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Posted
On 1/25/2023 at 5:24 AM, Pfiffy said:

Has anybody else encounter a crash by opening the zaz container and hoovering over the stuff in there in the Whiterun location? And did anybody find the key to the strongbox that is placed in front of the entrance?

 

 

I have this bug again pretty sure its the ZAZ same thing happens in additem menu, fixed it before I think it was a missing or misspelled nif iduno forgot what I did

Posted
17 hours ago, UltimaC123 said:

Nice mod. One question. How did you get npcs to actually line up in the furniture? They always float off to the side for me. Is it related to this no furniture collision patch? Because if so I don't know where to find it. Google didn't get me there.

That's just zaz animation pack, no collision helps a bit, but it's still an issue. I recommend trying the Pamatronic furniture scripts, but it's completely manual the setup. I can try to explain better.

 

Posted
5 hours ago, Randy77 said:

I have this bug again pretty sure its the ZAZ same thing happens in additem menu, fixed it before I think it was a missing or misspelled nif iduno forgot what I did

I thought I had fixed that.... I don't want to throu all that stuff again...

Posted

Dawnstar is a pretty good location for a Slave training center. The design is fitting and its not so huge that you loose track of the slaves.  

Posted
8 hours ago, kadsend said:

That's just zaz animation pack, no collision helps a bit, but it's still an issue. I recommend trying the Pamatronic furniture scripts, but it's completely manual the setup. I can try to explain better.

 

Thanks. I'll give it a shot.

Posted (edited)
On 1/26/2023 at 10:01 PM, UltimaC123 said:

Nice mod. One question. How did you get npcs to actually line up in the furniture? They always float off to the side for me. Is it related to this no furniture collision patch? Because if so I don't know where to find it. Google didn't get me there.

 

 

This also helps a LOT with these places as it keeps the NPC in the furniture and aligns them for you :- 

 

Make sure you grab the "Troubleshooting" DL as well so you have the spells to start with then dont need to put any Zaz down first., 

 

 

 

Edited by kohlteth
Posted (edited)
9 hours ago, Pfiffy said:

What did you have in mind as you created the Rifton location? This place is... BIG! 

Inspired it on how would Honsgunn Crossed daggers secret hideout would look like. It has a mountainous clearing in the middle because i don't think a disgraced Jarl would want something lesser of, also some natural lighting and open air is very good.
But my main reasoning when making them big is due to lag, a partitioned cell is much more stable than a small, cramped one; also you can have more than enough slaves and less lag on slave training facility without too much cramping corridors and doorways.
But do you think Riften is too big?

I usually do not manually train my slaves, I use a quartermaster(if that's the name) that follows me or lies on my private chambers, they can get me a slave that needs any training or anything else.

Edited by kadsend
Posted (edited)

Can I make a suggestion that the WInterhold place get a 
"location marker" as it can be hard to find your way back to it and not get lost as once discovered it does not show up on the map

 

I like that one a lot btw . Still a lil unsure about the Markarth one and all the water, also I think it maybe too big for HSH's markers to work in the cells area. Falkreath one too, although that one is really nicely done !!

Edited by kohlteth
Posted
10 minutes ago, kohlteth said:

Can I make a suggestion that the WInterhold place get a 
"location marker" as it can be hard to find your way back to it and not get lost as once discovered it does not show up on the map

 

I like that one a lot btw . Still a lil unsure about the Markarth one and all the water, also I think it maybe too big for HSH's markers to work in the cells area. Falkreath one too, although that one is really nicely done !!

Well, I developed the Winterhold one to use the Archmage entrance, which is pretty easy to find, but I really need to know how to make location markers...
Well, if we remove the Markarth water, I really think it gets pretty boring, Do HSH markers have range limit? Don't they search all over the cell? I'm not using the Markarth one in this playtrough...

Posted
19 minutes ago, kadsend said:

Well, I developed the Winterhold one to use the Archmage entrance, which is pretty easy to find, but I really need to know how to make location markers...
Well, if we remove the Markarth water, I really think it gets pretty boring, Do HSH markers have range limit? Don't they search all over the cell? I'm not using the Markarth one in this playtrough...


 

Yes they seem to have a Range, not particulaly wide but I know if you have the "multi level sandbox" they work well on diff heights, @Musje would be the only one who knows how wide or how to improve that, sadly. 

Posted (edited)
11 hours ago, kohlteth said:


 

Yes they seem to have a Range, not particulaly wide but I know if you have the "multi level sandbox" they work well on diff heights, @Musje would be the only one who knows how wide or how to improve that, sadly. 

Musje added an option to place different markers for sleeping and torturing in Home sweet home. Without placing them all over the locations you will have the slaves just gathering around the place where you dropped the HSH cell and the rest of the location will be just cosmetic. 

It would be interesting to know where Musje would place the markers in the different locations. Falkreath seems a bit to complex for that and Rifton seems simply too big. Your slaves will get lost there and it will not be easy to find a particular one.

 

The other locations might work but setting up the markers on your own will only be fun for the first time.  

 

We would need a HSH add-on with the HSH markers already placed.....

It will solve the marker problem because all HSH cells already have a marker. You will need a Task master and at least one trainer to get a location working as a training facility. 

11 hours ago, kadsend said:


Well, if we remove the Markarth water, I really think it gets pretty boring, Do HSH markers have range limit? Don't they search all over the cell? I'm not using the Markarth one in this playtrough...

 

Spoiler

image.jpeg

If you know how to use this, you might be able to offer an option to deactivate the water in different parts of the markarth location.... There are 4 of them....

 

Edit: I haven't seen any milk pumps so far.... It would be nice to have some of them in every location for getting some Milk...I'm still planning to add milk mod economy the the game and make some of my slaves good cows....

Edited by Pfiffy
Posted
16 hours ago, kohlteth said:


 

Yes they seem to have a Range, not particulaly wide but I know if you have the "multi level sandbox" they work well on diff heights, @Musje would be the only one who knows how wide or how to improve that, sadly. 

I'm free to get any suggestions related on that issue

Posted (edited)
5 hours ago, Pfiffy said:

We would need a HSH add-on with the HSH markers already placed.....

It will solve the marker problem because all HSH cells already have a marker. You will need a Task master and at least one trainer to get a location working as a training facility. 

It's a good idea, but when you place the token I think it would conflict, more research needed on that by my side...

 

5 hours ago, Pfiffy said:

If you know how to use this, you might be able to offer an option to deactivate the water in different parts of the markarth location.... There are 4 of them....

Yeas, but I don't, had that idea yesterday, but I'll need more research on that too...

 

5 hours ago, Pfiffy said:

Edit: I haven't seen any milk pumps so far.... It would be nice to have some of them in every location for getting some Milk...I'm still planning to add milk mod economy the the game and make some of my slaves good cows....

I personally, I never used or had the intention to use for MME... It has plenty of space, isn't there a way for you to manually place the milk machines?

Edited by kadsend
Posted
19 minutes ago, kadsend said:

It's a good idea, but when you place the token I think it would conflict, more research needed on that by my side...

My first Idea would be to have the token aready placed in a good position. It is a bit of cheating, but thats ok for a start and solves the Questmarker problem.

 

To find the right positions for the markers will be a bit of try and error: Place them where you want the slaves to do things and see if they are doing things there. I don't now if it is possible to place them in an esp... But Musje can answer that.

 

 

 

19 minutes ago, kadsend said:

 

Yeas, but I don't, had that idea yesterday, but I'll need more research on that too...

 

Bethesda did that with the steam in the atherial forge, so it must be possible somehow. I'm not able to create a cell in the CK and I can live with the water so you don't have to ask me...  

 

19 minutes ago, kadsend said:

 

I personally, I never used or had the intention to use for MME... It has plenty of space, isn't there a way for you to manually place the milk machines?

 

 

Just a question... far away from being a request..

Posted

I'm in Winterhold now. Have been visiting the the whole academy and didn't find any note about the location or a hint where the door might be. What have I done wrong?

Posted
7 hours ago, Pfiffy said:

I'm in Winterhold now. Have been visiting the the whole academy and didn't find any note about the location or a hint where the door might be. What have I done wrong?

HINT:
I said it was locked with some progress on the College questline, you need to have access to the entirety of the college...

 

SPOILER:
 

Spoiler

You need to have access to the archamage quarters and tower. Then it's easy to get

 

Posted
On 1/29/2023 at 1:34 PM, Pfiffy said:

Bethesda did that with the steam in the atherial forge, so it must be possible somehow. I'm not able to create a cell in the CK and I can live with the water so you don't have to ask me...  

Not asking you. Scripting is never my forté, also the aetherial forge is nothing related to what I'm trying to do, sadly. I opened Nchardak(the place that the water level changes) on CK. Not good... too much quest editing. This change will need time, which I do not have enough due to RL stuff...

Posted
6 hours ago, kadsend said:

HINT:
I said it was locked with some progress on the College questline, you need to have access to the entirety of the college...

 

SPOILER:
 

  Reveal hidden contents

 

I found it and it is a cool place. I expected, that I only get access to it if i become the archmage,  but I'm missing the key to the main gate and the hints we got for the other locations. My actual game is running for testing my TDF version and I'm happy to have access to locations in every city where I can train my hookers. On the next run I'm going to test the locations with HSH slaves. You might have some updates to the mod until then....

 

6 hours ago, kadsend said:

Not asking you. Scripting is never my forté, also the aetherial forge is nothing related to what I'm trying to do, sadly. I opened Nchardak(the place that the water level changes) on CK. Not good... too much quest editing. This change will need time, which I do not have enough due to RL stuff...

Don't hurry. The locations are all pretty good as they are. For me the priority would be the HSH markers. Until now I used a modified version of the Daedric Museum of artifacts with some Cold Harbour Daedras as guards but Im missing the bondage stuff and I don't know how to place the stuff in the different cells. Everytime I try, i mess them up. Placing them with HSH is only a temporary solution. 

Posted
On 2/2/2023 at 1:12 AM, Pfiffy said:

I'm going to check the pama patch. It will be a hell of a work to add the script to all of the pieces in ZAZ....

 

I added the script to most of the ZAZ furnitures and did a bit of testing. The only limitatin I found is that NPC's with NiOverwrite boots will be placed too high in the furnitures. But the angle was always correct in my tests. Here ist the ZAZ8+.esm with the most recent version of the patch. It should work on the UUNP and CBBE Version and on SE and LE(might need a resave). If there is a demand for it, I might als do this for ZAZ8. 

 

Furniture_Alignment_Helper_V4_ZAZ8+.7z

Posted

After exploring this mod in SE i just install it in LE and it is working as it is. Only few furnitures have bad animations, but i use zaz9 and there may be problem.

All is working in LE with no crushes (for test just add mod after bushed patch). My manekin replacement also work on this mod.

The only bad thing i encountered is entering and leaving furniture time is longer than usual, maybe my furniture patch is loaded before this mod, but it is not problem.

Posted

I justo downloaded it and entered on Solitude, the first ghost attacked me but then the only other thing I found was the shape of a woman on a carpet but it was solid red and I couldn't interact with it . I guess something didn't load properly but I'm not sure what it could be because everything else in my game is working properly, any idea what may have caused this?

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