Kerrie Posted March 4, 2023 Posted March 4, 2023 I'm just sad that.... Spoiler When you get to the end and have the dialog choice, for "yeah, sure, lets do this again" she messes with the nipplerings and goes all agro. Hope some day she will have a second scenario? Love the mod.
Allen Harris Posted March 4, 2023 Posted March 4, 2023 3 minutes ago, Kerrie said: I'm just sad that.... Hide contents When you get to the end and have the dialog choice, for "yeah, sure, lets do this again" she messes with the nipplerings and goes all agro. Hope some day she will have a second scenario? Love the mod. Yeh I can't wait for the second chapter!!
Rift-Finder Posted March 5, 2023 Posted March 5, 2023 Spoiler So, I was enjoying all the puzzles, reaching to the point of Moon and Sun for the boots, getting them unlocked but unequipping them causes my computer to instantly CTD. I completed every puzzle without cheating to the point I've reached, and every save I've made has had the same issue I have all the dependencies and the such, including DD's dependencies, but I'm sure it is a problem on my end as I'm the only person having this issue, it may be a mod conflict but I wouldn't be sure which one?
Frayed Posted March 5, 2023 Author Posted March 5, 2023 2 hours ago, Rift-Finder said: Hide contents So, I was enjoying all the puzzles, reaching to the point of Moon and Sun for the boots, getting them unlocked but unequipping them causes my computer to instantly CTD. I completed every puzzle without cheating to the point I've reached, and every save I've made has had the same issue I have all the dependencies and the such, including DD's dependencies, but I'm sure it is a problem on my end as I'm the only person having this issue, it may be a mod conflict but I wouldn't be sure which one? If it only happens when you unequip them, I would suspect some kind of bad ground mesh. In rare cases I think I've seen some meshes get corrupted on large file downloads. Here's a couple of things for you to try: If you have a mod that gives you crash logs (not Papyrus logs!), check those to see what objects are likely related to the crash. Or post it here, and I can have a look. Check whether you can use and drop the regular DD restrictive boots without issues. If those crash, it's probably something with the mesh. Check for file conflicts: does anything overwrite DD's scripts/meshes? Check for ESP conflicts in xEdit / zEdit: does anything overwrite DD's armor addon (ARMA) entries? Which mods do you have that interact with DD?
Rift-Finder Posted March 6, 2023 Posted March 6, 2023 18 hours ago, Frayed said: If it only happens when you unequip them, I would suspect some kind of bad ground mesh. In rare cases I think I've seen some meshes get corrupted on large file downloads. Here's a couple of things for you to try: If you have a mod that gives you crash logs (not Papyrus logs!), check those to see what objects are likely related to the crash. Or post it here, and I can have a look. Check whether you can use and drop the regular DD restrictive boots without issues. If those crash, it's probably something with the mesh. Check for file conflicts: does anything overwrite DD's scripts/meshes? Check for ESP conflicts in xEdit / zEdit: does anything overwrite DD's armor addon (ARMA) entries? Which mods do you have that interact with DD? Alright, yea I took a look and it was an issue with a custom race mod I had.. Not exactly sure how it caused the issue but using racemenu I was able to turn my character into a vanilla race and it seemed to have worked. Everything after changing the race worked fine, I was able to drop the items and continue on the rest of the quest with no problems [Race in question was; Lykrais (Normal-Legs)]
Frayed Posted March 6, 2023 Author Posted March 6, 2023 42 minutes ago, Rift-Finder said: Alright, yea I took a look and it was an issue with a custom race mod I had.. Not exactly sure how it caused the issue but using racemenu I was able to turn my character into a vanilla race and it seemed to have worked. Everything after changing the race worked fine, I was able to drop the items and continue on the rest of the quest with no problems [Race in question was; Lykrais (Normal-Legs)] Excellent, glad to hear you managed to solve it ?
Keppermiem Posted March 6, 2023 Posted March 6, 2023 Thanks for the mod 1) PC remove harness and plug 2) PC touch the Tentacle Statue 3) Get message: plug vibrating (that is wrong. Please add check for plug) At that moment I was trying to find key for gag Some improvement for better replayable. Position of two keys in room select randomly from array of positions. Code not compiled. Error is possible. Spoiler Function InitPositionOfKeys() //if there are more keys, then it is better to use array of ObjectReference ObjectReference FirstKey ObjectReference SecondKey CountOfPosition = 4 //max 127 positions int[] АvailablePositions = new int[CountOfPosition + 1] i = 1 While i <= CountOfPosition АvailablePositions = i i = i + 1 EndWhile АvailablePositions[CountOfPosition + 1] = 0 SelectedIndex = RandomInt(1, CountOfPosition) SetPositionForKey(FirstKey, АvailablePositions[SelectedIndex]) i = SelectedIndex While i <= CountOfPosition АvailablePositions = АvailablePositions[i+1] i = i + 1 EndWhile CountOfPosition = CountOfPosition - 1 SelectedIndex = RandomInt(1, CountOfPosition) SetPositionForKey(SecondKey, АvailablePositions[SelectedIndex]) i = SelectedIndex While i <= CountOfPosition АvailablePositions = АvailablePositions[i+1] i = i + 1 EndWhile endFunction Function SetPositionForKey(objectReference inKey, int positionNumb) If positionNumb = 1 inKey.SetPosition(100, 100, 100) inKey.SetAngle(100, 100, 100) ElseIf positionNumb = 2 inKey.SetPosition(120, 120, 120) inKey.SetAngle(120, 120, 120) ElseIf positionNumb = 3 inKey.SetPosition(10, 10, 10) inKey.SetAngle(10, 10, 10) ElseIf positionNumb = 4 inKey.SetPosition(20, 20, 20) inKey.SetAngle(20, 20, 20) EndIf endFunction
Keppermiem Posted March 6, 2023 Posted March 6, 2023 The blindfold punishment can be used to solve the puzzle. Some objects start glowing.
overback123 Posted March 8, 2023 Posted March 8, 2023 Bug Reports At the beginning of the quest, drink the wine received from the innkeeper, the sleeping command does not work. To be precise, there is no interaction with the bed after drinking wine.
Zaflis Posted March 8, 2023 Posted March 8, 2023 2 hours ago, overback123 said: Bug Reports At the beginning of the quest, drink the wine received from the innkeeper, the sleeping command does not work. To be precise, there is no interaction with the bed after drinking wine. Since it works for most people we'd need more information to figure out the mod conflict. Also there are 2 different wines you are given, did you drink the second one? About the mod conflict, think of mods that affect sleeping in general.
Viri1 Posted March 8, 2023 Posted March 8, 2023 3 hours ago, overback123 said: Bug Reports At the beginning of the quest, drink the wine received from the innkeeper, the sleeping command does not work. To be precise, there is no interaction with the bed after drinking wine. Make sure to look around after you drink, for me, the 'hit box' for the bed interaction was a bit off from the bed itself, and it wasn't the normal 'sleep on bed' trigger.
overback123 Posted March 9, 2023 Posted March 9, 2023 (edited) 15 hours ago, Zaflis said: Since it works for most people we'd need more information to figure out the mod conflict. Also there are 2 different wines you are given, did you drink the second one? About the mod conflict, think of mods that affect sleeping in general. My current Symptom is as follows. I talk to the innkeeper and get a note and a 'gifted wine bottle'. If drink 'gifted wine bottle' afterwards, the UI like a hp, mp bar disappears, and symptoms similar to the screen stop appear. You can change the screen a little bit with the mouse, but the character is frozen, and the mouse cursor that appears when you open the inventory window. In this situation, pressing the other keyboard buttons does not show any interaction, but pressing the E button shows the inventory window, and closing the inventory window shows the bugs mentioned above. Only compasses, physical fitness-like Ui are gone and cannot interact with the bed. (Interaction with other furniture is possible. Just in case, I moved to another area and interacted with the bed, so it was possible to interact normally. Only the bed of 'four Shield inn' is not interactive.) I thought there was a conflict with other DD modes or DD5.2 beta versions, so I unstalled them all and updated DD to the latest version, but the symptoms are still the same. Edited March 9, 2023 by overback123
Frayed Posted March 9, 2023 Author Posted March 9, 2023 2 hours ago, overback123 said: My current Symptom is as follows. I talk to the innkeeper and get a note and a 'gifted wine bottle'. If drink 'gifted wine bottle' afterwards, the UI like a hp, mp bar disappears, and symptoms similar to the screen stop appear. You can change the screen a little bit with the mouse, but the character is frozen, and the mouse cursor that appears when you open the inventory window. In this situation, pressing the other keyboard buttons does not show any interaction, but pressing the E button shows the inventory window, and closing the inventory window shows the bugs mentioned above. Only compasses, physical fitness-like Ui are gone and cannot interact with the bed. (Interaction with other furniture is possible. Just in case, I moved to another area and interacted with the bed, so it was possible to interact normally. Only the bed of 'four Shield inn' is not interactive.) I thought there was a conflict with other DD modes or DD5.2 beta versions, so I unstalled them all and updated DD to the latest version, but the symptoms are still the same. Thanks for the details, that does clear things up a bit. Drinking the wine is supposed to only do three things: close your menu, show a message, and set a quest stage. All the other symptoms you describe must follow from a conflict somewhere. See below spoiler for the script of the wine effect. Spoiler Event OnEffectStart(Actor akTarget, Actor akCaster) ; Don't do quest stuff if player manages to drink this outside of the quest... if FrayEscapeQuest.getStage() == 12 UI.InvokeString("HUD Menu", "_global.skse.CloseMenu", "InventoryMenu") Debug.Notification("This wine is really strong. I think I should go lie down...") FrayEscapeQuest.SetStage(13) endIf endEvent Given that you describe UI issues, I suspect the "close inventory UI" thing I'm doing here isn't working properly for you, and it ends up in a bad state. Please tell me the following: Which Skyrim platform are you on (LE/SE/AE)? Which version? Which version of SKSE are you running? What UI mods do you have? As for the bed not working: when you drink the wine, interaction with the bed is disabled while that quest stage is active. Instead, a trigger box is placed over the bed which is called "bed", but really only exists for this quest. This is done to avoid conflicts with sleep mods. Other beds are not modified, and activation is restored once the quest progresses. That you can't activate the trigger box is probably because of your broken UI state.
Frayed Posted March 9, 2023 Author Posted March 9, 2023 On 3/6/2023 at 7:33 PM, Keppermiem said: Thanks for the mod 1) PC remove harness and plug 2) PC touch the Tentacle Statue 3) Get message: plug vibrating (that is wrong. Please add check for plug) At that moment I was trying to find key for gag Some improvement for better replayable. Position of two keys in room select randomly from array of positions. Code not compiled. Error is possible. Reveal hidden contents Function InitPositionOfKeys() //if there are more keys, then it is better to use array of ObjectReference ObjectReference FirstKey ObjectReference SecondKey CountOfPosition = 4 //max 127 positions int[] АvailablePositions = new int[CountOfPosition + 1] i = 1 While i <= CountOfPosition АvailablePositions = i i = i + 1 EndWhile АvailablePositions[CountOfPosition + 1] = 0 SelectedIndex = RandomInt(1, CountOfPosition) SetPositionForKey(FirstKey, АvailablePositions[SelectedIndex]) i = SelectedIndex While i <= CountOfPosition АvailablePositions = АvailablePositions[i+1] i = i + 1 EndWhile CountOfPosition = CountOfPosition - 1 SelectedIndex = RandomInt(1, CountOfPosition) SetPositionForKey(SecondKey, АvailablePositions[SelectedIndex]) i = SelectedIndex While i <= CountOfPosition АvailablePositions = АvailablePositions[i+1] i = i + 1 EndWhile endFunction Function SetPositionForKey(objectReference inKey, int positionNumb) If positionNumb = 1 inKey.SetPosition(100, 100, 100) inKey.SetAngle(100, 100, 100) ElseIf positionNumb = 2 inKey.SetPosition(120, 120, 120) inKey.SetAngle(120, 120, 120) ElseIf positionNumb = 3 inKey.SetPosition(10, 10, 10) inKey.SetAngle(10, 10, 10) ElseIf positionNumb = 4 inKey.SetPosition(20, 20, 20) inKey.SetAngle(20, 20, 20) EndIf endFunction On 3/6/2023 at 7:33 PM, Keppermiem said: The blindfold punishment can be used to solve the puzzle. Some objects start glowing. Thanks for the bug report, that case is indeed not checked. Noted, I'll fix it in some later patch. I won't randomize the keys: this quest is simply not made for replayability. But thanks for the suggestion. Spoiler Glowing objects / highlighting objectives is something I'm currently playing around with for part 2. If I can get it to work, I might use it in part 1 as well. Putting it on the blindfold punishment is an excellent idea.
loonetrooper Posted March 9, 2023 Posted March 9, 2023 There should be more mods like these. Excellent! Any indication on the progress and release on the next chapter?
Frayed Posted March 9, 2023 Author Posted March 9, 2023 8 hours ago, loonetrooper said: There should be more mods like these. Excellent! Any indication on the progress and release on the next chapter? Thank you! I'm making good progress on part 2. I've got most of the story written down somewhere, I have the first few rooms built, most core mechanics figured out and partially implemented, and an intro sequence that's mostly complete (though most dialogue is crude WIP stuff). I've got the rough layout of all cells but one done and I'm now filling them out and making the quest logic and puzzles along the way. This will take a while, still. But with the cells mostly done I can start posting some teasers ? Here's one! Spoiler I'm having a lot of fun making bigger, more visually interesting areas for part 2. It's not something I did much in part 1, mostly because I was still learning the CK. You can actually see my skill progress from the first room to the last of part 1 ? . In terms of release: still months away, but at the current pace maybe in summer? 7
overback123 Posted March 12, 2023 Posted March 12, 2023 On 3/9/2023 at 9:28 PM, Frayed said: Thanks for the details, that does clear things up a bit. Drinking the wine is supposed to only do three things: close your menu, show a message, and set a quest stage. All the other symptoms you describe must follow from a conflict somewhere. See below spoiler for the script of the wine effect. Reveal hidden contents Event OnEffectStart(Actor akTarget, Actor akCaster) ; Don't do quest stuff if player manages to drink this outside of the quest... if FrayEscapeQuest.getStage() == 12 UI.InvokeString("HUD Menu", "_global.skse.CloseMenu", "InventoryMenu") Debug.Notification("This wine is really strong. I think I should go lie down...") FrayEscapeQuest.SetStage(13) endIf endEvent Given that you describe UI issues, I suspect the "close inventory UI" thing I'm doing here isn't working properly for you, and it ends up in a bad state. Please tell me the following: Which Skyrim platform are you on (LE/SE/AE)? Which version? Which version of SKSE are you running? What UI mods do you have? As for the bed not working: when you drink the wine, interaction with the bed is disabled while that quest stage is active. Instead, a trigger box is placed over the bed which is called "bed", but really only exists for this quest. This is done to avoid conflicts with sleep mods. Other beds are not modified, and activation is restored once the quest progresses. That you can't activate the trigger box is probably because of your broken UI state. "After changing the mod array preset, the issue has been resolved. However, since I use over 200 mods (including 20 related to the UI), I do not know exactly which mod is causing the conflict. However, in the previous mod preset (the one with the bug), there was a mod that changed the inn structure. It seems likely that this mod could have been the cause of the conflict."
ssskn Posted March 12, 2023 Posted March 12, 2023 Haven't played it yet but looks very promising. If the quest is not too long, can I suggest to make it into a simple slavery++ outcome.
hitmanh Posted March 13, 2023 Posted March 13, 2023 Just ran through this, very enjoyable, thank you for your effort.
omegasgundam Posted March 14, 2023 Posted March 14, 2023 Playing on LE, and I'm running into a game-breaking issue. After I get out of the initial hanging hook, my character is flung around and I cannot get control over it, even with console commands. Loading option is greyed out on the menu,
kurotatsu Posted March 14, 2023 Posted March 14, 2023 15 hours ago, omegasgundam said: Playing on LE, and I'm running into a game-breaking issue. After I get out of the initial hanging hook, my character is flung around and I cannot get control over it, even with console commands. Loading option is greyed out on the menu, Make sure your FPS is limited to 60, otherwise all physics will behave weird.
omegasgundam Posted March 15, 2023 Posted March 15, 2023 4 hours ago, kurotatsu said: Make sure your FPS is limited to 60, otherwise all physics will behave weird. That did the trick.
JustJuice Posted March 20, 2023 Posted March 20, 2023 I believe I've encountered a bug that I haven't seen reported yet. When I'm making the deal with shrine they agree but the conversation doesn't end. It just loops back to the beginning question again. This only happens when I try to alter the deal, not if I choose his original offer.
Viri1 Posted March 20, 2023 Posted March 20, 2023 (edited) 2 hours ago, JustJuice said: I believe I've encountered a bug that I haven't seen reported yet. When I'm making the deal with shrine they agree but the conversation doesn't end. It just loops back to the beginning question again. This only happens when I try to alter the deal, not if I choose his original offer. Hmm, sometimes the loop happened with me when I was exploring the dialogue with the dremora (still in the cup, only a few of the options when you try to deal with it). I originally interpreted them as unfinished dialogue paths, dunno if they are actual bugs. Edited March 20, 2023 by Viri1
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