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Adventures with Balazar (Balazar's Bitch) - Beta


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Posted
2 hours ago, nothing2lose said:

tried the mod for the second time to test bug i found out that sylgja scene with the fox wont start at all, the fox just run around inside the horse

Make sure you have an animation involving foxes enabled. SL doesn't add any by default.

Posted
9 hours ago, metanight78 said:

Make sure you have an animation involving foxes enabled. SL doesn't add any by default.

u have recomended animation pack with foxes? i currently have more nasty critter, fluffy fox, ayasto, leito, not sure there is fox animation there

Posted
2 hours ago, nothing2lose said:

u have recomended animation pack with foxes? i currently have more nasty critter, fluffy fox, ayasto, leito, not sure there is fox animation there

FYI. These are the creature animation packs that I have loaded in my setup when making/playtesting this mod, in addition to those in Sexlab of course:

  • More Nasty Critters (MNC)
  • Nibbles
  • Billyy
  • Anub C

With this set, I haven't run into anything yet that isn't covered. I could post a list of all creature types in the mod, if that's helpful (seven or eight new ones coming in next version). My ultimate goal was to cover all supported creature animations, but I can make a particular animation 'skippable' in a quest if it ends up being rare or otherwise a hassle. That's likely how I'll address more rare creature animations like threesomes and foursomes.

 

Is there a chart somewhere that shows which creatures are supported by which packs?

Posted
7 hours ago, Gristle said:

FYI. These are the creature animation packs that I have loaded in my setup when making/playtesting this mod, in addition to those in Sexlab of course:

  • More Nasty Critters (MNC)
  • Nibbles
  • Billyy
  • Anub C

With this set, I haven't run into anything yet that isn't covered. I could post a list of all creature types in the mod, if that's helpful (seven or eight new ones coming in next version). My ultimate goal was to cover all supported creature animations, but I can make a particular animation 'skippable' in a quest if it ends up being rare or otherwise a hassle. That's likely how I'll address more rare creature animations like threesomes and foursomes.

 

Is there a chart somewhere that shows which creatures are supported by which packs?

Excuse me, but could you imply me when we can play the new version of this mod ?

Posted
1 hour ago, zittonⅡ said:

Excuse me, but could you imply me when we can play the new version of this mod ?

Probably around two weeks. I'm at the last phase of the quest, but it involves making a new dungeon, and I'm not that quick at dungeon design.

Posted
23 hours ago, Gristle said:

Probably around two weeks. I'm at the last phase of the quest, but it involves making a new dungeon, and I'm not that quick at dungeon design.

Cant wait for the update, honestly in my opinion its one of the best mods out there. Keep up the great work!!

Posted
On 6/5/2024 at 3:09 PM, Gristle said:

FYI. These are the creature animation packs that I have loaded in my setup when making/playtesting this mod, in addition to those in Sexlab of course:

  • More Nasty Critters (MNC)
  • Nibbles
  • Billyy
  • Anub C

With this set, I haven't run into anything yet that isn't covered. I could post a list of all creature types in the mod, if that's helpful (seven or eight new ones coming in next version). My ultimate goal was to cover all supported creature animations, but I can make a particular animation 'skippable' in a quest if it ends up being rare or otherwise a hassle. That's likely how I'll address more rare creature animations like threesomes and foursomes.

 

Is there a chart somewhere that shows which creatures are supported by which packs?

I believe u can see them on slal MCM

Posted
On 6/5/2024 at 11:28 AM, Gristle said:

Probably around two weeks. I'm at the last phase of the quest, but it involves making a new dungeon, and I'm not that quick at dungeon design.

Definitely eager for the update. 

Posted (edited)

So I have a problem with the Wolf Pit quest, after the wolf scene the PC is locked in a cage but how does she get out?

Edit: I was able to interact with the bag. For some reason the wolf was blocking my way forward and had to nudge a bit to reach it.

Edited by Kingslayer101
Posted
On 6/5/2024 at 6:28 PM, Gristle said:

Probably around two weeks. I'm at the last phase of the quest, but it involves making a new dungeon, and I'm not that quick at dungeon design.

 

Just go the way of Todd "It just works" Howard and make them handcrafted(copy/paste it). 😇

Posted

So at the end of the Wolf quest, I cant seem to talk to the Riften Jarl, the dialogue doesn't pop up. It came up once but the game ctd after I talked to her. Is there a command to skip to the end?

Posted

Is the questline till getting the Redguard clothes for now? I encountered a problem with that part, I told Balazar to wear them but he's standing in his underwear. There is nothing after that.

Posted
On 6/9/2024 at 2:45 PM, wHOaMiEH said:

 

Just go the way of Todd "It just works" Howard and make them handcrafted(copy/paste it). 😇

I agree in that I'd rather spend my time on quest design than dungeon design, so I don't have any issue with copy & paste dungeons to support quests. The problem is that copy & paste doesn't work so well. I can easily duplicate an entire dungeon in the CK with one click, but that breaks all the references in the dungeon (they remain references to the original, not the copy) - so things like doors, traps, patrols, scripts, activators, and a bunch of other stuff breaks. Fixing all those references is beyond my abilities. So, the best process I've come up with is to copy only the "static" elements of the dungeon - walls + immovable objects. That works fine for the framework of the dungeon, and it's also easy to modify it a bit to make it look at least a bit original, but then I have to rebuild everything else - add navmesh, add clutter, add anything animating, add lighting, add sounds, add treasure, add decals, add actors, etc. That's a lot of work before I even get to the quest-related stuff. But, it does result in some new locations, which I think is an important part of this or any quest mod.

Posted
7 hours ago, Kingslayer101 said:

Is the questline till getting the Redguard clothes for now? I encountered a problem with that part, I told Balazar to wear them but he's standing in his underwear. There is nothing after that.

There is currently nothing after the short Redguard clothes quest. I'm working on the next Jarl quest now (Markarth) and it should be done soon. As for the underwear problem, at least one or two others have reported that. I don't know what would cause it. The mod is telling Balazar to switch outfits to a Redguard outfit, which is just a set of vanilla Redguard clothes. Have you put Balazar into any follower framework? 

Posted
On 6/9/2024 at 4:19 PM, Kingslayer101 said:

So at the end of the Wolf quest, I cant seem to talk to the Riften Jarl, the dialogue doesn't pop up. It came up once but the game ctd after I talked to her. Is there a command to skip to the end?

I'm not sure I follow. You got the clothes quest (per your other comment) so you must have had the final conversation with the Riften Jarl, right?

Posted
8 hours ago, Gristle said:

There is currently nothing after the short Redguard clothes quest. I'm working on the next Jarl quest now (Markarth) and it should be done soon. As for the underwear problem, at least one or two others have reported that. I don't know what would cause it. The mod is telling Balazar to switch outfits to a Redguard outfit, which is just a set of vanilla Redguard clothes. Have you put Balazar into any follower framework? 

Its probably because of NFF, I sort of put that save away for now (lol) but will check eventually.

Posted
11 hours ago, Gristle said:

I agree in that I'd rather spend my time on quest design than dungeon design, so I don't have any issue with copy & paste dungeons to support quests. The problem is that copy & paste doesn't work so well. I can easily duplicate an entire dungeon in the CK with one click, but that breaks all the references in the dungeon (they remain references to the original, not the copy) - so things like doors, traps, patrols, scripts, activators, and a bunch of other stuff breaks. Fixing all those references is beyond my abilities. So, the best process I've come up with is to copy only the "static" elements of the dungeon - walls + immovable objects. That works fine for the framework of the dungeon, and it's also easy to modify it a bit to make it look at least a bit original, but then I have to rebuild everything else - add navmesh, add clutter, add anything animating, add lighting, add sounds, add treasure, add decals, add actors, etc. That's a lot of work before I even get to the quest-related stuff. But, it does result in some new locations, which I think is an important part of this or any quest mod.

 

 

Was kidding off course, but NOTHING in CK cannot be done without some sort of complication. Hence my admiration for the people that are fighting what that ancient beast. :D Your dedication to modding cannot be praised enough. 

Posted

I've gotten stuck at the white wolf section, there isn't an option to have Syljia tell me where the wolf went. It's most likely where the mod ends, but I just wanted to let you know in case it isn't.

It works really well with Corruption, by the way.

Posted
10 hours ago, bluejaybeauty said:

I've gotten stuck at the white wolf section, there isn't an option to have Syljia tell me where the wolf went. It's most likely where the mod ends, but I just wanted to let you know in case it isn't.

It works really well with Corruption, by the way.

There's supposed to be a fox sex scene with Sylgja in her house. Do you have a fox animation in your animation sets? If not, that's probably preventing the quest from advancing.

 

In any case, at this point in the quest, you can use the console command:  setstage BLZR_Riften 240 

 

That will get the mine set up and give you the right objective marker.

Posted
1 minute ago, Gristle said:

There's supposed to be a fox sex scene with Sylgja in her house. Do you have a fox animation in your animation sets? If not, that's probably preventing the quest from advancing.

 

In any case, at this point in the quest, you can use the console command:  setstage BLZR_Riften 240 

 

That will get the mine set up and give you the right objective marker. If you don't set that stage, you'll walk into the vanilla mine, and not my modified mine.

 

Posted

Had to setstage through the riften gang quests specifically in cavern. after finishing character can not enable for combat controls even enableplayercontrols does not work. how to reenable player combat control.

Posted

Hi guy,I really like this mod,especially Balazar can change between a daedra and a dog, this is a very good idea.I have a werewolf follower and I want to make he  can change among werewolf,man and wolf.Can you teach me how to achieve that?

  • 2 weeks later...
Posted
On 6/12/2024 at 2:36 AM, BigOnes69 said:

Had to setstage through the riften gang quests specifically in cavern. after finishing character can not enable for combat controls even enableplayercontrols does not work. how to reenable player combat control.

try these in the console:

resetai 

player.sae idleStop

 

Why did you have to setstage through the gang quests? What didn't work? Are you running True Directional Movement?

Posted
On 6/12/2024 at 8:19 AM, sjj001225 said:

Hi guy,I really like this mod,especially Balazar can change between a daedra and a dog, this is a very good idea.I have a werewolf follower and I want to make he  can change among werewolf,man and wolf.Can you teach me how to achieve that?

You make two actors (man and werewolf). Then, you make a place for the actor not in use to wait. For this, I copied one of the test cells, and put two Xmarkers in it: one for actor1 and one for actor2.

 

Then you start with one actor in the world and one in your holding cell. 

 

Then you give each actor a script. Something like this:

 

Event OnLocationChange(Location akOldLoc, Location akNewLoc)

      if (Actor1.Is3DLoaded())

          if akNewLoc.HasKeyword(LocTypeCity) || akNewLoc.HasKeyword(LocTypeTown) || akNewLoc.HasKeyword(LocTypeInn)

                Actor1.Disable()
                Actor2.MoveTo(Actor1)    
                Actor2.Enable()
                Actor1.MoveTo(Actor1WaitMarker)
                debug.Notification("Actor1 changes to his Actor2 form")

      endif

EndEvent  
 

The other actor gets a similar script, but with opposite references. (I'm skipping some of the script setup details, including setting up the properties.)

 

With the above, actor2 should replace actor 1 whenever actor1 enters a city, town or inn.

 

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