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Corsec's Lewd Patches Clusterfuck Madness


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Posted
3 minutes ago, Corsec said:

In this case the HSG owners are neutral to the player and killing them is illegal. So that's only an option for a criminal player character.

But what I quoted was in reference to SD Cages, not HSG. ?

Posted
8 minutes ago, Antiope_Apollonia said:

But what I quoted was in reference to SD Cages, not HSG. ?

 

Ah sorry, that's my bad then, sorry. I didn't read the text that you quoted, I only read the text that you wrote. I just assumed it was in reference to HSG because that was the last comment before your post.

Posted

So I just wasted a few hours trying to debug why the follower recruitment wasn't showing up when it theoretically should.

 

The NPC edits were fine. It turns out that I forgot to set up a seperate 'Relationship' edit to make the game know that the SD Cages slaves are Allies to the player characater and will be eligible for recruitment.

 

It was a dumb mistake, I knew to do this for other patches but it's been so long since I made them that I completely forgot.

 

Anyway, the patch is now working as intended however I've run out of time to make all the necessary changes for completion. I will complete it on Wednesday at the latest then I will make the other patch to make the HSG slaves recruitable.

 

I'm don't think that I will make each and every HSG slave recruitable. I will just make just the unique ones recruitable, there are about maybe 40 of them. The problem is that making the generic non-unique slaves recruitable would require an extensive amount of effort. The ones that are already unique can be made into followers with simple and quick edits.

 

There's not much point to making all the effort of making the HSG slaves recruitable if you can 'buy' enough ponygirls from the current stock of unique ones. Basically this means that the ones that don't have unique names won't be recruitable.

Posted
1 hour ago, Corsec said:

So I just wasted a few hours trying to debug why the follower recruitment wasn't showing up when it theoretically should.

 

The NPC edits were fine. It turns out that I forgot to set up a seperate 'Relationship' edit to make the game know that the SD Cages slaves are Allies to the player characater and will be eligible for recruitment.

 

It was a dumb mistake, I knew to do this for other patches but it's been so long since I made them that I completely forgot.

 

Anyway, the patch is now working as intended however I've run out of time to make all the necessary changes for completion. I will complete it on Wednesday at the latest then I will make the other patch to make the HSG slaves recruitable.

 

I'm don't think that I will make each and every HSG slave recruitable. I will just make just the unique ones recruitable, there are about maybe 40 of them. The problem is that making the generic non-unique slaves recruitable would require an extensive amount of effort. The ones that are already unique can be made into followers with simple and quick edits.

 

There's not much point to making all the effort of making the HSG slaves recruitable if you can 'buy' enough ponygirls from the current stock of unique ones. Basically this means that the ones that don't have unique names won't be recruitable.

 

Totally fine! Did I mention I appreciate all your hard work?

Posted (edited)
3 hours ago, bubba999 said:

 

Totally fine! Did I mention I appreciate all your hard work?

 

This is pretty typical actually. The hard stuff is surprisingly easy, and then all my time gets taken up on small details and debugging my own mistakes lol.

 

Here is the updated SD Cages patch. I tested it with Gemma in Silent Moons Camp and she was recruitable, all the others should be similarly recruitable.

 

Note that I don't know what voicetypes are and are not fully voiced in vanilla since I use RDO (RDO makes all vanilla voicetypes recruitable and fully voiced). So if any of them have voicetypes that are not fully voiced then it may cause annoyance for you since you don't use RDO. But that might not be an issue since ponies aren't supposed to vocalize anyway, you might have them wear bridles or gags all the time anyway.

 

If you can find a list of voicetypes that are and are not recruitable in vanilla then I can double-check to see if any voicetypes are present that lack voiced dialogue. The RDO modpage doesn't tell me what voicetypes have full dialogue in vanilla, it only says what ones have full dialogue in RDO.

 

If you find this annoying for any SD Cages slave then let me know and I can alter their voicetypes.

 

There is still the problem with the slave AI being set to unaggressive/cowardly/helps_noone. You will need to edit this if you want them to fight. I don't know if EFF allows you to do this. I could give them the aggressive/foolhardy/helps_allies AI settings, but this results in undesirable behaviour while enslaved in bandit camps- they wouldn't fight the bandits but they would fight all other enemies that wander near their location (like creatures). Let me know how you would prefer to handle this, with direct AI edits in the patch or with another mod to edit their AI.

 

I miscounted the number of SD Cages slaves, there are 41 and not 63.

 

BTW, I dunno if you have ever seen this before-

 

I'm getting the horrible feeling like I forgot something important, will probably remember later lol.

SD Cages - Non-DD and KS Hairs High Poly Follower Patch 10_05_2022.7z

Edited by Corsec
Posted (edited)
12 minutes ago, Corsec said:

 

This is pretty typical actually. The hard stuff is surprisingly easy, and then all my time gets taken up on small details and debugging my own mistakes lol.

 

Here is the updated SD Cages patch. I tested it with Gemma in Silent Moons Camp and she was recruitable, all the others should be similarly recruitable.

 

Note that I don't know what voicetypes are and are not fully voiced in vanilla since I use RDO (RDO makes all vanilla voicetypes recruitable and fully voiced). So if any of them have voicetypes that are not fully voiced then it may cause annoyance for you since you don't use RDO. But that might not be an issue since ponies aren't supposed to vocalize anyway, you might have them wear bridles or gags all the time anyway.

 

If you can find a list of voicetypes that are and are not recruitable in vanilla then I can double-check to see if any voicetypes are present that lack voiced dialogue. The RDO modpage doesn't tell me what voicetypes have full dialogue in vanilla, it only says what ones have full dialogue in RDO.

 

If you find this annoying for any SD Cages slave then let me know and I can alter their voicetypes.

 

There is still the problem with the slave AI being set to unaggressive/cowardly/helps_noone. You will need to edit this if you want them to fight. I don't know if EFF allows you to do this. I could give them the aggressive/foolhardy/helps_allies AI settings, but this results in undesirable behaviour while enslaved in bandit camps- they wouldn't fight the bandits but they would fight all other enemies that wander near their location (like creatures). Let me know how you would prefer to handle this, with direct AI edits in the patch or with another mod to edit their AI.

 

I miscounted the number of SD Cages slaves, there are 41 and not 63.

 

BTW, I dunno if you have ever seen this before-

 

I'm getting the horrible feeling like I forgot something important, will probably remember later lol.

SD Cages - Non-DD and KS Hairs High Poly Follower Patch 10_05_2022.7z 64.47 kB · 0 downloads

Edit: The latest patch still requires Immersive Wenches as a master.

 

Good ol Fansadox. Hadn't seen that one though. Thanks.

 

Ok, gonna test out the girls. EFF supposedly lets you change their aggression. I'll see if that does anything and go from there.

 

This is the one that soft required RDO :

 

Edited by bubba999
Posted

Hey Corsec, I installed Immersive Wenches and gave it a try. I went to Halted Stream and killed the bandits. The two captives outside were definitely wearing the right gear but didn't have any real names and no dialogue to set them free.... :(

 

Spoiler

Test.thumb.jpg.b9f87ad81b660353424f658e7c4bb024.jpg

 

Posted (edited)
23 minutes ago, bubba999 said:

Hey Corsec, I installed Immersive Wenches and gave it a try. I went to Halted Stream and killed the bandits. The two captives outside were definitely wearing the right gear but didn't have any real names and no dialogue to set them free.... :(

 

 

 

I have it working as intended in my test game. Here is that same NPC named Ash (ignore the T-pose and vanilla body it's just a test save and I don't run FNIS for it)

Spoiler

ScreenShot11.jpg.680456bf4e7a63e45114e21e555947c4.jpg

 

If the game has already loaded the 'bandot Captive' NPC then it won't change to the new one unless you either force a cell reset or start a new game. Try that and see if it helps. For a cell reset you could wait somewhere else 10 days for a cell reset and then go back and see if the NPC has been updated. Also check that you're not still using the older patch.

 

I've uploaded a version with the masters cleaned, no more Immersive Wenches as a master now. I uploaded 2 versions. One with, and the other without the manual AI changes. Use whichever one you prefer.

 

I'll make a HSG patch tomorrow.

 

I use both SD Cages and Devious Bandit Captives. I have a DBC patch available to make them followers, but I can make a customised one it to your specifications if you like. For example, I could give them the appearances from the HSG KS Hairs high poly patch.

SD Cages - Non-DD and KS Hairs High Poly Follower Patch 10_05_2022.7z SD Cages - Non-DD and KS Hairs High Poly Follower Patch AI Edits 10_05_2022.7z

Edited by Corsec
Posted (edited)
21 minutes ago, Corsec said:

 

 

I have it working as intended in my test game. Here is that same NPC named Ash (ignore the T-pose and vanilla body it's just a test save and I don't run FNIS for it)

  Reveal hidden contents

ScreenShot11.jpg.680456bf4e7a63e45114e21e555947c4.jpg

 

If the game has already loaded the 'bandot Captive' NPC then it won't change to the new one unless you either force a cell reset or start a new game. Try that and see if it helps. For a cell reset you could wait somewhere else 10 days for a cell reset and then go back and see if the NPC has been updated. Also check that you're not still using the older patch.

 

I've uploaded a version with the masters cleaned, no more Immersive Wenches as a master now. I uploaded 2 versions. One with, and the other without the manual AI changes. Use whichever one you prefer.

 

I'll make a HSG patch tomorrow.

 

I use both SD Cages and Devious Bandit Captives. I have a DBC patch available to make them followers, but I can make a customised one it to your specifications if you like. For example, I could give them the appearances from the HSG KS Hairs high poly patch.

SD Cages - Non-DD and KS Hairs High Poly Follower Patch 10_05_2022.7z 64.67 kB · 0 downloads SD Cages - Non-DD and KS Hairs High Poly Follower Patch AI Edits 10_05_2022.7z 65.25 kB · 0 downloads

 

Ok, let me see....what do the manual AI changes do?

 

Anyway, I tried it again at Valtheim and got the same results, wearing NON-DD but no name or dialogue.

 

Now I remember you said you use RDO which I don't. Could that be it?

Edited by bubba999
Posted (edited)
10 minutes ago, bubba999 said:

 

Ok, let me see....what do the manual AI changes do?

 

The only difference between them is the changes to AI aggression. It determines if they will attack or run away from enemies.

 

The one with AI changes will make them attack enemies that come into range, but they will do this even when they are not followers and are in the wall shackles at bandit camps. This will result in the unimmersive behaviour of getting out of their wall shackles to attack nearby creatures, then going back to their shackles after the fight is over. If you want them to fight for you as followers, and if you don't want to have to use EFF or NFF to manually change their AI, then use the file WITH AI edits.

 

The one without AI changes will make them run away from all enemies, even ater your recruit them. If you use this file and if you want them to fight for you as followers then you will need to use EFF or NFF to change their AI to aggressive.

 

If you don't want them to ever fight for you, if they are only ever going to be non-combat slaves, then I recommend the version WITHOUT AI changes. Since you asked for them to level with you, I assume that you want them to fight, so I'd suggest the one WITH AI changes.

 

You can switch between each file using your mod organizer, this shouldn't be a problem. Just load only one at a time in your save. So download both, keep them in your modlist and you will have the option to switch between them.

Edited by Corsec
Posted
1 minute ago, Corsec said:

 

The only difference between them is the changes to AI aggression. It determines if they will attack or run away from enemies.

 

The one with AI changes will make them attack enemies that come into range, but they will do this even when they are not followers and are in the wall shackles at bandit camps. This will result in the unimmersive behaviour of getting out of their wall shackles to attack nearby creatures, then going back to their shackles after the fight is over. If you want them to fight for you as followers, and if you don't want to have to use EFF or NFF to manually change their AI, then use the file WITH AI edits.

 

The one without AI changes will make them run away from all enemies, even ater your recruit them. If you use this file and if you want them to fight for you as followers then you will need to use EFF or NFF to change their AI to aggressive.

 

If you don't want them to ever fight for you, if they are only ever going to be non-combat slaves, then I recommend the version WITHOUT AI changes. Since you asked for them to level with you, I assume that you want them to fight, so I'd suggest the one WITH AI changes.

 

You can switch between each file midsave, this shouldn't be a problem. Just load only one at a time in your save. So download both, keep them in your modlist and you will have the option to switch at will.

 

Got it! I tested again and they were wearing the non-dd but no name or dialogue. You mentioned you use RDO and I don't. Could that have something to do with it?

Posted
3 minutes ago, bubba999 said:

 

Got it! I tested again and they were wearing the non-dd but no name or dialogue. You mentioned you use RDO and I don't. Could that have something to do with it?

 

I think RDO only determines whether the follower dialogue is fully voiced, and it doesn't affect whether the recruitment dialogue shows up. but I might be wrong.

 

I suggest either starting a new game to test, or else go wait for 10+ days somewhere else and then go back to see if the NPC has updated when the cell resets.

 

A cell reset is when the area is recycled when the player hasn't been there for 10+ days. All NPCs should be reloaded by a cell reset. The game might not let the patch alter the bandit captive until after a cell reset. This is because I don't edit the original bandit captive but instead I load a seperate NPC to replace the original one, but your pre-exisitng save still has the old bandit captive in it.

 

tl;dr new game or cell reset

Posted
1 minute ago, Corsec said:

 

I think RDO only determines whether the follower dialogue is fully voiced, and it doesn't affect whether the recruitment dialogue shows up. but I might be wrong.

 

I suggest either starting a new game to test, or else go wait for 10+ days somewhere else and then go back to see if the NPC has updated when the cell resets.

 

A cell reset is when the area is recycled when the player hasn't been there for 10+ days. All NPCs should be reloaded by a cell reset. The game might not let the patch alter the bandit captive until after a cell reset. This is because I don't edit the original bandit captive but instead I load a seperate NPC to replace the original one, but your pre-exisitng save still has the old bandit captive in it.

 

tl;dr new game or cell reset

 

Ok, I will go indoors and wait ten days.... alternatively can I go to a dungeon I haven't visited yet that has a SD Cage?

Posted
1 minute ago, bubba999 said:

 

alternatively can I go to a dungeon I haven't visited yet that has a SD Cage?

 

Yes this should work, but it has to be one that you haven't visited for 10 days.

 

However almost all SD Cage locations for bandit captives are outdoors. Your best chance is to find one of the vampire captives, they are all indoors.

 

Here is a list of all the vampire captives and their locations-

Spoiler

1058231425_SDCageslocations.jpg.d3e88837693a424b2cadd74f36b38f96.jpg

 

If they're not called Meat ingame but instead have a horsey name then it demonstrates that the patch is working.

Posted (edited)
18 minutes ago, Corsec said:

 

Yes this should work, but it has to be one that you haven't visited for 10 days.

 

However almost all SD Cage locations for bandit captives are outdoors. Your best chance is to find one of the vampire captives, they are all indoors.

 

Here is a list of all the vampire captives and their locations-

  Hide contents

1058231425_SDCageslocations.jpg.d3e88837693a424b2cadd74f36b38f96.jpg

 

If they're not called Meat ingame but instead have a horsey name then it demonstrates that the patch is working.

 

Ok, I waited 11 days!

 

Valtheim... new bandits, captive looks different, no name change, no dialogue

 

BrokenfangCave: Captive named Meat! But no dialogue to set free. It does say "You appear to be in a bind."

 

Moldering Ruins: Captive name Meat! No dialogue to set free. "You appear to be in a bind."

 

So... I dunno.... :( (Using the AI patch) Tested the other patch too. No diff.

Edited by bubba999
Posted

Am I missing a file or something? I have SD Cages 3.96 and then one of the patches you just made.

 

And Hydra Slave Girls KShairs With High Poly Heads, of course.

Posted
19 minutes ago, bubba999 said:

Am I missing a file or something? I have SD Cages 3.96 and then one of the patches you just made.

 

It should work with the latest version of SD Cages.

 

I can verify that it works when I start a new game.

 

Are you using an auto-patcher at the end of your laod order like bashed Patch, Requiem, Synthesis etc? if so, that will need to be remade.

 

My next suggestion is to try a new game just to see if it works.

 

Check that the patch isn't being overwritten by an older version.

Posted
5 minutes ago, Corsec said:

 

It should work with the latest version of SD Cages.

 

I can verify that it works when I start a new game.

 

Are you using an auto-patcher at the end of your laod order like bashed Patch, Requiem, Synthesis etc? if so, that will need to be remade.

 

My next suggestion is to try a new game just to see if it works.

 

Check that the patch isn't being overwritten by an older version.

 

What is your version of SD Cages? I have a basic bashed patch with not too much in it.

Using MO2 and no other versions of the patch installed. I will try a new game next. Sorry for the hassle!

Posted
9 minutes ago, bubba999 said:

 

What is your version of SD Cages? I have a basic bashed patch with not too much in it.

Using MO2 and no other versions of the patch installed. I will try a new game next. Sorry for the hassle!

 

I'm using the latest SD Cages.

 

You will need to remake the bashed Patch, because it contains data about NPCs. It might be using the data from the old patch. Remake it and try again. Or you can load my patch AFTER the bashed patch and see what happens.

Posted
4 minutes ago, Corsec said:

 

I'm using the latest SD Cages.

 

You will need to remake the bashed Patch, because it contains data about NPCs. It might be using the data from the old patch. Remake it and try again. Or you can load my patch AFTER the bashed patch and see what happens.

 

Ok, new game on a different profile. Everything loading after bashed patch. No change. I have no idea what's going on.

 

OT: Can you point me to the version of SD Cages you have, please so I can make sure I have the same one? Thanks.

Posted
13 hours ago, bubba999 said:

 

Ok, new game on a different profile. Everything loading after bashed patch. No change. I have no idea what's going on.

 

I think I have figured out why. It works exactly as intended on my test modlist, but it doesn't work when I load it in my main game modlist. This is because the main HSG patch that I use conflicts with the SD Cages, it forces the SD Cages slaves to load as wenches who cannot be recruited. This is an unintended and unanticipated interaction between my different patches.

 

I'm 99% sure that the patches work as intended and will only fail due to conflicts with other plugins.

 

Did you only install Immersive Wenches just to play the previous versions of my patches? You can uninstall it now. Here are the latest versions of the patches, they don't require Immersive Wenches..

 

You can disable all previous patches, use these and ONLY these ones.

 

First try it with a new game and make sure you don't have any of my other patches for HSG or SD Cages. Remake the Bashed Patch and any other of your end-of-load-order patches.

 

There are 29 recruitable slaves from HSG, 41 from SD Cages. All use either the horse names or their old names, noone has generic names. You ca use the placeatme console command to spawn them in. I tested it with Ash in Halted Stream camp and Gemma in Silent Moons camp.

Bubba999 Patches 11_05_2022.7z

Posted (edited)
1 hour ago, Corsec said:

 

I think I have figured out why. It works exactly as intended on my test modlist, but it doesn't work when I load it in my main game modlist. This is because the main HSG patch that I use conflicts with the SD Cages, it forces the SD Cages slaves to load as wenches who cannot be recruited. This is an unintended and unanticipated interaction between my different patches.

 

I'm 99% sure that the patches work as intended and will only fail due to conflicts with other plugins.

 

Did you only install Immersive Wenches just to play the previous versions of my patches? You can uninstall it now. Here are the latest versions of the patches, they don't require Immersive Wenches..

 

You can disable all previous patches, use these and ONLY these ones.

 

First try it with a new game and make sure you don't have any of my other patches for HSG or SD Cages. Remake the Bashed Patch and any other of your end-of-load-order patches.

 

There are 29 recruitable slaves from HSG, 41 from SD Cages. All use either the horse names or their old names, noone has generic names. You ca use the placeatme console command to spawn them in. I tested it with Ash in Halted Stream camp and Gemma in Silent Moons camp.

Bubba999 Patches 11_05_2022.7z 72.28 kB · 1 download

 

Before I try it... they both require Non Devious Devices Masterlist which requires............. Immersive Wenches! Unless I DL-d the wrong thing?

2022-05-11_093800.jpg

Edited by bubba999
Posted

It works! I installed Immersive Wenches also, turned on god mode and went to un-visited Halted Stream where I found Ash and Ivy outside! Both were recruitable and I did so. Ash started attacking the bandits, grabbing a wood axe! I was able access their inventories and add/remove stuff!

 

I gave Ivy a sword and shield and took her into the mine where she attacked the bandits!

 

Well done and thank you again!

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