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Posted
35 minutes ago, TrollAutokill said:

It's WIP so try it to and you'll get your answers, but don't save your game after trying, reload from before trying.

Ok I will let you know on the mine and the stone and clay as well I don't for see any issues, but you never know

Posted (edited)

I have a problem, I'm not sure if it's related to this mod, but when I press hotkeys in the upper left corner it says Wheel Menu Target: Group, how can I fix this?
Because any action affects not just one person, but the entire group at once. Maybe I hit a switch in the mod settings. But I can't figure out which one.
__________________________________
It has something to do with the key (release slave from the bag) I changed it and now it seems that this problem does not bother me much. One way or another I always had problems with slaves in bags because I can not remove them from my back.

image.png

Edited by Empty3301
Posted
2 hours ago, Empty3301 said:

I have a problem, I'm not sure if it's related to this mod, but when I press hotkeys in the upper left corner it says Wheel Menu Target: Group, how can I fix this?
Because any action affects not just one person, but the entire group at once. Maybe I hit a switch in the mod settings. But I can't figure out which one.
__________________________________
It has something to do with the key (release slave from the bag) I changed it and now it seems that this problem does not bother me much. One way or another I always had problems with slaves in bags because I can not remove them from my back.

image.png

To remove slaves from your back you need to drop the sack, it's your armor menu and it's named "sack with 'slave'" Then you just use a wheel hotkey while having your cursor on it and it will provide a wheel with bag options such as pick up, release, etc.

 

In the wheel menu section of the MCM, you can see what hotkeys you have set up, the ones on the left side are regular hotkeys, the ones on the right respond to their left counterpart + modifier key, which you can see below. By default it's Shift, I use L-Alt. Don't touch "default modifier key" I don't know what it does.

 

So if your abuse key is Mouse 4, the one to the right of that will be Mouse 4 + Shift.

 

If you don't have your cursor over an NPC, the wheel menu defaults to a group order, there is also a group specific wheel hotkey if you want, but personally I find that just aiming to the side or floor is much more intuitive.

 

Hope that helps. 

Posted
1 hour ago, crazymango54 said:

To remove slaves from your back you need to drop the sack, it's your armor menu and it's named "sack with 'slave'" Then you just use a wheel hotkey while having your cursor on it and it will provide a wheel with bag options such as pick up, release, etc.

 

In the wheel menu section of the MCM, you can see what hotkeys you have set up, the ones on the left side are regular hotkeys, the ones on the right respond to their left counterpart + modifier key, which you can see below. By default it's Shift, I use L-Alt. Don't touch "default modifier key" I don't know what it does.

 

So if your abuse key is Mouse 4, the one to the right of that will be Mouse 4 + Shift.

 

If you don't have your cursor over an NPC, the wheel menu defaults to a group order, there is also a group specific wheel hotkey if you want, but personally I find that just aiming to the side or floor is much more intuitive.

 

Hope that helps. 

Well. About the bag. I can neither take it off nor throw it away. Something is in the way. Same thing with devious devices, I can't throw them away for some reason either (all mods settings is checked), I have to go into the mod settings and use the debug menu when I mistakenly take someone into the bag. And about the wheel menu, I know how it works, I've already configured the buttons, but the problem was different, nevertheless it has already been solved. It felt like the Shift key got stuck at some point and all interactions were group interactions, the worst thing is that this was applied not only to DoM but also to other mods о.О

Posted
5 hours ago, Empty3301 said:

Well. About the bag. I can neither take it off nor throw it away. Something is in the way. Same thing with devious devices, I can't throw them away for some reason either (all mods settings is checked), I have to go into the mod settings and use the debug menu when I mistakenly take someone into the bag. And about the wheel menu, I know how it works, I've already configured the buttons, but the problem was different, nevertheless it has already been solved. It felt like the Shift key got stuck at some point and all interactions were group interactions, the worst thing is that this was applied not only to DoM but also to other mods о.О

 

There is one mod on LL that has an option to not let you discard DDs, ie they will be stuck in your inventory until the mod itself let's you dispose of them.  It's an option that can be turned off

 

Can't remember for certain which mod it is, but might be 'Sexy Adventures' or the 'Licences' mod.

 

Hope that might be of some help

 

DQW

Posted
13 hours ago, DonQuiWho said:

 

There is one mod on LL that has an option to not let you discard DDs, ie they will be stuck in your inventory until the mod itself let's you dispose of them.  It's an option that can be turned off

 

Can't remember for certain which mod it is, but might be 'Sexy Adventures' or the 'Licences' mod.

 

Hope that might be of some help

 

DQW

I made my mod pack based on another one called RFAB. There you can't throw away items that you have on. I suspect that this is happening because of this mod pack that my mods are on. Unless I find a special mod that goes on top of everything else and makes it possible to throw them away

Posted
3 minutes ago, Empty3301 said:

I made my mod pack based on another one called RFAB. There you can't throw away items that you have on. I suspect that this is happening because of this mod pack that my mods are on. Unless I find a special mod that goes on top of everything else and makes it possible to throw them away

 

I'm sure that the mod I referred to - and in the viscissitudes of old age, the name of which I can't remember - allowed you to treat continued 'carry' - not continuous wear! - as an option selectable in the MCM.  The issue I recall was the additional weight involved of items removed from wear and stuck in inventory as undroppable, not the inconvenience obviously accompanying worn DD's

 

You might want to just have a second look/search

 

I hope you get a solution

 

DQW

Posted

Is there a way to disable the hp boost and other buffs for combat slaves?

 

It's kinda boring having anyone turn into a demi-god the moment they're told they are a slave. Having all skills boosted to >80 also has a funny interaction with the Skill Based Muscle - mod, where anyone turns super ripped on command. 

It's cool to have a system that makes any npc viable for play at any level, but the buffs are too strong for my preferred power fantasy

 

Would love to see an expansion to the combat training system where the skill-buff scales with combat training and the hp-buff depends on their combat training and pain resistance.

The current boosts should be an end goal for training, not the starting point.

But I suppose a dynamic system would be a lot of scripting work and more script lag, so I'm not sure if it's worth it.

 

But some MCM options to change or disable the boost values for hp and skills would be great. 

Posted
5 hours ago, verydarknut said:

Is there a way to disable the hp boost and other buffs for combat slaves?

 

It's kinda boring having anyone turn into a demi-god the moment they're told they are a slave. Having all skills boosted to >80 also has a funny interaction with the Skill Based Muscle - mod, where anyone turns super ripped on command. 

It's cool to have a system that makes any npc viable for play at any level, but the buffs are too strong for my preferred power fantasy

 

Would love to see an expansion to the combat training system where the skill-buff scales with combat training and the hp-buff depends on their combat training and pain resistance.

The current boosts should be an end goal for training, not the starting point.

But I suppose a dynamic system would be a lot of scripting work and more script lag, so I'm not sure if it's worth it.

 

But some MCM options to change or disable the boost values for hp and skills would be great. 

You can disable the combat skills training. It's the old one from PAH and can be a bit overpowering. Then you can tune the HP regeneration in the MCM.

Posted
On 10/11/2024 at 4:02 AM, DonQuiWho said:

 

There is one mod on LL that has an option to not let you discard DDs, ie they will be stuck in your inventory until the mod itself let's you dispose of them.  It's an option that can be turned off

 

Can't remember for certain which mod it is, but might be 'Sexy Adventures' or the 'Licences' mod.

 

Hope that might be of some help

 

DQW

Defeated also gives an option to put in bag, g is the hot key to release, not sure about any other mods

 

Posted (edited)
8 hours ago, kraker95 said:

Maybe im too dumb but i cant seem to find the guide on updating diary of mine anyone knows?

In the mod description page, look under "Installation" and especially "Further notes about installation".

 

I have yet to see two identical modded Skyrim setup, that's the joy of it, your installation, your mod incompatibilities.

Edited by TrollAutokill
Posted

I want to say that whatever changes were made these last few updates have helped a lot with the slave dialogue in my game, before it would either not play or be used in strange context. The only lines that are still somewhat buggy to me are the ones where slave comments on you physically punishing another slave even if you haven't touched them ("my god, he's out of his mind, he's going to kill her") and the one where a slave asks for a weapon despite already having one ("I believe I would be of better use if I had a weapon, Master"). But overall great job, just a little bit of nitpicking.

Posted
11 hours ago, wower2345 said:

I want to say that whatever changes were made these last few updates have helped a lot with the slave dialogue in my game, before it would either not play or be used in strange context. The only lines that are still somewhat buggy to me are the ones where slave comments on you physically punishing another slave even if you haven't touched them ("my god, he's out of his mind, he's going to kill her") and the one where a slave asks for a weapon despite already having one ("I believe I would be of better use if I had a weapon, Master"). But overall great job, just a little bit of nitpicking.

Actually, I didn't touch anything related to dialogues recently. Maybe some weird Skyrim behaviour, as always. Hopefully it will continue to get better.

Posted
1 hour ago, TrollAutokill said:

Actually, I didn't touch anything related to dialogues recently. Maybe some weird Skyrim behaviour, as always. Hopefully it will continue to get better.

I see, maybe it was due to an update of some of the requirements then, well anyways

Posted

When a trainer is whipping a slave, is there supposed to be a whipping animation playing and overlays applying? What I see/hear is the trainer doing sort of a drawing weapon (whip) animation and a wooshy sound playing. No actual hitting. The widget writes that that x slave is punished with y strokes.

Posted

After updating to 6.0.5 or around 6.0.6 I am experiencing a bug that triggers every 2nd or 3rd playthrough. It's impossible to interact with slaves, the hotkeys are unresponsive and it's impossible to talk to them. Normally this would be fine, but the MCM freezes up as well, and reloading the save doesn't help only restarting skyrim.exe

Posted
1 hour ago, Durante said:

After updating to 6.0.5 or around 6.0.6 I am experiencing a bug that triggers every 2nd or 3rd playthrough. It's impossible to interact with slaves, the hotkeys are unresponsive and it's impossible to talk to them. Normally this would be fine, but the MCM freezes up as well, and reloading the save doesn't help only restarting skyrim.exe

Usually hitting slaves should reactivate them shortly. I am afraid we're reaching the limits of the engine there, possibly linked with too many overlays. Make sure you increase the number of overlay slots, default is 4 and can be limiting. You can also try elephant script latency tester, as scripts bloating can also be the culprit.

 

The unresponsive DOM MCM should have been fixed with 6.0.6. But if it's the whole MCM, try to restart it with the console.

Posted
7 hours ago, Durante said:

After updating to 6.0.5 or around 6.0.6 I am experiencing a bug that triggers every 2nd or 3rd playthrough. It's impossible to interact with slaves, the hotkeys are unresponsive and it's impossible to talk to them. Normally this would be fine, but the MCM freezes up as well, and reloading the save doesn't help only restarting skyrim.exe

I have seen something like that, it could be a script overload in memory or something like that and just need to save the game close out and restart the game, when the wheels stop responding, I restart the game and normally fixes the issue, but thats when I have been playing for a long time in one sitting, that has to do with the way skyrim handles the memory and stuff,

Posted (edited)

Not a bug per se, but I have been noticing some odd behavior when I kill a slave. The slave often lays down but begins horizontal walking animations rather than ragdoll. It's usually fixed by disabling/enabling the actor. But I kill a lot of slaves in the process of testing ToMB stuff, and it's a noticeable pattern. 
 

May be an issue with the alias cleaning up on death?

Edited by The Man in Black
Posted (edited)
2 hours ago, The Man in Black said:

Not a bug per se, but I have been noticing some odd behavior when I kill a slave. The slave often lays down but begins horizontal walking animations rather than ragdoll. It's usually fixed by disabling/enabling the actor. But I kill a lot of slaves in the process of testing ToMB stuff, and it's a noticeable pattern. 
 

May be an issue with the alias cleaning up on death?

Yes definitely an issue at cleaning. I will look into it. But I just restarted a game for testing purposes let me finish Camilla's quests first.

 

EDIT: I saw PlayerCombatTargetvictim was not cleared properly, and some others maybe too. It could be the core of the problem, I will post an update soon .

Edited by TrollAutokill
Posted (edited)
19 hours ago, TrollAutokill said:

Usually hitting slaves should reactivate them shortly. I am afraid we're reaching the limits of the engine there, possibly linked with too many overlays. Make sure you increase the number of overlay slots, default is 4 and can be limiting. You can also try elephant script latency tester, as scripts bloating can also be the culprit.

 

The unresponsive DOM MCM should have been fixed with 6.0.6. But if it's the whole MCM, try to restart it with the console.

 

It's probably not overlays I had 10 for body and 8 for face, learned to increase the limit since LE :P

 

From more testing I noticed that the MCM works fine (partially), the issue is, the slaves that get bugged disappear from the list! So I tried smacking the slave as you suggested and then it's possible to talk to them, but the option again disappears after a few seconds. Older saves don't seem permanently affected, so perhaps its some scripts getting broken overtime.

 

It could be script bloat perhaps indeed

Edited by Durante
Posted
2 hours ago, Durante said:

 

It's probably not overlays I had 10 for body and 8 for face, learned to increase the limit since LE :P

 

From more testing I noticed that the MCM works fine (partially), the issue is, the slaves that get bugged disappear from the list! So I tried smacking the slave as you suggested and then it's possible to talk to them, but the option again disappears after a few seconds. Older saves don't seem permanently affected, so perhaps its some scripts getting broken overtime.

 

It could be script bloat perhaps indeed

I honestly don't think it's script bloat. This is happening to me too, especially with tied-up slaves, and it seems to be linked with the 3d rendering of the actor. The fact that hitting the slaves renders them selectable is weird.

Posted
7 hours ago, TrollAutokill said:

I honestly don't think it's script bloat. This is happening to me too, especially with tied-up slaves, and it seems to be linked with the 3d rendering of the actor. The fact that hitting the slaves renders them selectable is weird.

I have noticed this too, whenever a slave is posing or tied in my game and I hit them, they become unselectable. If I hit them again, there is a half-second window where I can interact with them. One thing that fixes it is turning on the "fix posing actors every frame" option, this prevents the issue from happening, but that option has its own bugs. I hope that helps you find the problem.

Posted
8 hours ago, crazymango54 said:

I have noticed this too, whenever a slave is posing or tied in my game and I hit them, they become unselectable. If I hit them again, there is a half-second window where I can interact with them. One thing that fixes it is turning on the "fix posing actors every frame" option, this prevents the issue from happening, but that option has its own bugs. I hope that helps you find the problem.

You mean this option from the DOM MCM: "Reset actor position when posing or tied"?

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