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Adventures with Balazar (Balazar's Bitch) - Beta


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Posted
8 hours ago, McRutt said:

First issue: Can't summon Bal. Second issue, get the Jarl's dialogue but no quest start.

What version were you running before the latest update? What stage were you at? Do you have the summon spell? Did it work before the latest update? 

 

The first issue is the real issue. The second issue is a consequence of the first -- the Riften quest won't start unless Balazar (dremora) is present, because his dialogue starts it -- though it tells me I overlooked adding a check so that the Jarl won't have any quest-related dialogue unless Balazar (dremora) is present. I can add that check, but the bigger issue is why Balazar can't be summoned.

 

If you don't have the summon spell, you can try getting the spell from the Mythic Dawn members in Dawnstar.

Posted
14 minutes ago, xX_HSMACHINE_Xx said:

Cant complete the lead the skeevers to the stone quarters quest. I think ive been to every single place in windhelm and the quest doesnt complete. Im using version 0.91b.

You need to trigger comments about the skeevers (which then trigger events) three times in Windhelm from NPCs who are not Dark Elves (they don't have to be Nords). The best place to do this is probably the marketplace in the daytime. These are "Hello" type comments, which trigger when you approach an NPC, so best to move around.

Posted
32 minutes ago, metanight78 said:

Will there be an LE version of the new update, or is the SE version LE compatible?

It will be soon, but the author had to make sure that his version converted to LE will work well. That is, no gray faces and a big red marker ! after putting on the collar :3

 

Or you can download my version from here -> https://www.loverslab.com/topic/220579-adventures-with-balazar-balazars-bitch-beta/?do=findComment&comment=4274183

Posted
12 hours ago, Gristle said:

What version were you running before the latest update? What stage were you at? Do you have the summon spell? Did it work before the latest update? 

 

 

Yeah, so the version I was running was the second most recent. I had finished the quest where it was at. I did have the summon spell. I could start the quest dialogue with the riften Jarl, but when I tried to summon Bal he doesn't show up. I worked around it by going to an old save and starting the whole mod again, but not ideal.

Posted
2 hours ago, metanight78 said:

Will there be an LE version of the new update, or is the SE version LE compatible?

The LE version has now been posted.

Posted
1 hour ago, xX_HSMACHINE_Xx said:

Is it normal for balazar to be about 2x my height?

No. Not normal. I assume you mean in dremora form. He's a standard dremora and I didn't change his height. Is something else changing dremoras in your game? Are the dremoras in the Mehrunes Dagon shrine also 2x height? Same for dog form. He's a standard armored husky and I didn't change his size. 

Posted
1 hour ago, McRutt said:

Yeah, so the version I was running was the second most recent. I had finished the quest where it was at. I did have the summon spell. I could start the quest dialogue with the riften Jarl, but when I tried to summon Bal he doesn't show up. I worked around it by going to an old save and starting the whole mod again, but not ideal.

Did you get the summon spell from Balazar when you dismissed him, or did you get it later from the Mythic Dawn folks?

Posted
On 1/14/2024 at 8:21 AM, Gristle said:

The new version 0.92b has been posted (for SE, LE to come). It includes the first of the post-temple (Part III) quests to expand Balazar's influence in Skyrim. It also adds a new alternate PC collar choice, and a brief quest to obtain a new alternate outfit for Balazar (available after the Riften quest). And the MCM will update to include new switches to disable skeever/spider/chaurus/ashhopper animations.

 

Please let me know of any bugs you see, as well as any suggestions for improvement. In particular, you should be able to update this mid-game (even if you have finished Part II of the quest and defeated the temple) and continue your adventures with Balazar by speaking to the Jarl of Riften. Please let me know if you have any problems updating mid-game and continuing the quest.

 

The Riften quest itself should work OK. I learned a lot about 'scenes' with NPCs and detecting the end of SexLab events, which helps a lot.  There is one "fade to black" scene that may take 30-45 seconds. Please be patient with that one.  Also, this version adds a lot of moving pieces in the background that hopefully all work smoothly together - two Balazar forms, two Balazar/dremora outfits, two PC collars, PC option to have Balazar prefer dog form, quest requirements for certain Balazar form, Balazar/dremora status in cities with/without Jarl favor, form swaps based on location and time of day, etc. Let's just say it got complicated. I'm not too concerned about some delays in switching forms, but please let me know of any other bugs you see in this area.

 

Also, if Balazar (dremora) ever gets lost, the spell to summon him from Oblivion might work to teleport him to your PC.

Hi Gristle, great work with the update, i liked it very much!

 

Here is some info about my character and state of the game:

My pc is lvl 69, most quests in the skyrim done, the civil war quest not yet started (yarls not changed).

My game is heavy modded (ca 700 mods), so my problems might be the result of my mod combination

I "finished" the mod before updating to 0.92b

 

Here my feedback before update:

 

  • I do not know, if it is intended, but balazar was always in his dremora form, whenever my pc was in interiors. It was slightly annoying, when the quest npc gets in a "crumble" (fear) animation, because a dremora is nearby, and is not able to start dialogues (this is not a problem of the update.
  • Sometimes i get a CTD after a load screen and after reloading the last safe the the message popup appears, informing me about balasars "intentions". One time in a dungeon i asked balazar to wait at the entrance (inside of the dungeon). After finishing the dungeon i forgot to give him the command to follow me again. A couple of seconds after being outside i get a CTD. After reloading CTD repeats. Here is what i think happens: Whenever i go outside and balazar is busy with something (waiting, animating), he can not start his timed animation and i get the CTD. After reloading, the running animation is stopped by SLabd he is able to be transferred to the player. In my example with waiting inside the dungeon, he was not able to be transferred to the player and start the timed animation, which leads to the CTD. Would it be possible to postpone the animation start, if balazar is not around?

My feedback after update:

 

After updating to 0.92b the MCM was properly updated and i was able to continue the quest with the yarl in riften. I encountered no problems, until the scene in the warehouse. The npcs the refused to start dialogues with my pc. Clicking on any of them triggered a "You are not supposed to be in here" response. I tried to wait until daytime (10:00) before consuming the given item (starts the next quest stage), but still the same result. (i was able to proceed in the quest by "moveto player" them outside the warehouse. There my pc was able to do the quest. Did anyone have this problem too?

After that everything went without problems.

 

Feedback to the story:

The beginning of the quest felt somewhat grindy and long. 10 clients and then questioning 10 npcs felt repetitive.

The smith in riften (do not remember his name) was a surprise, i liked that. Are there more variations with other npcs? If not, please consider to add more.

 

Advice for players:

 

Disable or pause any mod, that automatically starts animations (public whore etc.) The yarl quest is heavily scripted (did not have any problems with script load) and if the scripts are interrupted by any automatic "action", the quest did not proceeded for me. After reload and pausing PW i did not encounter any problems.

 

In general, the story is good and the execution of the story is getting better with each update, great work! I am looking forward to the next update.

 

cheers!

Posted (edited)

Hmm, i use old save after finished all content for lastest updated and Laila have dialogue but she not start quest. setstage BLZR_Riften 10 fix this.

 

Edit:

 

I think serve 10 client need change to 6 maybe.

 

In the warehouse, Shadr and another just say "you shouldn't be here."

 

Apart from the problems above, there were no problems, but a hint for leaving the cage would be useful because not everyone can think about checking the bag near the cage ^^

Edited by killer905
Posted
4 hours ago, Gristle said:

Did you get the summon spell from Balazar when you dismissed him, or did you get it later from the Mythic Dawn folks?

Both. I think Bal gave me the spell first. That might not be true if a copy of the summon spell is in the museum.

Posted
4 hours ago, Gristle said:

No. Not normal. I assume you mean in dremora form. He's a standard dremora and I didn't change his height. Is something else changing dremoras in your game? Are the dremoras in the Mehrunes Dagon shrine also 2x height? Same for dog form. He's a standard armored husky and I didn't change his size. 

This is beginning to seem like the Deepbluefrog mods might be causing conflicts. 

Posted

Sorry for the double post, I forgot I had a question when I make the first post.

 

Spoiler

After the first part of the quest, where you can start sex by talking to animals, for me it only works with dogs and trying to start with a horse makes me ride the horse normally. Is this a bug, or am I missing a mod?

 

Posted

Started to test the new mod from start, and most of first round worked well like before.

Only problem I had during first quest chain was the dwemer golem.

It did not start any sexlab action. (Did run through FNIS again, just to be sure and reloaded an old save with same result, no action) 🥲

 

Guess it is time to get back and test next quest chain.

Posted (edited)

I started a new run of this mod with the latest version and Balazar in dog form is not automatically assaulting my PC after he's recruited. Anyone else run into this? I played an earlier version with a similar mod list and, for the most part, this mod worked fine. The auto-engagements definitely worked at that point.

 

EDIT: Never mind. Works on a different new character, so either some mod compatibility issue somewhere or just a bugged start.

Edited by odius
Posted (edited)
9 hours ago, monty359 said:
  • I do not know, if it is intended, but balazar was always in his dremora form, whenever my pc was in interiors. It was slightly annoying, when the quest npc gets in a "crumble" (fear) animation, because a dremora is nearby, and is not able to start dialogues (this is not a problem of the update.

For some odd reason, a lot of interiors don't have the Location Type (e.g., City or Town) of the city or town that they are in. Addressing that issue with the form switching logic will be difficult. I could remove the three or four NPC dialogue lines that result in NPCs cowering. But, Balazar does have a dialogue line ("Please stop scaring people...") that will release the NPC from its cowering state.  Do you think that is sufficient, or should I just get rid of the fear/cowering effect?

9 hours ago, monty359 said:
  • Sometimes i get a CTD after a load screen and after reloading the last safe the the message popup appears, informing me about balasars "intentions". One time in a dungeon i asked balazar to wait at the entrance (inside of the dungeon). After finishing the dungeon i forgot to give him the command to follow me again. A couple of seconds after being outside i get a CTD. After reloading CTD repeats. Here is what i think happens: Whenever i go outside and balazar is busy with something (waiting, animating), he can not start his timed animation and i get the CTD. After reloading, the running animation is stopped by SLabd he is able to be transferred to the player. In my example with waiting inside the dungeon, he was not able to be transferred to the player and start the timed animation, which leads to the CTD. Would it be possible to postpone the animation start, if balazar is not around?

Balazar (dog) can make an interior assault, but Balazar (dremora) cannot assault the PC in an interior space. And you can only ask Balazar (dremora) to wait in a dungeon, so unless there is an exterior dungeon space, I don't see how a Balazar attack could occur while he is waiting. (Edit: Actually, there is a separate check so Balazar cannot assault in a dungeon space.) Nonetheless, I will condition his attacks on his "Waiting" variable being "0" and also on the PC being in the same cell, but I would think the "Exterior" (and no "Dungeon") condition would take care of it.

 

Also, there is no Sexlab animation start before the pop-up message informing of Balazar's intentions. The animation only occurs after the player selects one of the three options. So, if you are seeing the pop-up then no animation has started. Anyway, I will make the edits noted above, but I'm not certain if this will address the issue.

9 hours ago, monty359 said:

My feedback after update:

 

After updating to 0.92b the MCM was properly updated and i was able to continue the quest with the yarl in riften. I encountered no problems, until the scene in the warehouse. The npcs the refused to start dialogues with my pc. Clicking on any of them triggered a "You are not supposed to be in here" response. I tried to wait until daytime (10:00) before consuming the given item (starts the next quest stage), but still the same result. (i was able to proceed in the quest by "moveto player" them outside the warehouse. There my pc was able to do the quest. Did anyone have this problem too?

Strange that I never ran into this in playtesting. I ran through that warehouse at least 15 times. I wonder if it's because you already ran the vanilla skooma quest in Riften and my playtesting PC had not.  I'll set the Riften warehouse to be a "public space". That should take care of this.

9 hours ago, monty359 said:

After that everything went without problems.

That's good. The cavern stuff was really complicated. Glad it went smoothly.

9 hours ago, monty359 said:

Feedback to the story:

The beginning of the quest felt somewhat grindy and long. 10 clients and then questioning 10 npcs felt repetitive.

Yeah, I actually went back and forth between 6 and 10 clients. I'll go back to 6 as you and killer905 have suggested. But you don't have to question 10 NPCs. Well, it's random. But I can adjust the mix of comments so that you get directed a little quicker.

9 hours ago, monty359 said:

The smith in riften (do not remember his name) was a surprise, i liked that. Are there more variations with other npcs? If not, please consider to add more.

You can get a random dog request from any NPC in the tavern, and Sapphire will always make a dog request. Also, I don't know if you noticed the two dogs in the Temple courtyard, but Dinya has a request involving those. Also, Haelga's requests are a bit special, but she will direct you to the bunkhouse (where she has her horker tusk and honey) if you talk to her elsewhere. Otherwise, Nivenor wants you to do her in front of her husband in the fishery, but you have to meet her at a certain time. Anyone in the Cistern can make skeever requests. And your PC can also get gang-banged there. This was the reason I set the client number to 10, to try to force the PC to exhaust the easy targets and track down some of the more interesting encounters.  I thought about adding skeleton requests in the crypt, and horse requests at the stables, but then thought what's the chances a PC will ever even make it to these places, especially with 6 clients. 

 

I guess the answer is to add more variety to the clients that are the likely "target clients" for someone leaving the Keep, i.e., the marketplace goers and the people in the Bee and Barb. I'll try to think of some way to add more variety to those requests. Any ideas?

9 hours ago, monty359 said:

Advice for players:

 

Disable or pause any mod, that automatically starts animations (public whore etc.) The yarl quest is heavily scripted (did not have any problems with script load) and if the scripts are interrupted by any automatic "action", the quest did not proceeded for me. After reload and pausing PW i did not encounter any problems.

I had PW running while playtesting (but not as active PW). I did get approached by guards and also a few times as an ex-PW but never had any issues. I did have to turn off Aroused Creatures, however, because it was interfering with the scenes. I also had Cursed Loot running, but turned off the "Rape" feature - not because I had a problem, but because it was slowing me down while playtesting (though turning it off may have avoided issues).

9 hours ago, monty359 said:

 

In general, the story is good and the execution of the story is getting better with each update, great work! I am looking forward to the next update.

 

cheers!

Glad you liked it, and thanks for all the great feedback!

Edited by Gristle
Posted
6 hours ago, killer905 said:

Hmm, i use old save after finished all content for lastest updated and Laila have dialogue but she not start quest. setstage BLZR_Riften 10 fix this.

Was Balazar (dremora) present for the conversation with Laila? He has a final dialogue line after the conversation with Laila, and his line of dialogue advances the BLZR_Riften quest to 10.

6 hours ago, killer905 said:

I think serve 10 client need change to 6 maybe.

 

In the warehouse, Shadr and another just say "you shouldn't be here."

Thanks. I will address these. Please see my response to monty359 above.

Posted
5 hours ago, McRutt said:

This is beginning to seem like the Deepbluefrog mods might be causing conflicts. 

I haven't run those. You could try switching the load order. 

Posted
5 hours ago, MidNightQuiet said:

'' Part I of this beastly adventure sends master and servant on a quest for freedom across Skyrim that will challenge the reputation of the most noble adventurer, defile Skyrim's purest women, and cruelly expose shameful desires of beast-loving and submission. ''

 

a question about the mod, the protagonist is corrupting other women and can be a femdom or is it the protagonist that got corrupted ( femsub ) plus other women ?

Well, the PC is forced to corrupt other women to free herself from a curse that binds her to a creature from another realm. As for whether the PC herself is corrupted, the mod is flexible enough for the PC to resist the corruption and the submissive role, reluctantly accept it, or welcome it. But, the longer the PC plays through the quests (you can exit at multiple points), the more the mod assumes the PC is leaning towards the corrupted and submissive role.

Posted
2 hours ago, metanight78 said:

Sorry for the double post, I forgot I had a question when I make the first post.

 

  Hide contents

After the first part of the quest, where you can start sex by talking to animals, for me it only works with dogs and trying to start with a horse makes me ride the horse normally. Is this a bug, or am I missing a mod?

 

Kind of both. Even if I could figure out how to interact with ridable horses, it would probably interfere with other horse mods. So, the easy solution is to add one of the mods that add more creatures, like More Creatures. This mod add lots of horses that are not ridable. And then the PC can talk to those. 

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