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Posted

So, another author, TheDudeGuy, has released a modder's resource that takes all of Serana's dialogs and makes them into 'Shared' resources that can then be used in a similar fashion to how I used the generic shared dialogs for all of the speech craft related stuff.  This would allow me to update the mod so that she isn't silent, and she can have a full set of responses to all of the dialog options (tweaking them as necessary to match up with the available responses).  That's the good news.

 

The bad news is that I don't know how to do this without making a hard dependency to that resource (Plus Dawnguard).  Provided that I can't come up with a means to do that, then that leaves me with 2 choices, both of which have downsides:

  1. I maintain 2 versions of the mod, one with and one without the dependencies.  This obviously gives greatest flexibility to others that don't have Dawnguard, but doubles any future work I do on the mod from that point forward, and that's not really my goal. :P
  2. I say stuff it, I am making this mod for myself first and foremost, I CAN DO WHAT I WANT! :angry: and just make the one version with the dependency going forward, and any future versions would simply require Dawnguard + the Serana resource.

I am inclined towards #2, because there probably isn't really much more I plan to add to the mod as it is right now, and I can always leave the last few versions up if people don't have and don't want Dawnguard.

 

I think that most hardcore skyrim players (which makes up the majority of players using these kind of mods) have all the DLC's released.

Posted

 

I think that most hardcore skyrim players (which makes up the majority of players using these kind of mods) have all the DLC's released.

 

 

Not neccessarily. I've played every Elder Scrolls game since Daggerfall and I've yet to finish the main story in any of them because I have an incredible knack for breaking the sandbox. In the early ones, I'd just find game breaking bug after game breaking bug, and now I just wind up with mods slowly crushing things into submission...lol

 

What I'm saying is that I don't have Dragonborn yet because I've never gotten far enough into the game to make it worth picking up. When Steam has it at 50% off, though, I'll snap it up, like I did with Dawnguard.

 

Hearthfire never really seemed all that worthwhile to me.

 

Just saying, even some of us who love to mod the crap out of our games don't have all the DLCs (yet).

 

Posted

So, another author, TheDudeGuy, has released a modder's resource that takes all of Serana's dialogs and makes them into 'Shared' resources that can then be used in a similar fashion to how I used the generic shared dialogs for all of the speech craft related stuff.  This would allow me to update the mod so that she isn't silent, and she can have a full set of responses to all of the dialog options (tweaking them as necessary to match up with the available responses).  That's the good news.

 

The bad news is that I don't know how to do this without making a hard dependency to that resource (Plus Dawnguard).  Provided that I can't come up with a means to do that, then that leaves me with 2 choices, both of which have downsides:

  1. I maintain 2 versions of the mod, one with and one without the dependencies.  This obviously gives greatest flexibility to others that don't have Dawnguard, but doubles any future work I do on the mod from that point forward, and that's not really my goal. :P
  2. I say stuff it, I am making this mod for myself first and foremost, I CAN DO WHAT I WANT! :angry: and just make the one version with the dependency going forward, and any future versions would simply require Dawnguard + the Serana resource.

I am inclined towards #2, because there probably isn't really much more I plan to add to the mod as it is right now, and I can always leave the last few versions up if people don't have and don't want Dawnguard.

 

Well you are doing the mod mostly for yourself. So I would say do number 2 with a slight variation. Leave the latest version up before you make it have to use dawnguard etc and then only work with the last old one to fix any new bugs found.

 

I have dawnguard though, with that said the voice thing is something I personally don't care to much about. So it really doesn't matter much to me if that feature is added.

 

But instead of making his mod a dependency any chance you might be able to convince him to just let you package his Serana mod in with yours? Having fewer mods is always a plus.

 

 

Posted

On a unrelated note, I ran across a mod. It is old but from what I understand still works. It is called Mercy you can find it at Nexus here.

 

http://www.nexusmods.com/skyrim/mods/11932/?

 

From what I understand what it does is when a NPC says they give up or ask for mercy they stop fighting and become non aggressive. Which is pretty cool.

 

The reason i am bringing this up here is since part of this mod is about making NPC's submit to the PC, it would be very cool if when they said that in game they would give up and submit would trigger on them. I don't know how hard that would be to do but it seems like a cool idea. I know, I know I keep suggesting more changes. I just can't help it, I really love this mod and when I run across something I think would be a good idea I can't help but share. :)

Posted

On a unrelated note, I ran across a mod. It is old but from what I understand still works. It is called Mercy you can find it at Nexus here.

 

http://www.nexusmods.com/skyrim/mods/11932/?

Apparently, you haven't read all of the main page:

 

Credits

Ashal: both for making the SexLab Framework and for answering my questions along the way. Also, his Matchmaker demo was borrowed liberally from in order to add the follower support feature! :)

Redneck2k: Providing base code to implement optional Arousal support without making a hard reference to it.

Spaceman: For his Romance mod, which gave me the idea for this one.

CG!: German translation for the MCM menu.

Monababii: Spanish translation for the MCM menu.

RockMic: Italian translation for the MCM menu. (http://www.loverslab...n-translations/)

Aravis7: French translation for the MCM menu.

id8888: Chinese translation for the MCM menu.

Dual Wield Parry: For insight how to add a hotkey that can perform an action.

Mercy Mod: For insight how to use a Papyrus Fragment to force an NPC to drop combat to make the idea work.

 

:P

 

Originally, Submit used Mercy's model.  The reason they said those things was because you had to drop them into Bleedout or Flee mode, which meant getting them VERY low WITHOUT triggering a killmove or just outright killing them.  (Like on a low level bandit type).  Which was frustratingly difficult sometimes.

 

That's when I came up with the idea for using a Shout style attack, and everything else went from there.  I crossed out the Mercy Mod as I did because while it was still a stepping stone in the process of Submit's development, 100% of what was based on the Mercy model was deleted in favor of other stuff. (For instance, Mercy edits ~2 dozen stock files to make it work, I edit zero)

Posted

 

So, another author, TheDudeGuy, has released a modder's resource that takes all of Serana's dialogs and makes them into 'Shared' resources that can then be used in a similar fashion to how I used the generic shared dialogs for all of the speech craft related stuff.  This would allow me to update the mod so that she isn't silent, and she can have a full set of responses to all of the dialog options (tweaking them as necessary to match up with the available responses).  That's the good news.

 

The bad news is that I don't know how to do this without making a hard dependency to that resource (Plus Dawnguard).  Provided that I can't come up with a means to do that, then that leaves me with 2 choices, both of which have downsides:

  1. I maintain 2 versions of the mod, one with and one without the dependencies.  This obviously gives greatest flexibility to others that don't have Dawnguard, but doubles any future work I do on the mod from that point forward, and that's not really my goal. :P
  2. I say stuff it, I am making this mod for myself first and foremost, I CAN DO WHAT I WANT! :angry: and just make the one version with the dependency going forward, and any future versions would simply require Dawnguard + the Serana resource.

I am inclined towards #2, because there probably isn't really much more I plan to add to the mod as it is right now, and I can always leave the last few versions up if people don't have and don't want Dawnguard.

 

I think that most hardcore skyrim players (which makes up the majority of players using these kind of mods) have all the DLC's released.

 

 

nope not really i have no DLC's i am still waiting till i am able to play this game in full without a single crash.

 

Then i start messing with DLC's

Posted

 

On a unrelated note, I ran across a mod. It is old but from what I understand still works. It is called Mercy you can find it at Nexus here.

 

http://www.nexusmods.com/skyrim/mods/11932/?

Apparently, you haven't read all of the main page:

 

Credits

Ashal: both for making the SexLab Framework and for answering my questions along the way. Also, his Matchmaker demo was borrowed liberally from in order to add the follower support feature! :)

Redneck2k: Providing base code to implement optional Arousal support without making a hard reference to it.

Spaceman: For his Romance mod, which gave me the idea for this one.

CG!: German translation for the MCM menu.

Monababii: Spanish translation for the MCM menu.

RockMic: Italian translation for the MCM menu. (http://www.loverslab...n-translations/)

Aravis7: French translation for the MCM menu.

id8888: Chinese translation for the MCM menu.

Dual Wield Parry: For insight how to add a hotkey that can perform an action.

Mercy Mod: For insight how to use a Papyrus Fragment to force an NPC to drop combat to make the idea work.

 

:P

 

Originally, Submit used Mercy's model.  The reason they said those things was because you had to drop them into Bleedout or Flee mode, which meant getting them VERY low WITHOUT triggering a killmove or just outright killing them.  (Like on a low level bandit type).  Which was frustratingly difficult sometimes.

 

That's when I came up with the idea for using a Shout style attack, and everything else went from there.  I crossed out the Mercy Mod as I did because while it was still a stepping stone in the process of Submit's development, 100% of what was based on the Mercy model was deleted in favor of other stuff. (For instance, Mercy edits ~2 dozen stock files to make it work, I edit zero)

 

 

Ah well I read it back in November when I for the very first time installed Submit but since then no, I only read the update notes and apparently completely forgot about that. :)

 

Posted

Tough decision, eh? No one (well I didn't when I wrote for other's use) wants to support legacy code. If you do decide to go forward with adding a voice to Serana all I can suggest is keeping it as modularly separate from as much of the other code as possible. That way you 'might' be able to back port bug fixes to the non-serana mod for a while.

 

But if that becomes a non-starter, remember that coding for free is about scratching your own itch above all else. There'll always be an audience that has the same one.

Guest squid0767
Posted

I decided to tie up the people I defeated in combat and turn them in for the bounty - but where do I go? The local guards don't give any options, I don't want to just flat-out kill them at this point. How do you turn in NPCs for the bounty? sorry for the noob question, I just haven't seen this asked.

Posted

 

 

So, another author, TheDudeGuy, has released a modder's resource that takes all of Serana's dialogs and makes them into 'Shared' resources that can then be used in a similar fashion to how I used the generic shared dialogs for all of the speech craft related stuff.  This would allow me to update the mod so that she isn't silent, and she can have a full set of responses to all of the dialog options (tweaking them as necessary to match up with the available responses).  That's the good news.

 

The bad news is that I don't know how to do this without making a hard dependency to that resource (Plus Dawnguard).  Provided that I can't come up with a means to do that, then that leaves me with 2 choices, both of which have downsides:

  1. I maintain 2 versions of the mod, one with and one without the dependencies.  This obviously gives greatest flexibility to others that don't have Dawnguard, but doubles any future work I do on the mod from that point forward, and that's not really my goal. :P
  2. I say stuff it, I am making this mod for myself first and foremost, I CAN DO WHAT I WANT! :angry: and just make the one version with the dependency going forward, and any future versions would simply require Dawnguard + the Serana resource.

I am inclined towards #2, because there probably isn't really much more I plan to add to the mod as it is right now, and I can always leave the last few versions up if people don't have and don't want Dawnguard.

 

I think that most hardcore skyrim players (which makes up the majority of players using these kind of mods) have all the DLC's released.

 

 

nope not really i have no DLC's i am still waiting till i am able to play this game in full without a single crash.

 

Then i start messing with DLC's

 

 

You're never going to buy the DLC then. That's the nature of playing games like this with mods. It's going to CTD or freeze eventually. You can get it to not crash if you can get the fixes you need, for at least 5 to 8 hours of straight playing through and assuming that you have a good enough PC.

 

Honestly, the few people who refused to buy DLC because a game has bugs and a few crashes that you can solve by downloading the fixes for them isn't really a mod author's responsibility. Just like a mod author who refuses to buy DLC causing their mod to not work with anyone who does have the DLC has to deal with people not accepting their mod.

 

I'm not trying to be rude or anything, but the DLC is super cheap when the steam sales come up and all the DLC have been on sale a multitude of times already. I got dawnguard and dragon born for about 7-10 eachs and hearthfire for about 2 dollars. Plenty of great mods require these DLC and you're missing out on a lot due to unrealistic expectations. A gigantic game like skyrim with thousands and thousands of different mods will always have bugs and will always crash. The best you can do is minimized those crashes and freezes like most people.

 

 

Not to mention, dkatryl said they would leave up the latest version doesn't require dawnguard as they moved forward. As long as that version is stable, it's not that big of a problem for the few who refuse to get the DLC for whatever reason.

Posted

Many of large popular mods are moving to all DLC, so they don't have to support many versions of the mod. I think STEP has already or is moving to all DLC. So making Dawnguard a dependency, seems like a non issue really, though I believe those who don't have what ever part of the game will be the most vocal.

 

I find that you thinking of using another mod as required, kinda funny. Personally I don't have a problem with it, and I think the more you make it the way you want it, the better the mod becomes for everyone, because your heart is really in it.

 

My only concern about using another mod, is if an upgrade comes along and it breaks your mod, so you rely on the old version, which may disappear at some point.

Posted

Many of large popular mods are moving to all DLC, so they don't have to support many versions of the mod. I think STEP has already or is moving to all DLC. So making Dawnguard a dependency, seems like a non issue really, though I believe those who don't have what ever part of the game will be the most vocal.

 

I find that you thinking of using another mod as required, kinda funny. Personally I don't have a problem with it, and I think the more you make it the way you want it, the better the mod becomes for everyone, because your heart is really in it.

 

My only concern about using another mod, is if an upgrade comes along and it breaks your mod, so you rely on the old version, which may disappear at some point.

The mod is hosted here, on LL, and I'm not *terribly* concerned it will vanish one day, but if worse came to worse, I could make it myself, just using it removes a *LOT* of tedious monkey work on my part and lets me just get to making the alternate stuff.

 

Either way, I was at work earlier today, only sparing a few brain cells, and completely overlooked the obvious solution. :P After discussing it with the other mod author, it looks like I should be able to make a version that is just a plugin for the base Submit.  Call it, "Sexlab Submit Serana" or something.

 

That way, all Submit development stays in the base mod, and everything related to the Serana part is an optional plugin, take it or leave it, and it doesn't affect the base mod.

Posted

It depends on how many resources you need to use but if you want the mod to work with or without the DLC you can try hooking it's resources using this trick from the Sexlab Framework:

 

 

function FindStrapons()
    ActorLib.Strapons = new form[1]
    ActorLib.Strapons[0] = aCalypsStrapon

    int mods = Game.GetModCount()
    while mods
        mods -= 1
        string name = Game.GetModName(mods)
        if name == "StrapOnbyaeonv1.1.esp"
            ActorLib.LoadStrapon("StrapOnbyaeonv1.1.esp", 0x0D65)
        elseif name == "TG.esp"
            ActorLib.LoadStrapon("TG.esp", 0x0182B)
        elseif name == "Futa equippable.esp"
            ActorLib.LoadStrapon("Futa equippable.esp", 0x0D66)
            ActorLib.LoadStrapon("Futa equippable.esp", 0x0D67)
            ActorLib.LoadStrapon("Futa equippable.esp", 0x01D96)
            ActorLib.LoadStrapon("Futa equippable.esp", 0x022FB)
            ActorLib.LoadStrapon("Futa equippable.esp", 0x022FC)
            ActorLib.LoadStrapon("Futa equippable.esp", 0x022FD)
        elseif name == "Skyrim_Strap_Ons.esp"
            ActorLib.LoadStrapon("Skyrim_Strap_Ons.esp", 0x00D65)
            ActorLib.LoadStrapon("Skyrim_Strap_Ons.esp", 0x02859)
            ActorLib.LoadStrapon("Skyrim_Strap_Ons.esp", 0x0285A)
            ActorLib.LoadStrapon("Skyrim_Strap_Ons.esp", 0x0285B)
            ActorLib.LoadStrapon("Skyrim_Strap_Ons.esp", 0x0285C)
            ActorLib.LoadStrapon("Skyrim_Strap_Ons.esp", 0x0285D)
            ActorLib.LoadStrapon("Skyrim_Strap_Ons.esp", 0x0285E)
            ActorLib.LoadStrapon("Skyrim_Strap_Ons.esp", 0x0285F)
        elseif name == "SOS Equipable Schlong.esp"
            ActorLib.LoadStrapon("SOS Equipable Schlong.esp", 0x0D62)
        endif
    endWhile
endFunction

 

The values would be "None" if they don't load and you'd have to have checks for "None" to keep from using them and causing Papyrus errors.  Its really a matter of scale, too many responses to check and track means just make the DLC a requirement but if there's only a few it should be easy enough to accomplish.

Posted

Since i like funny abbreviations i suggest naming the addon "Submit Addon Serena Submits", this way we can abbreviate it with SASS. Then when we find bugs we can complain:"Dkatryl, SASS is a sass :D "

Posted

It depends on how many resources you need to use but if you want the mod to work with or without the DLC you can try hooking it's resources using this trick from the Sexlab Framework:

 

<SNIP>

 

The values would be "None" if they don't load and you'd have to have checks for "None" to keep from using them and causing Papyrus errors.  Its really a matter of scale, too many responses to check and track means just make the DLC a requirement but if there's only a few it should be easy enough to accomplish.

Actually, got the soft dependency check working last night, using the suggested check given by TheDudeGuy in his resource thread.  I utilized similar as you showed already for checking for valid DLC races and such for purposes of surrendering, so it was just a matter of piggy backing the Serana stuff onto that section.

 

It now properly allows the current dialog show on Non-Serana NPCs, and suppresses it when I do a player.placeatme with her for testing.  That's about as far as I got last night, just some basic proof of concept level stuff to get things moving a bit.  I started late and didn't feel like doing too much with it until the weekennd.

 

End result will be 2 .ESPs.

 

The first will just be the same as you are using now, nothing else required beyond how it is currently (i.e. Sexlab, SKSE, SkyUI, etc)

The second will be 100% optional, and will require all of the above + the Dawnguard ESM and the Serana Voice ESM (http://www.loverslab.com/topic/26307-shared-serana-dialogue-modders-resource/)

 

This means any future development/bug fixes/etc will be 100% done in the first .ESP, and only the Serana related stuff will be maintained in the second.  No duplication of efforts, and no forcing people to use the second one if they don't have Dawnguard or just don't care about it.

 

EZ-PEEZY! :)

Posted

...

 

This means any future development/bug fixes/etc will be 100% done in the first .ESP, and only the Serana related stuff will be maintained in the second.  No duplication of efforts, and no forcing people to use the second one if they don't have Dawnguard or just don't care about it.

 

EZ-PEEZY! :)

You realize of course that won't stop people without the DLC from installing the Serana specific ESP and then coming here and asking why it crashes their game ;)

Posted

There is a custom FormList filled with Serana's voice set only after a successful check for the presence of the DLC.  If this FormList isn't filled and then matched with a NPC with the corresponding voice set (i.e. Serana), it will never have a reason to skip the standard Submit dialog.  So it will basically never make use of anything in the optional plug in.

 

That said, if the very presence of the plugin in the load list, even if it never gets actively used during play, causes a CTD simply due to a missing ESM attached to the plugin, and someone comes here to complain because they didn't read the very simple instructions... then I guess I get to make fun of someone! :lol:

 

On another note, it's been so damn long since I created Submit, that I forgot about having to create a fucking .SEQ file for a mod if you add a custom quest due to something added back in 1.6.  <_< I wasted a few hours tonight wondering why I couldn't get a simple thing started, and then I remembered something vague about having to create this file once to get everything started.

 

So, a quick google search later (http://forums.steampowered.com/forums/showthread.php?t=2973655), and *NOW* Serana is finally responding to my first line.  Good news is that in the process of trying to figure out why it wasn't working, I basically copied the base mod, deleted all of the factions/globals/spells/magiceffects/etc and only left the dialogs, since ~75% of them will be reused, relabeled the topics to avoid naming conflicts, which means I don't have to recreate the structure in the plugin from the ground up (including linking the many many duplicate scripts).  Simply swap out the existing shared responses with Serana's.  So I will probably be done with this sometime over the weekend.

Posted

 

...

 

This means any future development/bug fixes/etc will be 100% done in the first .ESP, and only the Serana related stuff will be maintained in the second.  No duplication of efforts, and no forcing people to use the second one if they don't have Dawnguard or just don't care about it.

 

EZ-PEEZY! :)

You realize of course that won't stop people without the DLC from installing the Serana specific ESP and then coming here and asking why it crashes their game ;)

 

 

Some modder made a fail safe for this when it detects something it will simply close your game again and put a message on screen like read the fucking readme. That should prevent them from spamming this post. With that question.

 

Besides if you don't have dawnguard make the esp named submitDawnguard so they know it uses dawnguard. There will never be complete fool proof solution but at least you can tell them to read the fucking manual, If you are annoyed. :D

Posted

Hi! Love this mod. Are there plans to allow the player to select her own animation on player aggressive scenes? Thanks

Posted

Hi! Love this mod. Are there plans to allow the player to select her own animation on player aggressive scenes? Thanks

I'm not sure I understand the question.  You can always hit "O" to cycle through whatever animations you selected as valid to choose from in your Framework's MCM settings.

Posted

 

 

...

 

This means any future development/bug fixes/etc will be 100% done in the first .ESP, and only the Serana related stuff will be maintained in the second.  No duplication of efforts, and no forcing people to use the second one if they don't have Dawnguard or just don't care about it.

 

EZ-PEEZY! :)

You realize of course that won't stop people without the DLC from installing the Serana specific ESP and then coming here and asking why it crashes their game ;)

 

 

Some modder made a fail safe for this when it detects something it will simply close your game again and put a message on screen like read the fucking readme. That should prevent them from spamming this post. With that question.

 

Besides if you don't have dawnguard make the esp named submitDawnguard so they know it uses dawnguard. There will never be complete fool proof solution but at least you can tell them to read the fucking manual, If you are annoyed. :D

 

 

Did that for an oblivion mod. And even with the dialog "read the read me" they still came and asked why don't it work.

Sometimes no mater how much you hit a brick its still a thick brick, unitl its brick dust....

Posted

 

 

...

 

This means any future development/bug fixes/etc will be 100% done in the first .ESP, and only the Serana related stuff will be maintained in the second.  No duplication of efforts, and no forcing people to use the second one if they don't have Dawnguard or just don't care about it.

 

EZ-PEEZY! :)

You realize of course that won't stop people without the DLC from installing the Serana specific ESP and then coming here and asking why it crashes their game ;)

 

 

Some modder made a fail safe for this when it detects something it will simply close your game again and put a message on screen like read the fucking readme. That should prevent them from spamming this post. With that question.

 

Besides if you don't have dawnguard make the esp named submitDawnguard so they know it uses dawnguard. There will never be complete fool proof solution but at least you can tell them to read the fucking manual, If you are annoyed. :D

 

 

Go review the Sanguine's Debauchery thread, its amazing how many people just installed all the ESP files with their names including the DLC names and then came asking why it didn't work.   I was only warning that it was going to happen because it obviously already does.

 

Of course even naming the file SexlabSubmitOptionalAddonForDawnguardDLC.esp would still not fix the problem of people not reading.

 

 

 

Posted

Go review the Sanguine's Debauchery thread, its amazing how many people just installed all the ESP files with their names including the DLC names and then came asking why it didn't work.   I was only warning that it was going to happen because it obviously already does.

 

Of course even naming the file SexlabSubmitOptionalAddonForDawnguardDLC.esp would still not fix the problem of people not reading.

 

Oh, I know this will happen.  Because I also know Rich Cook was on to something when he said:

"Programming today is a race between software engineers striving to build bigger and better idiot- proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning."

 

:P

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