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Adventures with Balazar (Balazar's Bitch) - Beta


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Posted

I use nether's follower framework. Balazar as the dog is listed as a follower. But I can't seem to import Balazar in his true form as a follower. He's gotten stuck a few times and I've lost track of him. I'm hesitant to use the option to force a follower on him. Anyone have an idea for a work around for getting him into NFF as a follower?

Posted
3 hours ago, foreveraloneguy said:

I use nether's follower framework. Balazar as the dog is listed as a follower. But I can't seem to import Balazar in his true form as a follower. He's gotten stuck a few times and I've lost track of him. I'm hesitant to use the option to force a follower on him. Anyone have an idea for a work around for getting him into NFF as a follower?

I don't know why the difference between the two forms, other than that one is a creature and the other is not. Neither is a follower in the classic sense, i.e., neither is a member of the PotentialFollowerFaction. But I would expect problems using them with any follower framework. Behind the scenes, they are two different actors that get disabled and enabled and moved back and forth when Balazar changes form.  Also, in the next version, Balazar in his true form will change outfits from time to time. I would expect that all that is going to cause issues with a follower framework.

 

What features are you trying to add with NFF?

 

Posted
6 hours ago, Gristle said:

What features are you trying to add with NFF?

 

He gets "stuck" sometimes, and so I have to retrace my steps backwards until I find him, get him unstuck, then go back to whatever I was doing. With NFF, I can just choose to teleport him to me. No issues with Balazar the dog in NFF as that mod can detect non-standard followers and leave their package(s) alone. I'm just tired of playing "where's Balazar?"

 

Oh, and on the idea about the temple, makes a kind of sense that Balazar would want to take over the place that was used to try to destroy him and his master and maybe do some "redecorating". As far as getting in and out, several mods use teleport spells to get in an out, including a number of player homes.

Posted (edited)
2 hours ago, foreveraloneguy said:

 

He gets "stuck" sometimes, and so I have to retrace my steps backwards until I find him, get him unstuck, then go back to whatever I was doing. With NFF, I can just choose to teleport him to me. No issues with Balazar the dog in NFF as that mod can detect non-standard followers and leave their package(s) alone. I'm just tired of playing "where's Balazar?"

You could use Balazar's summon spell to do the same. It was intended to summon him after he is dismissed, but looking at the code, it just checks if Balazar's 3D model (dremora) is loaded. If his 3D model is not loaded, then the summon spell will work to teleport him to your PC. So, if Balazar got stuck and was left behind in another cell, then his 3D model would not be loaded and the summon spell should work to bring him right in front of you. I haven't tried it, but according to the code, it should work. 

 

You have to dismiss him to get this spell. 

 

Also, now that I think about it, I need to add a check so that the summon spell doesn't work when the dog is loaded. Otherwise, you could end up with two Balazars.

Edited by Gristle
Posted (edited)

Tried out the last version, and with a few exception it worked wonderfully. ?

 

1) Balazar get stuck in a few places, but once I figured out that there was a summoning spell in the mod I added it and problem was handled (might be good to add this when getting the curse in chapter 1). ?

2) The temple in the mine did not have a quest marker, so it took a bit of exploring to find it.

3) Guard attacked Balazar when I exited the mine, but after reloading that did not happen.

4) when entering chapter 3, I start to get staggering animations from time to time with sex noise. Not sure if this is connected to the first text in chapter 3.

 

I assume that the part of getting permissions from Jarls is not done yet, since I saw no conversation for it in Windhelm.

I did see the new dialog with dogs, but not with horses, after chapter 2.

 

I did not see any bump spank animation happen, but that might be because all other mods I have including Spank da butt (which have a really good animation for it). ?

 

I did  have trouble with two animations, the dragon animation (dragon have dropped his dick on the floor, but I had that problem since first version of the mod) and the oblivion creature that came up from grates in floor in temple. There was no animation on creature, but character was animated in circle.

 

 

20231121185553_1.jpg

 

 

20231124142801_1.jpg

Edited by xtro334
Posted
11 hours ago, Gristle said:

You could use Balazar's summon spell to do the same. It was intended to summon him after he is dismissed, but looking at the code, it just checks if Balazar's 3D model (dremora) is loaded. If his 3D model is not loaded, then the summon spell will work to teleport him to your PC. So, if Balazar got stuck and was left behind in another cell, then his 3D model would not be loaded and the summon spell should work to bring him right in front of you. I haven't tried it, but according to the code, it should work. 

 

You have to dismiss him to get this spell. 

 

Also, now that I think about it, I need to add a check so that the summon spell doesn't work when the dog is loaded. Otherwise, you could end up with two Balazars.

 

OK. I'm still on 0.09b and already completed all of Balazar's quest so he's just following me now, so I don't think I'll get that spell. When I start another playthrough, I'll update to 0.91b or whatever is newest and use that. Or I guess I  could upgrade and console it now. Just had some bad luck at times when upgrading during a playthrough.

Posted (edited)

Any chance that we can get a soft dependence on fertility mod, to get comments if Balazar get you pregnant?

There already is comments that he seem to want to get you pregnant, so it seems fitting to add comment if he succeeds.

Edited by xtro334
Posted

Just curious if you might be able to add a check during scripted dialog for starting Sexlab animation to see if a Sexlab animation is already running. Run into a couple of instances where a Sexlab scene is set to start but doesn't because one is already running. Kind of missing the scripted fun, for random creatures already engaged with PC or follower.

Posted
8 hours ago, xtro334 said:

I did  have trouble with two animations, the dragon animation (dragon have dropped his dick on the floor, but I had that problem since first version of the mod) and the oblivion creature that came up from grates in floor in temple. There was no animation on creature, but character was animated in circle.

 

 

20231121185553_1.jpg

 

 

20231124142801_1.jpg

 

I had this issue too, but I've had it many times with other mods as well. It seems to be something to do with Seekers in Sexlab, specifically. Usually pressing the Sexlab hotkey to realign the animation (it's "[" for me) will get the seeker animating again. Using the hotkey to relocate the animation also fixes it for me. Changing the animation being played also works, but if I remember right this mod's scene specifically uses a particular animation, so that wouldn't work. I did have your exact issue myself at that quest stage, but again, I frequently have that exact issue anytime a Seeker is in a Sexlab scene. I'd be interested in hearing if that works for you.

Posted

Suggestion: have the storm atronach give the player a spell or power that would allow the player to summon it so it could get more energy. Maybe give the player an 8 hour buff or something for her trouble.

Posted (edited)

Tried out the mine and temple again, and this time an animation started with the seeker, but not the same animation as last time.

Last time character was on ground in a circle, but this time I got an old carry animation that worked.

 

Oh well, guess keitolainen is right in that seeker animations can be a bit wonky.

Still no idea why the dragon dropped its dick. Never seen that before.

Perhaps I should try out a few hentai dragon animations to see if there is anything wrong with my dragon model... ?

 

Edit:

Seems I installed GOT-dragons at one time or another, and they do not play well with sexlab.

When I removed it, the dragon animation is correct again with all parts, except that I lack skin for the extra parts.

A pity one can not use the GOT-dragons in the animations, since they look much better then the original dragons.

 

Apparently the GoT-mod messed up my setting in creature framework as well.

After fixing settings there as well I have the normal function on dragons again.

Edited by xtro334
Posted

I don't know if anyone has reported this, but in my case, when I got the collar baltazar I was getting shock damage and my character kept retreating until it died. When I removed the collar it stopped taking damage.

 

A lot of the script files have a .vortex_backup

 

LE version

Posted
11 hours ago, foreveraloneguy said:

 

OK. I'm still on 0.09b and already completed all of Balazar's quest so he's just following me now, so I don't think I'll get that spell. When I start another playthrough, I'll update to 0.91b or whatever is newest and use that. Or I guess I  could upgrade and console it now. Just had some bad luck at times when upgrading during a playthrough.

I did add dialogue to the Mythic Dawn members in Dawnstart to obtain a spell to summon Balazar, but this is untested and I do recommend starting with the newest version. But, it's there in 0.91b if anyone wants to give it a try.

Posted
48 minutes ago, xtro334 said:

Tried out the mine and temple again, and this time an animation started with the seeker, but not the same animation as last time.

Last time character was on ground in a circle, but this time I got an old carry animation that worked.

 

Oh well, guess keitolainen is right in that seeker animations can be a bit wonky.

Still no idea why the dragon dropped its dick. Never seen that before.

Perhaps I should try out a few hentai dragon animations to see if there is anything wrong with my dragon model... ?

Yes, in my experience as well, seeker and dragon animations tend to be a bit wonky in general. It's nothing specific to this mod, which doesn't control any animations or specify any particular animations.

Posted
38 minutes ago, killer905 said:

I don't know if anyone has reported this, but in my case, when I got the collar baltazar I was getting shock damage and my character kept retreating until it died. When I removed the collar it stopped taking damage.

The collar is supposed to enforce Balazar's order that the PC be naked in cities and towns. It should stop shocking your PC if your PC undresses in cities and towns.

38 minutes ago, killer905 said:

A lot of the script files have a .vortex_backup

Thanks. I'll be sure and delete these in the next version.

Posted
8 hours ago, Stryker1177 said:

Just curious if you might be able to add a check during scripted dialog for starting Sexlab animation to see if a Sexlab animation is already running. Run into a couple of instances where a Sexlab scene is set to start but doesn't because one is already running. Kind of missing the scripted fun, for random creatures already engaged with PC or follower.

I'm not sure I know how best to resolve this. Your PC already can't start any dialogue when in any SexLab animation. Also, the only comments in this mod that can start sex outside of PC-initiated dialogue (Balazar's random attacks) are already conditioned on the PC not being in the SexLab animating faction. So, the only way this could happen is if your PC initiates a conversation with an NPC and then another mod triggers a (conflicting) SexLab animation during that conversation. The way these dialogue chains generally work is there is some back and forth between PC and the NPC, with the final line of dialogue calling a SexLab StartSex function. Because the stage doesn't advance until after the final line of dialogue, you can always "ESC" out of the dialogue with no consequences, and can then redo the conversation. So, wouldn't you just "ESC" out of the conversation if another SexLab animation started?

 

In that case, the only thing a check before starting the SexLab animation (which occurs after the final dialogue line) would do is cover the case when the player doesn't realize a SexLab animation from another mod is starting when selecting the last line of dialogue from this mod leading to sex. That is certainly an issue, but it should only be a few seconds. A condition like you suggest could cover those seconds, but it's also a bit un-immersive - you would get the dialogue as if the sex had started but then nothing, and then you would have to redo the dialogue from the beginning (and realize that somehow). Or, are you suggesting that the dialogue change if another SexLab animation has started?

 

The best approach would be that mods never start sex when the PC is in dialogue with an NPC. Unfortunately, there's no simple dialogue condition for this. You can do it with a script. (SLSF Fame Comments does this to block forced sex and sex offers during PC-NPC conversations.) I could add such a script to this mod, but in the case you describe it's really the other mod that could use such a script. 

Posted

I haven't read all the comments, but I am using this on an old save and there is no one from the Mythic Dawn  in the museum in Dawnstar left. So me and Balazar are just standing around chasing a map marker. Is there a fix or can I just get the set stage to get past this. 

Posted
1 hour ago, J377yC1971 said:

I haven't read all the comments, but I am using this on an old save and there is no one from the Mythic Dawn  in the museum in Dawnstar left. So me and Balazar are just standing around chasing a map marker. Is there a fix or can I just get the set stage to get past this. 

Did you fast travel (with a mod) from inside the shrine in the mountains? If you exited the shrine door, you would have hit a trigger box and the Mythic Dawn folks (well, at least one) would be there in Dawnstar. Exiting the shrine door also generates a monster encounter in the mountains. If you have an older save, go back and exit the shrine door. If not, you should use "setstage BLZR_Quest 45" which is the stage the trigger box would have advanced you to. 

Posted
15 hours ago, xtro334 said:

2) The temple in the mine did not have a quest marker, so it took a bit of exploring to find it.

That was intentional. It was supposed to be a search at that point. 

15 hours ago, xtro334 said:

3) Guard attacked Balazar when I exited the mine, but after reloading that did not happen.

That's actually a feature. It's a bit random, but it will happen pretty frequently when Balazar is in his scary form around guards. It won't generate a city-wide fight or give you a bounty, however. The point is to set up the next stage of the quest, which is to talk to the Jarls to get the guards to stand down in each hold.

15 hours ago, xtro334 said:

4) when entering chapter 3, I start to get staggering animations from time to time with sex noise. Not sure if this is connected to the first text in chapter 3.

This sounds like part of the Balazar "punishment" system. He is basically using the bump spank system to punish the player, which causes stagger and causes the player to moan. He should only do this in two situations: 1) when you summon him with the spell after previously dismissing him, and 2) when you ask him to. But, there should be dialogue and a slapping animation associated with that.  Is what you are seeing constant? Is it associated with either of these two events?

15 hours ago, xtro334 said:

I assume that the part of getting permissions from Jarls is not done yet, since I saw no conversation for it in Windhelm.

Right. The Jarl-related quests are not yet in the mod. I'm working on the Riften one now. But, they should work added one by one going forward with no need to restart the mod, as they will each be separate quests that start new.

15 hours ago, xtro334 said:

I did see the new dialog with dogs, but not with horses, after chapter 2.

The horse dialogue is somewhat limited as it doesn't work with rideable horses, which I think is 100% of vanilla horses. So, it's only going to work with horses added by mods like More Creatures and Creature Overhaul. Maybe try a carriage horse?

15 hours ago, xtro334 said:

I did not see any bump spank animation happen, but that might be because all other mods I have including Spank da butt (which have a really good animation for it). ?

If you go ramming into NPCs (especially guards) it should happen, but it's a random bump comment, so if you have other bump mods with random bump comments, they'll get mixed in with all the others and may not happen frequently.

 

But maybe there's a conflict with Spank da butt. If you don't mind testing the spank system generally, dismiss Balazar and then summon him back. He should spank you until you submit. 

Posted

Looking forward to all the quests to earn the Jarls' favor! Hopefully there's some repeatable creatures or situations added whenever Balazar takes us to specific cities.

Posted
2 hours ago, Gristle said:

But maybe there's a conflict with Spank da butt. If you don't mind testing the spank system generally, dismiss Balazar and then summon him back. He should spank you until you submit. 

 

Kind of ran into another problem testing dismissing and summoning Balazar.

When I summon him I am told that I need to remove collar and summon him again.

Problem was I had two collars in inventory and was not allowed to remove the one that was equipped.

 

Do not think it could be Spank da butt that causes problem anyway. More probably SLHH, which have its own bump system, so I guess I will have to disable that ones bump-function to test the bump system in this mod.

Posted
7 hours ago, Gristle said:

The collar is supposed to enforce Balazar's order that the PC be naked in cities and towns. It should stop shocking your PC if your PC undresses in cities and towns.

Huh, apparently I missed the information about that.

Posted
6 minutes ago, killer905 said:

Huh, apparently I missed the information about that.

 

In windhelm you can ask to be allowed to be dressed, which is needed since nobody wants to talk to a weird undressed person in the cold. ?

Posted
10 minutes ago, xtro334 said:

 

In windhelm you can ask to be allowed to be dressed, which is needed since nobody wants to talk to a weird undressed person in the cold. ?

Hah, i remember this but thanks ;)

 

Posted
13 hours ago, xtro334 said:

Kind of ran into another problem testing dismissing and summoning Balazar.

When I summon him I am told that I need to remove collar and summon him again.

Problem was I had two collars in inventory and was not allowed to remove the one that was equipped.

This should work fine when you dismiss him and summon him, because dismissing him removes the collar and summoning him adds the collar. However, I can see I'll have to rework the summon spell if it will also be used to just summon him when he gets stuck or lost, because then the PC will already be wearing a collar.

 

Also, I've been thinking that Balazar might have a collection of collars, each with different effects, so for example, if a PC doesn't want to be naked in cities they could ask for a different collar. 

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