Samson Nite Posted July 16, 2021 Posted July 16, 2021 Yes guards keep coming and ask bounty everywhere PC goes and cannot do anything else. Is it bug or intentional ?
Jalko45 Posted July 17, 2021 Posted July 17, 2021 Noob question, I have Slave Tats and the Public Whore tats files installed but when i get enslaved there are no symbols or anything?
Hex Bolt Posted July 17, 2021 Posted July 17, 2021 37 minutes ago, Jalko45 said: I have Slave Tats and the Public Whore tats files installed but when i get enslaved there are no symbols or anything? If you were enslaved to Public Whore through Simple Slavery (rather than directly through this mod), adding the tattoos doesn't happen due to an oversight. 2
Visio Diaboli Posted July 17, 2021 Author Posted July 17, 2021 1 hour ago, Jalko45 said: Noob question, I have Slave Tats and the Public Whore tats files installed but when i get enslaved there are no symbols or anything? Would recommend manually applying for now, will be in the next update if or when it someday arrives. 2
Shahariel Posted July 18, 2021 Posted July 18, 2021 Short question respectively humble inquiry: Is there a way to decline/prevent the PC from becoming the public whore for one or several specific holds, or are ALL holds basically just waiting for you to make money for them, too? For a MCM page to toggle which holds/cities will overall convince/force you to become the public whore would be great for many playthroughs - be it for having a good reason to choose the other side in the Civil War if Solitude/Windhelm made you work or for cutting out Whiterun out of fear the Companions will go on a killing spree if someone touches THEIR Harbinger (after all, she's the Companions' personal plaything... errr, inspiration) or simply because there are too many Argonians in Riften and Windhelm for your personal aesthetic preferances. Just asking if it would be possible, I'm so "good" at modding I can't even get the creation kit to RUN without making my game go haywire... And apologies if it is already in the mod, I haven't started it yet (simply because I only "need" Solitude for whoring my Altmer ex-Thalmor inquisitor out to have a damn good reason to not only tolerate Ulfric and his merry band of stormcloaks, but join them just to see Solitude and her former rapists... errr, clients burn - Whiterun is basically off limits due to two certain twin brothers are my Altmer's motivation to quit the Thalmor in the first place... can't imagine what the two would do to poor Balgruuf if he'd really go with that decree).
Dorabella Posted July 18, 2021 Posted July 18, 2021 The problem with tattoos, I have it too. They only appear when wearing armor, which is in stark contrast to the mod's purpose 1
Seeker999 Posted July 18, 2021 Posted July 18, 2021 FYI, I am running PW v1.03 on SE. Used CAO to make my conversion. That said, Whiterun story worked fine. One thought, it might be interesting if you helped Faerengar and there was a lingering after effect even when your PW duty was done. For instance: 1 - he inquires about your health, 2 - seems to look at you strangely for a moment, 3 - if your willpower is low enough even get you to try out another potion (this time keeps you to himself, jarl might not approve of further experimenting). These would all be low chance encounters. Got going in Riften. Mostly ok, nothing I can put down to this mod and I was able to finish my 'duty' and get clear. Been back to Riften w/o problems. All good. Markarth, I was approached and met Thane PW. (I know, not actual name, but you know who I mean). Declined offer. Was at middle willpower, I'd say. BTW, liked the ability to say no. Later in Markarth, willpower 0, guard forcegreet, got into dreaded forcegreet loop. Got quota, a guard was still hounding me about going to Thane. Tried disabling and re-enabling guard in console. Tried console tai command on guard. No luck. Tried clicking off the mod running button in mcm debut section. No luck. I'm sure other people tried the same thing. HOWEVER , I went back to the mcm debug section and tried the Stop Current Scene Option. That took me to the 'guards take you kicking and screaming to Thane PW' message box. New quota, no further forcegreets (so far), finished new duties, now at ineligible status in Markarth. This got me thinking, is it possible the forcegreet is caused by 2 or more guards trying to take you to Thane PW at the same time? If you decline, as I did, the 'quest' isn't fully cleared and then later another guard is 'drafted' into taking you to Thane PW. Or when the mod wants to start and is scanning for guards to come and get you, it might pick up 2 or more? And the other guards aren't clued in that you've already talked to Thane PW? If that's likely, then maybe an 'easy' fix (easy for me to say, heh heh) would be to create a special guard in each hold and only this special guard would be able to come and get you. I know you're busy w/ RL stuff. I just thought I'd put this out there. 2
Samson Nite Posted July 18, 2021 Posted July 18, 2021 Sounds like excellent idea to hold up repetitive guard force greet issue with Thane PW.
Popular Post Visio Diaboli Posted July 18, 2021 Author Popular Post Posted July 18, 2021 Progress Update I've been sporadically refactoring the mod, which isn't to say an update is coming soon - just that it's closer to realization than before. The released version is a mess as far as division of responsibility between scripts; right now I am overhauling it to be comprised of more, smaller, better-defined scripts that communicate with each other almost entirely through mod events. This reduces my compile times, makes further refactoring and expansions easier, and makes it possible for other mods to communicate with PW. The quota system is being revised internally as a part of this, now being extracted into it's own 'quota manager' script, which if managed properly should pave the way to duration quotas and an endless mode. My plan as of now is to continue such overhauls until all of the major scripts are entirely divorced from each other, finish the quota system revisions, and then begin converting anything involving forcegreets into scenes. Forcegreets currently use aliases with the behavior packages for forcegreeting permanently attached to them, with the objective of assigning and unassigning the aliases as necessary. My thought is that by moving the packages into scenes, the packages can be controlled a bit more securely. Thus even if the alias failed to clear, the package would no longer be attached to it. This is my theory at least, time will tell if it proves correct. Essentially, the current state of the project is that I built it before gaining enough exposure to software engineering principles, and now I'll need to do some repairs if I'm going to add any more content without breaking the existing content. Ideally once the current work is completed, it will be equivalent to what it was before, but built upon a better base. I'm getting around to this about once or twice a week, though I think I'm making decent progress refactoring it, and that if it gets up and running again it will have been worth the time to do so. 25
Nikusys!! Posted July 20, 2021 Posted July 20, 2021 I am glad that the mod is alive. I hope you will succeed.
cerebus300 Posted July 20, 2021 Posted July 20, 2021 Great to hear. I love the concept of this mod and am just waiting for it to be stable so that it can go back into my mod load. Thanks for taking the time to work on this. It is greatly appreciated.
ElsissSurana Posted July 21, 2021 Posted July 21, 2021 (edited) I wonder if the mind control spell from Farengar will make another appearance other than the initiating quest for Whiterun. For example, couldn't it be used to hypnotize your character and force them to do their tasks? I mean, Farengar could just cast it on you while you are not working as the public whore and then use you to make money for himself. Edited July 21, 2021 by ElsissSurana 1
Anivkasat Posted July 22, 2021 Posted July 22, 2021 Good afternoon! Thank you so much for the new mod for woohoo! I haven't watched it in the game yet (I'm currently playing on a large assembly where there are already a lot of SexLab mods), so I can't judge its functionality "from inside" the game (I downloaded it for future tests). But I have a question: Is there a choice of the client's GENDER in the game? I always play for a woman, but I can't stand watching FF and other animations in the game (I have nothing against LGBT, there are even a couple of people of a different orientation among my friends, but it's not pleasant for me to look at Lesbian animations). Suggestion: If the answer in the previous paragraph is "NO" - please consider adding this choice! We all prefer different things, someone is only hetero, someone calmly looks at M / M animations, and someone is "omnivorous"... But, IMHO, there should be a choice in fashion, and ideally in the form of "Gender of the client" - and 3 options - Only men - Only women - Both sexes. Moreover, sex should ideally be determined by physical characteristics, and not by "psychological" ones. I apologize if all this is already there - as I said above, I play on a large assembly, you need to allocate time and a separate profile for the test, so that if anything does not spoil the existing saving. P.S. I apologize for possible errors in the text. I know very little English (the text is translated online), so I could not read all the comments, etc. 1
skyrimXmania Posted July 23, 2021 Posted July 23, 2021 (edited) Is anyone else having problems with the barmaid quest section of the Whiterun story of the mod? When I speak to Hulda, my character gets dressed in a barmaid outfit and is given a tray of drinks. At that point she freezes in place and only space works to break the freeze but then I don't see any dialogue options to complete that section of the mod. In addition to that, the 'return items' option in the MCM does not work either... so the quest kind of breaks. I can do the other shopkeeper quests but I lose all my items. Anyone know how I might fix this? Edited July 23, 2021 by skyrimXmania
Visio Diaboli Posted July 23, 2021 Author Posted July 23, 2021 On 7/22/2021 at 5:20 AM, Anivkasat said: Is there a choice of the client's GENDER in the game? Yes 37 minutes ago, skyrimXmania said: Is anyone else having problems with the barmaid quest section of the Whiterun story of the mod? When I speak to Hulda, my character gets dressed in a barmaid outfit and is given a tray of drinks. At that point she freezes in place and only space works to break the freeze but then I don't see any dialogue options to complete that section of the mod. In addition to that, the 'return items' option in the MCM does not work either... so the quest kind of breaks. I can do the other shopkeeper quests but I lose all my items. Anyone know how I might fix this? That part wasn't meant to be in release, it's unplayable. I think the items are in a chest below the floor of the inn if you enter 'tcl' into the console and go underneath. 1
skyrimXmania Posted July 24, 2021 Posted July 24, 2021 1 hour ago, Visio Diaboli said: Yes That part wasn't meant to be in release, it's unplayable. I think the items are in a chest below the floor of the inn if you enter 'tcl' into the console and go underneath. Aaah okay, fair enough! Thanks for the clarification, keep up the great work!
jbezorg Posted July 24, 2021 Posted July 24, 2021 (edited) On 7/15/2021 at 8:12 PM, FredOof said: guards keep on approaching me saying that there is a bounty on me across skyrim and sending me for punishment. Literally cant play the game name due to the endless approaches. How can i fix that? On 7/15/2021 at 9:53 PM, Samson Nite said: Yes guards keep coming and ask bounty everywhere PC goes and cannot do anything else. Is it bug or intentional ? That and approaching the player telling them they've been summoned by the Thane for a new title. I've tried disabling all 3 fame type approaches and the entire mod in MCM and they are still tailing the player around trigging the dialogue. Edited July 24, 2021 by jbezorg
Andy14 Posted July 24, 2021 Posted July 24, 2021 1 hour ago, jbezorg said: That and approaching the player telling them they've been summoned by the Thane for a new title. I've tried disabling all 3 fame type approaches and the entire mod in MCM and they are still tailing the player around trigging the dialogue. If the guard is annoying, then I open the console, click on the guard and switch it off with TAI. 1
jbezorg Posted July 24, 2021 Posted July 24, 2021 1 hour ago, Andy14 said: If the guard is annoying, then I open the console, click on the guard and switch it off with TAI. I just console killed the guard. Disabling didn't work because the it looks like the guard is stuck in a scene and the only way out is to agree to go see the Thane. As soon as I exited the dialogue the guard would force greet again.
monty359 Posted July 24, 2021 Posted July 24, 2021 2 hours ago, jbezorg said: I just console killed the guard. Disabling didn't work because the it looks like the guard is stuck in a scene and the only way out is to agree to go see the Thane. As soon as I exited the dialogue the guard would force greet again. Disabling the options did for me nothing to. i managed to make it work with disabling/redusing fame for quests done and dragons killed, so that my char became not eligble. I also tuned the SL fame numbers up (value is 1000). This way my Char became not eligble for guard aproach. This way, the only way to become whore, is to ask the jarl, if he needs some help. It is sofar the only way, this mod worked for me somewhat reliably. I hope this helps. cheers 1
jbezorg Posted July 24, 2021 Posted July 24, 2021 7 hours ago, monty359 said: Disabling the options did for me nothing to. i managed to make it work with disabling/redusing fame for quests done and dragons killed, so that my char became not eligble. I also tuned the SL fame numbers up (value is 1000). This way my Char became not eligble for guard aproach. This way, the only way to become whore, is to ask the jarl, if he needs some help. It is sofar the only way, this mod worked for me somewhat reliably. I hope this helps. cheers I did the same. Other guards stopped but for that one guard. Using the "end scene" option in MCM under debug forced the player to the end of the scene where the player becomes a public whore. Even a console kill followed with a console resurrection didn't break the guard out of the scene. He rose from the dead only to force greet again. I was tempted to change the guards force greet text to "We've been trying to reach you about your car's extended warranty"
Andy14 Posted July 24, 2021 Posted July 24, 2021 12 hours ago, jbezorg said: I just console killed the guard. Disabling didn't work because the it looks like the guard is stuck in a scene and the only way out is to agree to go see the Thane. As soon as I exited the dialogue the guard would force greet again. I only do this when it is necessary. So if you already have the job and you see the guard approaching you. So the mod works to some extent. Because the guard is probably the only problem at the moment, which is really really annoying. TAI does not break a quest or influence anything else. On the contrary, once the job is done, you can wake up the guard with TAI - if you wish. If the mod has been deactivated, of course, that doesn't help. PS: In individual cases it can happen that after loading the game, this guard was removed from the game itself. 1
Visio Diaboli Posted July 24, 2021 Author Posted July 24, 2021 (edited) It sucks because I haven't been able to reproduce that issue yet. Regarding that part I've fixed a dialogue topic without a name, removed the forcegreet from the alias and put it into a scene instead, and turned off "Must Complete" in the package flags in hopes that it will no longer do that. (Perhaps, and likely, none of this did anything) Going in now to troubleshoot but the mod is half torn apart from the refactoring right now, will likely take time to see results. Once I get it back to regular functionality, or at least enough to test the guard greets, I think I'll see if anyone who's been having the issues is up to trying out my working copy and seeing if it resolves anything. Edited July 24, 2021 by Visio Diaboli 3
Andy14 Posted July 24, 2021 Posted July 24, 2021 12 minutes ago, Visio Diaboli said: It sucks because I haven't been able to reproduce that issue yet. Regarding that part I've fixed a dialogue topic without a name, removed the forcegreet from the alias and put it into a scene instead, and turned off "Must Complete" in the package flags in hopes that it will no longer do that. Going in now to troubleshoot but the mod is half torn apart from the refactoring right now, will likely take time to see results. Once I get it back to regular functionality, or at least enough to test the guard greets, I think I'll see if anyone who's been having the issues is up to trying out my working copy and seeing if it resolves anything. I think the problem with the guard is that the condition check happens in the wrong place / too late. It is only in the dialog, but should be used as a condition for triggering the package. Otherwise don't worry - the mod is fun and for the first mod it is even very ambitious. Good work.
Dorabella Posted July 24, 2021 Posted July 24, 2021 Just to add. Another problem happened to me. During the punishment phase, I found myself on the cross for at least 10 minutes without anything happening. Is that correct? Has anyone already mentioned this?
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