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Your made a poor choice of example because the damsels in Mzulft are called Synod Researchers and I for some magic mike raisin decided to keep that name for them because that's all the corpses were ever named. And those two are halfway between generic and unique because they have generic names but they're permanent. If the location was clear before you installed the mod then they should be napping in a field of corpses and waking up pretending they still need saving.

 

The real generic damsels should respawn when the cells they're in reset but I haven't had the opportunity to confirm whether that works yet. Again, if the location is cleared and full of dead enemies when you install the mod then they should be standing there still needing to be saved. Look, they can't tell when there's nobody stopping them from leaving.

 

Speaking of... in your example you said you were arch mage... if I remember their ai packages correctly that might cause an unforseen issue... I think I'll need to fix that too...

 

...if you can't find them inside Mzulft, try looking in Braidwood Inn at Kynesgrove. I might have fucked up.

 

7 hours ago, stillnofunnylogin said:

So, about the Synod researchers in Mzulft . . .

  Hide contents

. . . Are they supposed to bemoan their horrible fate, then plunk their asses back down on the ground where they were before? For me, they're all waily waily waily about the terrible things the "pale goblins" did to them, then they're both lying down for a nap. The second one was standing when I found her, then plopped down when the dialog was done.

 

Thanks

 

I'll look into it, but you should be able to force them to progress just by moving further into the dungeon. If the boilery is the second part of the dungeon then that's where the first damsel is from and it's supposed to be where after you wake her up she will start moving up behind you via checkpoints. If the second damsel is found in the aerodrome then she should run for the door after you get it open, if you woke her up first that is.

Edited by Pyreite
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12 hours ago, Pyreite said:

Your made a poor choice of example because the damsels in Mzulft are called Synod Researchers and I for some magic mike raisin decided to keep that name for them because that's all the corpses were ever named. And those two are halfway between generic and unique because they have generic names but they're permanent. If the location was clear before you installed the mod then they should be napping in a field of corpses and waking up pretending they still need saving.

 

The real generic damsels should respawn when the cells they're in reset but I haven't had the opportunity to confirm whether that works yet. Again, if the location is cleared and full of dead enemies when you install the mod then they should be standing there still needing to be saved. Look, they can't tell when there's nobody stopping them from leaving.

 

Speaking of... in your example you said you were arch mage... if I remember their ai packages correctly that might cause an unforseen issue... I think I'll need to fix that too...

 

...if you can't find them inside Mzulft, try looking in Braidwood Inn at Kynesgrove. I might have fucked up.

 

 

I'll look into it, but you should be able to force them to progress just by moving further into the dungeon. If the boilery is the second part of the dungeon then that's where the first damsel is from and it's supposed to be where after you wake her up she will start moving up behind you via checkpoints. If the second damsel is found in the aerodrome then she should run for the door after you get it open, if you woke her up first that is.

Cool cool. I'll take a look myself any if any issues come up. If there are then I'll probably just leave mzulft alone until you fix the issues that you suspect.

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Fantastic mod! Was curious if the 4some with the 3 damsels that returned to the thieves' guild could be requested again instead on a once and done? Also with the 1.1 update, it fixed some things and added nice additional dialogue and content but now if there are 2 breeding actors I can only release 1 of them. The dialogue is there for the other one but when choosing any of the options, they dont get freed and follow. They just stay put and nothing happens. It doesnt matter which one i release from captivity first, first one follows but the second one doesnt.  I uninstalled 1.1 and reinstalled 1.0 and it works fine. I even tried 1.1 on a clean save that didnt have it installed yet and issue is there. Thanks again. Awesome work. 

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It would be difficult to get all 3 irkngthand girls together after the quest because most of them are followers and are not guaranteed to be in the ratway or otherwise, so I don't think it is feasible to make the 4P permanently available.

 

But I don't think I follow on the two breeding slave issue. I didn't touch that stuff for the update. Which damsels are you referring to?

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I understand about 4some being difficult to have as a permanent option. I know that aviendha from the wheel of time mod can detect serana, ysolda and adrianne avenicci either all at the same time or whichever ones are within a certain proximity for a sexlab scene, or none if none are nearby but shes a more complicated standalone follower. What i mean by not being able to release the 2nd breeding slave is that they both have the 3 dialogue options but only the first one actually gets releases after choosing one of the options. The first one will proceed to follow me but when i try to free the 2nd one they respond to dialogue and the sex scene may even trigger but they dont get released and follow me. they stay put and the dialogue options are still present. Its like it doesnt actually mark that response as completed. It gets hung up for the second one. It doesnt matter which breeding slaves either or if its a bs and a named npc. Same thing happens. And that is new with the update.  

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correction: not named npc, named captive. sorry. Also before update had two redundant free bs options "you will be safe here" and "you are safe here". Former triggered a response that reference getting back from the vale or something and made the bs a follower which i know they arent supposed to be. The update fixed that. dont know if relevant. 

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On 10/3/2023 at 10:10 PM, Pyreite said:

Your made a poor choice of example because the damsels in Mzulft are called Synod Researchers and I for some magic mike raisin decided to keep that name for them because that's all the corpses were ever named. And those two are halfway between generic and unique because they have generic names but they're permanent. If the location was clear before you installed the mod then they should be napping in a field of corpses and waking up pretending they still need saving.

 

The real generic damsels should respawn when the cells they're in reset but I haven't had the opportunity to confirm whether that works yet. Again, if the location is cleared and full of dead enemies when you install the mod then they should be standing there still needing to be saved. Look, they can't tell when there's nobody stopping them from leaving.

 

Speaking of... in your example you said you were arch mage... if I remember their ai packages correctly that might cause an unforseen issue... I think I'll need to fix that too...

 

...if you can't find them inside Mzulft, try looking in Braidwood Inn at Kynesgrove. I might have fucked up.

 

 

I'll look into it, but you should be able to force them to progress just by moving further into the dungeon. If the boilery is the second part of the dungeon then that's where the first damsel is from and it's supposed to be where after you wake her up she will start moving up behind you via checkpoints. If the second damsel is found in the aerodrome then she should run for the door after you get it open, if you woke her up first that is.

They were no longer inside Mzult which apparently does not respawn. Two synod researchers were in Kynesgrove. Talking to them brings up the rescue dialogue and talking to them again brings up the post rescue dialogue.

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8 hours ago, Pyreite said:

Give. Me. Exact. Display Names. And. Location.

Your. Information. Is NOT. Helpful Enough!

Sorry man. Karthspire and Draudach redoubt. Breeding salves. Karthspire after rescuing first bs couldnt rescue 2nd. Didnt matter which one rescued first. Draudach- tired to rescue bs there and couldnt. I had another bs with me that i hadnt released yet. I released her and still bs in draudach wouldnt follow me. I then made a save inside draudach. Exited game. Disabled 1.1. Enabled 1.0. Started playing and i was able to rescue bs. 

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Ok I just tested Karthspire's and Druadach's damsels worked just fine for me. What did you do to break them so badly? Are you sure you didn't tell your escortees to wait? Telling one of them that makes all of them wait including ones you haven't met yet. Fix that by just telling one of your escortees to follow again and all will follow.

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Ok after some additional testing I do believe I experienced what @jmckibben1 was describing but it was not on those damsels exclusively. It was some kind of weird script issue that I can't currently explain. My only theory was that the scripts were just randomly not firing. It was an issue that would happen in bulk and then after some time go away. My guess is that it might be script lag/overload or something where too much is going on and the game is struggling to catch up but I haven't heard back on it.

 

The only thing I have to say about this issue is that it's weird gremlin horseshit and that old users should be cautious upgrading to 1.2, take your time with the mod, don't rush getting all the damsels, and if it does happen just stop messing with them and come back after a bit. I left the mod in a working state and you will see debug messages in the top. Don't mind them.

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8 hours ago, Pyreite said:

Ok after some additional testing I do believe I experienced what @jmckibben1 was describing but it was not on those damsels exclusively. It was some kind of weird script issue that I can't currently explain. My only theory was that the scripts were just randomly not firing. It was an issue that would happen in bulk and then after some time go away. My guess is that it might be script lag/overload or something where too much is going on and the game is struggling to catch up but I haven't heard back on it.

 

The only thing I have to say about this issue is that it's weird gremlin horseshit and that old users should be cautious upgrading to 1.2, take your time with the mod, don't rush getting all the damsels, and if it does happen just stop messing with them and come back after a bit. I left the mod in a working state and you will see debug messages in the top. Don't mind them.

Sorry for delay. Traveling for work. Yeah i didnt have any of the bs's waiting. Could be script lag... most likely lol.  I have lots going on in my game. I use loot so it minimizes conflicts and makes things run more efficiently but when my rig gets hot things slow down and get backed up.  But was strange that when disabled 1.1 and enabled 1.0 it worked then when reverted back to 1.1 it wouldn't. Maybe a couple extra scripts were the tipping point... who knows. Everything else works fine though. Ill give it another shot and try some things. Thanks man. I appreciate you. 

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Hi, first of all another great mod of yours!
I have two issues that plague me at the moment however:

 

1. When talking to Panzer to recue here in the Crevice nothing happens, i can talk to her again with the same dialogue but the only feedback i get is a message an the upper left of the screen of some count being set to 0 every time.

- i installed on a running playthrough and had already done the Dawnguard storyline if that is important

 

2. When i talk to Dusk she has no dialogue, talking to her has no effect.

- I killed the dragon since it was flying around bevor setting foot to Bonestrewn Crest

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That's bizarre because that says something fucky wucky is going on because that script's debug notification is putting out a 0. Scripts just aren't firing correctly because this is the code for Panzer's line;

 

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname did3ScSimpleSetRank Extends TopicInfo Hidden

;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
akSpeaker.SetFactionRank(myFac, myVal)
akSpeaker.EvaluatePackage()
Debug.Notification("Damsel rank set to " + akSpeaker.GetFactionRank(myFac))
;END CODE
EndFunction
;END FRAGMENT

;END FRAGMENT CODE - Do not edit anything between this and the begin comment

Faction Property myFac  Auto  

Int Property myVal  Auto  

 

And double checking the properties in xedit shows that myVal is indeed set to 1 for her dialog. Faction ranks are how I keep track of each individual damsel's progress and if her faction rank isn't getting updated then she won't say new things.

 

image.png.6cb4c4835e9edab69eb8cacef7f0727d.png

 

Oh and dusk not talking to you... did you hit her? Does she have a red dot over her on the radar? Did she take agro? Is she mad at you? Attacking her till she goes bleedout and then sheathing your weapon might fix her and/or doing a resetai.

Edited by Pyreite
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On 10/9/2023 at 9:00 AM, Pyreite said:

That's bizarre because that says something fucky wucky is going on because that script's debug notification is putting out a 0. Scripts just aren't firing correctly because this is the code for Panzer's line;

 

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname did3ScSimpleSetRank Extends TopicInfo Hidden

;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
akSpeaker.SetFactionRank(myFac, myVal)
akSpeaker.EvaluatePackage()
Debug.Notification("Damsel rank set to " + akSpeaker.GetFactionRank(myFac))
;END CODE
EndFunction
;END FRAGMENT

;END FRAGMENT CODE - Do not edit anything between this and the begin comment

Faction Property myFac  Auto  

Int Property myVal  Auto  

 

And double checking the properties in xedit shows that myVal is indeed set to 1 for her dialog. Faction ranks are how I keep track of each individual damsel's progress and if her faction rank isn't getting updated then she won't say new things.

 

image.png.6cb4c4835e9edab69eb8cacef7f0727d.png

 

Oh and dusk not talking to you... did you hit her? Does she have a red dot over her on the radar? Did she take agro? Is she mad at you? Attacking her till she goes bleedout and then sheathing your weapon might fix her and/or doing a resetai.

Started a new game to see if a fresh start would help with script lag and removed some mods too. First wench i went to was the one offered to giants at Bleakwind Basin and i can talk to her a nd progress through dialoge but then get "Damsel rank set to 0" and nothing happens. I waited a bit. Traveled to another location and back and same thing. 

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