madcyb Posted January 30 Posted January 30 Hello. If it helps, I just tried launching a new game with LAL first, then vanilla without LAL. In both cases, DOM doesn't load and the MCM menu appears, without options, and you can't interact with it. AYGAS is the same. 1
fred200 Posted January 30 Posted January 30 In every MCM fails to load case I have ever seen, one mod MCM initialization is broken, and that stops every other subsequent mod MCM initialization. You have to start with only DOM and it's requirements. Then add mods back until you find the culprit. From what you say, AYGAS is a definite suspect. 1
TrollAutokill Posted January 30 Author Posted January 30 (edited) DOM 7.12.6 is out. It is a development version. Last stable version is 7.10. Test play is very welcome. Do not reuse a save game from DOM 7.12.3 .2 .1 or .0. Restart from <= 7.11.x, >= 7.12.4 or new game. But, do not delete your old saves, even better do a backup of your saves, so you can go back to the latest DOM stable version with latest stable version if need be. Corrected fail at startup in 7.12.6 Check is RaceMenu is open and wait until player creation is finished. Check for DOM initialization has finished before allowing API SetAllTraits call, so Alternate Start LAL for DOM doesn't get messed up. Edited January 30 by TrollAutokill 3
madcyb Posted January 30 Posted January 30 Brand new game with DOM 7.12.6 Check is RaceMenu is open and wait until player creation is finished. => OKAY Check for DOM initialization has finished before allowing API SetAllTraits call, so Alternate Start LAL for DOM doesn't get messed up ==> OKAY DOM has been initialized successfully and the MCM is working THANKS merci 1
lorivn Posted January 30 Posted January 30 Looks like the NPCs that are enslaved in this mod don't respawn. I went to a tower near Riverwood and enslaved the bandit NPC, waited 10 game days, and the NPCs at the tower respawned, but the one where the npc was enslaved wasn't. I use a Lawless/Extra Encounters/Organic Factions mod, in short, mods that add NPCs...(I don't think that's related because the NPCs in the tower are vanilla.) Maybe this makes it so that the NPCs don't respawn if they are enslaved in this mod. (I've tried ReCloning him, it didn't work.)
knifa41 Posted January 30 Posted January 30 Hi, the kiss options tend to to my character to the giant camp near whiterun. 1
TrollAutokill Posted January 30 Author Posted January 30 1 hour ago, knifa41 said: Hi, the kiss options tend to to my character to the giant camp near whiterun. It means the position marker is missing. Is that on a new game or old game? Anyhow could you try to produce a papyrus log of the event?
minpark27 Posted January 31 Posted January 31 i'm on 7.11.7 right now. can i update to 7.12.6 mid save?
TrollAutokill Posted January 31 Author Posted January 31 1 hour ago, minpark27 said: i'm on 7.11.7 right now. can i update to 7.12.6 mid save? Yes, but keep your latest save from 7.11.7 as backup.
a_random_user Posted January 31 Posted January 31 A question about selling: is selling a slave supposed to raise a faction like DOMNbSoldSlaves? I tried selling to the Fellglow Slave Camp, but the sale didn't raise the counter for either my player, nor for a nearby hired slaver (distance less than 2000). This is on version 12.6, new save. I've also included a papyrus log. This was from a save point in the camp, after which I sold 1 slave, Thisa. The name of the hired slaver was Brend the Scourge. The selling and release seem to have worked as expected and the log doesn't give a warning there. Papyrus.0.log I did try I've also tried it with Enthralled selling. I call for the functions DOM_Actor DomActor = DomApi.GetDOMActor(akActor) DOMCore.DOMPlayerAlias.HasSold(DomActor) DOMCore.ReleaseActor(akActor) Here I see the same pattern, selling works, and I get the Slaver Skill increase. I don't get an increase on DOMNbSoldSlaves. I also checked a generated json file, but number of slaves sold stays at 0 there. I also noticed a few things when selling on the Fellglow Slave Camp. I always got the 10 septim minimum offer regardless of slave value, probably because the Calculate() function refers to the DOM01.MOD_Slaver variable which was removed in 7.12. When I tried to refuse the offer, Jerral said GREETING and looped back on giving his offer. Maybe a missing goodbye flag on that dialogue option? Both Jerral and the displayed slave were stuck in that loop until I agreed to sell, not sure how that is supposed to work.
fred200 Posted January 31 Posted January 31 (edited) You might want to collect data on how many people actually use Fellglow Slaver Camp. Based on numerous bad experiences in pre-DOM days, I never used it. Bad bones and all that. That is unlikely to change going forward. Enthralled and AYGAS give me plenty of places to buy and sell slaves. Edited January 31 by fred200
TrollAutokill Posted January 31 Author Posted January 31 1 hour ago, a_random_user said: A question about selling: is selling a slave supposed to raise a faction like DOMNbSoldSlaves? I tried selling to the Fellglow Slave Camp, but the sale didn't raise the counter for either my player, nor for a nearby hired slaver (distance less than 2000). It should increase for the slavers and give them a good opinion of the player's slaver skills. I am not sure it works at the camp though, I will add that. Thanks for reporting. Now that the player is a DOM Actor it should also apply to the player and slaves could also learn fear and respect from this. Good points 👍 1 hour ago, a_random_user said: This is on version 12.6, new save. I've also included a papyrus log. This was from a save point in the camp, after which I sold 1 slave, Thisa. The name of the hired slaver was Brend the Scourge. The selling and release seem to have worked as expected and the log doesn't give a warning there. Papyrus.0.log 125.69 kB · 0 downloads I did try I've also tried it with Enthralled selling. I call for the functions DOM_Actor DomActor = DomApi.GetDOMActor(akActor) DOMCore.DOMPlayerAlias.HasSold(DomActor) DOMCore.ReleaseActor(akActor) Here I see the same pattern, selling works, and I get the Slaver Skill increase. I don't get an increase on DOMNbSoldSlaves. I also checked a generated json file, but number of slaves sold stays at 0 there. Only for slavers for now. I will add that to my to-do list. 1 hour ago, a_random_user said: I also noticed a few things when selling on the Fellglow Slave Camp. I always got the 10 septim minimum offer regardless of slave value, probably because the Calculate() function refers to the DOM01.MOD_Slaver variable which was removed in 7.12. When I tried to refuse the offer, Jerral said GREETING and looped back on giving his offer. Maybe a missing goodbye flag on that dialogue option? Both Jerral and the displayed slave were stuck in that loop until I agreed to sell, not sure how that is supposed to work. It seems I have to dig into the slaver's camp code and make it more DOM compatible. It's still mostly PAH mechanics in there. 1
TrollAutokill Posted January 31 Author Posted January 31 (edited) 4 hours ago, fred200 said: You might want to collect data on how many people actually use Fellglow Slaver Camp. Based on numerous bad experiences in pre-DOM days, I never used it. Bad bones and all that. That is unlikely to change going forward. Enslaved and AYGAS give me plenty of places to buy and sell slaves. Noted. It's my plan to modernize it. Edited January 31 by TrollAutokill 1
fred200 Posted January 31 Posted January 31 For a few builds now, my PC has been stuck with red eyes and tears on his face. Bathing in Skyrim is no help. Is there anything manual I can do to remove these? Slavetats? MCM? Console? It is hard to look intimidating when you are crying.
a_random_user Posted January 31 Posted January 31 I sold a slave to an innkeeper with AYGAS, she had a friend Canda which I kept. But now the feelings of the friend has the word CLEARED in capital letters after saying she's friends with Atia. Also, each time after leaving the inn, I got the message that Atia's json write was a succes. Is that supposed to happen? And I also checked the sold counter faction, neither my character nor a hired slaver had an increase in the counter. The slaver's Slaver skill also wasn't increased. I don't know if any of that was implemented yet but I thought I'd mention it.
TrollAutokill Posted January 31 Author Posted January 31 1 hour ago, fred200 said: For a few builds now, my PC has been stuck with red eyes and tears on his face. Bathing in Skyrim is no help. Is there anything manual I can do to remove these? Slavetats? MCM? Console? It is hard to look intimidating when you are crying. Open slavetats gonto player stats and clear the DOM tears. 1
fred200 Posted January 31 Posted January 31 (edited) Slavetats worked great! Thank you. While I am pushing my luck - one of my slaves has really great slave trainer stats. Unfortunately - she is also a necromancer. This seems like a really bad trait to be a trainer. Is there any way I can stop her casting spells? (After about a 20 hour slog, I finally made it out of Cold Harbor and am back - slaving) Upon more cogitation, a feature enhancement I would really like is: 1) Slave - forget all spells (takes care of errant mages, necromancers, and maybe vampires) 2) Slave - learn this spell (show them or give them the desired spells) (Will a slave that knows healing - heal the PC?) Edited January 31 by fred200
TrollAutokill Posted January 31 Author Posted January 31 2 hours ago, a_random_user said: I sold a slave to an innkeeper with AYGAS, she had a friend Canda which I kept. But now the feelings of the friend has the word CLEARED in capital letters after saying she's friends with Atia. It seems Canda was not informed of Atia departure. I will add that to my AYGAS to-do list. 2 hours ago, a_random_user said: Also, each time after leaving the inn, I got the message that Atia's json write was a succes. Is that supposed to happen? That's expected because AYGAS slaves are dormant when the player is in a different cell. The message is maybe a bit too much. I will see to that. 2 hours ago, a_random_user said: And I also checked the sold counter faction, neither my character nor a hired slaver had an increase in the counter. The slaver's Slaver skill also wasn't increased. I don't know if any of that was implemented yet but I thought I'd mention it. It's expected as AYGAS selling mechanism is still the DOM5 machinery. I am still on HSH, AYGAS is next but not immediately. Thanks for the report! 1
TrollAutokill Posted January 31 Author Posted January 31 2 hours ago, fred200 said: Slavetats worked great! Thank you. While I am pushing my luck - one of my slaves has really great slave trainer stats. Unfortunately - she is also a necromancer. This seems like a really bad trait to be a trainer. Is there any way I can stop her casting spells? Casting when training others? 2 hours ago, fred200 said: (After about a 20 hour slog, I finally made it out of Cold Harbor and am back - slaving) Upon more cogitation, a feature enhancement I would really like is: 1) Slave - forget all spells (takes care of errant mages, necromancers, and maybe vampires) That could be done, provided it doesn't change the base actor values. Otherwise you'll encounter more and more uneducated necromancers. No spell and wearing robes, not a real challenge... Meanwhile you can use the console to remove the annoying spells from the actor. 2 hours ago, fred200 said: 2) Slave - learn this spell (show them or give them the desired spells) (Will a slave that knows healing - heal the PC?) That part is more complicated. I'll put it on the to-do list. Actors healing the PC, I believe is not a vanilla feature, but some mods might do it.
fred200 Posted January 31 Posted January 31 I have walked into a training session with a room full of skeletons and worse. It is even worse with a slave follower that fights; narrow dungeon passageways are totally clogged with conjurations. Vampires (which I now avoid) tend to get aggro on everything in the area. Really - I would be happy if all slaves were restricted to melee only. 1
TrollAutokill Posted February 1 Author Posted February 1 (edited) 15 hours ago, fred200 said: I have walked into a training session with a room full of skeletons and worse. It is even worse with a slave follower that fights; narrow dungeon passageways are totally clogged with conjurations. Vampires (which I now avoid) tend to get aggro on everything in the area. Really - I would be happy if all slaves were restricted to melee only. 18 hours ago, fred200 said: Slavetats worked great! Thank you. While I am pushing my luck - one of my slaves has really great slave trainer stats. Unfortunately - she is also a necromancer. This seems like a really bad trait to be a trainer. Is there any way I can stop her casting spells? (After about a 20 hour slog, I finally made it out of Cold Harbor and am back - slaving) Upon more cogitation, a feature enhancement I would really like is: 1) Slave - forget all spells (takes care of errant mages, necromancers, and maybe vampires) 2) Slave - learn this spell (show them or give them the desired spells) (Will a slave that knows healing - heal the PC?) That's what I feared. Actor newly learned spells are store in the Actor class, but defaults spells are in the Actor base. I am not even sure spells can be removed from the actor base. I will add two options to clear spells on an actor, learned spells and base spells (if possible). It will be in the MCM list and to be used at your own risk for spawned characters. Another possibility would be to set to 0 the actor magical skill values. You could try it with the console. Edited February 1 by TrollAutokill
fred200 Posted February 1 Posted February 1 (edited) Great minds - setting magicka to zero (forceav) occurred to me after I made my last post. Would sure be easier for the mod author than managing spells... I will test. Well - bah. Vendi Errelle - Bandit Necromancer. Forceav Magicka 0 Engaged bandits in fight. Vendi cast like a madwoman. Conjured skeletons. The engine seems to ignore NPC Magicka... Edited February 1 by fred200 1
JayRoz Posted February 1 Posted February 1 Hello. Came across an issue where I can no longer sell 2 slaves via Aygas. After selling 3 others I finally realized the only difference between them is that I used the dialogue to "Clean Crime Factions" on the 2 I'm now struggling to sell. Struggling, as in the dialogue no longer appears when talking to random npcs. Could that dialogue option possibly erase an important faction required for the mod to see that npc as a slave or am I barking up the wrong tree? Please assist, thanks. 1
TrollAutokill Posted February 1 Author Posted February 1 4 hours ago, fred200 said: Great minds - setting magicka to zero (forceav) occurred to me after I made my last post. Would sure be easier for the mod author than managing spells... I will test. Well - bah. Vendi Errelle - Bandit Necromancer. Forceav Magicka 0 Engaged bandits in fight. Vendi cast like a madwoman. Conjured skeletons. The engine seems to ignore NPC Magicka... Try setting the various magic actor values to 0. Maybe restoration is not needed, but the others might matter.
TrollAutokill Posted February 1 Author Posted February 1 51 minutes ago, JayRoz said: Hello. Came across an issue where I can no longer sell 2 slaves via Aygas. After selling 3 others I finally realized the only difference between them is that I used the dialogue to "Clean Crime Factions" on the 2 I'm now struggling to sell. Struggling, as in the dialogue no longer appears when talking to random npcs. Could that dialogue option possibly erase an important faction required for the mod to see that npc as a slave or am I barking up the wrong tree? Please assist, thanks. Did you try to go out of the cell and back after cleaning the factions? It might be AYGAS uses a few extra factions for the selling process. 1
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