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Posted (edited)
37 minutes ago, tonitrulupus said:

when you write the json file through the mod under the slave, where is it saved at? 

 

Your SKSE Outpost folder

SKSE\Plugins\StorageUtilData\Diary Of Mine

Edited by 太宰 治
Posted
51 minutes ago, 太宰 治 said:

 

Your SKSE Outpost folder

SKSE\Plugins\StorageUtilData\Diary Of Mine

I actually found mine ModOrganizer\Skyrim Special Edition\mods\Racemenu Output\SKSE\Plugins\StorageUtilData\Diary Of Mine\Raina Silvermoon I belive that was due to me putting the skse outputs in the wrong folder, I should have put it in the SKSE folder, but its there and not causing an issue so I am not changing it lol, thanks for your help

Posted

@TrollAutokill I did find a typo "I suddenly felt so ashamed about this whole situation. I know it could get worse... Imagine what would happen if this bitch discovers my kink for doing it in a public pl ace!"," looks like a space in place. not game braking 

Posted

I've just had Haelga die from being comforted with care. Four times in a row now, so I'm pretty sure I'm not misclicking.

Posted (edited)
27 minutes ago, DocClox said:

I've just had Haelga die from being comforted with care. Four times in a row now, so I'm pretty sure I'm not misclicking.

That's because of the paired animation. The hug animation is the only paired animation in game that is not a kill combo.

 

It seems your game has registered the hug animation as a kill combo. Which animation manager are you using? FNIS, Nemesis or Pandora?

Edited by TrollAutokill
Posted
2 hours ago, TrollAutokill said:

It seems your game has registered the hug animation as a kill combo. Which animation manager are you using? FNIS, Nemesis or Pandora?

 

Pandora.

 

It doesn't happen every time I try and comfort though. But it did seem to get stuck in kill mode that one time.

 

Probably just a glitch. I'll watch out for it.

Posted
1 hour ago, DocClox said:

 

Pandora.

 

It doesn't happen every time I try and comfort though. But it did seem to get stuck in kill mode that one time.

 

Probably just a glitch. I'll watch out for it.

Also I believe someone had the same bug a while ago and found the hug animation registered as kill combo somewhere in the mod list.

Posted
1 hour ago, TrollAutokill said:

Also I believe someone had the same bug a while ago and found the hug animation registered as kill combo somewhere in the mod list.

 

Possible, I suppose. But then, would you not expect it to be fatal every single time?

Posted (edited)
3 hours ago, DocClox said:

 

Possible, I suppose. But then, would you not expect it to be fatal every single time?

Maybe your DB is really bad at kill moves? Or maybe sometimes you used 1st person and some other times 3rd person animation. Yes they are different.

 

Another possibility could be that some animations link to the default pa_hug and others to some modified version.

Edited by TrollAutokill
Posted
1 hour ago, TrollAutokill said:

Maybe your DB is really bad at kill moves?

 

More seriously it could be that some animations link to the default pa_hug and others to some modified version.

Just did a quick search and apparently there was a bug with hugs in vanilla game, Not sure if anyone with all the fixes and patches ever addressed it since then but it effected any mod that a hug was given to a NPC by the PC. here is the link. 

https://www.afkmods.com/index.php?/topic/4035-here-is-a-fix-for-the-death-after-hug-bug/

 

Posted

Will npcs go back to normal if I were to free them? Im kinda worried about enslaving the wrong npcs that might be crucial to the game

Posted
6 minutes ago, teelol said:

Will npcs go back to normal if I were to free them? Im kinda worried about enslaving the wrong npcs that might be crucial to the game

Most unique NPCs will go back to their normal schedule. If not, report them and we'll find a fix. Spawned NPCs will just hang around.

Posted
42 minutes ago, teelol said:

Will npcs go back to normal if I were to free them? Im kinda worried about enslaving the wrong npcs that might be crucial to the game

 

 

As long as you don't activate the option to clone unique NPCs in the MCM, take that into account. Cloning a unique NPC kills it by generating a copy that is essentially no longer the same character.

Posted
2 hours ago, teelol said:

Will npcs go back to normal if I were to free them? Im kinda worried about enslaving the wrong npcs that might be crucial to the game

before you enslave a unique go and look upo what quests they have on wiki. ther are a shit load of unique npc that literaly you see once without a quest or anything. if they ahve no quest  tied to them usualy they are free game. just use common sense thou. if you enslave someoen in a city now they not walking around city making it feel alive.

Posted (edited)
10 hours ago, sidfu1 said:

before you enslave a unique go and look upo what quests they have on wiki. ther are a shit load of unique npc that literaly you see once without a quest or anything. if they ahve no quest  tied to them usualy they are free game.

Only the quests changing the NPC packages through an alias or scenes would create problems. For example the Golden Claw has Camilla playing a few scenes. This particular quest is compatible with DOM only if you use the DOM Stories addon.

 

Most quests just add dialogues through actor ID check . Those are fine to enslave too. For example the Faendal/Sven/Camilla letter quest only has dialogues. Those 3 can be enslaved and you can play this particular quest whenever you want.

Edited by TrollAutokill
Posted

Hi, all,

 

I have tried many times, but I cannot find a solution. I also encountered similar situations as previously mentioned by others, that the slaves won't interact with you in any dialogues, they will not provide a response to any orders, and the only response is to "let's have a serious chat". Other than that, whenever I press E to talk, they will just stand there with no response. 
 

Different from others, it seems to have this issue with me for many versions. I tried DOM 5.5, 7.29, 7.5, and it all seem to have this issue with me. I also tried to change the response tick, but I have no hope about that. Tried several different voicepacks, not hope on that as well. So currently I am a little bit out of methods, and it seems like it is not occurring to any others? So I am just posting here to ask for any tips that might be helpful in this case. It seems to be having these issues on all the versions I installed. What other options can I try in case I missed? 

Posted

Can someone verify if this is an issue with my game build? After updating past version 7.4.2, my followers no longer interact with my Slaves. However, when I downgrade back to 7.4.2, the interactions return. Just trying to confirm it's something on my end

Posted
2 hours ago, Chestnut1213 said:

Hi, all,

 

I have tried many times, but I cannot find a solution. I also encountered similar situations as previously mentioned by others, that the slaves won't interact with you in any dialogues, they will not provide a response to any orders, and the only response is to "let's have a serious chat". Other than that, whenever I press E to talk, they will just stand there with no response. 
 

Different from others, it seems to have this issue with me for many versions. I tried DOM 5.5, 7.29, 7.5, and it all seem to have this issue with me. I also tried to change the response tick, but I have no hope about that. Tried several different voicepacks, not hope on that as well. So currently I am a little bit out of methods, and it seems like it is not occurring to any others? So I am just posting here to ask for any tips that might be helpful in this case. It seems to be having these issues on all the versions I installed. What other options can I try in case I missed? 

Did you try with the minimal amount of mods? Which for 7.5 is nothing but Skyrim, Dawnguard and Dragon born.

Posted (edited)
45 minutes ago, zztechs said:

Can someone verify if this is an issue with my game build? After updating past version 7.4.2, my followers no longer interact with my Slaves. However, when I downgrade back to 7.4.2, the interactions return. Just trying to confirm it's something on my end

Followers interacting with slaves is an HSH feature. There is no difference on that matter between 7.4.2 and 7.4.4.

 

HSH was changed starting from 7.5. You should be able to enable/disable follower/slave interactions in HSH MCM. Also you should have a dialogue to tell a specific follower to not use your slaves. For example if you want to let Lydia get wild but forbid Faendal to use your slave Camilla.

Edited by TrollAutokill
Posted
3 hours ago, TrollAutokill said:

Did you try with the minimal amount of mods? Which for 7.5 is nothing but Skyrim, Dawnguard and Dragon born.

Yes, that would be working well. Questions raised with the mods I added, I think, there are too many of them so I guess it is kind of me wanting too much lol... So I am just trying to make sure I did everything I can before concluding it is just a random conflict with another mod that I have no way to figure it out.

Posted
15 minutes ago, Chestnut1213 said:

Yes, that would be working well. Questions raised with the mods I added, I think, there are too many of them so I guess it is kind of me wanting too much lol... So I am just trying to make sure I did everything I can before concluding it is just a random conflict with another mod that I have no way to figure it out.

First make sure you don't have too many esp. Max is 254 or FD (staring to count at 00 for Skyrim main plugin). FE is for esl plugins.

Posted
5 minutes ago, TrollAutokill said:

First make sure you don't have too many esp. Max is 254 or FD (staring to count at 00 for Skyrim main plugin). FE is for esl plugins.

pretty sure it is lower than that.

Posted
3 hours ago, zztechs said:

TY TrollAutokill for the quick reply..

If you use MO2, at least with my install, I noticed on the mod list if I don't have the priority set correctly there in most cases it effects some mods on my load order. to give an example I use complete cooking, with beyond skyrim and more plants, if I have more plants a lower priority in the mod list, no matter where I put the plugin in the LO it don't load all the plants but once I put it at a high priority in mods and get it placed after CACO in the load order its works fine, so priority could be a factor, that isn't the cases with all mods though. so you will have to see if it effect the game or now.

Not sure if anyone else have seen this type of thing with some mods.

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