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6 hours ago, InsanityFactor said:

Did a quick bit of testing so far. I too can confirm that slave comments are working now, so that's fun. I tested training just one slave, checking out the new drunk and orgasm stuff. Orgasm makes sense and works properly as far as I can tell, I tried 4 times all with ashamed and blushed states and was able to get it once on a brand new capture, I think those numbers makes sense.

 

The drunk thing kind of got weird though I have to say, I'm not entirely sure what happened. I gave a slave two "bottles" of wine, this resulted in tipsy. I gave her two more, nothing happened, two more nothing happened, two more nothing happened. Then after about two minutes it said she was drunk, then two minutes later it said she was smashed, then two minutes later it said she should be in a coma. A coma makes sense after eight bottles, but I guess the calculation is just delayed for some reason.

 

The reason I kept giving her more is because I use Complete Alchemy and Cooking Overhaul, which makes each "bottle" have four servings. So essentially if I gave her one bottle I could tell her to drink from it four times and I thought maybe the calculation noticed that somehow and she wasn't getting very drunk from it, it appears I was wrong. Additionally, the notifications were saying she was spilling most of it, so I thought she just wasn't getting drunk because of that. So yeah that led to the mod thinking I gave her eight entire bottles when on my end it looked like two, and she got destroyed.

 

Then she stayed that drunk for over 24 in-game hours, so I whipped her once to see if that would fix it, but she died instantly. Then I got a top left message saying she was sober, which I guess was technically true. 

 

In summary, there's delayed reaction on drunk state after having a drink, and the drunk state seems to linger for far too long and puts slaves at 1 hp for some reason. I wouldn't worry about CACO integration, people who use that mod like me can just use mead/ale or be extra careful with wines.

 

Good news is that the drunk state is hilarious, the animations and falling over and stuff, it's perfect. 

The delay, is a feature, but the timings seem wrong. I use game ticks for now instead of game time, I need to change that. It would be too easy to have alcohol effect immediately, you need to think and check how much they spill!

 

How it works:

1) only slaves with high will and high toughness will be able to swallow a full bottle of wine when ordered. Others will manage half or even just 1dl. It depends on the message:

- "coughs while trying to swallow" -> 1dl max

- "barely manages to swallow" -> 2 dl max

- "struggles to drink" -> 5dl max

- "drinks the full bottle" -> all of it even if more than 5dl

 

You need 2 glasses to get a tipsy female, 3 for a tipsy male. Twice more to get them drunk. One glass is 2.5 dl of ale, 2 dl of mead, 1.2 dl of Wine, ...

 

2) It takes 1h for all the alcohol to get in the blood. So the first hour the drinker will get more and more drunk, until a maximum after 1h.

 

3) Blood alcohol goes down over 4hours. So the drinker will be sober 4 hours after the last bottle hits the blood. Roughly 5 hours after drinking the last bottle.

 

4) It's tempting to drink more when you don't feel drunk yet, but there is a risk for the drinker to get smashed (animation should make the drinker fall on their knees)

 

5) Even more alcohol and the drinker will fall on the ground.

 

6) Coma and death are not implemented. Just a text message. You killing a drunk slave with one hit should not be related to drunkness, or?

 

7) The more drunk the less will, the more stupid and the more lively. Makes the slave more receptive to pain and other punishments. Just ask them what kind of slave they are, it should change.

 

Just got an idea to make drunk slaves trip from time to time... ?

 

 

Edited by TrollAutokill
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16 hours ago, TrollAutokill said:

Looks like the textures for slavetats were not installed properly. Something might be wrong wsith the installer or you don't have Slavetats installed. Also is that SE or LE?

 

I've been running into purple faces as well, running the mod on LE. In my case it was specifically the blushing textures, though. The tears and the existing PAHE whip marks work fine. I've also found that most of the new meshes included with the mod simply don't work on my LE installation at all, resulting in the giant red '!' model in-game. The only exception seems to be the potion workbench; the potion bottles, the weapons, and animobjects for the drinking addition in the 1.7.0 update all malfunction. 

 

208051238_ScreenShot08-05-21at09.12AM002.jpg.444d84558bb332ca30b3958815baa13e.jpg1184369681_ScreenShot08-04-21at11_44AM.jpg.df1f7c3a0f47b45a8805ad51fde9590d.jpg

1710512948_ScreenShot08-07-21at05.57AM003.jpg.3ebcb7276ac3e011de1786820211b237.jpg1912819724_ScreenShot08-07-21at06_40AM.jpg.8cc481eb30324adfa3d2e44033b8a631.jpg1364608924_ScreenShot09-01-21at11.34AM001.jpg.a5e9e43655e82ad5581ea355524c4aa0.jpg

 

I don't mess around with conversions enough to say for certain, but I'm assuming that since these elements are shared between the SE original and the LE down-conversion there's probably something SE-specific to them that LE is choking on. Most of these issues have been solvable by subbing in LE-sourced alternatives. The blush textures I replaced with some taken from Blushed When Aroused, the potions with a random potion bottle mesh I had sitting around from some other mod, and the animobjects with the tankard drinking model. Loses some of the original style, but it gets rid of the '!' and such. Haven't messed around with the weapons yet, though, since I'm not actually entirely sure where they come into things. 

 

Aside from those issues the LE conversion seems to work fine, particularly with the 1.7.0 conversion fixing the animations. And let me just say thanks for doing something that makes my umpteenth game of Skyrim interesting again. ?

 

 

 

 

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29 minutes ago, AVS said:

 

I've been running into purple faces as well, running the mod on LE. In my case it was specifically the blushing textures, though. The tears and the existing PAHE whip marks work fine. I've also found that most of the new meshes included with the mod simply don't work on my LE installation at all, resulting in the giant red '!' model in-game. The only exception seems to be the potion workbench; the potion bottles, the weapons, and animobjects for the drinking addition in the 1.7.0 update all malfunction. 

 

208051238_ScreenShot08-05-21at09.12AM002.jpg.444d84558bb332ca30b3958815baa13e.jpg1184369681_ScreenShot08-04-21at11_44AM.jpg.df1f7c3a0f47b45a8805ad51fde9590d.jpg

1710512948_ScreenShot08-07-21at05.57AM003.jpg.3ebcb7276ac3e011de1786820211b237.jpg1912819724_ScreenShot08-07-21at06_40AM.jpg.8cc481eb30324adfa3d2e44033b8a631.jpg1364608924_ScreenShot09-01-21at11.34AM001.jpg.a5e9e43655e82ad5581ea355524c4aa0.jpg

 

I don't mess around with conversions enough to say for certain, but I'm assuming that since these elements are shared between the SE original and the LE down-conversion there's probably something SE-specific to them that LE is choking on. Most of these issues have been solvable by subbing in LE-sourced alternatives. The blush textures I replaced with some taken from Blushed When Aroused, the potions with a random potion bottle mesh I had sitting around from some other mod, and the animobjects with the tankard drinking model. Loses some of the original style, but it gets rid of the '!' and such. Haven't messed around with the weapons yet, though, since I'm not actually entirely sure where they come into things. 

 

Aside from those issues the LE conversion seems to work fine, particularly with the 1.7.0 conversion fixing the animations. And let me just say thanks for doing something that makes my umpteenth game of Skyrim interesting again. ?

 

 

 

 

 

Did you try to overwrite the install with Nelios LE conversion package?

 

On 8/31/2021 at 10:15 AM, nalios said:

Hi! This is LE version of 1.7.0  I made for myself with working animations.  Seems working good.

 

Diary Of Mine 1.7.0 LE (NEW).zip 48.28 MB · 10 downloads

 

 

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6 hours ago, TrollAutokill said:

The delay, is a feature, but the timings seem wrong. I use game ticks for now instead of game time, I need to change that. It would be too easy to have alcohol effect immediately, you need to think and check how much they spill!

 

How it works:

1) only slaves with high will and high toughness will be able to swallow a full bottle of wine when ordered. Others will manage half or even just 1dl. It depends on the message:

- "coughs while trying to swallow" -> 1dl max

- "barely manages to swallow" -> 2 dl max

- "struggles to drink" -> 5dl max

- "drinks the full bottle" -> all of it even if more than 5dl

 

You need 2 glasses to get a tipsy female, 3 for a tipsy male. Twice more to get them drunk. One glass is 2.5 dl of ale, 2 dl of mead, 1.2 dl of Wine, ...

 

2) It takes 1h for all the alcohol to get in the blood. So the first hour the drinker will get more and more drunk, until a maximum after 1h.

 

3) Blood alcohol goes down over 4hours. So the drinker will be sober 4 hours after the last bottle hits the blood. Roughly 5 hours after drinking the last bottle.

 

4) It's tempting to drink more when you don't feel drunk yet, but there is a risk for the drinker to get smashed (animation should make the drinker fall on their knees)

 

5) Even more alcohol and the drinker will fall on the ground.

 

6) Coma and death are not implemented. Just a text message. You killing a drunk slave with one hit should not be related to drunkness, or?

 

7) The more drunk the less will, the more stupid and the more lively. Makes the slave more receptive to pain and other punishments. Just ask them what kind of slave they are, it should change.

 

I copy the explanation section how this future work to my guide if okay to you :)

 

i plan realise new, BETA version of my guide within 2 weaks... i advance sadly very slowly. i realized i need re write/re arrange most of my guide.,

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1 hour ago, TrollAutokill said:

 

Did you try to overwrite the install with Nelios LE conversion package?

 

 

Yes, this is with both the previous 1.5.0 LE conversion and Nalios' conversion for 1.7.0. Neither of those conversions have files to overwrite the elements I'm seeing problems with, so the game is trying (and failing) to use the original unmodified SE assets. I presume it's much the same reason as why a lot of the animations were not working in the 1.5.0 conversion, since the overwrites for those included in Nalios' conversion fixed that problem. 

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2 hours ago, AVS said:

 

I've been running into purple faces as well, running the mod on LE. In my case it was specifically the blushing textures, though. The tears and the existing PAHE whip marks work fine. I've also found that most of the new meshes included with the mod simply don't work on my LE installation at all, resulting in the giant red '!' model in-game. The only exception seems to be the potion workbench; the potion bottles, the weapons, and animobjects for the drinking addition in the 1.7.0 update all malfunction. 

 

208051238_ScreenShot08-05-21at09.12AM002.jpg.444d84558bb332ca30b3958815baa13e.jpg1184369681_ScreenShot08-04-21at11_44AM.jpg.df1f7c3a0f47b45a8805ad51fde9590d.jpg

1710512948_ScreenShot08-07-21at05.57AM003.jpg.3ebcb7276ac3e011de1786820211b237.jpg1912819724_ScreenShot08-07-21at06_40AM.jpg.8cc481eb30324adfa3d2e44033b8a631.jpg1364608924_ScreenShot09-01-21at11.34AM001.jpg.a5e9e43655e82ad5581ea355524c4aa0.jpg

 

I don't mess around with conversions enough to say for certain, but I'm assuming that since these elements are shared between the SE original and the LE down-conversion there's probably something SE-specific to them that LE is choking on. Most of these issues have been solvable by subbing in LE-sourced alternatives. The blush textures I replaced with some taken from Blushed When Aroused, the potions with a random potion bottle mesh I had sitting around from some other mod, and the animobjects with the tankard drinking model. Loses some of the original style, but it gets rid of the '!' and such. Haven't messed around with the weapons yet, though, since I'm not actually entirely sure where they come into things. 

 

Aside from those issues the LE conversion seems to work fine, particularly with the 1.7.0 conversion fixing the animations. And let me just say thanks for doing something that makes my umpteenth game of Skyrim interesting again. ?

 

 

 

 

 

To port from LE to SE you have to run it through cathedral asset optimiser and then re-save the .esp with the SE creation kit so i'd think you'd need to do the reverse to backport

 

CAO does have the option to make a TES5 profile as well as a SSE one so i've tried running the LE version through with the TES5 profile if you want to give it a go, don't have LE installed or the LE creation kit though so can't try/re-save .esp (if required) myself

Diary Of Mine 1.7.0 LE (NEW).rar

 

is what it said it did




2021-09-03 16:44:29 [INFO] Listing files and directories...
2021-09-03 16:44:29 [INFO] Processing: C:/Users/jim30/Downloads/Diary Of Mine 1.7.0 LE (NEW)
2021-09-03 16:44:29 [INFO] Beginning...
2021-09-03 16:44:30 [INFO] Successfully processed texture: C:/Users/jim30/Downloads/Diary Of Mine 1.7.0 LE (NEW)/textures/Actors/character/slavetats/DoMBlush/blush_cheeks_1.dds
2021-09-03 16:44:30 [INFO] Successfully processed texture: C:/Users/jim30/Downloads/Diary Of Mine 1.7.0 LE (NEW)/textures/Actors/character/slavetats/DoMTears/simple_tears_1.dds
2021-09-03 16:44:30 [INFO] Successfully processed texture: C:/Users/jim30/Downloads/Diary Of Mine 1.7.0 LE (NEW)/textures/Actors/character/slavetats/DoMTears/simple_tears_2.dds
2021-09-03 16:44:31 [INFO] Successfully processed texture: C:/Users/jim30/Downloads/Diary Of Mine 1.7.0 LE (NEW)/textures/Actors/character/slavetats/DoMTears/simple_tears_3.dds
2021-09-03 16:44:31 [INFO] Successfully processed texture: C:/Users/jim30/Downloads/Diary Of Mine 1.7.0 LE (NEW)/textures/clutter/plainglasstile01.dds
2021-09-03 16:44:31 [INFO] Successfully processed texture: C:/Users/jim30/Downloads/Diary Of Mine 1.7.0 LE (NEW)/textures/clutter/plainglasstile01_n.dds
2021-09-03 16:44:32 [INFO] Successfully processed texture: C:/Users/jim30/Downloads/Diary Of Mine 1.7.0 LE (NEW)/textures/furniture/pagan/alchlabglass_n.dds
2021-09-03 16:44:32 [INFO] Successfully processed texture: C:/Users/jim30/Downloads/Diary Of Mine 1.7.0 LE (NEW)/textures/furniture/pagan/alchlabhose_n.dds
2021-09-03 16:44:32 [INFO] Process complete

 

Edited by pinky6225
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3 hours ago, AVS said:

 

I've been running into purple faces as well, running the mod on LE. In my case it was specifically the blushing textures, though. The tears and the existing PAHE whip marks work fine. I've also found that most of the new meshes included with the mod simply don't work on my LE installation at all, resulting in the giant red '!' model in-game. The only exception seems to be the potion workbench; the potion bottles, the weapons, and animobjects for the drinking addition in the 1.7.0 update all malfunction. 

 

208051238_ScreenShot08-05-21at09.12AM002.jpg.444d84558bb332ca30b3958815baa13e.jpg1184369681_ScreenShot08-04-21at11_44AM.jpg.df1f7c3a0f47b45a8805ad51fde9590d.jpg

1710512948_ScreenShot08-07-21at05.57AM003.jpg.3ebcb7276ac3e011de1786820211b237.jpg1912819724_ScreenShot08-07-21at06_40AM.jpg.8cc481eb30324adfa3d2e44033b8a631.jpg1364608924_ScreenShot09-01-21at11.34AM001.jpg.a5e9e43655e82ad5581ea355524c4aa0.jpg

 

I don't mess around with conversions enough to say for certain, but I'm assuming that since these elements are shared between the SE original and the LE down-conversion there's probably something SE-specific to them that LE is choking on. Most of these issues have been solvable by subbing in LE-sourced alternatives. The blush textures I replaced with some taken from Blushed When Aroused, the potions with a random potion bottle mesh I had sitting around from some other mod, and the animobjects with the tankard drinking model. Loses some of the original style, but it gets rid of the '!' and such. Haven't messed around with the weapons yet, though, since I'm not actually entirely sure where they come into things. 

 

Aside from those issues the LE conversion seems to work fine, particularly with the 1.7.0 conversion fixing the animations. And let me just say thanks for doing something that makes my umpteenth game of Skyrim interesting again. ?

 

 

 

 

looks like an issue with the first-person images

 

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2 hours ago, AVS said:

 

Yes, this is with both the previous 1.5.0 LE conversion and Nalios' conversion for 1.7.0. Neither of those conversions have files to overwrite the elements I'm seeing problems with, so the game is trying (and failing) to use the original unmodified SE assets. I presume it's much the same reason as why a lot of the animations were not working in the 1.5.0 conversion, since the overwrites for those included in Nalios' conversion fixed that problem. 

You need to download the latest version 1.7.x it should install 1.7.0 with the latest conversions from Nelios. 

 

Don't use the 1.7.0 download, use the latest one.

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12 hours ago, TrollAutokill said:

Which version of SlaveTats do you use? And LE or SE?

I was using an old version of Slavetats, but I just updated to the latest version (1.36) and the problem is still there. I didn't made a clean save so I'm not sure if that helps. Seems like DoM replaces a script from Slavetats (slavetats.pex) and that could be the issue. 

 

 

Spoiler

Captura.JPG

 

Edited by CrazySloth
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2 hours ago, CrazySloth said:

I was using an old version of Slavetats, but I just updated to the latest version (1.36) and the problem is still there. I didn't made a clean save so I'm not sure if that helps. Seems like DoM replaces a script from Slavetats (slavetats.pex) and that could be the issue. 

 

 

  Reveal hidden contents

Captura.JPG

 

Should not be an issue. Are you using SE or LE. Most textures problems seem related with backporting to LE.

Edited by TrollAutokill
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12 hours ago, TrollAutokill said:

How it works:

1) only slaves with high will and high toughness will be able to swallow a full bottle of wine when ordered. Others will manage half or even just 1dl. It depends on the message:

- "coughs while trying to swallow" -> 1dl max

- "barely manages to swallow" -> 2 dl max

- "struggles to drink" -> 5dl max

- "drinks the full bottle" -> all of it even if more than 5dl

Got it, makes sense now.

 

12 hours ago, TrollAutokill said:

3) Blood alcohol goes down over 4hours. So the drinker will be sober 4 hours after the last bottle hits the blood. Roughly 5 hours after drinking the last bottle.

Yes this is where I had a bug, the slave remained drunk after 24+ hours, I'm not sure if that's because I just gave her so much??

 

12 hours ago, TrollAutokill said:

6) Coma and death are not implemented. Just a text message. You killing a drunk slave with one hit should not be related to drunkness, or?

Yes I know those are just messages lol, I can't imagine why she died in one hit though. I just mentioned it because she was in drunk state and that's the only abnormal thing I was doing. I'll try and figure out why that was.

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4 hours ago, TrollAutokill said:

Should not be an issue. Are you using SE or LE. Most textures problems seem related with backporting to LE.

Yeah, I'm using LE. I also had that red diamond mesh problem with the drinking bottle/mug animations, but I fixed by replacing them with the meshes from "Fully animated meals and potions".

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11 hours ago, CrazySloth said:

Yeah, I'm using LE. I also had that red diamond mesh problem with the drinking bottle/mug animations, but I fixed by replacing them with the meshes from "Fully animated meals and potions".

I have no slavetats installed  and had no issues and problems  with 1.7.0 LE. But probably I guess some meshes were not converted properly.

Try this one I made for 1.7.2.  For me it works fine.  (U must install 1.7.2 SE version and overwrite with  Diary Of Mine 1.7.2_LE).

Diary Of Mine 1.7.2_LE.zip

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On 9/3/2021 at 3:25 AM, TrollAutokill said:

Looks like the textures for slavetats were not installed properly. Something might be wrong wsith the installer or you don't have Slavetats installed. Also is that SE or LE?

Thank you so much. I'm really sorry that I missed the part about slavetat in the mod description. I thought about it a bit but swayed by seeing her arm got purple first (thought slavetat wear&tears was only for the face)

 

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Okay, so I was going to pop in here to say that running the 1.7.2 installer didn't fix any of the problems I've been seeing (and in fact added new ones, as for some reason it broke all the animations), but then I refreshed the thread and found nalios' update here:

 

5 hours ago, nalios said:

I have no slavetats installed  and had no issues and problems  with 1.7.0 LE. But probably I guess some meshes were not converted properly.

Try this one I made for 1.7.2.  For me it works fine.  (U must install 1.7.2 SE version and overwrite with  Diary Of Mine 1.7.2_LE).

Diary Of Mine 1.7.2_LE.zip 44.73 MB · 2 downloads

 

This fixes just about everything. Patching it over the existing 1.7.2 repaired the animations, and it includes working replacements for all the meshes and textures I was having problems with. 

 

Spoiler

1417451127_ScreenShot09-04-21at11.29AM002.jpg.4022e02e598b657af5f8f0e307f6d1bc.jpg1827178005_ScreenShot09-04-21at11_29AM.jpg.7a6a211e32ada25da580cd6739256a40.jpg646996230_ScreenShot09-04-21at11.30AM002.jpg.de88e572c9aecd24737de391c6e03410.jpg

(Before nalios' 1.7.2 patch)

 

Spoiler

1859741499_ScreenShot09-04-21at12.11PM006.jpg.d4cc786ec58e278a9ee9b294683f041a.jpg442129964_ScreenShot09-04-21at12.12PM001.jpg.1b0326539f4743ca3c0355a7d22483e8.jpg1632735836_ScreenShot09-04-21at12.12PM003.jpg.02c7e77ebac26bb6aadd36e0e8e226f6.jpg

(After patch)

 

The replacement animobjects for the drinking animations also work perfectly, aside from the usual Skyrim tendency for sticking around after the animation's finished. 

 

Spoiler

344004397_ScreenShot09-04-21at12.16PM006.jpg.c7253bc2fcb49db0d4212eb66e7506d9.jpg1966375145_ScreenShot09-04-21at12_18PM.jpg.fc0137347be82774ab14a5dbbafeefcf.jpg2071785305_ScreenShot09-04-21at12.18PM005.jpg.74c47562454e3f573aabbddb7f42929d.jpg

 

The converted textures for the blush animations also work fine. However, I think that I can confirm the issue with SlaveTats that CrazySloth was having. When I ran the 1.7.2 installer from the main page I allowed it to overwrite the SlaveTats.pex, which I hadn't allowed it to do on previous installations. Following that I tried using SlaveTats in-game to manually apply the DoMBlush tats to an actor so I could see if they were working, and instead found that while everything within the MCM for SlaveTats behaved normally, once I exited the menu the usual message about working on the actor failed to appear and the tats were never applied. The same would happen with any other tattoo applied to any body part; the actual mechanism for applying the textures simply wasn't firing. 

 

Upon discovering that I uninstalled DoM completely, and did a fresh install of the main page version of 1.7.2 with nalios' 1.7.2 LE patch installed over it and disallowed it to overwrite SlaveTats.pex. In the brief testing I've done so far, that seems to have resolved all outstanding issues. 

 

Spoiler

22702707_ScreenShot09-04-21at12_14PM.jpg.5ac76cc7e7fb2ffef54b9616856639ed.jpg347837451_ScreenShot09-04-21at12.14PM001.jpg.723f1fa051f60900d298152e2f41b460.jpg

 

Is there any particular reason for including that replacement SlaveTats.pex? It looks like that's now the only thing keeping this from being a perfectly functional LE conversion.

 

Link to comment
48 minutes ago, AVS said:

Okay, so I was going to pop in here to say that running the 1.7.2 installer didn't fix any of the problems I've been seeing (and in fact added new ones, as for some reason it broke all the animations), but then I refreshed the thread and found nalios' update here:

 

 

This fixes just about everything. Patching it over the existing 1.7.2 repaired the animations, and it includes working replacements for all the meshes and textures I was having problems with. 

 

  Reveal hidden contents

1417451127_ScreenShot09-04-21at11.29AM002.jpg.4022e02e598b657af5f8f0e307f6d1bc.jpg1827178005_ScreenShot09-04-21at11_29AM.jpg.7a6a211e32ada25da580cd6739256a40.jpg646996230_ScreenShot09-04-21at11.30AM002.jpg.de88e572c9aecd24737de391c6e03410.jpg

(Before nalios' 1.7.2 patch)

 

  Reveal hidden contents

1859741499_ScreenShot09-04-21at12.11PM006.jpg.d4cc786ec58e278a9ee9b294683f041a.jpg442129964_ScreenShot09-04-21at12.12PM001.jpg.1b0326539f4743ca3c0355a7d22483e8.jpg1632735836_ScreenShot09-04-21at12.12PM003.jpg.02c7e77ebac26bb6aadd36e0e8e226f6.jpg

(After patch)

 

The replacement animobjects for the drinking animations also work perfectly, aside from the usual Skyrim tendency for sticking around after the animation's finished. 

 

  Reveal hidden contents

344004397_ScreenShot09-04-21at12.16PM006.jpg.c7253bc2fcb49db0d4212eb66e7506d9.jpg1966375145_ScreenShot09-04-21at12_18PM.jpg.fc0137347be82774ab14a5dbbafeefcf.jpg2071785305_ScreenShot09-04-21at12.18PM005.jpg.74c47562454e3f573aabbddb7f42929d.jpg

 

The converted textures for the blush animations also work fine. However, I think that I can confirm the issue with SlaveTats that CrazySloth was having. When I ran the 1.7.2 installer from the main page I allowed it to overwrite the SlaveTats.pex, which I hadn't allowed it to do on previous installations. Following that I tried using SlaveTats in-game to manually apply the DoMBlush tats to an actor so I could see if they were working, and instead found that while everything within the MCM for SlaveTats behaved normally, once I exited the menu the usual message about working on the actor failed to appear and the tats were never applied. The same would happen with any other tattoo applied to any body part; the actual mechanism for applying the textures simply wasn't firing. 

 

Upon discovering that I uninstalled DoM completely, and did a fresh install of the main page version of 1.7.2 with nalios' 1.7.2 LE patch installed over it and disallowed it to overwrite SlaveTats.pex. In the brief testing I've done so far, that seems to have resolved all outstanding issues. 

 

  Reveal hidden contents

22702707_ScreenShot09-04-21at12_14PM.jpg.5ac76cc7e7fb2ffef54b9616856639ed.jpg347837451_ScreenShot09-04-21at12.14PM001.jpg.723f1fa051f60900d298152e2f41b460.jpg

 

Is there any particular reason for including that replacement SlaveTats.pex? It looks like that's now the only thing keeping this from being a perfectly functional LE conversion.

 

The reason was to avoid clutter in the log file for easier debugging. I will remove it since it interferes with LE version of SlaveTats.

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46 minutes ago, kenobiwanowitsch said:

One question, before this mod I could always have my slaves guard the camps, now with it installed they sometimes run away. Is there a way of properly installing a slave guard for a camp?

Regardless, love the mod, having lots of fun with it.

In PAHE slaves need to have submission higher than 70 or they will run away. With DoM you need resignation above 70.

 

Or are you talking about the HSH guard?

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On 9/3/2021 at 12:00 AM, LePeroba said:

As for VR compatibility, everything is working fine. Well, there are some minor things like spinning camera during the body inspection animation or I cant close the rename slave window on Pahe MCM, but well, whatever, I can live without those things =D. HSH is installed but still untested by me, but someone else said it works so I'll get there.

 

 

Agreed, these mods are exceptional in VR, make it a whole new game.  I haven't run into any issues on VR with HSH on top of PAHE and DOM.  Setting up HSH cells is a bit wonky, but so is every game ever in VR.

As far as the spinning, from the explanation in the no-spin VR patch, I found the line to comment out to prevent it on the "inspection" and "rip off clothes" animations (to my knowledge, these are the only two that explicitly control the player)

 

//pahslave.psc line 4274

PlayerRef.SetVehicle(PAH.IdlePosRef)

 

I just couldn't get the scripts to build with my environment setup (I'm a C# dev but never done Skyrim modding and got stuck in dependency hell).  And I assumed it'd be a big pain in the ass to maintain with future PAHE/DOM updates for the very small VR audience to have a build that comments out that one line for two animations.

If anyone knows how to detect if the game is currently running in VR within a script, then putting a condition around Player.SetVehicle() would be best and I'd take another shot at building and testing a small VR patch.  I doubt it's that simple though, or the no-spin patches would do it instead of just commenting out.

 

Again, extremely well running mods in VR.  I don't know if @TrollAutokill, @CliftonJD, and @Musje have specifically tested in VR but it's a testament to how well they've designed the mods to have that compatibility.

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Hi guys.

Great mod. Really enjoying it so far.

 

Playing on LE and while nalios 1.7.2-patch fixed almost every issue i had, i'm still having the problem of DOM not correctly displaying the Fear, Resignation and  Humiliation Stats.

While PAHE seems to show all the correct values after updating, the "Let's have a serious chat"-option of DOM always shows 0 Fear, Resignation, and Humiliation (Anger etc. is getting updated correctly).

 

Example: PAHE: Resignation: 0, DOM: Resignation: 0    ->     Training     ->    PAHE: Resignation: 10, DOM: Resignation: 0

 

All worked fine with 1.5.0 (except the now fixed animations) but i'm getting this issue with all releases since 1.7.0.

 

Any ideas how to fix this? Thanks in advance.

 

Edited by MrLorano
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48 minutes ago, MrLorano said:

Hi guys.

Great mod. Really enjoying it so far.

 

Playing on LE and while nalios 1.7.2-patch fixed almost every issue i had, i'm still having the problem of DOM not correctly displaying the Fear, Resignation and  Humiliation Stats.

While PAHE seems to show all the correct values after updating, the "Let's have a serious chat"-option of DOM always shows 0 Fear, Resignation, and Humiliation (Anger etc. is getting updated correctly).

 

Example: PAHE: Resignation: 0, DOM: Resignation: 0    ->     Training     ->    PAHE: Resignation: 10, DOM: Resignation: 0

 

All worked fine with 1.5.0 (except the now fixed animations) but i'm getting this issue will all releases since 1.7.0.

 

Any ideas how to fix this? Thanks in advance.

 

What happens if you use the spell slave info ?

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1 hour ago, TrollAutokill said:

What happens if you use the spell slave info ?

Hi, the slaveinfo spell shows the same values as the pahe mcu, EXCEPT resignation.

 

Example: Fear:0, Resig.:0, Humi.: 0 -> Training in Humi. ->

PAHE MCU:      Fear: 0, Resig.: 10, Humi.: 10

slaveinfo-spell:  Fear: 0, Resig.: 0, Humi.: 10

 

It seems like the slave info spell shows the correct values. ("How are you feeling exactly" from DOM shows always 0 for all).

 

On a side note: Just noticed that the "What kind of person are you, exactly?" - option gives out 0 for every value (after updating pahe).

This worked correctly on 1.7.0 though (LE with the nalios plugin). Currently testing on 1.7.2 (LE with the new nalios plugin)

 

Maybe also of interest: If I overwrite the 1.5.0 version with the nalios 1.7.2 patch, the fear, resig. and humil. stats are displayed correctly by DOM, while some animations are working, some not.

 

Edited by MrLorano
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4 hours ago, MrLorano said:

Hi, the slaveinfo spell shows the same values as the pahe mcu, EXCEPT resignation.

 

Example: Fear:0, Resig.:0, Humi.: 0 -> Training in Humi. ->

PAHE MCU:      Fear: 0, Resig.: 10, Humi.: 10

slaveinfo-spell:  Fear: 0, Resig.: 0, Humi.: 10

 

It seems like the slave info spell shows the correct values. ("How are you feeling exactly" from DOM shows always 0 for all).

 

On a side note: Just noticed that the "What kind of person are you, exactly?" - option gives out 0 for every value (after updating pahe).

This worked correctly on 1.7.0 though (LE with the nalios plugin). Currently testing on 1.7.2 (LE with the new nalios plugin)

 

Maybe also of interest: If I overwrite the 1.5.0 version with the nalios 1.7.2 patch, the fear, resig. and humil. stats are displayed correctly by DOM, while some animations are working, some not.

 

The version of Diary of Mine SE is 1.7.1 on the download page. But the version of LE is 1.7.0. There are different scripts used in both of them. That's why I guess some people have such problems when they replace the first one with the second.

What U should do is clean your game by manually deleting all the scripts used in 1.7.1 or 1.5.0 etc. Then U should install exactly the 1.7.0 SE and overwrite it with 1.7.0 LE (from the first my post), or (better) make a clean save, install 1.7.2 SE and overwrite it with 1.7.2 LE.

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Found a couple of new oddities after some further playtime.

 

First, the handover to Home Sweet Home is now significantly slower. Where before it would occur within just a few moments, there's now a delay of at least thirty seconds between initiating the handover through dialog and the actor actually being processed. Telling other actors to migrate to HSH during this delay results in an error message stating that the new process can't be initiated until the previous one finishes. This isn't a major problem going forward, but it did make moving all the actors I had in HSH before upgrading from 1.5.0 take quite a bit longer than expected.

 

Second, something seems to have gone wrong with the 'What type of person are you' dialog when it's used on non-PAHE actors. Where before they would produce a wide range of responses, since the update they all seem to be returning the same response with little to no variation.

 

343279802_ScreenShot09-05-21at10.37AM001.jpg.9980b50b51895bebe14fbf5e17291a15.jpg1832149984_ScreenShot09-05-21at10.01AM001.jpg.0bd04db16c2a181f82c87a7b1569927c.jpg

 

This also seems to have overwritten their previous responses, as I've put the question to these actors before and while I don't recall exactly how they responded I do know it wasn't like this. 

 

 

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14 hours ago, Syfir said:

 

Agreed, these mods are exceptional in VR, make it a whole new game.  I haven't run into any issues on VR with HSH on top of PAHE and DOM.  Setting up HSH cells is a bit wonky, but so is every game ever in VR.

As far as the spinning, from the explanation in the no-spin VR patch, I found the line to comment out to prevent it on the "inspection" and "rip off clothes" animations (to my knowledge, these are the only two that explicitly control the player)

 

//pahslave.psc line 4274

PlayerRef.SetVehicle(PAH.IdlePosRef)

 

I just couldn't get the scripts to build with my environment setup (I'm a C# dev but never done Skyrim modding and got stuck in dependency hell).  And I assumed it'd be a big pain in the ass to maintain with future PAHE/DOM updates for the very small VR audience to have a build that comments out that one line for two animations.

If anyone knows how to detect if the game is currently running in VR within a script, then putting a condition around Player.SetVehicle() would be best and I'd take another shot at building and testing a small VR patch.  I doubt it's that simple though, or the no-spin patches would do it instead of just commenting out.

 

Again, extremely well running mods in VR.  I don't know if @TrollAutokill, @CliftonJD, and @Musje have specifically tested in VR but it's a testament to how well they've designed the mods to have that compatibility.

seems you can only test if they do not have the exe loaded. in my example here:

Spoiler

    If (Game.GetModByName("TESV.exe") == 255)    ;    classic TESV check for testing
        Debug.Notification("user does not have classic Skyrim")
    EndIf
    If (Game.GetModByName("SkyrimSE.exe") != 255)    ;    SkyrimSE check for testing
        Debug.Notification("user has Skyrim SE")
    EndIf
    If (Game.GetModByName("SkyrimVR.exe") == 255)    ;    SkyrimVR check for testing
        Debug.Notification("user does not have Skyrim VR")
    EndIf

 

normally all 3 of those should return results on screen as debug.notification, so it should say we have se and not the others. but for some reason it doesn't say we have se, only that we don't have the others. maybe like this should work for you:

Spoiler

        If (Game.GetModByName("SkyrimVR.exe") == 255)    ;    SkyrimVR
        

PlayerRef.SetVehicle(PAH.IdlePosRef)


    EndIf

 

5 hours ago, MrLorano said:

Hi, the slaveinfo spell shows the same values as the pahe mcu, EXCEPT resignation.

 

Example: Fear:0, Resig.:0, Humi.: 0 -> Training in Humi. ->

PAHE MCU:      Fear: 0, Resig.: 10, Humi.: 10

slaveinfo-spell:  Fear: 0, Resig.: 0, Humi.: 10

 

It seems like the slave info spell shows the correct values. ("How are you feeling exactly" from DOM shows always 0 for all).

 

On a side note: Just noticed that the "What kind of person are you, exactly?" - option gives out 0 for every value (after updating pahe).

This worked correctly on 1.7.0 though (LE with the nalios plugin). Currently testing on 1.7.2 (LE with the new nalios plugin)

 

Maybe also of interest: If I overwrite the 1.5.0 version with the nalios 1.7.2 patch, the fear, resig. and humil. stats are displayed correctly by DOM, while some animations are working, some not.

 

trust the spell over the mcm value for current release, its really showing humiliation as resignation and humiliation as itself. next update fixes the mcm bug

Edited by CliftonJD
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