Gristle Posted January 21, 2024 Author Posted January 21, 2024 5 hours ago, Metro Station said: Én olyan kiegészítésre vágyok, ahol a más nyelvet beszélő is megkapja az élvezhető játék lehetőségét Az Interface\Translation ... ahogy sokaknál itt is szintén hiányzik... És itt nem csak MCM szöveg létezik... Hanem több száz másik szövegcsoport! I want an addition where people who speak other languages also get the opportunity to enjoy the game, because Interface\Translation ... as is the case with many people, is also missing here... I'm sorry but I don't understand what is being requested.
killer905 Posted January 21, 2024 Posted January 21, 2024 13 minutes ago, Gristle said: Because she is one of the few people who lives in Shor's Stone? But I don't understand the reason for the question. The guards and the blacksmith can direct you to Odfel, he directs you to the old Orc, and the old Orc directs you to Sylgja. Is there an issue? I think what he meant was that there should be an option to skip "The guards and the blacksmith can refer you to Odfel, he will refer you to the old orc, and the old orc will refer you to Sylgja," but go directly to Sylgja to ask about the wolf.
killer905 Posted January 21, 2024 Posted January 21, 2024 17 minutes ago, Gristle said: I'm sorry but I don't understand what is being requested. The present user wants MCM to support "translations" inside MCM. That is, separate files usually found in Interface/Translation. In a word, if he uses DE translation, but in MCM the menu will continue to be English. These files allow easier translation of it because they are in a txt file instead of a script.
Gristle Posted January 21, 2024 Author Posted January 21, 2024 15 hours ago, wareware said: The message boxes should be spread out between animation start and animation end. Currently all of them get shown when the animation begins. I agree this would be better, but I only just learned how to trigger things on animation end. I'll have to learn more about animation stages to accomplish this. 15 hours ago, wareware said: Some animations should be flagged aggressive like if you refuse the storm atronachs or the ash spawns in the mines or when you try to resist balazar. I agree. I need to add the "Victim" tags to some of the animations. 15 hours ago, wareware said: Some situations felt contrived in the way they were presented(why couldn't I just kill the skeevers/atronach etc.), you could have a little blurb saying that balazar is sapping your power or that he is compelling you to do it. The mission was to convince the Nords to improve the conditions in the Grey Quarter by demonstrating to them that filth in the Grey Quarter could bring vermin and diseases to the Stone Quarter. Just killing the skeevers in the Grey Quarter wouldn't have accomplished that. As for the Storm Atronach, there is text in the first message box explaining that electricity shooting from the creature temporarily renders you helpless. These situations are always going to be a bit contrived, as you have to think up ways to deal with a PC that probably has god-like powers. 15 hours ago, wareware said: Add a forcegreet/blocking dialogue to balazar to detect when you aren't wearing a collar to make you wear one. I had a mod which automatically unequipped the collar which might have broken some things. The collars are not removable (without mods). But I can add such a force greet. In the meantime, I assume you can just reequip the collar. 15 hours ago, wareware said: After part 1 you should be able to dismiss balazar but he automatically gets summoned back after a set period of time to force you to go on his revenge(or just making him not essential and making him act like the adoring fan from oblivion lol) The idea is to allow PCs to take a break from Balazar and then get him back whenever they want - for example, when a new quest expansion has been posted, which could be months from now). Balazar could be annoying if he pops up when you are in the middle of some other quest. I'd rather give PCs the choice of when to have him and run his adventures. 15 hours ago, wareware said: Create another NPC as a vile worshiper instead of using the vanilla kynesgrove one She seemed a perfect candidate. A mage with no spells, the perfect job, and her race fit well with the Grey Quarter encounters. Why replace her? 1
Gristle Posted January 21, 2024 Author Posted January 21, 2024 14 minutes ago, killer905 said: The present user wants MCM to support "translations" inside MCM. That is, separate files usually found in Interface/Translation. In a word, if he uses DE translation, but in MCM the menu will continue to be English. These files allow easier translation of it because they are in a txt file instead of a script. Thanks. I'll have to figure out how to do this.
Gristle Posted January 21, 2024 Author Posted January 21, 2024 21 minutes ago, killer905 said: I think what he meant was that there should be an option to skip "The guards and the blacksmith can refer you to Odfel, he will refer you to the old orc, and the old orc will refer you to Sylgja," but go directly to Sylgja to ask about the wolf. I see. You can skip the guards and the blacksmith and Odfel, but you can't skip the orc. The reason was a timing issue. I was trying to get it so that when you walk into Sylgja's house, she would already be under the fox. To do that I needed a trigger outside of her house, and to lock her house prior to the trigger. That didn't work out as well as I hoped (when I go straight over to her house after talking to the Orc, she is just walking to the fox naked), but that was the idea anyway. Also, I thought it was amusing that a miner would try "hit on" the PC, in a normal way. Despite all the sex mods, that doesn't happen very often in my game, if you're not counting forced sex. 1
lcewolf Posted January 22, 2024 Posted January 22, 2024 (edited) First of all I love that mod! You have implent all I love in one mod. Forced nudity, submission and beastiality and more... Balazar is strong and epic and didn't use a companion place. I want to report a bug in steamscorch mine. The Ashspawn get attacked in the middle of animation. Once by Balazar, another time by a miner. I try it third time to be sure and each time the Ash spawn got attack. Even If I complete the animation before someone see us and attack they (ASH SPAWN) turn hostiles and attack me. Image of the scene. Spoiler Spoiler I kill them both and continue the quest but once again I was attack in the temple when the animation was in action. My companion didn't react contrary to Balazar. Spoiler I have enjoy the two first chapter. I can wait to try the next one Edited January 22, 2024 by lcewolf
wareware Posted January 22, 2024 Posted January 22, 2024 5 hours ago, Gristle said: She seemed a perfect candidate. A mage with no spells, the perfect job, and her race fit well with the Grey Quarter encounters. Why replace her? I mainly suggested it with compatibility in mind. She is a vanilla NPC that isn't essential and is a marriage candidate. I think its also why the mod Laura's Bondage Shop uses its own NPCs.
Gristle Posted January 22, 2024 Author Posted January 22, 2024 1 hour ago, wareware said: I mainly suggested it with compatibility in mind. She is a vanilla NPC that isn't essential and is a marriage candidate. I think its also why the mod Laura's Bondage Shop uses its own NPCs. Good point, though she is essential until you do her Frost Salts quest. I guess I took a chance that her quest wasn't exactly a high priority for folks and she would still be essential and thus alive. I didn't think of the marriage candidate angle. She doesn't actually get killed (that's a clone of her in the temple) but it is her in the inn and outside the inn, and I can see potential issues. This one is a judgment call for me. I agree 100% that using custom new NPCs increases compatibility, but I do like setting adventures in the vanilla Skyrim world as much as possible, which means using vanilla NPCs, especially when they fit into quests well. (For example, the priestesses quest wouldn't be quite the same with new added priestesses.) I'm usually careful to check regarding essential status. I guess I need to check marriageable status too.
Gristle Posted January 22, 2024 Author Posted January 22, 2024 1 hour ago, lcewolf said: First of all I love that mod! You have implent all I love in one mod. Forced nudity, submission and beastiality and more... Balazar is strong and epic and did use a companion place. Thanks. Glad you liked it. He will get even stronger as the quest continues. (Future updates.) 1 hour ago, lcewolf said: I want to report a bug in steamscorch mine. The Ashspawn get attacked in the middle of animation. Once by Balazar, another time by a miner. I try it third time to be sure and each time the Ash spawn got attack. Even If I complete the animation before someone see us and attack they (ASH SPAWN) turn hostiles and attack me. I kill them both and continue the quest but once again I was attack in the temple when the animation was in action. My companion didn't react contrary to Balazar. I have enjoy the two first chapter. I can wait to try the next one Actually, it is intended that Balazar rescue the PC in both cases. It didn't make sense to me that Balazar would just stand there and do nothing. (Although he does have dialogue after the ash spawn scene where he admits he could have jumped in quicker but was enjoying the show.) And the creatures are supposed to turn hostile once the animation ends. I tried to time it so that you get a good amount of the Sexlab animation before Balazar jumps in to assist but, as you've noticed, there's enough randomness that it's very hard to control the timing of events, and the animation length definitely varied every time I play-tested it. I could try making Balazar's attack delay longer, if you think that would improve things. But if I make it too long, then sometimes he may come in too late to rescue the PC. Let me know what you think of Part III. 1
Metro Station Posted January 22, 2024 Posted January 22, 2024 8 hours ago, Gristle said: but I don't understand obviously... if he was chinese he would know immediately. So, and since not only the English language exists... and there is an amazing amount of "non-localized" information that appears... ** after every update ... should the production be written again!? It's... unreal to someone using another language. Data\Interface\translations\...?! txt file was sorely missed! Nyilván... ha kínai lenne, azonnal tudná. Sajnálatos, hogy a készítők immár lassan "többsége" egyáltalán nem gondol arra, hogy más nyelveket beszélő emberek is léteznek. Hihetetlen információkat írnak "lényegében" elérhetetlen helyekre.... Szóval, és mivel nem csak az angol nyelv létezik... és elképesztően sok a normális módon lefordítható ezért "honosíthatatlan" megjelenő információ... Ezért: Data\Interface\translations\...?!..txt fájl erősen hiányolt!
Kanutten Posted January 22, 2024 Posted January 22, 2024 No, and setstage 230 worked. She will play with the Fox, but one of the miners must direct you direct to her for the scene with the Fox to start (You need appropriate animations). Quote
McRutt Posted January 22, 2024 Posted January 22, 2024 So now reporting the skooma gang has been destroyed to the Jarl isn't possible as dialogue options don't come up.
killer905 Posted January 22, 2024 Posted January 22, 2024 18 hours ago, Gristle said: Thanks. I'll have to figure out how to do this. Just remember that it would be nice to add lang files for each supported language. German, English, Polish, French, Italian. But the content in the txt file can be in English, but here the idea is already to avoid displaying $TAP_Adoption instead of the actual text in the MCM menu.
metanight78 Posted January 22, 2024 Posted January 22, 2024 11 hours ago, Gristle said: Good point, though she is essential until you do her Frost Salts quest. I guess I took a chance that her quest wasn't exactly a high priority for folks and she would still be essential and thus alive. I didn't think of the marriage candidate angle. She doesn't actually get killed (that's a clone of her in the temple) but it is her in the inn and outside the inn, and I can see potential issues. This one is a judgment call for me. I agree 100% that using custom new NPCs increases compatibility, but I do like setting adventures in the vanilla Skyrim world as much as possible, which means using vanilla NPCs, especially when they fit into quests well. (For example, the priestesses quest wouldn't be quite the same with new added priestesses.) I'm usually careful to check regarding essential status. I guess I need to check marriageable status too. What if instead of killing her at the end of Part II, she goes down, and then it's revealed she was being possessed/tricked by Vile? Keeping her alive, but still having a fun boss fight with her. Also I'm not ignoring your previous responses to my feedback. I just need more time to think of a responce. Real life has been keeping me away from Skyrim for a bit.
DayTri Posted January 22, 2024 Posted January 22, 2024 11 hours ago, Gristle said: Actually, it is intended that Balazar rescue the PC in both cases. It didn't make sense to me that Balazar would just stand there and do nothing. (Although he does have dialogue after the ash spawn scene where he admits he could have jumped in quicker but was enjoying the show.) And the creatures are supposed to turn hostile once the animation ends. Maybe you could pop a messagebox saying "Balthazar attacks the ash spawn" or something like that so people know it's intentional? I think most of us are conditioned to assume that combat during sex scenes is a mod conflict or bug and we immediately start using the console to "fix" somehow 2
Gristle Posted January 22, 2024 Author Posted January 22, 2024 8 hours ago, McRutt said: So now reporting the skooma gang has been destroyed to the Jarl isn't possible as dialogue options don't come up. Thanks for the note. I'm still looking at this. In the meantime, please use "setstage BLZR_Riften 350" and then her dialogue option will come up.
Gristle Posted January 23, 2024 Author Posted January 23, 2024 (edited) On 1/22/2024 at 8:16 AM, killer905 said: Just remember that it would be nice to add lang files for each supported language. German, English, Polish, French, Italian. But the content in the txt file can be in English, but here the idea is already to avoid displaying $TAP_Adoption instead of the actual text in the MCM menu. Thanks. I looked at some examples and I think I know how to do this now. However, it requires editing and recompiling the MCM script - in addition to making the language text files - and I'm having problems compiling MCM scripts at the moment. So, I'm going to have to figure out that issue first. I think my SKI UI files have become corrupted somehow. EDIT: I was just missing some SKI scripts somehow. Problem solved. ANOTHER EDIT: I'm working on this, but I just realized that any translation effort is probably going to involve some translation of text in the scripts in any case, i.e., the text in the message boxes and the "notifications" text. Edited January 24, 2024 by Gristle 2
Gristle Posted January 23, 2024 Author Posted January 23, 2024 12 hours ago, DayTri said: Maybe you could pop a messagebox saying "Balthazar attacks the ash spawn" or something like that so people know it's intentional? I think most of us are conditioned to assume that combat during sex scenes is a mod conflict or bug and we immediately start using the console to "fix" somehow This is a good idea. I will add. 1
Gristle Posted January 23, 2024 Author Posted January 23, 2024 19 hours ago, McRutt said: So now reporting the skooma gang has been destroyed to the Jarl isn't possible as dialogue options don't come up. I checked the code and it all seems right. You don't have a mod that allows fast travel from interiors do you?
McRutt Posted January 23, 2024 Posted January 23, 2024 1 hour ago, Gristle said: I checked the code and it all seems right. You don't have a mod that allows fast travel from interiors do you? No, at least not one that overtly advertises itself as such. Would defeat mods ever use such functionality?
wareware Posted January 23, 2024 Posted January 23, 2024 On 1/22/2024 at 10:34 AM, Gristle said: This one is a judgment call for me. I agree 100% that using custom new NPCs increases compatibility, but I do like setting adventures in the vanilla Skyrim world as much as possible, which means using vanilla NPCs, especially when they fit into quests well. (For example, the priestesses quest wouldn't be quite the same with new added priestesses.) I'm usually careful to check regarding essential status. I guess I need to check marriageable status too. You can keep using vanilla NPCs if you implement a fallback. When the quest stage is set you can check If the priestess is married or dead and then enable a custom NPC and swap references. Its extra work but once you set something like this up you can implement it even for the dawnstar museum curator.
memati? Posted January 23, 2024 Posted January 23, 2024 (edited) So far everything worked flawlessly in my playthrough of this mod. Im now at the part where you have to search for the white wolf inside the Redbelly Mine. I got assaulted by the spiders in the mine. I found a goat when going straight past the spider webs. The quest marker leads me towards the right, behind another spider web but the place is empty, nothing I can interact with. I dont know how to advance the quest further. I have the feeling the wolf should be behind said spider webs but its not there. Otherwise very good mod, I enjoyed it so far. Edit: Nvm for some reason the 2nd animation with the bigger spider didnt start thus resulting ing the wolf not spawning... Edited January 23, 2024 by memati? 1
Dalailamer Posted January 23, 2024 Posted January 23, 2024 (edited) Hey, great mod! I'm writing because i am stuck as well but further away from the previous post: I'm in the quest "The Pit Bitch" Being released from teh cage, had sex with the 2 guards, then the orc guard porceeds further into the pit introducing PC. And then... nothing happens... Is it incomplete? Am I doing something Wrong? Thanks in advance! EDIT: Found the problem, the trigger is quite too far in the pit i guess. Edited January 23, 2024 by Dalailamer
Gristle Posted January 24, 2024 Author Posted January 24, 2024 3 hours ago, Dalailamer said: Being released from teh cage, had sex with the 2 guards, then the orc guard porceeds further into the pit introducing PC. And then... nothing happens... Is it incomplete? Am I doing something Wrong? Thanks in advance! EDIT: Found the problem, the trigger is quite too far in the pit i guess. Actually, there is no relevant trigger box for this. There is a "scene" that is playing, and in the scene, after the introduction of the PC, the orc says "bring out the first wolf" the wolf's cage is opened and then in the next phase of the scene, the orc says "here comes our biggest wolf" and the wolf gets an AI package to run to the pit and after the orc finishes speaking his dialogue the quest stage advances (invisibly) to 70. Quest stage 70 calls Sexlab. Does this dialogue take place? Does the wolf run into the pit? I would try reloading a save to see. Maybe the wolf is getting hung up on something?
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