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Notice Me Senpai - A Notice Board Addon


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Posted
3 hours ago, Tentacus said:

 

What exactly did you convert? As far as I know Oldrim can run Form 44 mods. I was under the impression that the main reason there were issues was some compatibility issue with The Notice board's LE version. 

 

 i was trying if opening the esp in Ck of Le and save it will make it playable for Le? i tried this with other mod and works but ypu are right it's not working here, i open the game and get no crash and the dialogues of "flirt" appeards so i think the mod was working, but yeah now i try to make a mission and the Npcs dosnt have the dialogue options, and tried the "debauchery ring" an the dialogues are working but wehen they say "i surrender" nothing happends, so yeah looks like i was unsucesful, i don't reall understand that much but if i download the SE Notice boards and transform the plugin to LE you think your mod would work? or why it isn't working? sorry for the troubles

Posted
57 minutes ago, The new guy1 said:

 i was trying if opening the esp in Ck of Le and save it will make it playable for Le? i tried this with other mod and works but ypu are right it's not working here, i open the game and get no crash and the dialogues of "flirt" appeards so i think the mod was working, but yeah now i try to make a mission and the Npcs dosnt have the dialogue options, and tried the "debauchery ring" an the dialogues are working but wehen they say "i surrender" nothing happends, so yeah looks like i was unsucesful, i don't reall understand that much but if i download the SE Notice boards and transform the plugin to LE you think your mod would work? or why it isn't working? sorry for the troubles

Well i download the SE Notice board version change the ESP version to the Le opening them in the CK and also extract the BSA from your mod and from the Notice board, now the debauchery and the other ring works, i slave some random guy and make him kneel and some other commands, but i tried to make some mission of recue in the Notice board. i go to save some guy named Octavie San but not dialogues from your mod are showing. just a "take care" soooooo idk why is not working even with the SE version transformed 

Posted (edited)
6 hours ago, MortiferusX said:

Is there a console command to unfollow slaves when there is no dismiss, Dialogue?

 

And YES, Discipline 10 is reached. 

 

The console command would be to set  _T_BeatingCounter to 10 Which obviously wouldn't help if your discipline is already at 10... but again if that were true you would see the dislogue it's the most basic kind of dialogue condition possible. Did you actually see the message that they were broken? Did the captive specific dialogue stop showing up (IE the ones saying stuff like "just give in... I'll break your spirit... bla bla"?)

 

If typing set  _T_BeatingCounter to 10 doesn't fix the issue you can use the debug ring to dismiss all the aliases. If for some reason they were stuck in the captive alias (which is the only thing that would block the dismiss dialogue), this would fix it and you could rehire them like any other main follower.

Edited by Tentacus
Posted

I decided to continue my maximum chaos playthrough I just started yesterday for testing. Klem the nord hillbilly Cannibal massacred the entire town of Riverwood save Camilla Gerdur and Lucan... who he enslaved. Though to finish the job he did have to aquire some henchmen as the last of the men holed up in Hod's house put up a good fight.

 

I'm kinda surprised I've never massacred an entire town before despite playing Skyrim for nearly 2000 hours. It was pretty fun. I think I'll make riverwood my evil cannibal bandit base and recruit every beggar in Skyrim to come live there, where they can eat the rich... literally.

Posted (edited)
17 hours ago, The new guy1 said:

Well i download the SE Notice board version change the ESP version to the Le opening them in the CK and also extract the BSA from your mod and from the Notice board, now the debauchery and the other ring works, i slave some random guy and make him kneel and some other commands, but i tried to make some mission of recue in the Notice board. i go to save some guy named Octavie San but not dialogues from your mod are showing. just a "take care" soooooo idk why is not working even with the SE version transformed 

 

Install Notice Board for LE 

Install The Notice Board by MannyGTUpdated  https://www.nexusmods.com/skyrim/mods/79296

 

When Notice Board was ported to SE some fixes were made to it that effect the Rescue NPC quest. This mod I left link for is the Port back of the Notice Board mod which has the fixes in them needed to run Senpai. 

 

I would install The Notice Board, and then dl the 2nd mod and open it on desktop. It is just an esp, take that esp and swap it out for the one that comes with the original mod and then Senpai mod will play together with it. If you question this, make a quick backup of your NoticeBoard.esp prior to swap.Either way, it just works. 

 

 

 

Edit: here is my NoticeBoard.esp for LE.  This has fixes from SE in it. This esp will not allow The NoticeBoard mod to take male captives, only females. No Solstheim locations used for any quest in mod that uses mods "AvoidList", list. No argonian captives will be selected as well. 

 

--LE-- NoticeBoard.esp

 

notice board.esp

Edited by Heroine HoneyCrotch
Posted (edited)
8 hours ago, 1day2death said:

how do you get the dialogue  from Ysolda and Birna nothing appears for them even after doing there quests? but edda and Silda works fine

 

They are whores. Unlike the Inn whores they do have a cooldown before you can hire them again. It's the same as the cooldown for a main follower. The cooldown time is 15 mins IRL. Some dialogue shortens and negates the main follower cooldown. (Such as watching them masturbate... etc), but there is no such mechanic for Ysolda and Birna.

 

The normal Inn whores have no cooldown as they are based off the casual sex template. Edda and Silda are different templates as well, though I thought they also had a cooldown, but maybe not, and maybe it can also be shortened. Anyway I will hire Ysolda on my current character just to make sure everything is working as expected.

 

They also have no "good" follower path. If you want to have them as a follower, abduct them.

 

Edit: Note the player's cooldown is not tied to gametime but real time, so waiting or sleeping won't advance it You'll have to wait 15 mins IRL (the equiv of 3 hrs gametime) or use the debug menu to clear the player's cooldown.

Edited by Tentacus
Posted

First off, just tested Ysolda, and she works as intended. If you want her dialogue to show up wait 15 minutes IRL before revisiting her or use the debug ring to clear the player cooldown.

 

2nd I just discovered a fucking hilarious vanilla issue.

 

Klem talked Saadia into working for him. (I guess her desire to keep moving and hidden from the Alik'r is more important than the flecks of blood in Klem's hair, and his revolting personality) So on the way out of town he pimped her to the stable guy, the carriage, guy and some random Khajiit passing by. (Nobody wanted to pay full price which I find funny) Anyway all well and good. Afterwards he told her she could take a break and started heading toward  the road... which is when she apparently hit the exact spot where the Alik'r stuns her in her quest and BLAM she was stunned!

 

Fast travelling to Riverwiood fixed her... but I found that really funny that she is scripted to get stunned in that spot regardless of if that quest is running.

 

Now Saadia is gonna get a bit of a surprise when they get to Hod's house.

Posted (edited)

I spoke too soon about Saadia. If you take her as a follower never walk by the stables. simply teleport from whiterun to somewhere else, or possibly walk her out via another route... OR complete the Alik'r quest in her favor , IIRC she remains a waitress after that so should be able to resume whoring stuff.  I also have no idea if anything will happen if you encounter the Alik'r while she's following you (Though probably nothing... which is immersive cause Photographs don't exist and they aren't looking for a whore... Would be incredibly funny to pimp her to them.)

 

I've also found a small issue with the script that puts captives into training. It is supposed to make your existing victim follower into a CF like normal but doesn't., it simply dismisses them. I'll fix it in the next version but for now just be aware and plan accordingly.

Edited by Tentacus
Posted

Hello, I have two questions that I don't know if it has already been asked: Random enemies (those without names that are randomly generated like bandits, forsworn, vampires...) can they do fast travel with us? I had a captured vampire and when I did fast travel he just disappeared (Even when I used the ring of debuggery to teleport him, he didn't appear.)
 

the other question is: how do I do the "faction cleaning"? I saw that it was an improvement of the new version with the ring of debuggery, but I don't know what the option is, is it a "clear history" option?

and congrats for the mod!

Posted (edited)
5 hours ago, hakimm3i said:

Any way to get a version without the line of dialogue added to every single npc in the game to fuck?

 

Yeah I can add a global to disable it from the debug ring.  I was already gonna have to edit those topics anyway to make it not show up on johns.

 

11 hours ago, lorivn said:

Hello, I have two questions that I don't know if it has already been asked: Random enemies (those without names that are randomly generated like bandits, forsworn, vampires...) can they do fast travel with us? I had a captured vampire and when I did fast travel he just disappeared (Even when I used the ring of debuggery to teleport him, he didn't appear.)

 

Generally yes, though I haven't tested on any Vampire npcs. I have however seen a vanilla issue where an NPC will become invisible. Happened with the beggar Brenuin in my last game. He eventually reappered but when it happened in the past I've reloaded to before it happened. I start to wonder if it isn't related to the perk that lets you become invisible once per day?

 

11 hours ago, lorivn said:

the other question is: how do I do the "faction cleaning"? I saw that it was an improvement of the new version with the ring of debuggery, but I don't know what the option is, is it a "clear history" option?

and congrats for the mod!

 

Yes it's that one. Unfortunately the format of Skyrim's shitty message menus (compared to FO4) means I have to abbreviate a lot to fit things. *sigh* May have to bite the bullet and learn Skyrim MCM.

Edited by Tentacus
Posted
1 hour ago, Tentacus said:

Generally yes, though I haven't tested on any Vampire npcs. I have however seen a vanilla issue where an NPC will become invisible. Happened with the beggar Brenuin in my last game. He eventually reappered but when it happened in the past I've reloaded to before it happened. I start to wonder if it isn't related to the perk that lets you become invisible once per day?

Oh I see, I didn't know there was a problem with that... well, and I don't have this perk, by the way, and I also didn't get to go into buildings to see if it reappeared, I can do some tests later to see if the npc reappears
 

 

Posted
8 minutes ago, lorivn said:

Oh I see, I didn't know there was a problem with that... well, and I don't have this perk, by the way, and I also didn't get to go into buildings to see if it reappeared, I can do some tests later to see if the npc reappears
 

No I meant maybe the NPC has a perk like that, or a race ability. Just speculation. Personally I'd have reverted to a save before they vanished. Hopefully it works out.

Posted

There doesn't seem to be any permanency to the house slaves.

 

After a few in game days, the dialogue reverts to the default list after initial capture, but all the aliases and factions remain the same.

Posted
6 hours ago, fireshot said:

There doesn't seem to be any permanency to the house slaves.

 

After a few in game days, the dialogue reverts to the default list after initial capture, but all the aliases and factions remain the same.

 

So you're saying that the dialogue goes away but they're still in the aliases and factions? There is no logical reason for that to happen so that's quite a mystery. I'm building a bit of a harem on the current playthrough so I'll see if anything like that happens, but it's never happened in any of the previous testing, though I am not sure I've ever made a templated actor (like a bandit) a house slave. If something weird was to happen I would think it would be with that kind of non named actor.

Posted

just droping in and sharing my thoughts on the latest update.  Everything is working perfectly, haven't experienced any issues (TBH i've experienced one, but i'm sure it has to do with my setup, probably a mod conflict and not an NMS bug, everytime i use a topic with an npc or tavern wench, if i use sex lab tool or defeat tool to change the current animation, NMS kinda get cought in a loop, if i don't let the default anim scene run i won't be able to trigger the conclusion dialogue afterward, so i have to repeat the scene)  Anyway like i said it's probably a conflict on my end since i run a pretty scripts heavy LO, i'll deal with it.

 

Now lets get to the meat, i hate to be the person who ask a mod author for extra options, but i will say it, this mod definitly need a MCM, i know your reasons, it was not supposed to be an expensive mod that needed one to begin with, but NMS has grown so much in the last couple month that it made it required.  From an option to disable male vs male dialogue, elderly or whatever, we need more option than the ring of debuggery. We can do so much stuff now i would like to get a little more control on every aspect of it, and tailor it to my taste for any particular playthrough.

 

Mod is perfectly fine without it, like i said earler, it's all working, just my opinion.

Thx tentacus, this update is great, been enjoying testing it so far, cheers

Posted
5 hours ago, erynyes said:

just droping in and sharing my thoughts on the latest update.  Everything is working perfectly, haven't experienced any issues (TBH i've experienced one, but i'm sure it has to do with my setup, probably a mod conflict and not an NMS bug, everytime i use a topic with an npc or tavern wench, if i use sex lab tool or defeat tool to change the current animation, NMS kinda get cought in a loop, if i don't let the default anim scene run i won't be able to trigger the conclusion dialogue afterward, so i have to repeat the scene)  Anyway like i said it's probably a conflict on my end since i run a pretty scripts heavy LO, i'll deal with it.

 

Now lets get to the meat, i hate to be the person who ask a mod author for extra options, but i will say it, this mod definitly need a MCM, i know your reasons, it was not supposed to be an expensive mod that needed one to begin with, but NMS has grown so much in the last couple month that it made it required.  From an option to disable male vs male dialogue, elderly or whatever, we need more option than the ring of debuggery. We can do so much stuff now i would like to get a little more control on every aspect of it, and tailor it to my taste for any particular playthrough.

 

Mod is perfectly fine without it, like i said earler, it's all working, just my opinion.

Thx tentacus, this update is great, been enjoying testing it so far, cheers

 

It's unlikely I am going to disable MM dialogue simply from a logistics POV, however already in next build the option to toggle casual topics as a whole are in so you can turn it off until you need it. This doesn't burden the current ring setup, and I can still add a couple of toggles without issue. I also added more detailed descriptions to what the abbreviated buttons do to the ring's messageboxes.

 

I started an MCM tutorial the other morning but when I realized that would definitely require everybody have a clean save to add, I decided nah... for now at least. I did bookmark the tutorial though.

Posted
12 hours ago, Tentacus said:

 

So you're saying that the dialogue goes away but they're still in the aliases and factions? There is no logical reason for that to happen so that's quite a mystery. I'm building a bit of a harem on the current playthrough so I'll see if anything like that happens, but it's never happened in any of the previous testing, though I am not sure I've ever made a templated actor (like a bandit) a house slave. If something weird was to happen I would think it would be with that kind of non named actor.

Exactly, the dialogue reverts to the first tree after capture.

 

I tried it with a bandit and with custom template NPCs added via other mods.

both had the same issue.

 

The named game NPCs did not demonstrate the issue, but I did not test them thoroughly either.

Posted (edited)
1 hour ago, fireshot said:

Exactly, the dialogue reverts to the first tree after capture.

 

I tried it with a bandit and with custom template NPCs added via other mods.

both had the same issue.

 

The named game NPCs did not demonstrate the issue, but I did not test them thoroughly either.

 

Yeah, it's probably an inherent engine limitation. (As i suspected might happen) Your options are to sell off or otherwise get rid of your templated NPC, before too much in game time passes, or possibly try to clone them with PAHE before you train them. (I dunno if my mod's topic priority is higher than PAHE though, as I haven't tested it, if not that won't work). Then they will all sound like female eventoned though :p. Honestly I dunno if that would prevent this situation anyway.

Edited by Tentacus
Posted

What I am working on is pretty neat and if it all works out it'll add a completely different way to play NMS. I don't want to spoil it till I have it working though.

Posted (edited)

The event horizon for the Vegeta meme is fast approaching. We are at 8650 lines of dialogue. The only question is how much over 9000 will it go.

This is also DEFINITELY going to be the last content update. We are at 85 scripts now. I am NOT proud of that... That's even with most scripts doing double and triple duty... *sigh*

Edited by Tentacus

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