Kryzhal Posted April 10, 2014 Posted April 10, 2014 okay so im level 100 on almost everything including pickpocket ect ect perks ect ive tryed to break pick destroy ect the belt but it wont open plz fix fix hardcore is turned off nothing works, help chastitykey only shows Zad key code and that one doesnt work. You should be able to craft keys after youve put on the belt because iff you dont your fucked and can reinstall everyting(MOAN)
Min Posted April 10, 2014 Author Posted April 10, 2014 Further thought on the dungeon selection issue: Aside from checking for cleared-but-respawned locations, one might also just choose any location (actually: any location which is not subject of another active quest) and force it to respawn on stage progress. - This is the way it works for non-radiant quests in vanilla. At least for Zed S. Curio's fetch quest it might also be viable to just add the items to a location, be it cleared or not and respawned or not: All the items he asks for are common rubble and without motivation to do so, an adventurer would not pick them up by itself. - This has the added complication that the location might respawn after item placement and thence remove the item (or not; non-clearing items in respawning cells has been a long standing bug in Skyrim - if I am not mistaken, player mis-shot arrows are still not cleared up). Should be solvable with additional quest stages: One stage points to the location (just point somewhere in any cell part of it), the next stage begins once the PC enters and places the item (to which the quest pointer were then redirected). I'm probably not going to change how the location selection for that quest works any time soon. Though I agree that it does need work, I have much more limited time these days than I did when I began the project. I'd rather put that time towards more device effects, and Surreptitious Streets / Radiant Master. The only part of that quest that I am planning on modifying in the immediate future is the starting trigger, which has not aged well. Y'ello. I've an annoying issue with Sergius Experiment and I can't seem to find fix for it. Basically, no matter when I go to him he always says they are not fully charged and thus I'm kind of (q.q) stuck with the belt and them on - that's not a big issue, but for -some- reason they have started (lately) to prevent me from doing alchemy or enchanting for example - it gives me the 'you sit down, trying not to make the plugs shift around' -ish message and I get up immediately. I've tried to end the quest by setting stage, or completequest through console, tried removing the items via console as well. the quest was finished by 'complete quest' but alas the plugs remain and I can't take them off no matter what. Any idea what to do? cheers in advance for yer help edit 1: how do you set arousal level to 100 via console, if possible? might try that. As PubliusNV stated, your crafting issue is likely from the Prison Overhaul mod. Try applying the fix listed here: http://www.loverslab.com/topic/29855-enter-combat-cannot-sit-use-forge-etc/ okay so im level 100 on almost everything including pickpocket ect ect perks ect ive tryed to break pick destroy ect the belt but it wont open plz fix fix hardcore is turned off nothing works, help chastitykey only shows Zad key code and that one doesnt work. You should be able to craft keys after youve put on the belt because iff you dont your fucked and can reinstall everyting(MOAN) The difficulty for picking the lock / magicking open devices is MCM configurable, though this must be done prior to equipping a belt. Hardcore mode has nothing to do with device removal. You can indeed craft keys after putting on a belt, assuming you've read the Chastity Belts book.
Min Posted April 10, 2014 Author Posted April 10, 2014 Hiya! I'm just here to give you kudos and thank you for making this awesome mod, it really rocks. I just completed the Forbidden Tome quest yesterday and I'm still absolutely amazed by it! The plot is so unique, and I never expected the "favor" you'd have to do to Urag to get released from your bonds - and that was just so incredibly nasty and awesome. I hope you keep working on mods, because you're good at it! Thanks! I'm glad that you enjoyed it.
WraithSlayer Posted April 11, 2014 Posted April 11, 2014 I'm trying to equip the slave boots from the expansion file via script, but I think I must be missing something important. (I'm still quite new at this whole Papyrus scripting thing) I can equip normal DD items like the belt, plugs and so on with EquipDevice, but when it comes to the slave boots, I'm at a loss about function parameter 3. I've already looked at the structure of the expansion file scripts and assume that parameters deviceInventory and deviceRendered correspond to bootsLocking and bootsLockingRendered respectively, from zadxlibs.psc. However, what do I put in the zad_DeviousDevice parameter? I've been looking at Live a Deviant Life's scripts which uses the slave boots from here as far as I know, and the call to equip them is simply made as follows: Libs.EquipDevice(Player,xlibs.bootsLocking, xlibs.bootsLockingRendered, Libs.zad_DeviousBoots, false, true) Libs is defined in that file as a link to zadlibs.psc. But how is that possible!? There isn't any zad_DeviousBoots property in zadlibs.psc! There's also nowhere in LADL where zad_DeviousBoots is defined or referenced, so what's going on?
Min Posted April 11, 2014 Author Posted April 11, 2014 I'm trying to equip the slave boots from the expansion file via script, but I think I must be missing something important. (I'm still quite new at this whole Papyrus scripting thing) I can equip normal DD items like the belt, plugs and so on with EquipDevice, but when it comes to the slave boots, I'm at a loss about function parameter 3. I've already looked at the structure of the expansion file scripts and assume that parameters deviceInventory and deviceRendered correspond to bootsLocking and bootsLockingRendered respectively, from zadxlibs.psc. However, what do I put in the zad_DeviousDevice parameter? I've been looking at Live a Deviant Life's scripts which uses the slave boots from here as far as I know, and the call to equip them is simply made as follows: Libs.EquipDevice(Player,xlibs.bootsLocking, xlibs.bootsLockingRendered, Libs.zad_DeviousBoots, false, true) Libs is defined in that file as a link to zadlibs.psc. But how is that possible!? There isn't any zad_DeviousBoots property in zadlibs.psc! There's also nowhere in LADL where zad_DeviousBoots is defined or referenced, so what's going on? Hi Wraithslayer, You've actually discovered an omission (That's been fixed in my local copy for some time. I haven't had time to finish up a number of changes for 2.7.5, just yet). I forgot to include the zad_DeviousBoots keyword in zadLibs for 2.7.4. Don't fret, however! You can access that keyword (And thus equip the boots) just fine by creating a keyword property in your script, and setting it to the "zad_DeviousBoots" keyword from "Devious Devices - Integration.esm". The reason that it works for LADL without the correct keyword (It was likely built against the current snapshot of DDi) is because that the EquipDevice function only makes use of that keyword to ensure that you're not wearing a conflicting device. Given the premise of LADL, such a thing is very unlikely.
Zsar Posted April 11, 2014 Posted April 11, 2014 Further thought on the dungeon selection issue: Aside from checking for cleared-but-respawned locations, one might also just choose any location (actually: any location which is not subject of another active quest) and force it to respawn on stage progress. - This is the way it works for non-radiant quests in vanilla. At least for Zed S. Curio's fetch quest it might also be viable to just add the items to a location, be it cleared or not and respawned or not: All the items he asks for are common rubble and without motivation to do so, an adventurer would not pick them up by itself. - This has the added complication that the location might respawn after item placement and thence remove the item (or not; non-clearing items in respawning cells has been a long standing bug in Skyrim - if I am not mistaken, player mis-shot arrows are still not cleared up). Should be solvable with additional quest stages: One stage points to the location (just point somewhere in any cell part of it), the next stage begins once the PC enters and places the item (to which the quest pointer were then redirected). I'm probably not going to change how the location selection for that quest works any time soon. Though I agree that it does need work, I have much more limited time these days than I did when I began the project. I'd rather put that time towards more device effects, and Surreptitious Streets / Radiant Master. The only part of that quest that I am planning on modifying in the immediate future is the starting trigger, which has not aged well. I commend your priorities. This was not at all meant to be suggestive, you merely seemed unsure about how to handle it and I wanted to share my ideas. - The Radiant Master quest is certainly what this system needs most, slightly ahead of stable NPC support (now, this comment is suggestive, if sadly not in the full range of meanings).
WraithSlayer Posted April 11, 2014 Posted April 11, 2014 Hi Wraithslayer, You've actually discovered an omission (That's been fixed in my local copy for some time. I haven't had time to finish up a number of changes for 2.7.5, just yet). I forgot to include the zad_DeviousBoots keyword in zadLibs for 2.7.4. Don't fret, however! You can access that keyword (And thus equip the boots) just fine by creating a keyword property in your script, and setting it to the "zad_DeviousBoots" keyword from "Devious Devices - Integration.esm". The reason that it works for LADL without the correct keyword (It was likely built against the current snapshot of DDi) is because that the EquipDevice function only makes use of that keyword to ensure that you're not wearing a conflicting device. Given the premise of LADL, such a thing is very unlikely. Thanks for the feedback! I did as you suggested and defined my own Keyword Property zad_DeviousBoots Auto in my script, and passed that as a parameter. The script compiled, but while testing in-game, the boots don't show and the Papyrus log displays: [04/11/2014 - 04:32:00PM] Error: Cannot check worn items against a None keyword stack: [ (00000014)].Actor.WornHasKeyword() - "" Line ? [None]._SLSubmitBoundEffect.OnEffectStart() - "_slsubmitboundeffect.psc" Line 95 [04/11/2014 - 04:32:00PM] Error: Cannot call bootsLocking() on a None object, aborting function call stack: [None]._SLSubmitBoundEffect.OnEffectStart() - "_slsubmitboundeffect.psc" Line 97 [04/11/2014 - 04:32:00PM] Error: Cannot call bootsLockingRendered() on a None object, aborting function call Do I need to do something with the properties bootsLocking and bootsLockingRendered before I use them in EquipDevice? Or am I not supposed to define zad_DeviousBoots like I have?
Statick16 Posted April 11, 2014 Posted April 11, 2014 i've got a problem with the gags i can equip them and unequip them(using keys) without problems but trying to talk to npc's by pressing e results in nothing literally, nothing i don't even get the "hmmph" option i used to get anymore can anyone tell me what may be causing this?
testarossa Posted April 12, 2014 Posted April 12, 2014 Is there any chance of getting leveled versions of the gear? Right now the unlock difficulty is set once in MCM and basically has to be adjusted as you level up. DD is really great and this is the one thing that doesn't seem totally immersive. What about each device having a lock made of a certain material that requires a key of the matching material? A collar with an iron lock requires an iron restraints key, a collar with an ebony lock requires an ebony restraints key, etc. More advanced keys would require more expensive ingredients to craft, and maybe more smithing skill. More advanced locks would be harder to pick, bash, or open with spells. Keys could also be offered for sale at merchants, with more advanced keys costing a lot more. Right now, DD can be a little clumsy to integrate into long term play. Unless you use For the Masses and flood Skyrim with keys, they're pretty much only obtainable by going all the way up to Winterhold and doing some pretty specific adventuring. It's also a bit hard to set the lockpick difficulty, since it's basically just a choice of "can I unlock all devices at my current level, or not." Multiple levels of lock might allow modders to integrate this into the game in a really organic way: - Keys could go into NPC equipment without every second peasant having a key that will free a level 60 character. - Keys could simply be sold by blacksmiths and the like, because the price can be balanced for the character's level by making advanced keys cost a lot more. - Mods adding restraints can choose how easy/hard they are to get out of, without affecting what other mods do. Mods like "Submit + Devious Devices" could use relatively low level devices, so the player is restrained without it being an epic quest to get out, but more hardcore quests can use devices that are harder to get out of. - Mods putting a lot of devices in the world can put recipes for crafting low level keys where low level characters can find them. So they don't have to head to Winterhold right away. - Characters have some sense of progression, they're facing new challenges rather than having to keep going into MCM and increasing the lock difficulty to keep it challenging. I understand if this is too much work and you don't have time, just a suggestion!
Min Posted April 12, 2014 Author Posted April 12, 2014 Further thought on the dungeon selection issue: Aside from checking for cleared-but-respawned locations, one might also just choose any location (actually: any location which is not subject of another active quest) and force it to respawn on stage progress. - This is the way it works for non-radiant quests in vanilla. At least for Zed S. Curio's fetch quest it might also be viable to just add the items to a location, be it cleared or not and respawned or not: All the items he asks for are common rubble and without motivation to do so, an adventurer would not pick them up by itself. - This has the added complication that the location might respawn after item placement and thence remove the item (or not; non-clearing items in respawning cells has been a long standing bug in Skyrim - if I am not mistaken, player mis-shot arrows are still not cleared up). Should be solvable with additional quest stages: One stage points to the location (just point somewhere in any cell part of it), the next stage begins once the PC enters and places the item (to which the quest pointer were then redirected). I'm probably not going to change how the location selection for that quest works any time soon. Though I agree that it does need work, I have much more limited time these days than I did when I began the project. I'd rather put that time towards more device effects, and Surreptitious Streets / Radiant Master. The only part of that quest that I am planning on modifying in the immediate future is the starting trigger, which has not aged well. I commend your priorities. This was not at all meant to be suggestive, you merely seemed unsure about how to handle it and I wanted to share my ideas.- The Radiant Master quest is certainly what this system needs most, slightly ahead of stable NPC support (now, this comment is suggestive, if sadly not in the full range of meanings). No problem: I appreciate feedback / suggestions. . The NPC bug is something that I'm legitimately confused by. The enchantments that power the device effects (Armbinder, Gag, Vibrations, etc) are inexplicably unapplied on NPC's upon equipping other equipment, despite the devices that the scripts are on still being equipped. I wrote a hack-workaround attempt while attempting to figure out why that was occurring, that immediately reequipped the device upon it's enchantment unapplying. This worked fine for one item, though once a second was introduced, they looped. One equipping caused the other's enchantment to reapply, which caused it to reequip, thus unequipping the first device, which repeats ad nauseum. I suspect that the source of the issue is an inherent problem with scripts on enchantments in skyrim: They likely cease to reliably operate while in containers (And the player is a container), equipping another item probably causes that enchantment to unload for whatever reason. TL;DR: Some NPC effects are broken, I'm not sure why. I'll figure it out at some point in the future. Hi Wraithslayer, You've actually discovered an omission (That's been fixed in my local copy for some time. I haven't had time to finish up a number of changes for 2.7.5, just yet). I forgot to include the zad_DeviousBoots keyword in zadLibs for 2.7.4. Don't fret, however! You can access that keyword (And thus equip the boots) just fine by creating a keyword property in your script, and setting it to the "zad_DeviousBoots" keyword from "Devious Devices - Integration.esm". The reason that it works for LADL without the correct keyword (It was likely built against the current snapshot of DDi) is because that the EquipDevice function only makes use of that keyword to ensure that you're not wearing a conflicting device. Given the premise of LADL, such a thing is very unlikely. Thanks for the feedback! I did as you suggested and defined my own Keyword Property zad_DeviousBoots Auto in my script, and passed that as a parameter. The script compiled, but while testing in-game, the boots don't show and the Papyrus log displays: [04/11/2014 - 04:32:00PM] Error: Cannot check worn items against a None keyword stack: [ (00000014)].Actor.WornHasKeyword() - "" Line ? [None]._SLSubmitBoundEffect.OnEffectStart() - "_slsubmitboundeffect.psc" Line 95 [04/11/2014 - 04:32:00PM] Error: Cannot call bootsLocking() on a None object, aborting function call stack: [None]._SLSubmitBoundEffect.OnEffectStart() - "_slsubmitboundeffect.psc" Line 97 [04/11/2014 - 04:32:00PM] Error: Cannot call bootsLockingRendered() on a None object, aborting function call Do I need to do something with the properties bootsLocking and bootsLockingRendered before I use them in EquipDevice? Or am I not supposed to define zad_DeviousBoots like I have? PM me a copy of your script / a full copy of your Papyrus.0.log, and we'll sort it out. i've got a problem with the gags i can equip them and unequip them(using keys) without problems but trying to talk to npc's by pressing e results in nothing literally, nothing i don't even get the "hmmph" option i used to get anymore can anyone tell me what may be causing this? That's default behavior for gags at this time (And always has been). Gags+ adds the behavior that you're describing. Is there any chance of getting leveled versions of the gear? Right now the unlock difficulty is set once in MCM and basically has to be adjusted as you level up. DD is really great and this is the one thing that doesn't seem totally immersive. What about each device having a lock made of a certain material that requires a key of the matching material? A collar with an iron lock requires an iron restraints key, a collar with an ebony lock requires an ebony restraints key, etc. More advanced keys would require more expensive ingredients to craft, and maybe more smithing skill. More advanced locks would be harder to pick, bash, or open with spells. Keys could also be offered for sale at merchants, with more advanced keys costing a lot more. Right now, DD can be a little clumsy to integrate into long term play. Unless you use For the Masses and flood Skyrim with keys, they're pretty much only obtainable by going all the way up to Winterhold and doing some pretty specific adventuring. It's also a bit hard to set the lockpick difficulty, since it's basically just a choice of "can I unlock all devices at my current level, or not." Multiple levels of lock might allow modders to integrate this into the game in a really organic way: - Keys could go into NPC equipment without every second peasant having a key that will free a level 60 character. - Keys could simply be sold by blacksmiths and the like, because the price can be balanced for the character's level by making advanced keys cost a lot more. - Mods adding restraints can choose how easy/hard they are to get out of, without affecting what other mods do. Mods like "Submit + Devious Devices" could use relatively low level devices, so the player is restrained without it being an epic quest to get out, but more hardcore quests can use devices that are harder to get out of. - Mods putting a lot of devices in the world can put recipes for crafting low level keys where low level characters can find them. So they don't have to head to Winterhold right away. - Characters have some sense of progression, they're facing new challenges rather than having to keep going into MCM and increasing the lock difficulty to keep it challenging. I understand if this is too much work and you don't have time, just a suggestion! Not a bad set of suggestions. Thanks for the feedback.
naaitsab Posted April 12, 2014 Posted April 12, 2014 Are there any addons/fixes in the making for the gags at the moment? A while ago some members and myself posted some idea's to streamline the gagged interaction with NCP's a bit. Now it's a bit clunky and messy. I suggested something like the armbinder removal dialog lines, but instead of adding text responses add something like [Grunt] [Drooling] [Mumbling] And then some actions/responses related to those "dialog" options from the NPC. This would at least add some features to remove the gag without doing it yourself
zenetx Posted April 12, 2014 Posted April 12, 2014 Are there any addons/fixes in the making for the gags at the moment? A while ago some members and myself posted some idea's to streamline the gagged interaction with NCP's a bit. Now it's a bit clunky and messy. I suggested something like the armbinder removal dialog lines, but instead of adding text responses add something like [Grunt] [Drooling] [Mumbling] And then some actions/responses related to those "dialog" options from the NPC. This would at least add some features to remove the gag without doing it yourself I have a suggestion too. How hard is to a NPC "notice" the struggle armbinder animation? Because would be nice and makes total sense someone see you struggling and start a dialog to help, despise, tease you or whatever and you can answer with a "nod". Could work with you gagged or not.
boredstupid420 Posted April 12, 2014 Posted April 12, 2014 my game crashes when I equip armbinder and when I equip other items no animation plays. when I go to mod configurate menu it says I need to reregister animations so I hit enter and it says done but then resets when I exit menu. I have all requirement and ran fnis but it still doesn't work. any help would be appreciated thanks
testarossa Posted April 12, 2014 Posted April 12, 2014 Not a bad set of suggestions. Thanks for the feedback. Cool! I also have some suggestions for balancing the difficulty of opening locks by the different methods (craft key, buy key, pick lock, bash lock, use spell). Or at least the default difficulty, maybe people could also adjust it themselves as now. As an example I'll use four key/lock types: Iron, Dwarven, Orcish, and Ebony. I'm making three big assumptions about difficulty: 1. Chastity keys and restraint keys have the same difficulty to craft. You could always make chastity keys harder or something. 2. One key opens one device. Right now the consumable keys option achieves this. If you just have to make ONE Dwarven restraint key to open up all Dwarven restraints from then on, that'll be too easy. 3. Items that shouldn't be removable except by completion of a quest will have some other lock type that only responds to a special key. CRAFTING recipes could be obtained from smiths or special NPCs in dialog. I suggest not giving them any smithing skill requirements, because that would only force people to grind smithing even if they have no other use for it. The ingredients I suggest below are tied to level and cannot be bought, so they require adventuring to get. In particular there's a table of gem availability by level here: http://www.uesp.net/wiki/Skyrim:Gems Iron = 1 iron ingot (if you can get to a forge, you can get rid of iron bindings) Dwarven = 1 dwarven metal ingot Orcish = 1 oricachalcum ingot, 1 emerald (level 24+ loot) Ebony = 1 ebony ingot, 1 flawless diamond (level 40+ loot) BUYING keys from a merchant (or a smith/NPC's dialog or whatever) depends a bit on what other mods the player has, because this can really affect their cash flow. Prices should be configurable. This is the one method that doesn't depend on player level, so it's an option to get out of gear that would otherwise be way too hardcore. Iron = 100 Dwarven = 1000 Orcish = 5000 Ebony = 25000 LOCKPICKING is so much easier than crafting or buying keys that it should only be a way out of restraints that are weak compared to your level. Even if it has a 10% chance of success, players can get their hands on a lot of lockpicks and burn through them. Still, lockpicking isn't too OP because mods which cover the player with devices can also strip them of lockpicks. Getting 40 lockpicks through normal adventuring isn't hard, getting them while bound is a different matter. The following is the % chance of success per lockpick attempt: Iron = lockpick skill Dwarven = lockpick skill - 30 Orcish = lockpick skill - 60 (for example, lockpick 70 gives a 10% chance) Ebony = lockpick skill - 90 BASHING and MAGIC are just there for "this restraint is too pathetic to waste time on, get it off". As soon as they start to work on a type of restraint, it becomes useless against that character, which doesn't seem to be what DD is about. I would justify the extreme difficulty of this by saying it's not easy to destroy a tough object wrapped around your own body without harming yourself, a sword isn't a metal saw, a fireball isn't a welding torch, etc. Iron = skill - 50 Dwarven = skill - 80 Orcish = skill - 120 (need an uncapper to succeed) Ebony = impossible (so restraints don't become useless against uncapped characters) Hope that was helpful as an example. One thing that stands out is that I have Iron bindings being really easy to get out of. This means they're only a problem until you get to a civilized area with a smith or someone selling keys, or if you can grab a few lockpicks. This means mods like Submit can throw them on whenever you lose a fight, without making the game stupidly hard.
kuaygon Posted April 13, 2014 Posted April 13, 2014 Hi, I have a problem with the quest Forbidden Tome. I get the books from the forbidden bookshelf (I tried both ways. By letting the orc guy to see me while I'm taking the books and by taking books without being seen.) the quest starts and wants me to talk with the orc guy, do not remember the name sorry, about Zek's devices. And when go to I talk (or he sees me while I take the books and comes to talk with me ) with him he gives/forces to wear me the belt and collor. So till here it's ok. But after I wear the belt, the quest doesn't go on. It still wants me to talk with the orc about Zek's devices. I tried to talk but there is no option after wearing the belt.
Nalessa Posted April 13, 2014 Posted April 13, 2014 my game crashes when I equip armbinder and when I equip other items no animation plays. when I go to mod configurate menu it says I need to reregister animations so I hit enter and it says done but then resets when I exit menu. I have all requirement and ran fnis but it still doesn't work. any help would be appreciated thanks What version of ZaZ animation do you use? The 0551 download causes CTD when equipping anything that would cause your hands to be tied behind your back, the 0054 version is the one you'd probably want. Had the same problem when updating to latest version of ZaZ, going back to 0054 fixed it.
PubliusNV Posted April 13, 2014 Posted April 13, 2014 my game crashes when I equip armbinder and when I equip other items no animation plays. when I go to mod configurate menu it says I need to reregister animations so I hit enter and it says done but then resets when I exit menu. I have all requirement and ran fnis but it still doesn't work. any help would be appreciated thanks What version of ZaZ animation do you use? The 0551 download causes CTD when equipping anything that would cause your hands to be tied behind your back, the 0054 version is the one you'd probably want. Had the same problem when updating to latest version of ZaZ, going back to 0054 fixed it. Does that problem with 0551 happen only on some systems or some combinations of mods? I have 0551 installed and just went through the Captured Dreams failed delivery quest, where my PC was equipped with an armbinder at least twice, with no crash.
boredstupid420 Posted April 13, 2014 Posted April 13, 2014 my game crashes when I equip armbinder and when I equip other items no animation plays. when I go to mod configurate menu it says I need to reregister animations so I hit enter and it says done but then resets when I exit menu. I have all requirement and ran fnis but it still doesn't work. any help would be appreciated thanks What version of ZaZ animation do you use? The 0551 download causes CTD when equipping anything that would cause your hands to be tied behind your back, the 0054 version is the one you'd probably want. Had the same problem when updating to latest version of ZaZ, going back to 0054 fixed it. that seems to have fixed the problem
hentaifreak Posted April 13, 2014 Posted April 13, 2014 Hi, I'm sure this is a case of user error but I'm trying to make the Daedric Soulgem Plugs from (Live a Deviant Life) vibrate without wearing a chastity belt. I have tried applying zad_EffectPossessed to the inventory and rendered item, while they don't fall out on their own they also don't start vibrating. Am I missing something obvious? Thanks.
Anturoby Posted April 13, 2014 Posted April 13, 2014 guys, sorry but, maybe your can help me,when i talk with urag to give in him , nothing happens, maybe i missed something?
Zsar Posted April 13, 2014 Posted April 13, 2014 Regarding effects on NPCs, mayhap the solution might be a deviation (Hé!) from the straight-forward object oriented approach: Instead of tying scripts to items, why not tie a "master script" with potentially the function of every item included to the actor itself. On cell load, poll actors and equipped items (similar to Dual Sheath Redux and others) and set variables for each actor's script based on the equipped items; then add to each effect block within the script a check for the particular item that enabled it (or find a way to listen for unequips and react to them from the actor script) and force a re-equip if it is no longer there. Might even be possible to save object ID in those variables to move-into-inventory-then-re-equip if they were dropped. The obvious downside would be some added response time to item unequips. - The obvious upside would be, that the unreliable item-bound scripts can be avoided. With only one script per actor and one boolean check per non-equipped item, the overhead should be very small. ... Of course, as I know nothing about the realities of Papyrus scripting, this may not at all be viable. Dual Sheath Redux seems to work that way (as seen every now and then when a data race between enumerate-actors and apply-slot-moving-script breaks it for a single cell until that respawns), but then again, the number of items and range of scripted item effects are much smaller than here.
PubliusNV Posted April 14, 2014 Posted April 14, 2014 guys, sorry but, maybe your can help me,when i talk with urag to give in him , nothing happens, maybe i missed something? You have to have the forbidden book with you, and you can't already be wearing a chastity belt. Could one of those be your problem? Edit: I'm assuming that you're talking about having a problem getting the quest started. If not, please ignore.
bradleyh Posted April 14, 2014 Posted April 14, 2014 guys, sorry but, maybe your can help me,when i talk with urag to give in him , nothing happens, maybe i missed something? You have to have the forbidden book with you, and you can't already be wearing a chastity belt. Could one of those be your problem? Edit: I'm assuming that you're talking about having a problem getting the quest started. If not, please ignore. I have had this part of the Quest become bugged by having too many Active Quests in My Journal. The problem was not caused by any Mod Conflicts. I cleared some of the Quests from My characters Journal and was able to get the scenes with Urag and Zed to work properly.
ribssan Posted April 14, 2014 Posted April 14, 2014 Can anyone tell me how to equip armbinder on NPCs?example: in my wife. As I understand, is only possible in followers?
Srende Posted April 14, 2014 Posted April 14, 2014 Can anyone tell me how to equip armbinder on NPCs? example: in my wife. As I understand, is only possible in followers? Devious Interactions allows you to try to persuade most NPCs to wear different items.
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