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Posted
36 minutes ago, acturia said:

hand-off to another mod.

PW doesn't cause punishments for public indecency, and also can't prevent mods that do from triggering. In the most technical, straightforward sense, it's out of my hands at that point. Not sure what happened with the gold turn-in though.

Posted
2 hours ago, Visio Diaboli said:

PW doesn't cause punishments for public indecency, and also can't prevent mods that do from triggering. In the most technical, straightforward sense, it's out of my hands at that point. Not sure what happened with the gold turn-in though.

Yes, Thanks. I was just venting. Thanks for being polite. We all know the nature of various mods from different authors all triggering without heed of other mods. 

 

In this case though, I did find a setting in SLSF Comments mod that referred to Jarl's warning and something about punishment option, which I disabled and will hopefully fix this issue. 

 

As for the gold hand-in issue. I did a few extra clients and handed it in straight away and the handler thane released me - completely! That was a little easy. I'm sure they will ask me to go back into bondage in a week I assume. 

Posted
11 hours ago, Waveslider1 said:

Does an upgrade from 1.1.2 to 1.1.4 require a new save or is this safe to update mid-game?

It should be fine to clean an existing save

Posted
1 hour ago, Visio Diaboli said:

Does 1.1.4 still have issues returning the player's items anywhere?

I think that if you do the bandit quest and the bandits decide to sell you into slavery, your stuff disappears (or is moved somewhere that isn't the regular PW holding room.)  But I admit I haven't tested that in a while.

 

I think also there's still the problem of all your stuff being marked as stolen if it is taken away for a punishment... but there's really no reason to empty the players inventory for a quick whipping if they're just gonna get it right back so you could probably just remove that.

 

I'll go do the bandit quest again and reload until they sell me into slavery to see if that is still a problem.

Posted
10 minutes ago, Naps-On-Dirt said:

I'll go do the bandit quest again and reload until they sell me into slavery to see if that is still a problem.

Slavery outcome is determined by how defiant you are, so if you go to test, choose all the options refusing/resisting and they should sell you, Just to keep you from reloading thinking it's random.

Posted (edited)
26 minutes ago, Visio Diaboli said:

Slavery outcome is determined by how defiant you are, so if you go to test, choose all the options refusing/resisting and they should sell you, Just to keep you from reloading thinking it's random.

I was about to come ask if there was a way to increase the chance, I've reloaded like 20 times, but the two times I was given a choice I complied, so I'll go do a different city.   (I -could- just load before I started but I earned that tattoo so I'm gonna keep it.)  ;)

 

Hmm, if my quota is high enough, will it let me do the bandit quest again in this city?

Edited by Naps-On-Dirt
Posted
8 minutes ago, Naps-On-Dirt said:

Hmm, if my quota is high enough, will it let me do the bandit quest again in this city?

I think it would let you run it in the same city immediately after, but I could be wrong. There's a bug, fixed for 1.2.0, where if you enter a city where you're the PW, it will invisibly start the bandit quest, so even without speaking to the thane to get it, it won't start anywhere else until completed there

Posted

It did indeed let me do it again, though it sent me to the same camp which is dull.  But I still can't get them to sell me.  Does your choice about the escaping bandit affect it?  I told on her so that they'd kill her, but I now realize that might be considered complying with them.  

Posted (edited)
8 minutes ago, Naps-On-Dirt said:

It did indeed let me do it again, though it sent me to the same camp which is dull.  But I still can't get them to sell me.  Does your choice about the escaping bandit affect it?  I told on her so that they'd kill her, but I now realize that might be considered complying with them.  

Yea turning them in gets you further from being sold. If you help them escape it depends on which distraction you choose, the only way to anger them there is to distract them by saying you saw a skeever, then choose any followup option that isn't "Agree with their insults"

 

Really wishing I had made the bandit favor level a global so it could be modified from console lol

Edited by Visio Diaboli
Posted

It can still be, there's a console command sequence that lets you edit variables inside quests.  The word 'scope' is in the first command somewhere, I will try to remember what it is.  Then there's a command to set the variable.  I don't think its just 'set' though, I believe there's a special one.

Posted (edited)

Ok here's my report.  Upon being sent to the auction the PW quest for that city was completed.  I set my freedom fund to make sure I didn't actually get sold, and then went right back to the thane.  He had no dialogue about getting my stuff back.  I coc'ed to PW_HoldingRoom01 and checked everything there.  One chest had some of my books/papers and keys, and my Aetherial Crown.  The other chests were empty, the two NPCs just had generic npc stuff (a few coins and one had tomato soup) and the troll wasn't carrying anything.   I'm gonna look up Volendrung's refID and try to moveto it to see if my stuff is somewhere else.

 

Strangely, doing that teleported me right to the chest that had my books and keys.  But the chest is empty, even chcecked via console. 

Edited by Naps-On-Dirt
Posted (edited)
34 minutes ago, Naps-On-Dirt said:

Ok here's my report.  Upon being sent to the auction the PW quest for that city was completed.  I set my freedom fund to make sure I didn't actually get sold, and then went right back to the thane.  He had no dialogue about getting my stuff back.  I coc'ed to PW_HoldingRoom01 and checked everything there.  One chest had some of my books/papers and keys, and my Aetherial Crown.  The other chests were empty, the two NPCs just had generic npc stuff (a few coins and one had tomato soup) and the troll wasn't carrying anything.   I'm gonna look up Volendrung's refID and try to moveto it to see if my stuff is somewhere else.

 

Strangely, doing that teleported me right to the chest that had my books and keys.  But the chest is empty, even chcecked via console. 

Ah that damn chest again. Items moved to it before the holding room has been loaded just disappear. Thought I had fixed it somehow, but I can't remember if that was in an un-released version, or if it apparently just didn't work.

 

Thanks for investigating.

Edited by Visio Diaboli
Posted (edited)

I just turned in not-enough money and got whipped, and got all my stuff back ok.  I've never tried other punishments before, I'll see how many I can trigger before they just execute me.  ;)

 

Is the punishment score a global that I can mess with easily?  

Edited by Naps-On-Dirt
Posted (edited)
10 minutes ago, Naps-On-Dirt said:

Is the punishment score a global that I can mess with easily? 

Also should be but no lol. In the MCM you can enable 'Debug and Control'->'Testing/Dev'->'Show Test Options', then leave and come back to the page for an option to add 100 score, and 1000 score.

 

If it worked for one scene it's likely working for all of them, and it should be working for enforced mode confiscation (it wasn't before which is what I fixed and thought solved the problem). Looks like the bandit camp confiscation is now doing the same thing that the other confiscations did when they were bugged out. However I've completely forgotten what the problem was with those in the first place.

Edited by Visio Diaboli
Posted (edited)

I just tested the punishment 200, getting raped all day.  I didn't think it was going to be literal.  ;)  I set the timescale to 60 and snuck a wait of three hours in there to speed it up.   But I got all my stuff back.  Will test 300 next.

 

Accidentally set my score to 600 (kept pressing "add 100" but the star never filled in) but I was just raped all day again, I'll disable that punishment to do 300 properly.

Edited by Naps-On-Dirt
Posted

Oh one other thing that might need to be looked at, is the debuffs.  As I remember, and there was a recent report of it, they don't go away.  I have them disabled because of that.  They need to have a duration that the player can see so they know that its not forever, and it shouldn't be more than a day or two imho.

Posted
4 minutes ago, Naps-On-Dirt said:

Oh one other thing that might need to be looked at, is the debuffs.  As I remember, and there was a recent report of it, they don't go away.  I have them disabled because of that.  They need to have a duration that the player can see so they know that its not forever, and it shouldn't be more than a day or two imho.

Fixed for 1.2.0, will also be reduced from 5 days to 3 days. Showing duration will need some work though.

Posted
14 minutes ago, Visio Diaboli said:

Fixed for 1.2.0, will also be reduced from 5 days to 3 days. Showing duration will need some work though.

Can't you just use the built in method that other buffs and debuffs use?

 

I didn't realize that a high score would have you do all the preceding punishments, so I've been spending just about the last hour going through the day of raping, the light torture, then the heavy torture.  That took forever, and I was speeding through sex scenes.  :P

But I got my stuff back ok, so I guess its just the bandits selling  you that is the problem.  

Posted
3 minutes ago, Naps-On-Dirt said:

Can't you just use the built in method that other buffs and debuffs use?

Problem is that intended functionality is that each level of punishment should last X many days - if I used built in duration, it would remove the entire debuff spell after that duration, the intent is that it just removes one "stack" of debuff. So that needs to be scripted in some capacity, to work as cleanly as it should. It could be scripted in such a way to behave like this and still keep the stack functionality, but it needs to be refactored for that.

 

9 minutes ago, Naps-On-Dirt said:

But I got my stuff back ok, so I guess its just the bandits selling  you that is the problem.

Yea trying to narrow that down and the only possibility I can think of, at this point, requires creation kit/engine to be buggy in such an incredibly stupid and unintuitive manner that it just might be the case.

Posted
47 minutes ago, Naps-On-Dirt said:

But I got my stuff back ok, so I guess its just the bandits selling  you that is the problem.

Got it... the container was getting the items, but "respawning" whenever the cell was loading and deleting them all

Posted
19 minutes ago, Naps-On-Dirt said:

How does the player get them back, after they get out of slavery?  Go back to the Thane?

Currently no legit way to get them back, but MCM or holding room will work again. Not sure that a it's a priority to add a "canon" retrieval either, since the player has basically been taken off the grid at that point. I do need to exempt quest items from removal though, so that debug options don't become required to continue vanilla questlines

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