dkatryl Posted December 9, 2013 Author Posted December 9, 2013 If i understand it correctly now my only gripe is that you have always a 10% chance to escape. Would love it if you could slightly change the system that you can have 0% chance on the first attempt, but each unsuccessful attempt increases your chance a bit like 1-5%. This would simulate wiggling and jiggling around and slowly loosening the bondage. Also if you could add an option that the enemies randomly chose the binding strength would be great. Lowlevel enemies should only be able to do easy tieing, whereas stronger enemies would also use stronger bindings. This way a new player character would have to still struggle a few times even when bound by common bandits whereas a stronger player character would have little trouble with bandit bindings but still get a challenge if captured by a powerful vampire or similiar. Each failure loosening the bindings slightly, giving a cumulative bonus, isn't a bad idea. Probably just make it 1-2%, which isn't a lot, but it's still 1-2% more than currently exists. As to the rest, eh, if I did any of that, it would only be on the "Hardcore" escape setting. If someone voluntarily selects the option to make it much more difficult, then I don't have a philosophical problem making everything much harder. But at some point, I also want to stop working on the mod, so I don't want to keep adding shit just for the sake of adding shit. I would actually like to play the game for a change.
nutluck Posted December 9, 2013 Posted December 9, 2013 If i understand it correctly now my only gripe is that you have always a 10% chance to escape. Would love it if you could slightly change the system that you can have 0% chance on the first attempt, but each unsuccessful attempt increases your chance a bit like 1-5%. This would simulate wiggling and jiggling around and slowly loosening the bondage. Also if you could add an option that the enemies randomly chose the binding strength would be great. Lowlevel enemies should only be able to do easy tieing, whereas stronger enemies would also use stronger bindings. This way a new player character would have to still struggle a few times even when bound by common bandits whereas a stronger player character would have little trouble with bandit bindings but still get a challenge if captured by a powerful vampire or similiar. Each failure loosening the bindings slightly, giving a cumulative bonus, isn't a bad idea. Probably just make it 1-2%, which isn't a lot, but it's still 1-2% more than currently exists. As to the rest, eh, if I did any of that, it would only be on the "Hardcore" escape setting. If someone voluntarily selects the option to make it much more difficult, then I don't have a philosophical problem making everything much harder. But at some point, I also want to stop working on the mod, so I don't want to keep adding shit just for the sake of adding shit. I would actually like to play the game for a change. I would say just fix and tweak some of the existing stuff then take a month off to just play for awhile. maybe sometime in Jan you might feel up to revisit and add more. You have given us a lot and we will always ask for more, but I would perfectly fine if you took time off. Better that than you burn out on the mod.
Ashra XIII Posted December 9, 2013 Posted December 9, 2013 I think Submit has broken in my game or something. It was going along fine, and I did a test where I got captured in a bandit camp, then raped over and over again. I was trying to see if LoversVictim would trigger it's 'naked rape' on me since I was nude in the bandit camp, but it never did. Instead Submit kept triggering because I failed to escape many times. This was all fine, until Submit just stopped working and the bandits would do the punch animation, then I'd ragdoll, stand up and go into cowering position. They just stood there threateningly but never raped anymore. Well, now that's what happens every time, even on saves prior to that one. My character will Submit if her health gets low enough, get punched around, stripped, ragdoll, then cower... and stay there as bandits just stand over her. Alternatively, they just walk away, going back into sandbox mode, but either way there is no raping going on. I can unstick myself with 'enableplayercontrols', causing all the bandits to see me as friendly until I attack them, and then only the one(s) I attack go hostile. Is there any good way to reset Submit? I've been thinking about trying the 'clean save' method, as maybe some scripts got tangled up, but I don't want to break things worse if possible.
antediluvian Posted December 9, 2013 Posted December 9, 2013 Yeah, go have some fun playing the game. That said, if I can throw a teensy request in there, it's to make bounty captures not get executed ex juris, but rather make them sit there kneeling and then get disabled and deleted when the player gets far enough away. And if the player kills the bounty capture themselves, then they get fined for murder. In principle, the guards won't take kindly to paying you just to watch you kill the person they wanted to make an example of, and it seems like a huge waste of time for them to pay you just for the privilege of killing your bounty, since they could have just said "We don't want her, kill her yourself" and gotten away with paying nothing. ;-) In the end, it all comes down to just putting off the killing part, and getting paid for the effort in putting it off, which is somewhat silly -- I prefer the idea of a live capture being a neutral grey rather than a clear black on the black-and-white morality scale. (And since you're wondering, yes, I don't use the rape content. ;-P)
dkatryl Posted December 9, 2013 Author Posted December 9, 2013 I would say just fix and tweak some of the existing stuff then take a month off to just play for awhile. maybe sometime in Jan you might feel up to revisit and add more. You have given us a lot and we will always ask for more, but I would perfectly fine if you took time off. Better that than you burn out on the mod. Oh, I'm already going to do that. For the next update, the following is planned, after which, it's only going to be bug fixes or very minor tweaks for probably a good, long while: Build in delay to escape attempt to coincide with the result scrawl timing, avoid spamming problems. - Completed Add in short visual for the escape attempt so it's more obvious for players when the attempt is actually made. - Completed Add in "Bound until you get help" to the 'hardcore' mode. If NPC is indoors and not Relationshio >= 1, they will take advantage of you, and toss 10-25 gold at you after they finish. - Completed Move Giants to 'Sentient' Creature tier. - Completed Fix issue where the "Unarmed Damage Minimizer" effect wasn't being properly removed. - Completed Add in OnHit() check for 'Calm' spell dispelling if any NPC currently under the 'Calm' spell gets hit. - Completed Add in loose sandboxing AI Package for assailants post-sex for 'hardcore' mode. Add in follower getting taken as well if there are enough assailants to go around. Revamp player surrender assailant queueing. There may be one or two other things I'm forgetting, but that's the main things.
Ashra XIII Posted December 9, 2013 Posted December 9, 2013 So here's the papyrus log of me failing to get raped by bandits after submitting. It's a wall of text to me, but there's one thing in there that kinda stands out, and I wonder if it means anything. [_SLSubmit (93001826)]._slsubmitscene.PlayerSurrender() - "_SLSubmitScene.psc" Line 448 [_SLSubmit (93001826)]._slsubmitscene.PlayerSex() - "_SLSubmitScene.psc" Line 615 [alias PlayerRef on quest _SLSubmit (93001826)]._slsubmittargetselect.CheckActors() - "_SLSubmitTargetSelect.psc" Line 78 [None]._SLSubmitTargetSelectEffect.OnEffectFinish() - "_SLSubmitTargetSelectEffect.psc" Line 15 [12/08/2013 - 10:14:15PM] Error: Cannot equip a None spell stack: [ (0005054E)].Actor.EquipSpell() - "<native>" Line ? [_SLSubmit (93001826)]._slsubmitscene.PlayerSurrender() - "_SLSubmitScene.psc" Line 490 [_SLSubmit (93001826)]._slsubmitscene.PlayerSex() - "_SLSubmitScene.psc" Line 615 [alias PlayerRef on quest _SLSubmit (93001826)]._slsubmittargetselect.CheckActors() - "_SLSubmitTargetSelect.psc" Line 78 [None]._SLSubmitTargetSelectEffect.OnEffectFinish() - "_SLSubmitTargetSelectEffect.psc" Line 15 [12/08/2013 - 10:14:15PM] Error: Cannot equip a None spell stack: [ (0005054E)].Actor.EquipSpell() - "<native>" Line ? [_SLSubmit (93001826)]._slsubmitscene.PlayerSurrender() - "_SLSubmitScene.psc" Line 492 [_SLSubmit (93001826)]._slsubmitscene.PlayerSex() - "_SLSubmitScene.psc" Line 615 [alias PlayerRef on quest _SLSubmit (93001826)]._slsubmittargetselect.CheckActors() - "_SLSubmitTargetSelect.psc" Line 78 [None]._SLSubmitTargetSelectEffect.OnEffectFinish() - "_SLSubmitTargetSelectEffect.psc" Line 15 [12/08/2013 - 10:14:20PM] Error: Cannot call StopCombat() on a None object, aborting function call stack: [_SLSubmit (93001826)]._slsubmitscene.PlayerSurrender() - "_SLSubmitScene.psc" Line 496 [_SLSubmit (93001826)]._slsubmitscene.PlayerSex() - "_SLSubmitScene.psc" Line 615 [alias PlayerRef on quest _SLSubmit (93001826)]._slsubmittargetselect.CheckActors() - "_SLSubmitTargetSelect.psc" Line 78 [None]._SLSubmitTargetSelectEffect.OnEffectFinish() - "_SLSubmitTargetSelectEffect.psc" Line 15 [12/08/2013 - 10:14:24PM] EC::qualifyActor:false [12/08/2013 - 10:14:24PM] ae::statevent: estrusChaurus not queued [12/08/2013 - 10:14:25PM] [slautilscr <sla_Util (0F04290F)>]: Bandit Novice Conjurer got 3.000000 arousal for seeing naked Red Sonja [12/08/2013 - 10:14:28PM] SexLab: Making thread[0] [sslThreadController <alias ThreadView000 on quest SexLabQuestThreadSlots (0E03CE6E)>] [12/08/2013 - 10:14:28PM] SexLab: Slotting ActorSlot[0] with [Actor < (00000014)>] [12/08/2013 - 10:14:29PM] SexLab: Slotting ActorSlot[1] with [Actor < (0005054E)>] [12/08/2013 - 10:14:29PM] SexLab: Slotting ActorSlot[2] with [Actor < (00050549)>] [12/08/2013 - 10:14:30PM] --- SexLab ThreadController[0] ------------------------------------------------------ [12/08/2013 - 10:14:30PM] FATAL: StartThread() [12/08/2013 - 10:14:30PM] Primary animation 'Arrok Devils Threeway' requires 4 actors, only 3 present [12/08/2013 - 10:14:30PM] -------------------------------------------------------------------------------------------- [12/08/2013 - 10:14:30PM] SexLab: Clearing Actor Slot of Bandit Novice Conjurer [12/08/2013 - 10:14:30PM] SexLab: Clearing Actor Slot of Bandit Alik'r Archer [12/08/2013 - 10:14:30PM] SexLab: Clearing Actor Slot of Red Sonja [12/08/2013 - 10:14:39PM] EC::qualifyActor:false [12/08/2013 - 10:14:39PM] ae::statevent: estrusChaurus not queued [12/08/2013 - 10:14:45PM] [slautilscr <sla_Util (0F04290F)>]: Bandit Novice Conjurer got 3.000000 arousal for seeing naked Red Sonja [12/08/2013 - 10:14:51PM] Error: Cannot call EndAnimation() on a None object, aborting function call stack: [_SLSubmit (93001826)]._slsubmitquest.OnKeyDown() - "_SLSubmitQuest.psc" Line 147 [12/08/2013 - 10:14:53PM] EC::qualifyActor:false [12/08/2013 - 10:14:53PM] ae::statevent: estrusChaurus not queued [12/08/2013 - 10:14:53PM] Error: Cannot call EndAnimation() on a None object, aborting function call stack: [_SLSubmit (93001826)]._slsubmitquest.OnKeyDown() - "_SLSubmitQuest.psc" Line 147 [12/08/2013 - 10:14:57PM] Error: Unable to call TranslateTo - no native object bound to the script object, or object is of incorrect type stack: [<NULL form> (FF000D1C)]._WetRainFriend.TranslateTo() - "<native>" Line ? [Active effect 26 on (00000014)]._WetRainDrip.OnAnimationEvent() - "_WetRainDrip.psc" Line ? [12/08/2013 - 10:14:58PM] Error: Cannot call EndAnimation() on a None object, aborting function call stack: [_SLSubmit (93001826)]._slsubmitquest.OnKeyDown() - "_SLSubmitQuest.psc" Line 147 [12/08/2013 - 10:15:04PM] VM is freezing... [12/08/2013 - 10:15:04PM] VM is frozen The line I'm referring to is this one: [12/08/2013 - 10:14:30PM] FATAL: StartThread() [12/08/2013 - 10:14:30PM] Primary animation 'Arrok Devils Threeway' requires 4 actors, only 3 present Afterwards there's something about clearing all the actors, and then it looks like it's stalling. Help?
dkatryl Posted December 9, 2013 Author Posted December 9, 2013 I think Submit has broken in my game or something. It was going along fine, and I did a test where I got captured in a bandit camp, then raped over and over again. I was trying to see if LoversVictim would trigger it's 'naked rape' on me since I was nude in the bandit camp, but it never did. Instead Submit kept triggering because I failed to escape many times. This was all fine, until Submit just stopped working and the bandits would do the punch animation, then I'd ragdoll, stand up and go into cowering position. They just stood there threateningly but never raped anymore. Well, now that's what happens every time, even on saves prior to that one. My character will Submit if her health gets low enough, get punched around, stripped, ragdoll, then cower... and stay there as bandits just stand over her. Alternatively, they just walk away, going back into sandbox mode, but either way there is no raping going on. I can unstick myself with 'enableplayercontrols', causing all the bandits to see me as friendly until I attack them, and then only the one(s) I attack go hostile. Is there any good way to reset Submit? I've been thinking about trying the 'clean save' method, as maybe some scripts got tangled up, but I don't want to break things worse if possible. Have no idea how/why it went from working, working, working, to just stopped like that. I added an OnHit() check to the Calm spell, so anyone with that effect that gets hit will immediately trigger the same 500' radius Calm removal that is applied when the grace period expires. So at the very least, if it happens again, attacking one bandit should make all of the rest re-agro. As to resetting the mod, short of trying a clean save, I have no idea, since I have no idea why it would have just stopped working. And persisting through loading an older save, that makes no sense to me.
dkatryl Posted December 9, 2013 Author Posted December 9, 2013 So here's the papyrus log of me failing to get raped by bandits after submitting. It's a wall of text to me, but there's one thing in there that kinda stands out, and I wonder if it means anything. The line I'm referring to is this one: [12/08/2013 - 10:14:30PM] FATAL: StartThread() [12/08/2013 - 10:14:30PM] Primary animation 'Arrok Devils Threeway' requires 4 actors, only 3 present Afterwards there's something about clearing all the actors, and then it looks like it's stalling. Help? If activeActors.Length >= 3 && Victor.HasKeyword(ActorTypeNPC) && Victor2.HasKeyword(ActorTypeNPC) sslThreadModel Model = SexLab.NewThread() Model.AddActor(Victim, True) Model.AddActor(Victor) Model.AddActor(Victor2) Model.DisableLeadIn() Model.DisableUndressAnimation(Victim) sslBaseAnimation[] anims = new sslBaseAnimation[1] anims[0] = SexLab.GetAnimationByName("Arrok Devils Threeway") Model.SetAnimations(anims) RegisterForModEvent("AnimationEnd_PostPlayerRape", "PostPlayerRape") Model.SetHook("PostPlayerRape") Model.StartThread() ElseIf activeActors.Length >= 2 sslThreadModel Model = SexLab.NewThread() Model.AddActor(Victim, True) Model.AddActor(Victor) Model.DisableLeadIn() Model.DisableUndressAnimation(Victim) sslBaseAnimation[] anims = SexLab.GetAnimationsByType(2, aggressive=true) Model.SetAnimations(anims) RegisterForModEvent("AnimationEnd_PostPlayerRape", "PostPlayerRape") Model.SetHook("PostPlayerRape") Model.StartThread() EndIf That's the code. Devil's 3-way only requires 3 actors, not 4. So I don't understand that line. Completely unrelated to this issue, but I am strongly inclined to do away with the 3-way stuff entirely for the player surrender and just make everything one on one. It will greatly make life easier for me dealing with NPC vs Creature, as well as handling spillover NPC's taking your follower. The other thing is Devil's 3-way looks nice, but it's the only valid one, so it lacks variety compared to the 2-way stuff. And also, if I have it all 2-ways, then I will probably add an extra alias slot or two, have them take turns, and have spillover guys take the follower or something. And then it doesn't matter if it's NPC or Creatures.
dkatryl Posted December 9, 2013 Author Posted December 9, 2013 Updated the OP to reflect the WIP progress for the next update.
srayesmanll Posted December 9, 2013 Posted December 9, 2013 Getting an issue in the current version where when the player has followers and does a rape (either through dialog or submit shout through combat), I am not getting the option to give the victim to a follower after the player finished. Last version seemed to be missing this as well (remember seeing a couple of posts from others about this). I have tried setting the morality option to max, min, and each option in between - no luck. Haven't tried with all possible followers, but vanilla followers Uthgerdt and Lydia used to work fine whether following singly or both following (always using AFT) with the morality setting on 3. But again, the last version and the current version never get the follower option.
shinji72 Posted December 9, 2013 Posted December 9, 2013 @Ashra. Maybe this could help you but yesterday I was testing some combo with defeat and submit.I messed a lot. Stressed the system. At a certain point I got the left and right mouse button not working anymore (and having the same situation you described). It's just a misfire, i think. Just revert on a previous save and everything will should be right.
shinji72 Posted December 9, 2013 Posted December 9, 2013 Dkatryl. I've noticed one thing. Even with creature level 0 (I mean, no creature allowed). I still see the Submit debugging info in the upper left corner when a creature attacks me.It's like submit is still making the calculations even when the Submitting is not supposed to start. Is it intended?
nutluck Posted December 9, 2013 Posted December 9, 2013 That's the code. Devil's 3-way only requires 3 actors, not 4. So I don't understand that line. Completely unrelated to this issue, but I am strongly inclined to do away with the 3-way stuff entirely for the player surrender and just make everything one on one. It will greatly make life easier for me dealing with NPC vs Creature, as well as handling spillover NPC's taking your follower. The other thing is Devil's 3-way looks nice, but it's the only valid one, so it lacks variety compared to the 2-way stuff. And also, if I have it all 2-ways, then I will probably add an extra alias slot or two, have them take turns, and have spillover guys take the follower or something. And then it doesn't matter if it's NPC or Creatures. I would be for disabling three way and adding in in more alias slots anyways, if it would make it easier for you then I would say for sure do it. Just to make it easier on you, but I am admittedly biased, since I prefer the take turn one on one and the more slots you add IMHO the better. But seriously if it makes it easier for the other stuff I say make the change for that reason alone.
Ashra XIII Posted December 9, 2013 Posted December 9, 2013 I agree on disabling three-way. I'd like it more if there wasn't just the one animation for it, which doesn't look all that good. As for my game, I think it's boned. I had just re-installed Skyrim, but guess what? I didn't delete the directory after uninstalling, which left tons of crud behind which I then just installed right on top of. I'm fairly sure this is why I'm having so many problems, so... time to do it once more.
shinji72 Posted December 9, 2013 Posted December 9, 2013 Time install Mod Organizer! Really, I always advocate it.That way your mod data would be forever phisically separated from the main skyrim Data folder. No more leftovers in removing mod. Very easy to tell if and which mod files are overwriting each other.
Ser Maggot Posted December 9, 2013 Posted December 9, 2013 Time install Mod Organizer! Really, I always advocate it. That way your mod data would be forever phisically separated from the main skyrim Data folder. No more leftovers in removing mod. Very easy to tell if and which mod files are overwriting each other. This. Coincidentally, the reason I switched to Mod Organizer is because of the very same reason Ashra XIII is experiencing right now.
nutluck Posted December 9, 2013 Posted December 9, 2013 Time install Mod Organizer! Really, I always advocate it. That way your mod data would be forever phisically separated from the main skyrim Data folder. No more leftovers in removing mod. Very easy to tell if and which mod files are overwriting each other. Not to derail the topic but what is mod organizer? I am still new to modding games, Skyrim is my first and I have had it for barely two weeks now.
-alpha- Posted December 9, 2013 Posted December 9, 2013 @ dkatryl I was wondering if I could make a small suggestion or an idea or sorts. When you have a bounty following you that you need to turn in. -Could you perhaps "pimp" them out to other NPC's This will make the journey to the next town more exiting. Also maybe let the guard have a turn before killing the bounty. -Sell them off to other NPC's for half the bounty amount. When running through the woods you encounter loads of non-guard NPC's So sometime you have a bounty following you for a really long time and it ends up getting killed by a bear or something. Having the option to tell another NPC "Hey this slave is worth 300, How about I sell it to you for 150" gets the slave off your back but still have some incentive to turn them in to guards. Looking at the OP with the new option you added where NPC will have their way with you and throw you with some gold. Could this maybe be extended to the bounty/slave. Just have them parked somewhere and as NPC's walk by they can have a go and leave some gold.
dkatryl Posted December 9, 2013 Author Posted December 9, 2013 Dkatryl. I've noticed one thing. Even with creature level 0 (I mean, no creature allowed). I still see the Submit debugging info in the upper left corner when a creature attacks me. It's like submit is still making the calculations even when the Submitting is not supposed to start. Is it intended? I discussed this in an earlier post. That's due to the OnHit() wanting an Object Reference, and my function to determine validity of NPC vs creature returns an Actor. Attempting to use akSource (I think it was called) as the argument for my SentientNPC() function gives a compilation error, so currently I am just letting it make the check once you are under the threshold, and giving the display for when it *would* have triggered, regardless if it actually *does* trigger, and I am letting the actual target select code handle valid or not. In other words, if you have auto-surrender turned on, and you get hit under the threshold, and your roll poorly on the chance to submit, then it sends the trigger to submit. If it finds a valid target within range, you submit to them, fight's over. If it does not, then nothing happens, fight continues, and it repeats with each hit that would trigger it. I couldn't come up with a clean way to do it the way I wanted, given that while the old Keyword, being part of the Object Reference Script, check for ActorTypeNPC worked GREAT before I had to worry about creatures, and there aren't enough built in Keywords to handle the different creatures. (You can use an Actor directly as an ObjectReference, but you can't use an ObjectReference directly as an Actor.) I'm thinking about just removing that message display entirely, as it will probably just confuse people more than anything.
dkatryl Posted December 9, 2013 Author Posted December 9, 2013 Getting an issue in the current version where when the player has followers and does a rape (either through dialog or submit shout through combat), I am not getting the option to give the victim to a follower after the player finished. Last version seemed to be missing this as well (remember seeing a couple of posts from others about this). I have tried setting the morality option to max, min, and each option in between - no luck. Haven't tried with all possible followers, but vanilla followers Uthgerdt and Lydia used to work fine whether following singly or both following (always using AFT) with the morality setting on 3. But again, the last version and the current version never get the follower option. Hrm, I guess I must have missed there was an existing issue with followers not being able to join in. The morality setting has no bearing on it being there or not. It just auto-fails if their morality is too high, vs the normal chance if the morality is <= the MCM setting. If it's just flat out not visible, than some flag or something must have been changed at some point, and I didn't go back to check that particular dialog option. (I don't have time to actually play the game much anymore, and even when I do, I never really use followers) I'll give it a look tonight.
srayesmanll Posted December 9, 2013 Posted December 9, 2013 Getting an issue in the current version where when the player has followers and does a rape (either through dialog or submit shout through combat), I am not getting the option to give the victim to a follower after the player finished. Last version seemed to be missing this as well (remember seeing a couple of posts from others about this). I have tried setting the morality option to max, min, and each option in between - no luck. Haven't tried with all possible followers, but vanilla followers Uthgerdt and Lydia used to work fine whether following singly or both following (always using AFT) with the morality setting on 3. But again, the last version and the current version never get the follower option. Hrm, I guess I must have missed there was an existing issue with followers not being able to join in. The morality setting has no bearing on it being there or not. It just auto-fails if their morality is too high, vs the normal chance if the morality is <= the MCM setting. If it's just flat out not visible, than some flag or something must have been changed at some point, and I didn't go back to check that particular dialog option. (I don't have time to actually play the game much anymore, and even when I do, I never really use followers) I'll give it a look tonight. I wasn't sure if the morality controlled display of the dialog or just affected the pass/fail, seemed best to include that info in case. Seems to me the problem occurred around the time you added the extra dialog level - the "i'm not done with you" and "I am done with you" split that leads to the other options. Probably just got lost in the dialog shuffle.
Ashra XIII Posted December 9, 2013 Posted December 9, 2013 Time install Mod Organizer! Really, I always advocate it. That way your mod data would be forever phisically separated from the main skyrim Data folder. No more leftovers in removing mod. Very easy to tell if and which mod files are overwriting each other. This. Coincidentally, the reason I switched to Mod Organizer is because of the very same reason Ashra XIII is experiencing right now. I have not looked into Mod Organizer. I use NMM which is a pretty good app, plus I like how easy it is to install stuff. Of course, lately Nexus has gone to hell and I have to do installs the old-fashioned way... I'm not at all convinced that MO would have saved me from a dirtg Skyrim install, because it's not caused by regular ol' mods that go in the data folder. There are many mods which require extra changes, custom installers, and java scripts that they work outside any mod program. Now that I've completely wiped Skyrim from my drive and made a proper backup of the re-install, I think I'm as covered as I'm going to get.
dkatryl Posted December 9, 2013 Author Posted December 9, 2013 I wasn't sure if the morality controlled display of the dialog or just affected the pass/fail, seemed best to include that info in case. Seems to me the problem occurred around the time you added the extra dialog level - the "i'm not done with you" and "I am done with you" split that leads to the other options. Probably just got lost in the dialog shuffle. Indeed. I'm sure it will be a rather obvious one that will leave me all "... " when I discover it.
bob11 Posted December 9, 2013 Posted December 9, 2013 Time install Mod Organizer! Really, I always advocate it. That way your mod data would be forever phisically separated from the main skyrim Data folder. No more leftovers in removing mod. Very easy to tell if and which mod files are overwriting each other. This. Coincidentally, the reason I switched to Mod Organizer is because of the very same reason Ashra XIII is experiencing right now. I have not looked into Mod Organizer. I use NMM which is a pretty good app, plus I like how easy it is to install stuff. Of course, lately Nexus has gone to hell and I have to do installs the old-fashioned way... I'm not at all convinced that MO would have saved me from a dirtg Skyrim install, because it's not caused by regular ol' mods that go in the data folder. There are many mods which require extra changes, custom installers, and java scripts that they work outside any mod program. Now that I've completely wiped Skyrim from my drive and made a proper backup of the re-install, I think I'm as covered as I'm going to get. You're missing out on MO btw. The only thing MO can't fix is corrupted saves. Then again, nothing does Other than that, your Skyrim installation with MO is as good as brand new. I even do manual edits in stuff like Submit from within MO xP
shinji72 Posted December 9, 2013 Posted December 9, 2013 Not to derail the topic but what is mod organizer? I am still new to modding games, Skyrim is my first and I have had it for barely two weeks now. Disclaimer: i'm in no way affiliated to the guys at Mod Organizer nor I owe MO's stocks or assets Here you go... Dowload this and live forever happy in a modded skyrim. Nexus manager is oversimplified and thus prone to entice user into error (like the infamous pop up: "Do you want to uninstall this as an upgrade or a new mod?") Wrye Bash is really overcomplex for what it does Mod Manager is a nice mid-way. http://www.nexusmods.com/skyrim/mods/1334/?
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