jmckibben1 Posted October 28, 2023 Posted October 28, 2023 Sexlab animation not triggering with Nenya and captive or follower. She equips her package then nothing happens.
jmckibben1 Posted October 28, 2023 Posted October 28, 2023 Released captives will follow when asked "to be close" for a few minutes but after a little while or on fast travel their information disappears meaning that under the cross hairs, cant activate dialogue and their name is gone. Cant interact with them anymore. Health bar is present but no name under it. Have to reload a save prior to recruiting them. I am using NFF but i dont import them. Uses vanilla recruiting. Playing AE version as well.
Blackbird Wanderer Posted October 28, 2023 Author Posted October 28, 2023 22 minutes ago, jmckibben1 said: Released captives will follow when asked "to be close" for a few minutes but after a little while or on fast travel their information disappears meaning that under the cross hairs, cant activate dialogue and their name is gone. Cant interact with them anymore. Health bar is present but no name under it. Have to reload a save prior to recruiting them. I am using NFF but i dont import them. Uses vanilla recruiting. Playing AE version as well. Unfortunately, none of the test group runs AE but other users have provided AE feedback and reported things working. There remain un-diagnosed mod conflicts and odd behaviors which elude identification. The only sure way to test this for you would be to build a test environment game that's stripped down to only the bare essentials and see what happens with SBC. It may be that the Papyrus engine is being overtaxed, even in the 64 bit environment. The game is, after all, 12 years old and the Papyrus engine (afaik) hasn't changed since its initial release. 11 hours ago, jmckibben1 said: Sexlab animation not triggering with Nenya and captive or follower. She equips her package then nothing happens. This could be another symptom of script lag, as that scene is entirely script driven. Work is in progress to begin a restructure phase to reduce this. 1
jmckibben1 Posted October 29, 2023 Posted October 29, 2023 16 hours ago, Blackbird Wanderer said: Unfortunately, none of the test group runs AE but other users have provided AE feedback and reported things working. There remain un-diagnosed mod conflicts and odd behaviors which elude identification. The only sure way to test this for you would be to build a test environment game that's stripped down to only the bare essentials and see what happens with SBC. It may be that the Papyrus engine is being overtaxed, even in the 64 bit environment. The game is, after all, 12 years old and the Papyrus engine (afaik) hasn't changed since its initial release. This could be another symptom of script lag, as that scene is entirely script driven. Work is in progress to begin a restructure phase to reduce this. Thanks so much for the thoughtful response. Yeah. I considered script lag which may be partly to blame. I have some other pretty script heavy mods running but they aren't noticeably affected. I wouldnt be surprised if there are some conflicts. I use LOOT but that only tries to make the kids play nicer in the sand box. I can look at sseedit and see whats going on but im not very experienced at using it. Never made a patch before. Absolutely love the mod though. Been playing with it from LE-SE-AE. Its a work of art. If someone could voice it with elevenlabs or something that would be awesome. Prob alot of work but...
Blackbird Wanderer Posted October 29, 2023 Author Posted October 29, 2023 8 hours ago, jmckibben1 said: If someone could voice it with elevenlabs or something that would be awesome. That is in the works as well. ? 3
Billy1969 Posted October 29, 2023 Posted October 29, 2023 5 hours ago, Blackbird Wanderer said: That is in the works as well. ? That is something I'm really looking forward to. And I'm also super curious about how the story will evolve, I want to know what those harpies, succubae are up to 2
jmckibben1 Posted November 1, 2023 Posted November 1, 2023 On 10/29/2023 at 11:56 AM, Blackbird Wanderer said: That is in the works as well. ? Omg. You are our hero. ?
devildx Posted November 19, 2023 Posted November 19, 2023 For some reason the mod is not working right on my new game setup. Skyrim AE 1.6.640 Mod is 0.98g + Patch 6 Read the note > talk with inkeeper > go to Falkreath > Nenya send me to Knife Point > arrive on Knife Point but the captive don't spawn Tried to go back on the save and talk to a different innkeeper but they always send me to falkreath and Nenya always send me to Knife Point.
Blackbird Wanderer Posted November 19, 2023 Author Posted November 19, 2023 8 hours ago, devildx said: Read the note > talk with inkeeper > go to Falkreath > Nenya send me to Knife Point > arrive on Knife Point but the captive don't spawn Thanks for the report! Have recently seen the same issue with a test setup on SE; no idea why. Something very wrong, but it doesn't happen with LE. In the near future will be a rebuild tested exclusively on SE and that should work for AE as well. Unfortunately, underlying mechanics issues like this are preventing further progress on the story part of the build. 1
Wolfshrike Posted November 20, 2023 Posted November 20, 2023 With the spawn at knifepoint ridge, could it be related to that location's tie in with the boethia quest somehow?
devildx Posted November 20, 2023 Posted November 20, 2023 6 hours ago, Wolfshrike said: With the spawn at knifepoint ridge, could it be related to that location's tie in with the boethia quest somehow? Maybe that is the problem since que dungeon is almost all blocked if you are not in that quest. I think the mod will need to exclude this location when generating the quest.
Blackbird Wanderer Posted November 20, 2023 Author Posted November 20, 2023 5 hours ago, devildx said: Maybe that is the problem since que dungeon is almost all blocked if you are not in that quest. I think the mod will need to exclude this location when generating the quest. Will need to check, but that "beyond the cave-in" site should be excluded from placement until post-Boethiah quest unless there's a logic error somewhere. A provision for this was specifically written into the code a long time ago. In the recent test run on SE where something like what you describe was seen (different site though), the Quest marker didn't appear to shift from the general location to the individual Captive. Did you get a Quest marker? There are four other placement markers at Knife Point that should function regardless of quest state.
devildx Posted November 20, 2023 Posted November 20, 2023 (edited) 2 hours ago, Blackbird Wanderer said: Will need to check, but that "beyond the cave-in" site should be excluded from placement until post-Boethiah quest unless there's a logic error somewhere. A provision for this was specifically written into the code a long time ago. In the recent test run on SE where something like what you describe was seen (different site though), the Quest marker didn't appear to shift from the general location to the individual Captive. Did you get a Quest marker? There are four other placement markers at Knife Point that should function regardless of quest state. When I talk with Nenya I get the quest marker to go to Knifepoint but when I arrive the quest stage finishes and there is no more quest marker and the captivie dont spawn. The quest also vanishes from the quest menu. If I fast travel to the city the quest marker to go to Knifepoint appears again and the quest come back to the quest menu. Edited November 20, 2023 by devildx
Blackbird Wanderer Posted November 21, 2023 Author Posted November 21, 2023 On 11/20/2023 at 9:39 AM, devildx said: but when I arrive the quest stage finishes and there is no more quest marker and the captivie dont spawn Similar to the test SE result, so definitely not specific to Knife Point. Thanks for the follow-up info.
devildx Posted November 29, 2023 Posted November 29, 2023 On 11/21/2023 at 7:30 PM, Blackbird Wanderer said: Similar to the test SE result, so definitely not specific to Knife Point. Thanks for the follow-up info. Started a new game to be sure was not a save or location problem. First thing I did was to go to riverwood and read the note. Talked with Orgnar and this time he send me to Whiterun and Proventus send me to Rockslide Ridge. When I arrived still had the same problem. The quest objective completes but the captive don't spawn.
Blackbird Wanderer Posted November 29, 2023 Author Posted November 29, 2023 2 hours ago, devildx said: Started a new game to be sure was not a save or location problem. First thing I did was to go to riverwood and read the note. Talked with Orgnar and this time he send me to Whiterun and Proventus send me to Rockslide Ridge. When I arrived still had the same problem. The quest objective completes but the captive don't spawn. Similar results in the SE test environment. There's just something different about how the SE engine handles things (but it's worked in the past). Whether that's scripts or something else remains elusive and will require investigating. Stay tuned.
devildx Posted November 30, 2023 Posted November 30, 2023 21 hours ago, Blackbird Wanderer said: Similar results in the SE test environment. There's just something different about how the SE engine handles things (but it's worked in the past). Whether that's scripts or something else remains elusive and will require investigating. Stay tuned. Maybe is better to go to the old way and spawn all captives when the player reads the note.
Blackbird Wanderer Posted November 30, 2023 Author Posted November 30, 2023 3 hours ago, devildx said: Maybe is better to go to the old way and spawn all captives when the player reads the note. The script structure that makes that happen is the same, it's the trigger that changed and that appears to be the hangup. And it works perfectly on LE.
KCOLL Posted November 30, 2023 Posted November 30, 2023 9 hours ago, Blackbird Wanderer said: The script structure that makes that happen is the same, it's the trigger that changed and that appears to be the hangup. And it works perfectly on LE. there has been a lot of changes to the way scrips are being handled in se\ae lately. Im running 2 or 3 mods that optimize scrips and cut how often they are implemented
Blackbird Wanderer Posted November 30, 2023 Author Posted November 30, 2023 1 hour ago, KCOLL said: there has been a lot of changes to the way scrips are being handled in se\ae lately. Im running 2 or 3 mods that optimize scrips and cut how often they are implemented Good info; thanks much. It sounds like a top to bottom review of script function needs to be the new direction. The good news to go along with that is conversion of the Captive NPC Actors to high poly head is now a verified thing along with the custom voiced dialogue options now possible.
KCOLL Posted December 1, 2023 Posted December 1, 2023 High poly head. good needed! i'm also running most npc's with smp ks hair in my game with little fps loss! about 1500 mods and patches running! Absolut beautiful stability runs days without an ctd and a solid 60 fps most of the time all on a 4 yr old system. And part of that is due to the scrip mods that have been released
Blackbird Wanderer Posted December 1, 2023 Author Posted December 1, 2023 On 11/30/2023 at 4:25 AM, devildx said: Maybe is better to go to the old way and spawn all captives when the player reads the note. A bit of good news. Bringing over the newest SBC LE components, and possibly ensuring the most up to date PapyrusUtil package was installed, made for an SSE test run with SBC where everything worked perfectly -- at least up through the release of the first Captive in Winterhold. 2
Blackbird Wanderer Posted December 1, 2023 Author Posted December 1, 2023 13 hours ago, KCOLL said: running most npc's with smp ks hair in my game with little fps loss! That's good to hear, and has been considered for SBC. At least for the med/long hair styles where it would make sense.
bonesexpozed Posted December 2, 2023 Posted December 2, 2023 hi, so can I please know where are the panties of Jarl Elisif, I already check all the Blue Palace and just found 2 pairs, one in her room left side corner furniture and one directly south from her bed. Is there any other place? Also talking to Erdi or Una doesn't change anything, they just won't do it and they say leave me alone at the end and kaboom no more options...
Blackbird Wanderer Posted December 3, 2023 Author Posted December 3, 2023 3 hours ago, bonesexpozed said: so can I please know where are the panties of Jarl Elisif One of the hints the Khajiit gave you was to find the help of "low lifes". Go talk to Gulum-Ei in the Winking Skeever (but it will cost you). If you've already done the Thieves Guild Quest that takes him to the warehouse or he is dead, you can also get help from Taarie, but you will have had to do her Quest (Fit For a Jarl) first. (The panties you find yourself in the Blue Palace are red herrings because they are clean and don't carry Elisif's scent. They will be rejected by the Khajiit.) 2
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