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Posted

Since my upgrade to 4.1.4, i have the problem that my slave is randomly staying behind.

He is always on follow, we are travelling. When i stop, he stops next to me and goes into attention posture with arms behind. (Btw will that stop at some point?).

Usually when i then continue walking, he should also start walking, but the problem is: he sometimes doesn't!

After i tell him to wait or stand still, and then to follow again, then he walks, but it can happen anytime again.

 

Or is that normal behaviour and depends on his emotions?

Posted (edited)
3 hours ago, effrenatus said:

Since my upgrade to 4.1.4, i have the problem that my slave is randomly staying behind.

He is always on follow, we are travelling. When i stop, he stops next to me and goes into attention posture with arms behind. (Btw will that stop at some point?).

No, that's what good slaves do.

 

3 hours ago, effrenatus said:

Usually when i then continue walking, he should also start walking, but the problem is: he sometimes doesn't!

After i tell him to wait or stand still, and then to follow again, then he walks, but it can happen anytime again.

 

Or is that normal behaviour and depends on his emotions?

It depends on the idle animations he is playing. Slaves can not play animations while moving but sometimes they stop and can. It explains why they might get late...

 

I put a note in the Todo list to check the problem.

Edited by TrollAutokill
Posted

could you change the time it takes for slaves to become friends? i enslaved a bandit and sold him off in the span of less than 10 minutes, and my other slave now says she will always remember him, as if they were besties for life ?. it a bit unrealistic.

 

 

 

 

Posted
17 hours ago, effrenatus said:

Since my upgrade to 4.1.4, i have the problem that my slave is randomly staying behind.

He is always on follow, we are travelling. When i stop, he stops next to me and goes into attention posture with arms behind. (Btw will that stop at some point?).

Usually when i then continue walking, he should also start walking, but the problem is: he sometimes doesn't!

After i tell him to wait or stand still, and then to follow again, then he walks, but it can happen anytime again.

 

Or is that normal behaviour and depends on his emotions?

 

I had that issue back with 3.x, too. It was especially jarring for combat slaves.

Posted (edited)
36 minutes ago, banditguy said:

could you change the time it takes for slaves to become friends? i enslaved a bandit and sold him off in the span of less than 10 minutes, and my other slave now says she will always remember him, as if they were besties for life ?. it a bit unrealistic.

 

 

 

 

 

Yeah, I think that is also one that came over from 3.x, my combat slaves tended to become friends with the random bandits that I captured and trained up for selling. I agree, needing them to spend significant time "together" (e.g. both as follower slaves, or both as slaves in a camp) before being eligible for friendship would be much more logical.

 

Edit: Or maybe even block them from becoming slaves if their roles are different - for example they both need to be combat slaves and fight side-by-side, or they both need to be non-combat followers traveling with the player, or they both need to be assigned to the same trainer. It would feel more natural if slaves become friends with others who they are sharing experiences with instead of just latching to the next random slave.

Edited by Kharos
Posted
18 hours ago, TrollAutokill said:

It depends on the idle animations he is playing. Slaves can not play animations while moving but sometimes they stop and can. It explains why they might get late...

 

I put a note in the Todo list to check the problem.

Thank you! I'd just like to note that he did not really play any long animation. He just stands there in that posture, looking at me when i come closer.

Posted (edited)

4.1.4 recruiting thugs/masters recruits them as slaves with slave dialogue. No master dialogue at all cannot move them either they do nothing. Have not updated to 4.1.5 i did downgrade to 3.0 which did fix slaver dialogue. Anyone running 4.1.5 can confirm if slaver dialogue is working.

Edited by Mageroeth
Posted

Another note to 4.1.4 possibly 4.1.5 slaver recruitment is that i am running NMS and folks did say it had incompatibilities but i did not see anything about slavers being affected.

Posted
13 minutes ago, The new guy1 said:

4.15 is still in beta? you know if someone is working on the LE version?

Yes but next version is coming with enslaving NPCs fix. No one is working on an LE version to my knowledge.

 

Posted
8 minutes ago, Mageroeth said:

Another note to 4.1.4 possibly 4.1.5 slaver recruitment is that i am running NMS and folks did say it had incompatibilities but i did not see anything about slavers being affected.

I didn't test slavers in version 4. What is NMS? No Man Skyrim?

Posted (edited)

Version 4.1.6 is out.

 

 - Fixed spawned NPC capture
 - Added check on respect training to being respectful.
 - Added free slave dialogue to "Let's have a serious chat"
 - Added rape option to runaway dialogue
 - Added DoM history faction to allow previous slaves to react to re-enslavement
 - Fixed properties and local variables not resetting for actor and mind
 - Added check on follow player or trainer to break idles and sneak before resuming follow when player or trainer is running
 - Added good fighter praising reason at the end of combat against enemy
 
 Known bugs:
 - When enslaving during combat some slaves might gets stuck in crouching mode, use the enable/disable 'K' key (with the crosshair on them) to fix

 - Combat slaves might kill victims during the early stages of enslavement

 

EDIT: Wrong upload. Reupload done. Sorry @Jasmine92

 

Edited by TrollAutokill
Posted
2 hours ago, TrollAutokill said:

Yes but next version is coming with enslaving NPCs fix. No one is working on an LE version to my knowledge.

 

oh sad thing to heard, but thanks for response, do you know how can i tried to port it to LE? i am not a modder but try can`t kill me, i hope

Posted
12 minutes ago, The new guy1 said:

oh sad thing to heard, but thanks for response, do you know how can i tried to port it to LE? i am not a modder but try can`t kill me, i hope

Some say you only need to open the esp in the LE CK and save. But I am not sure it is really enough. There was also  an sseedit script to run first.

 

Posted
11 hours ago, Kharos said:

Yeah, I think that is also one that came over from 3.x, my combat slaves tended to become friends with the random bandits that I captured and trained up for selling. I agree, needing them to spend significant time "together" (e.g. both as follower slaves, or both as slaves in a camp) before being eligible for friendship would be much more logical.

 

Edit: Or maybe even block them from becoming slaves if their roles are different - for example they both need to be combat slaves and fight side-by-side, or they both need to be non-combat followers traveling with the player, or they both need to be assigned to the same trainer. It would feel more natural if slaves become friends with others who they are sharing experiences with instead of just latching to the next random slave.

i second this

Posted (edited)
1 hour ago, TrollAutokill said:

Some say you only need to open the esp in the LE CK and save. But I am not sure it is really enough. There was also  an sseedit script to run first.

 

Well i tried to open the esp and save, it was hard because i never open anything in the creation kit and get that "too many master selected" or "error in line 2871" and that stuff, but i manage to open and save, i open the game and no CTD and the MCM load well but my characters are T-posing, i run Fnis and a warning says ">>Warning: \character\behaviors\FNIS_DiaryOfMine_Behavior.hkx not Skyrim compatible<<" so i think i need to do something more?

 

 

 

 

I make some test and slavement works, dialogue show well and messages too , all works except everyone T-posing 

Edited by The new guy1
Posted

Well i pick the 3.42 LE version behavior files and replace it in the 4.16 version

 

i make some test and seems like working well?

 

i share the file for anyone, is made by a noob, but you are free to try 

 

my "conversion" consist in running the ESP in the Creation Kit and replace the SE behavior files of 4.16 to the LE behavior files for the 3.42

Diary Of Mine 4.1.6_LE_fomod.zip

Posted (edited)
1 hour ago, The new guy1 said:

Well i tried to open the esp and save, it was hard because i never open anything in the creation kit and get that "too many master selected" or "error in line 2871" and that stuff, but i manage to open and save, i open the game and no CTD and the MCM load well but my characters are T-posing, i run Fnis and a warning says ">>Warning: \character\behaviors\FNIS_DiaryOfMine_Behavior.hkx not Skyrim compatible<<" so i think i need to do something more?

 

 

 

 

I make some test and slavement works, dialogue show well and messages too , all works except everyone T-posing 

Use assets (meshes and textures) from DoM 3 and run fnis for modders on the Dom list.txt file in meshes/actor/.../

 

That will create the LE behaviour file

Edited by TrollAutokill
Posted
22 minutes ago, The new guy1 said:

Well i pick the 3.42 LE version behavior files and replace it in the 4.16 version

 

i make some test and seems like working well?

 

i share the file for anyone, is made by a noob, but you are free to try 

 

my "conversion" consist in running the ESP in the Creation Kit and replace the SE behavior files of 4.16 to the LE behavior files for the 3.42

Diary Of Mine 4.1.6_LE_fomod.zip 71.24 MB · 0 downloads

Great, I will add it to the next upload.

Posted (edited)
3 hours ago, TrollAutokill said:

Some say you only need to open the esp in the LE CK and save. But I am not sure it is really enough. There was also  an sseedit script to run first.

 

If you are talking about the same script I'm thinking about, it only does set the Form to Version 43, which also can be done manually in xedit or wrye bash.

 

 

6 hours ago, The new guy1 said:

4.15 is still in beta? you know if someone is working on the LE version?

Maybe just try converting it with cathedral asset optimizer? Enable "Process meshes" and "Necessary optimization" to convert meshes and animations to LE format and textures to DXT3 compression. I don't have LE myself, so can't test it.

 

 

1 hour ago, The new guy1 said:

Well i tried to open the esp and save, it was hard because i never open anything in the creation kit and get that "too many master selected" or "error in line 2871" and that stuff, but i manage to open and save, i open the game and no CTD and the MCM load well but my characters are T-posing, i run Fnis and a warning says ">>Warning: \character\behaviors\FNIS_DiaryOfMine_Behavior.hkx not Skyrim compatible<<" so i think i need to do something more?

 

I make some test and slavement works, dialogue show well and messages too , all works except everyone T-posing 

That's because the hkx format has changed from LE to SE, see above. CAO should be able to fix that and convert the meshes.

 

Found a YT howto on using COA to convert from SE to LE:

Spoiler

 

 

Edited by Jasmine92
Posted
10 minutes ago, Jasmine92 said:

If you are talking about the same script I'm thinking about, it only does set the Form to Version 43, which also can be done manually in xedit or wrye bash.

 

 

Maybe just try converting it with cathedral asset optimizer? Enable "Process meshes" and "Necessary optimization" to convert meshes and animations to LE format and textures to DXT3 compression. I don't have LE myself, so can't test it.

 

 

That's because the hkx format has changed from LE to SE, see above. CAO should be able to fix that and convert the meshes.

 

Found a YT howto on using COA to convert from SE to LE:

  Reveal hidden contents

 

 

Thank you so much for your help, i somehow manage to do it in the other form, but if something don´t work or i need it to do it again your information is gonna be very helpful

Posted (edited)

is there a way to disable cloning and dont get original npc get killed, make slave the original npc

Edited by Draego
Posted
26 minutes ago, Draego said:

is there a way to disable cloning and dont get original npc get killed, make slave the original npc

Unique NPC are not cloned (and not killed) by default. Check your MCM settings.

 

Spawned NPC can not be kept as originals. We tried, but they get deleted after sometimes. So unless someone comes up with a solution they have to be cloned, and that explains why this option is locked in the MCM menu.

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