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Posted

That could be, it does tend to occur after changing locations (e.g. leaving a dungeon).  I wonder what it could be trying to refresh, given already wearing a full set...  No other DD items present (or even in inventory).

Posted
5 hours ago, stobor said:

That could be, it does tend to occur after changing locations (e.g. leaving a dungeon).  I wonder what it could be trying to refresh, given already wearing a full set...  No other DD items present (or even in inventory).

The check should do a pass of the required devices and check if the renderend item is worn. Only thing different between the final stage and the one before is the full mask. Perhaps I put the wrong rendered device to check somewhere then.

Posted
On 4/9/2021 at 12:58 AM, naaitsab said:

The check should do a pass of the required devices and check if the rendered item is worn. Only thing different between the final stage and the one before is the full mask. Perhaps I put the wrong rendered device to check somewhere then.

 

Close, but not quite.  The culprit is indeed the armor refresh, but it's not a case of the wrong device.  The problem is the control logic for the partial mask; this is the only piece of the outfit that is replaced at a higher stage (not just added).  So the way the logic is currently written, every armor refresh (at stage 6) will:

  1. detect that the partial mask is not worn
  2. equip the partial mask
  3. detect that the full mask is no longer worn (since we just removed it)
  4. equip the full mask

And it'll keep on thrashing like that at every refresh.  The solution is simple: instead of checking for partial mask if 'stage > 4', only check it if 'stage == 5'.

 

This is more than an annoyance, though DD5 is fast enough that those equip calls aren't causing any serious performance problems.  That's still a lot of DD library calls we don't need to be making.

Posted
On 4/12/2021 at 3:26 PM, stobor said:

 

Close, but not quite.  The culprit is indeed the armor refresh, but it's not a case of the wrong device.  The problem is the control logic for the partial mask; this is the only piece of the outfit that is replaced at a higher stage (not just added).  So the way the logic is currently written, every armor refresh (at stage 6) will:

  1. detect that the partial mask is not worn
  2. equip the partial mask
  3. detect that the full mask is no longer worn (since we just removed it)
  4. equip the full mask

And it'll keep on thrashing like that at every refresh.  The solution is simple: instead of checking for partial mask if 'stage > 4', only check it if 'stage == 5'.

 

This is more than an annoyance, though DD5 is fast enough that those equip calls aren't causing any serious performance problems.  That's still a lot of DD library calls we don't need to be making.

Will give it a look trough this weekend. Health been acting up so hopefully by that time I've got a bit of a clear head.

 

20 hours ago, Riderofanarchy said:

Is there current a port for Special Edition being worked on for this mod? 

I don't use SE but as it does not have custom animations you could try to do the default method of opening the ESP in the SE Creation Kit, saving it and converting the files with this tool: https://www.nexusmods.com/skyrimspecialedition/mods/23316

If you have a working version (or anybody else) please post it here so other SE users can use it.

 

14 hours ago, KokaKola133 said:

I am having issues getting the quest started. Its been over a month (in game) and I havent been knocked out after sleeping.

Any idea why?

Did you check the requirements for the quest to start on the homepage of the mod? Make sure you have completed the Dibella quest and are free of any Devious Devices.

Posted

Minor Bug: The new Spriggan gag events can trigger (in stages 0-4) with ordinary DD gags.  The message text looks a bit out of place, when that happens.

 

I'd suggest making them conditioned on stage 5-6.

Posted

Another minor bug: I'm getting the 'ConflictingDeviceMSG' at the end of each growth phase - even though there are NO devices present aside from this mod. 

 

It's almost as if the end-of-animation event is running twice: first pass equips the device (correctly) and then the 2nd complains about a conflict (because the check for generic devices will NOT pass for spriggan devices).

 

I'm not sure how that's possible, but it's worth noting that these tests were run from a save made during the growth phase.  Maybe we've registered the same event handler twice?  I didn't think that was possible (on the same actor), but...

 

If no other fix suggests itself, it should be possible to eliminate this problem by tightening the 'conflicting device' check so that it would NOT complain if the 'conflict' was with an existing spriggan device.

Posted
On 4/12/2021 at 10:32 PM, KokaKola133 said:

I am having issues getting the quest started. Its been over a month (in game) and I havent been knocked out after sleeping.

Any idea why?

 

Do you have a follower?  That (in addition to DD conflicts) would prevent the sleep event from triggering.  (Answer based on looking at the code).

  • 2 weeks later...
Posted

So can anyone tell me the id of quest ? i cant start it and i read everything about it. i just dont get knocked down.

Posted
6 hours ago, SilentOption said:

Is the transformation permanent like Kyne's Blessing or Being A Cow or is it reversal

There is a reversal quest involving the Nettle Bane, after a few 'prunes' you can start a quest for permanent removal. Talk to Danica.

 

5 hours ago, TheDropVid said:

So can anyone tell me the id of quest ? i cant start it and i read everything about it. i just dont get knocked down.

Did you check the pre-requirements on the main mod page? Also be sure you don't have active followers. You could force start it like this but it will likely break other stuff

player.addspell 728c1 (Dibella perk)
startquest xx00591a (xx=mod load order)

-sleep in a bed

Posted

Beta build 3 is ready for testing. Many tanks for @stobor for the bug reports so far.

As there are changes to alias scripts and quest scripts a clean save or even better a new game is most likely required.

 

Changelog:

Player removed from intro quest after leaving the redoubt
Changed buff condition check in Spriggan_GrowthPerk for the new stages
Fixed condition error in the stages on the function RefreshArmor should prevent endless re-equips
Added keyword and condition to prevent spriggan gag dialogue from running on non-spriggan DD gags

 

Sacrificial Spriggan Redux 2 B3.7z

Posted
On 4/26/2021 at 7:44 AM, naaitsab said:

There is a reversal quest involving the Nettle Bane, after a few 'prunes' you can start a quest for permanent removal. Talk to Danica.

 

Did you check the pre-requirements on the main mod page? Also be sure you don't have active followers. You could force start it like this but it will likely break other stuff

player.addspell 728c1 (Dibella perk)
startquest xx00591a (xx=mod load order)

-sleep in a bed

Ok thank you i got this. But there is another problem everything works great but the roots are not appearing on my character after the notification that says they grew and yes i have all the latest requirements.

Posted
35 minutes ago, TheDropVid said:

Ok thank you i got this. But there is another problem everything works great but the roots are not appearing on my character after the notification that says they grew and yes i have all the latest requirements.

Could be 2 things, you perhaps don't have Devious Devices 5.0 or higher (the equip function does nothing if you do). Or if it does equip (check your inventory) but you can't see anything on your character it might be you are missing some files in your install. ModOrganiser is advised.

Posted
3 hours ago, Omartwo said:

so how do i get passed escape the tower???

Just escape? Walk out of the main entrance, or scale down the mountain and start running. After you cross the bridge or walk to the valley on the other side of the road the quest progresses.

Posted
On 5/2/2021 at 10:42 PM, naaitsab said:

Just escape? Walk out of the main entrance, or scale down the mountain and start running. After you cross the bridge or walk to the valley on the other side of the road the quest progresses.

I tried it didn't work

Posted
9 hours ago, Omartwo said:

I tried it didn't work

Need a little bit more info on what you did/saw. Did the intro scene with the yoke and the Forsworn play?

 

1 hour ago, zyhmiapple said:

How to shaved off the Spriggan rootlets?  I alreaday have the Nettlebane and a briar heart.

Did you talk to Danica? It should be a spell you can use on yourself.

Posted
42 minutes ago, naaitsab said:

Need a little bit more info on what you did/saw. Did the intro scene with the yoke and the Forsworn play?

 

Did you talk to Danica? It should be a spell you can use on yourself.

Yes it did

Posted
9 hours ago, naaitsab said:

Need a little bit more info on what you did/saw. Did the intro scene with the yoke and the Forsworn play?

 

Did you talk to Danica? It should be a spell you can use on yourself.

Thanks, I fand the spell.

Posted
On 4/13/2021 at 5:13 PM, naaitsab said:

I don't use SE but as it does not have custom animations you could try to do the default method of opening the ESP in the SE Creation Kit, saving it and converting the files with this tool: https://www.nexusmods.com/skyrimspecialedition/mods/23316

If you have a working version (or anybody else) please post it here so other SE users can use it.

Since I was interested in the mod and did some other small conversions in the past, I gave it a go (see attached). CAO did not find any conflicts, Resaved it in CK and installed it as instructed. I only tested it up until after the first spriggan growth stage, but since that already covered most of the interactions (starting/progressing quests, interacting with DD and SL ) I think it is safe to say it works.

 

Sacrificial Spriggan Redux - SSE.7z

  • 3 weeks later...
Posted

IMG_20210601_022429.thumb.jpg.de6e75f78fa633df5d058250d9acfda5.jpg

hello , the hag dosen't move.    when I use the cheat to leave the room the hag will move as long as I was out of the room .  When hag move to the cage I will comple to go to the room and go to the  cage , and then I cant move and the hag dosent move.

Posted
On 5/9/2021 at 10:54 PM, Mytherious said:

Since I was interested in the mod and did some other small conversions in the past, I gave it a go (see attached). CAO did not find any conflicts, Resaved it in CK and installed it as instructed. I only tested it up until after the first spriggan growth stage, but since that already covered most of the interactions (starting/progressing quests, interacting with DD and SL ) I think it is safe to say it works.

 

Sacrificial Spriggan Redux - SSE.7z 4.03 MB · 28 downloads

Mind if I upload this as an unsupported SSE port to the main page? As there are no other bug reports I want to upload the latest beta to the FP as well.

 

 

On 5/31/2021 at 8:32 PM, urianstorm said:

 

hello , the hag dosen't move.    when I use the cheat to leave the room the hag will move as long as I was out of the room .  When hag move to the cage I will comple to go to the room and go to the  cage , and then I cant move and the hag dosent move.

This is an animation issue with creatures. The mod uses a standard hagraven from vanilla skyrim, so perhaps this interferes with a race/animation/sex mod you are running?

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