  So, increasing the number of scenes was important.  Some lines within the scenes have their own conditions, such as score, owner personality (playful or strict), how Lola submitted (follower asked, Seductive, Forceful, etc.), or whether Lola works as a prostitute.  Some of this might not work well for a vampire owner, but I'm at my limit (maybe the vampire is using this as camouflage as a red-blooded mortal).

Posted
26 minutes ago, Hex Bolt said:

The last hurdle for the next update (besides testing, so much testing) was writing new scenes for Trophy Slave.  Now that it triggers consistently, it needs more content.  The whole event has been overhauled (so much testing) though players might not notice much outward change.

 

Writing Trophy Slave scenes is time consuming.  Scenes should fit within 10 to 12 lines, have a theme, and be at least mildly interesting (if they do get boring, I've added a "quick version" option, but you have to select it before you see which scene gets selected).  Most lines will have a randomly selected alternate version so that the same scene won't play out exactly the same way twice (a 10-line scene with 2 versions of each line would have over a thousand permutations).

 

I stalled out for days, unable to write much that seemed good enough, but now I've finally tripled the number of scenes.  Most have conditions, and some are mutually exclusive (such as if you were or were not bought at the slave auction), so players are unlikely to see all of them in one playthrough.  So, increasing the number of scenes was important.  Some lines within the scenes have their own conditions, such as score, owner personality (playful or strict), how Lola submitted (follower asked, Seductive, Forceful, etc.), or whether Lola works as a prostitute.  Some of this might not work well for a vampire owner, but I'm at my limit (maybe the vampire is using this as camouflage as a red-blooded mortal).

Sounds truly impressive, thanks again for all the hard work you put into this. I imagine at times it becomes more of a chore than a fun pastime activity. Hopefully those times are rare. ^^

Posted

Thank you again, Hex Bolt, for your excellent mod.

 

I'm having trouble with the Confessions activity. When I get to each indicated citizen, I'm given between one and five confessions to choose from. Often, the correct one is not among them. I know this for certain because I have saved and reloaded the game and chosen each of the options. It's particularly obvious when I'm given only one or two choices. So few choices normally happens when they are ones I added (these player additions are a great feature of the mod, by the way). The confessions I wrote in are usually longer than yours. Maybe that has something to do with it. I don't know. Still, when all the choices are mod confessions, the right one is often absent. I suppose it could be a mod conflict/load order problem, but I placed Lola late in my load order. I should think it would predominate. As a result of this problem, I have the Confessions activity cooldown set at maximum, which is 30 days. This disappoints me, because I otherwise like the activity.

 

Does anyone else have this problem, or is it just me? Suggestions?

Posted
21 minutes ago, wren888 said:

Thank you again, Hex Bolt, for your excellent mod.

 

I'm having trouble with the Confessions activity. When I get to each indicated citizen, I'm given between one and five confessions to choose from. Often, the correct one is not among them. I know this for certain because I have saved and reloaded the game and chosen each of the options. It's particularly obvious when I'm given only one or two choices. So few choices normally happens when they are ones I added (these player additions are a great feature of the mod, by the way). The confessions I wrote in are usually longer than yours. Maybe that has something to do with it. I don't know. Still, when all the choices are mod confessions, the right one is often absent. I suppose it could be a mod conflict/load order problem, but I placed Lola late in my load order. I should think it would predominate. As a result of this problem, I have the Confessions activity cooldown set at maximum, which is 30 days. This disappoints me, because I otherwise like the activity.

 

Does anyone else have this problem, or is it just me? Suggestions?

 

On 9/25/2024 at 9:02 PM, Hex Bolt said:

...

You should always have 6 response choices.  Score does not affect the confessions.  Just covering the obvious, you might have to scroll down if the last few responses are not visible.

 

That's the sixth response choice for that topic.  It might be hidden until you scroll down.

 

Posted
On 9/24/2024 at 11:58 PM, Hex Bolt said:

Removal of the Urination Event

 

I'm considering removing the mod's sole urination event.  There is a toggle devoted to "toilet" content, but it's a subject that doesn't appeal to me at all.  There will never be more content like it, so the toggle is only good for one minor thing.  I'm looking at adding a new event toggle, so settings of minimal value look like opportunities to reduce clutter as the number of settings increases.

 

The pee event dates back to the original mod.  I remember adding some restrictions so at least you're not made to pee inside your (well, the owner's) house.  I usually try to preserve original content, but it's a minor event and an odd weird fit with the rest of the mod.  (I don't believe that any of the add-ons have done anything with "toilet" content either.)

 

So, I'm just checking to see how many people would seriously miss it.

 

If I remove the event, it will still exist, just not be eligible to triggered without setting the old toggle through the console or by editing exported settings to enable it and then importing.  So, it wouldn't be gone, just hidden and not readily available.

Iam not completly into this, but the idea that my master/mistress own every part of me excites me.

Posted
5 hours ago, Fredfish said:

Hex Bolt said

...

You should always have 6 response choices.  Score does not affect the confessions.  Just covering the obvious, you might have to scroll down if the last few responses are not visible.

 

That's the sixth response choice for that topic.  It might be hidden until you scroll down.

 

Thank you for your response, Fredfish. I remember Hex Bolt writing that. In fact, it was at that moment I realized something was wrong with my game, as I have been given six choices perhaps once or twice total. I'm not sure if it's happened at all, though. And yes, I scroll down and look for more choices.

 

Anyone else have an idea why my game consistently fails to display all six choices for the Confession activity?

Posted (edited)
15 hours ago, wren888 said:

Anyone else have an idea why my game consistently fails to display all six choices for the Confession activity?

Yup, that's because Skyrim is an arse. Had the same problem when the Confessions were new, Hexbolt directed me to a mod on Nexus, which isn't available any more.

 

Spoiler

EZ2C DIALOGUE MENU - FULLY CONFIGURABLE --18466-v3-1.rar

 

Oops, I might just have dropped a file here. How could that happen???

 

Edit: this file is for LE

Edited by CaptainJ03
Posted (edited)
43 minutes ago, wren888 said:

Anyone else have an idea why my game consistently fails to display all six choices for the Confession activity?

When you edited the .json file, did you run it through jsonlint (just type it into your search engine, if you're not familiar with it) or some other validator? It wouldn't hurt to make sure you didn't miss a comma or bracket or something. They can be difficult to spot. And maybe why your options aren't being recognized. Also make sure you didn't accidentally erase a comma separating one entry from the next.

 

It might not be the answer to your problem, but knowing you have a valid .json file is at least one thing to cross off the list of possible suspects. Good luck 🤞

 

Edit: I see @CaptainJ03 replied first. Yes, that is was a useful tool and was replaced by Minimal Oblivion Dialogue Menu (Moded EZ2C Dialogue Menu] which I'm currently using. I can't even remember the last time I didn't have one or the other in my load order.

Edited by Seeker999
more info
Posted (edited)
11 hours ago, wren888 said:

I'm having trouble with the Confessions activity. When I get to each indicated citizen, I'm given between one and five confessions to choose from.

I'm late to the discussion, but I believe it is some kind of display issue in your game.  The quest will always give you 6 choices.  I don't think there's anything that I can change in the mod to address it but thank you for mentioning the problem.  If something is amiss, I want to fix it.

 

11 hours ago, wren888 said:

The confessions I wrote in are usually longer than yours. Maybe that has something to do with it.

It shouldn't be a problem, though there's probably some upper limit.  I just tested the event with all custom confessions at 150 characters.  The line wrapping looked terrible, but it worked.  I try to limit mine to 70 characters or so for appearance.

 

4 hours ago, Seeker999 said:

When you edited the .json file, did you run it through jsonlint (just type it into your search engine, if you're not familiar with it) or some other validator?

That's a very good guess, but the mod already checks for both the existence and the validity of Confessions.json.  If there's a problem, you'll see a pop-up message that can't be missed.  The check isn't performed until the event is running, so it is still a good idea to validate custom confessions in advance.

 

4 hours ago, CaptainJ03 said:

Yup, that's because Skyrim is an arse. Had the same problem when the Confessions were new, Hexbolt directed me to a mod on Nexus, which isn't available any more.

I still use it, but I just removed it and tested the event without problems.  Line wrapping was worse, but I saw all six choices, two of which were custom.

 

@wren888, both EZ2C Dialogue Menu and Minimal Oblivion Dialogue Menu replace the files dialoguemenu.cfg and dialoguemenu.swf on Data\interface.  I don't think you need either mod, but another mod that replaces these files might be a culprit.  I have a note on the mod page that at least one player reported a problem with Better Dialogue Controls, which replaces dialoguemenu.swf.  Considering its popularity, I doubt that it's actually causing trouble (the player probably wasn't scrolling down), but look at things that replace these files.

 

A more generic possibility is heavy script lag or rapid dialog clicking.  After "Yes, I see your slave collar." comes "What do you want?".  That one has 36 possible responses (6 subjects times 6 options for each) that all have conditions that the game has to evaluate to filter them down to 6 valid choices.  The conditions are kept simple by design, but they do all have to be checked.  Rapid clicking to advance the conversation conceivably could cause some responses to not be evaluated.  That said, the event works for players with old, slow PCs, so it's hard to say how real that potential problem is.

Edited by Hex Bolt
Posted

VR Users

 

Is it very difficult for you to press the spacebar on rare occasions (very infrequently) if you really need to?  I'm working on a scene-skip feature that detects a spacebar press while player controls are disabled ("Jump" is not detected, but the spacebar press is).  I don't want you guys to be left out, so I'm checking to see if I need to implement an alternative method.

Posted
2 hours ago, Hex Bolt said:

@wren888, both EZ2C Dialogue Menu and Minimal Oblivion Dialogue Menu replace the files dialoguemenu.cfg and dialoguemenu.swf on Data\interface.  I don't think you need either mod, but another mod that replaces these files might be a culprit.

 

A more generic possibility is heavy script lag or rapid dialog clicking.  After "Yes, I see your slave collar." comes "What do you want?".  That one has 36 possible responses (6 subjects times 6 options for each) that all have conditions that the game has to evaluate to filter them down to 6 valid choices.  The conditions are kept simple by design, but they do all have to be checked.  Rapid clicking to advance the conversation conceivably could cause some responses to not be evaluated.  That said, the event works for players with old, slow PCs, so it's hard to say how real that potential problem is.

Thank you, everyone, for being so kind as to offer your impressions and suggestions.

 

Yes, I always run jsonlint whenever I add or change json files. Good point.

 

I planned to find the files dialoguemenu.cfg and dialoguemenu.swf in Data\interface in either this mod or in Skyrim.esm and then check to see if anything was overwriting them. I couldn't find either of the two files. I then thought, well, I'll add one of the above two mentioned mods just to check if either of the two files in them interferes with another mod. I found the two mods are for Skyrim SE. I use Skyrim LE at present. Apparently those two dialogue files aren't in LE, or at least aren't in data/interface as far as I can tell. I apologize for not writing at the beginning I'm currently using Skyrim LE (I plan to switch to Skyrim AE at some point in the future). I don't know if my using Skyrim LE affects my current problem in other ways or not.

 

Though I'm not as good as many at figuring out such problems (again, thank you all for your help), at this point it appears to me that heavy script lag is as likely as anything to be my problem. I say this because I occasionally have trouble with heavy script lag interfering with other mods. E.g., occasionally with Defeat and always with Kidnapped. Bearing that in mind, as well as the potential problem with rapid dialog clicking, I plan to try two things 1.) when the Confessions activity starts, I'll go into the MCM and deactivate Defeat, Frostfall, Random Encounters, and some other heavy script mods that are unnecessary during the Confessions activity. 2.) During said Confessions activity, I'll take my time advancing through the dialogue with NPCs.

 

Hopefully these things will help. I enjoy the Confessions activity otherwise and would like to regularly play it.

 

If any other ideas or suggestions come to mind, I would like to hear them.

 

Kind regards to all.

 

 

Posted (edited)
15 minutes ago, wren888 said:

I planned to find the files dialoguemenu.cfg and dialoguemenu.swf in Data\interface in either this mod or in Skyrim.esm and then check to see if anything was overwriting them. I couldn't find either of the two files.

They would be packed in one of Skyrim's BSA files.

 

15 minutes ago, wren888 said:

I then thought, well, I'll add one of the above two mentioned mods just to check if either of the two files in them interferes with another mod. I found the two mods are for Skyrim SE. I use Skyrim LE at present.

Try the one posted by CaptainJ03.  It's for LE, and it's what I normally use.  Even if it doesn't solve this problem, it improves the presentation of the response choices, and who knows, it might help.

 

15 minutes ago, wren888 said:

I plan to switch to Skyrim AE at some point in the future

You should have a smooth transition with SLTR.  I try hard to support players on all versions of the game:  LE, SE, AE, GOG, and VR.  (It's not my main reason for using LE, but it is a useful benefit, since anything that I produce should work with SE, AE, and GOG without conversion.  I'm unsure of VR differences, but in the few instances when players reported a problem, I was able to make a change to help with it.)

Edited by Hex Bolt
Posted
13 hours ago, Hex Bolt said:

I'm late to the discussion, but I believe it is some kind of display issue in your game.  The quest will always give you 6 choices.  I don't think there's anything that I can change in the mod to address it but thank you for mentioning the problem.  If something is amiss, I want to fix it.

 

It shouldn't be a problem, though there's probably some upper limit.  I just tested the event with all custom confessions at 150 characters.  The line wrapping looked terrible, but it worked.  I try to limit mine to 70 characters or so for appearance.

 

That's a very good guess, but the mod already checks for both the existence and the validity of Confessions.json.  If there's a problem, you'll see a pop-up message that can't be missed.  The check isn't performed until the event is running, so it is still a good idea to validate custom confessions in advance.

 

I still use it, but I just removed it and tested the event without problems.  Line wrapping was worse, but I saw all six choices, two of which were custom.

 

@wren888, both EZ2C Dialogue Menu and Minimal Oblivion Dialogue Menu replace the files dialoguemenu.cfg and dialoguemenu.swf on Data\interface.  I don't think you need either mod, but another mod that replaces these files might be a culprit.  I have a note on the mod page that at least one player reported a problem with Better Dialogue Controls, which replaces dialoguemenu.swf.  Considering its popularity, I doubt that it's actually causing trouble (the player probably wasn't scrolling down), but look at things that replace these files.

 

A more generic possibility is heavy script lag or rapid dialog clicking.  After "Yes, I see your slave collar." comes "What do you want?".  That one has 36 possible responses (6 subjects times 6 options for each) that all have conditions that the game has to evaluate to filter them down to 6 valid choices.  The conditions are kept simple by design, but they do all have to be checked.  Rapid clicking to advance the conversation conceivably could cause some responses to not be evaluated.  That said, the event works for players with old, slow PCs, so it's hard to say how real that potential problem is.

You can have problems with different wide and ultrawide monitors. I have a 32 to 9 monitor and had to experiment with several of the ultrawide fixes before getting several combinations to work between skyui, mcm, and conversation box. I still have a problem with several conversations being off screen because they are too large. Specifically feeding responses for some succubus mods such as player succubus. With some of the less wide monitors I could see a few of the lines being off screen. So people might want to think about this. There are a bunch of mods out there to correct this just experiment with which works for you.

Posted
10 hours ago, BigOnes69 said:

You can have problems with different wide and ultrawide monitors. I have a 32 to 9 monitor and had to experiment with several of the ultrawide fixes before getting several combinations to work between skyui, mcm, and conversation box. I still have a problem with several conversations being off screen because they are too large.

Interesting.  By off screen, you mean that some dialog choices are below the bottom of the screen with no way to scroll to them?

 

Fortunately, the menu mod fixed wren888's problem.  It allows more horizontal space, reducing line wrapping, which might keep things from reaching the bottom of the screen.

Posted

More on Dialog UI

 

I poked around a little and learned some things (I haven't messed with this aspect of the game besides just installing EZ2C Dialogue Menu).

 

Editing dialoguemenu.cfg in Data\interface (make a backup first) lets players reposition the dialog window (topiclist_pos_x, 
topiclist_pos_y, and topiclist_width).  That might be what's actually fixing the display problems.  I have a wide monitor, so I might at least increase the width.

 

Some players like the window on the left.  Being accustomed to seeing it on the right, it looks weird, but it's less intrusive when most of the lines are short.  Less of an issue with wide displays, but some players might like to move it to the left side. 

 

Minimal Oblivion Dialogue Menu (linked above) is LE compatible.  That's mentioned in that mod's discussion (but not the description), and I verified it.  The "required" camera mod is only needed if you want the zoomed in effect, so effectively there are no requirements.

 

Convenient Dialogue UI (on Nexus for LE and SE) would probably also help.  It's another option for LE players now that EZ2C Dialogue Menu was removed (unless they grab the file from CaptainJ03 a few posts up).

Posted (edited)
12 hours ago, Hex Bolt said:

Interesting.  By off screen, you mean that some dialog choices are below the bottom of the screen with no way to scroll to them?

 

Fortunately, the menu mod fixed wren888's problem.  It allows more horizontal space, reducing line wrapping, which might keep things from reaching the bottom of the screen.

Actually they are to the top of the screen and I now know, because of experimentation, how many times to scroll down and hit the enter key to activate what I want. In other words the conversation fonts or box are to large to fit on the screen but are still active. PSQ and several others have this problem. The widescreen fix mods can not get everything for every mod out there. I could go in to the mod and fix it but its not worth the time when I can still scroll for what i need.

Edited by BigOnes69
Posted

I don't know if it's a coincidence, but ever since I installed EZ2C Dialogue Menu, I'm unable to ask Master if he would remove the inflatable toy. Lola's submission is currently at 98, so it occurred to me that option may disappear at so high a score. Is that the case, or should I try Minimal Oblivion Dialogue Menu or Convenient Dialogue UI that you mentioned above? If I can choose one of them, I like the Vanilla menu look.

 

Thank you.

Posted (edited)
39 minutes ago, wren888 said:

I'm unable to ask Master if he would remove the inflatable toy.

The owner won't remove it. You have to let it deflate.  That's the "game".

 

Edit:  There is one exception, which you might have been thinking of.  The owner will remove it if the prostitution quest is active, since you can argue that you can earn more gold with all "options" available.  If you're not able to ask, it's because you're not working on your prostitution quota.

Edited by Hex Bolt
Posted
13 minutes ago, wren888 said:

...should I try Minimal Oblivion Dialogue Menu or Convenient Dialogue UI that you mentioned above? If I can choose one of them, I like the Vanilla menu look.

Normally, a player shouldn't actually need any of them.  Some people have problems with larger lists of dialog choices, but that seems to be a display issue.  If you like the vanilla look, this old copy is pretty close, it just uses a width of 600 rather than 300.  

 

dialoguemenu.7z

 

Just to clarify (not being defensive because no one has suggested otherwise), SLTR doesn't do anything weird with dialog response choices.  One shouldn't need a dialog UI mod to use SLTR.  Because Confessions does offer six choices (not all that unusual), and players are allowed to enter long text for the custom responses, some players might push their display UI too far.  Shorten the custom confessions and you shouldn't have any trouble -- or make them nice and long but use a mod that lets your display handle things that large.

 

For reference, Counting Is Fun offers 7 responses.  However, they're all really short (just numbers), and I don't recall anyone mentioning a problem with seeing them all.  Maybe that puts things in perspective a little better.

Posted

I have a problem recently with the sweeping at home quest, the broom animation doesn't play anymore (or at least I had this the last two times at Hearthfire homes, not sure if I also had this at Breezehome).

 

First I thought this is because I am using the latest Pandora instead of FNIS, but this isn't the reason, the sweeping animation itself is ok, the animation plays if I do a "player.playidle idleloosesweepingstart" in the console, the "mt_behavior.hkx" file is ok, makes no difference if it is created by Pandora or FNIS, must be something else.

 

I saw there is a "SweepIdleMarker" in hearthfire.esm, does this perhaps have something to do with this ? 

Posted
8 hours ago, Hex Bolt said:

Edit:  There is one exception, which you might have been thinking of.  The owner will remove it if the prostitution quest is active, since you can argue that you can earn more gold with all "options" available.  If you're not able to ask, it's because you're not working on your prostitution quota.

Yes. This is the case I'm speaking of. Formerly when the prostitution quest was active, there was a dialogue option available when talking with Master in which Lola could ask for the toy to be removed. This time it was absent. I'll try uninstalling the EZ2C Dialogue Menu and see if that dialogue option returns.

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