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Posted
1 hour ago, gregaaz said:

 

Do you have any lighting mods like Lux, ELFX, or Luminosity installed? Those are usually late loading and they make pervasive changes to top level cell records. 

 

I use ELFX, but I don't think that's it. It seems pretty specific to Sacrosanct's trespassing curse.

 

30 minutes ago, VirginMarie said:

 

Lux is already listed here.. Known Mod Conflicts. Known to break Millonce.

 

 

tried to set ownership to the player ref - don't know what you mean

 

I tried to solve the trespassing issue by making the player temporarily join the orc faction, and that sometimes worked, but often not, was very inconsistent. 

 

The solution for a future release, will probably be where you can do something to make Milly come out of the basement to talk with her, or something along those lines. I'm tried of mod conflicts like these, its like you cant do anything to any location these days.

 

I meant to make the player the owner of the cell. (It's a bit of work, but the player can own the cell, while an NPC owns whatever is in it.)

 

But I'm fairly certain the issue isn't with Toy Story. As a modder myself, I understand your frustration. In any event, it was an easy to bypass issue, and I'm sure it'll turn out fairly easy to resolve. And I'll help in any way I can.

Posted

Just to give a little more information about how to fix this, since we've been kind of dancing around the key issue... if you want to just patch it and be done, this is what you need to do:

 

image.png.4f717b83c84d48aaf51ce6b8af033714.png

 

I played through the whole question and had no problems with trespassing. I did not forward the changes to faction ownership and did not have any problems.

 

image.png.a1eee42d6e1b60d92cc68dfc32320439.png

 

I know xEdit can be a little intimidating, but this is a fairly straightforward edit to make - and honestly I'd be shocked if Wrye Bash didn't forward the flag if you decided to take the automated route. @Trykz, if you need help with this I'd be happy to walk you through it in private messages.

 

 

39 minutes ago, VirginMarie said:

The solution for a future release, will probably be where you can do something to make Milly come out of the basement to talk with her, or something along those lines. I'm tried of mod conflicts like these, its like you cant do anything to any location these days.

 

With the way lighting mods and the ENB particle patch are so widespread in their use these days, unfortunately any edits to the top level cell data are at high risk of reversion unless the end user is patching the conflicts in their load order :( 

Posted (edited)
14 minutes ago, Trykz said:

 

I use ELFX, but I don't think that's it. It seems pretty specific to Sacrosanct's trespassing curse.

 

 

I checked both Sacrosanct and ELFX for changes to this cell's trespassing behavior. Sacrosanct doesn't touch this cell at all, so unless you're having issues entering other public areas, that's not the problem. The spell for trespassing curse is conditioned to only work when the player is game mechanically trespassing and when the feature isn't disabled in the MCM.

 

image.png.6b8a47a6e3774ff8459fe80c6ede4cb7.png

 

If ELFX loads after Toy Story, on the other hand, it will break the cell's public area status. The good news is that ELFX's top level cell record is an ITM, so you can probably just load Toy Story after it without breaking the cell's lighting.

 

image.png.9e04424b7d98ca238c9f026cfeb96c92.png

Edited by gregaaz
Posted
1 hour ago, gregaaz said:

 

I checked both Sacrosanct and ELFX for changes to this cell's trespassing behavior. Sacrosanct doesn't touch this cell at all, so unless you're having issues entering other public areas, that's not the problem. The spell for trespassing curse is conditioned to only work when the player is game mechanically trespassing and when the feature isn't disabled in the MCM.

 

 

 

If ELFX loads after Toy Story, on the other hand, it will break the cell's public area status. The good news is that ELFX's top level cell record is an ITM, so you can probably just load Toy Story after it without breaking the cell's lighting.

 

 

I think you're right. I just found the ELFX enhancer plugin was loading after Toy Story.

 

I'll reload the save tomorrow after work. I'm pretty confident that issue will be resolved.

 

However, I can confirm definite "issues" with a variety of other mods after spending the past 2 hours trying to get through the cave after Millonce (I don't think they're conflicts, per se). I think the primary culprit is most likely Forgotten Wenches, which can spawn a mess of NPCs when you kill Falmer and Chaurus. When coupled with Defeat and Deadly Drain, you get a lot of camera breakage and other weird behavior. I think it's just too many scripts all firing at once, gumming up the works until everything just falls apart. I swear I reloaded the game at least a dozen times or more ?

 

I'm playing a new character I made just for playing through the Toys series of mods, so I'm not really concerned about starting over after I pull a few mods out of the load order. What little I've seen was damn good fun the first time around so..... ?

 

I've been meaning to dump out some of the older mods anyway.

Posted (edited)

Haha yeah, I like the various enemy wench mods but I usually turn down their spawn chance by quite a bit. The battles at default can be pretty epic, but as you observed, they can quickly go overboard. 

 

Good luck with your ongoing troubleshooting!

Edited by gregaaz
Posted

 

2 hours ago, gregaaz said:

With the way lighting mods and the ENB particle patch are so widespread in their use these days, unfortunately any edits to the top level cell data are at high risk of reversion unless the end user is patching the conflicts in their load order :( 

 

These mods should be outlawed! Or come with a warning... "hey, this will break everything".

 

shin-jimin-jimin.gif

 

29 minutes ago, Trykz said:

I think you're right. I just found the ELFX enhancer plugin was loading after Toy Story.

I'll reload the save tomorrow after work. I'm pretty confident that issue will be resolved.

 

Please let me know if you confirm...   ELFX conflicts, but can  be solved by Loading Toy Story After ELFX.  Then I can put in the Conflicts article.

Posted
On 3/27/2022 at 10:05 PM, VirginMarie said:

Please let me know if you confirm...   ELFX conflicts, but can  be solved by Loading Toy Story After ELFX.  Then I can put in the Conflicts article.

 

I can confirm the following:

 

1: ELFX is the definite culprit. Placing Toy Story after it resolved the trespassing issue. Sacrosanct's load order position is irrelevant, non-conflicting.

2: When nipple piercings begin to do their pulsating thing, the 3BA body breasts spazz out when in SMP mode. Quickly changing the mode with the inventory window open resolves it until you switch back to 3BBB mode, after which it will happen again. (I could however, be using an older body).

3: A script heavy load order with lots of things happening at once WILL break the bear. Even with a fully charged piercing, he will die, but not really. You're notified that he's died, but he actually becomes unresponsive like he's asleep. Reloading the game returns his state to normal.

 

For issue 2, I'll download the latest 3BA over the coming weekend and report back.

For issue 3, this is a user end problem, and no fault of the mod. I recommend lightening the load order of unnecessary scripted mods until the playthrough of this mod is complete.

 

On a personal note, I haven't had this much fun with a quest mod in quite some time. Kudos on such an excellent work of art ??

 

Trykz

Posted
1 hour ago, Trykz said:

 

I can confirm the following:

 

1: ELFX is the definite culprit. Placing Toy Story after it resolved the trespassing issue. Sacrosanct's load order position is irrelevant, non-conflicting.

 

Thanks. I've added to Known Mod Conflicts

 

1 hour ago, Trykz said:

2: When nipple piercings begin to do their pulsating thing, the 3BA body breasts spazz out when in SMP mode. Quickly changing the mode with the inventory window open resolves it until you switch back to 3BBB mode, after which it will happen again. (I could however, be using an older body).

 

The pulsating effect is on several toys. You will get it from the Wojtek Genital toy too for example, if its charged. 

 

Pulsate... A toy you wear is pulsating. You can adjust the chance of this happening in MCM. Pulsating causes Rousing to increase, and you will also become more oversexed. Includes pulsating sounds, camera shake, stagger, and the slow effect which can be toggled off.

 

So if SMP spazes out, that's bad news, but also its a problem for that mod, not this one (which I know you know). I hope they have fixed it. I'd say, from what pulsating does, SMP is either not able to handle camera shake, or controller shake, or stagger. I doubt its slow effect. Both shakes and stagger are vanilla features.

 

You could in Toys MCM, turn Stagger/Shake/Vibrate Strength down to 0 (which means is off). See if pulsate now triggers the SMP problem.

 

1 hour ago, Trykz said:

3: A script heavy load order with lots of things happening at once WILL break the bear. Even with a fully charged piercing, he will die, but not really. You're notified that he's died, but he actually becomes unresponsive like he's asleep. Reloading the game returns his state to normal.

 

Toys MCM has a Wojtek Reset button, which might take him out of this perma-sleep state you describe. Course we don't want to have to do this but easier than reload.

 

The intended behavior is that he can only die if the toy is not charged. Then when he dies you revive him by drawing. So I take it that you draw, but he does not revive?

 

I suspect its not a script heavy scenario that breaking him, but something else, unless you are getting stack dumps in your papyrus log. But the clue could be this... Why is he dead with shield up? This is the question. Should not be possible as he's set to a god mode of sorts. So maybe another mod changes that. But ya... if script is not able to set him to the invulnerable state, then his dead state would be a screwed up state. I could do the reset that the MCM button does, all the time maybe.

 

1 hour ago, Trykz said:

For issue 3, this is a user end problem, and no fault of the mod. I recommend lightening the load order of unnecessary scripted mods until the playthrough of this mod is complete.

 

To me not a solution. The idea is you should be able to use Wojtek long after finishing the quest. He's your orgasm powered not-a-follower!

 

1 hour ago, Trykz said:

On a personal note, I haven't had this much fun with a quest mod in quite some time. Kudos on such an excellent work of art ??

 

Thanks glad you had much fun! This belongs in the Reviews section :P

Posted
1 hour ago, VirginMarie said:

 

Thanks. I've added to Known Mod Conflicts

 

 

The pulsating effect is on several toys. You will get it from the Wojtek Genital toy too for example, if its charged. 

 

Pulsate... A toy you wear is pulsating. You can adjust the chance of this happening in MCM. Pulsating causes Rousing to increase, and you will also become more oversexed. Includes pulsating sounds, camera shake, stagger, and the slow effect which can be toggled off.

 

So if SMP spazes out, that's bad news, but also its a problem for that mod, not this one (which I know you know). I hope they have fixed it. I'd say, from what pulsating does, SMP is either not able to handle camera shake, or controller shake, or stagger. I doubt its slow effect. Both shakes and stagger are vanilla features.

 

You could in Toys MCM, turn Stagger/Shake/Vibrate Strength down to 0 (which means is off). See if pulsate now triggers the SMP problem.

 

 

Toys MCM has a Wojtek Reset button, which might take him out of this perma-sleep state you describe. Course we don't want to have to do this but easier than reload.

 

The intended behavior is that he can only die if the toy is not charged. Then when he dies you revive him by drawing. So I take it that you draw, but he does not revive?

 

I suspect its not a script heavy scenario that breaking him, but something else, unless you are getting stack dumps in your papyrus log. But the clue could be this... Why is he dead with shield up? This is the question. Should not be possible as he's set to a god mode of sorts. So maybe another mod changes that. But ya... if script is not able to set him to the invulnerable state, then his dead state would be a screwed up state. I could do the reset that the MCM button does, all the time maybe.

 

 

To me not a solution. The idea is you should be able to use Wojtek long after finishing the quest. He's your orgasm powered not-a-follower!

 

 

Thanks glad you had much fun! This belongs in the Reviews section :P

 

To your last point, I'm waiting to complete the full playthrough. I have much more to say than just what I posted earlier, and I don't want to shortchange this gem even a little ?

 

Anyhoo.... I decided not to wait until the weekend to run more tests. The 3BA issue was definitely on my end. There have been at least three updates since I last updated it. Updated to latest, issue resolved. The older version simply couldn't handle the fast breast resizing.

 

But I'm pretty certain the Wojtek issue I was having was because my load order was riddled with older script heavy mods I've been meaning to dump out anyway. He worked as intended during this evening's play session.

 

I'll finish up this weekend and write a proper review.

 

Again, thanks for what's proven to be quite a blast!

 

Trykz

Posted
3 hours ago, Trykz said:

 

To your last point, I'm waiting to complete the full playthrough. I have much more to say than just what I posted earlier, and I don't want to shortchange this gem even a little ?

 

Anyhoo.... I decided not to wait until the weekend to run more tests. The 3BA issue was definitely on my end. There have been at least three updates since I last updated it. Updated to latest, issue resolved. The older version simply couldn't handle the fast breast resizing.

 

But I'm pretty certain the Wojtek issue I was having was because my load order was riddled with older script heavy mods I've been meaning to dump out anyway. He worked as intended during this evening's play session.

 

I'll finish up this weekend and write a proper review.

 

Again, thanks for what's proven to be quite a blast!

 

Trykz

 

All good news then. Thanks... So lots of this then... ?

 

1.gif

Posted (edited)

Apart from the Curious Curio quests, is it possible to progress the curse of talos? It says i'm on stage 20 and there's nothing in my quest log, is it even possible to cure the curse? 

 

EDIT: I'm an idiot. Didn't see the option in the MCM to disable random toys being equipped!

Edited by Gonzeh
Idiot
Posted
8 hours ago, Gonzeh said:

Apart from the Curious Curio quests, is it possible to progress the curse of talos? It says i'm on stage 20 and there's nothing in my quest log, is it even possible to cure the curse? 

 

EDIT: I'm an idiot. Didn't see the option in the MCM to disable random toys being equipped!

 

No cure, but if you sneak when in line of sight, you can avoid the curse.

Posted
12 minutes ago, Seeker999 said:

What script controls Curse of Talos?

 

TStoryMain. That's where everything is controlled.

 

Give me context of why you ask, and perhaps I can offer more.

Posted
10 hours ago, VirginMarie said:

 

TStoryMain. That's where everything is controlled.

 

Give me context of why you ask, and perhaps I can offer more.

I wanted to stop the Curse of Talos, but if setting the random setting to 0 (as Gonzeh mentioned) means I won't 'feel the cold touch' of a Toy being equipped, then I'm good. It gets old after 20 levels or so.

Posted

Sorry for my poor English but i just got stuck at the beginning of Curious Curio, it says 'return to Nightly' and directs me back to use the power stone. But after using the stone again I am just back into the dungeon an nothing happends, Nightly doesn't show up, and the dicrection shows the mission is outside but when I get out it still leads me to the stone. How should I do to start the Curious Curio quest? Where exactly can I 'return to Nightly'? Or is there something I did wrong or it's just a bug I consistantly run into?

Posted
3 hours ago, rinkirg said:

Sorry for my poor English but i just got stuck at the beginning of Curious Curio, it says 'return to Nightly' and directs me back to use the power stone. But after using the stone again I am just back into the dungeon an nothing happends, Nightly doesn't show up, and the dicrection shows the mission is outside but when I get out it still leads me to the stone. How should I do to start the Curious Curio quest? Where exactly can I 'return to Nightly'? Or is there something I did wrong or it's just a bug I consistantly run into?

 

Nothing you describe is unintended. I think you simply did not look very hard for Nightly.

You need to go back into the big room where you did the trial, and she will appear.

Posted
On 4/15/2022 at 4:06 AM, VirginMarie said:

 

Nothing you describe is unintended. I think you simply did not look very hard for Nightly.

You need to go back into the big room where you did the trial, and she will appear.

Yeah you're right, I didn't try to go deeper but just wondering around the entrance area. Problem solved, thank you!

Posted (edited)

In the Curious Curios branch, the "Return to Millonce" step is completed. I figured that some time would have to pass for the next quest stage to appear because

 

 

 


Millonce put on a harness that would stay on her for a week.
 

 

 

I've tried

  • fast travelling and waiting for 30 days.
  • doing some other vanilla quests and letting game time pass normally.
  • clicking through all the available Millonce dialogue trees.
  • travelling to Winterhold and speaking with Urag (no relevant dialogue options).

And still the "Curious Curios" quest won't progress. Some of the dialogue lines auto-advance way too fast, so maybe the was something important she said that skipped too fast for me to hear. Why is Curious Curios stuck on "Return to Millonce" after it was completed?

 

 

Edited by TheRightDoorIsNotTheLeft
Posted
27 minutes ago, TheRightDoorIsNotTheLeft said:

In the Curious Curios branch, the "Return to Millonce" step is completed. I figured that some time would have to pass for the next quest stage to appear because

 

  Reveal hidden contents

 

I've tried

  • fast travelling and waiting for 30 days.
  • doing some other vanilla quests and letting game time pass normally.
  • clicking through all the available Millonce dialogue trees.
  • travelling to Winterhold and speaking with Urag (no relevant dialogue options).

And still the "Curious Curios" quest won't progress. Some of the dialogue lines auto-advance way too fast, so maybe the was something important she said that skipped too fast for me to hear. Why is Curious Curios stuck on "Return to Millonce" after it was completed?

 

 

You've reached the end. Its working as intended. The quest will have more in the future.

 

Millonce has a dialogue choice at this point "What's next?". Select that and she tells you "I will have some more for you in a future release".

 

Now in the mean time you have 4 special toys that will keep on triggering random love. You also have the bear :P

Posted
Just now, VirginMarie said:

 

You've reached the end. Its working as intended. The quest will have more in the future.

 

Millonce has a dialogue choice at this point "What's next?". Select that and she tells you "I will have some more for you in a future release".

 

Now in the mean time you have 4 special toys that will keep on triggering random love. You also have the bear :P

 

Thanks for the response. In the current version, shouldn't the quest branch be "complete" and vanish from the active quest portion of the screen and move to the completed quest portion? In that sense, I would call that a "bug" because it's probably not intended and only serves to confuse users like me. Don't get me wrong, I love this mod, but this did have me scratching my head, wondering where I messed up. 

Posted
14 minutes ago, TheRightDoorIsNotTheLeft said:

 

Thanks for the response. In the current version, shouldn't the quest branch be "complete" and vanish from the active quest portion of the screen and move to the completed quest portion? In that sense, I would call that a "bug" because it's probably not intended and only serves to confuse users like me. Don't get me wrong, I love this mod, but this did have me scratching my head, wondering where I messed up. 

 

If I we do that, then when we continue the quest, a player like you would have to start a new game. I always strive to avoid that. So yes, potential for confusion, but working at intended.

 

You will notice you have another quest, Curios Clothing, that also does not end, and it never will. Some might not like that, but also intentional.

Posted (edited)
4 minutes ago, VirginMarie said:

 

If I we do that, then when we continue the quest, a player like you would have to start a new game. I always strive to avoid that. So yes, potential for confusion, but working at intended.

 

You will notice you have another quest, Curios Clothing, that also does not end, and it never will. Some might not like that, but also intentional.

 

Thanks for the clarification. I'll keep that in mind for the future. Just one suggestion: if a quest is meant to be never-ending, that makes sense to keep it as an active quest (e.g., go to the Companions for more work). But if a quest branch is completable, then it should be marked as completed. Not sure why a completable branch would be kept uncompleted forever. But oh well. Difference of opinion I can live with, now I know your system.

 

Oh, yeah, I've started "new as in new" games more times that I can count this year as I've tried different mods. But I can understand how other players would be absolutely %$*()%.

 

PPS -- you might want to mention that up front in your documentation. I did search your FAQ and found nothing of the sort. Like, "Don't rip your scalp off. Curious curios will never leave your active quest tree."

Edited by TheRightDoorIsNotTheLeft
Posted
2 hours ago, TheRightDoorIsNotTheLeft said:

In the Curious Curios branch, the "Return to Millonce" step is completed. I figured that some time would have to pass for the next quest stage to appear because

 

  Hide contents

 


Millonce put on a harness that would stay on her for a week.
 

 

 

I've tried

  • fast travelling and waiting for 30 days.
  • doing some other vanilla quests and letting game time pass normally.
  • clicking through all the available Millonce dialogue trees.
  • travelling to Winterhold and speaking with Urag (no relevant dialogue options).

And still the "Curious Curios" quest won't progress. Some of the dialogue lines auto-advance way too fast, so maybe the was something important she said that skipped too fast for me to hear. Why is Curious Curios stuck on "Return to Millonce" after it was completed?

 

 

That is the current end of the quest for now.  When we return to work on Toy Story we will look at expanding things further.

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