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Adventures with Balazar (Balazar's Bitch) - Beta


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Posted
7 minutes ago, metanight78 said:

Yes I have. Also I'm currently in the middle of the "whore of Markarth" quest from the "Fame comments" mod.

 

Also I'm playing on LE, and the mod was updated mid play through. Forgot to include this in the first post.

I test on 4 my saves and i havren;t problem with markarth quest 🤔

Posted
3 hours ago, killer905 said:

I test on 4 my saves and i havren;t problem with markarth quest 🤔

Hmm.

 

I think for now I'll start a fresh game and see what happens. Since this might be on me more than anything else. I'll keep the saves in case OP wants me to help diagnose something.

Posted

Identified a problem with the quest in the Forthworn camp.
If you are not vanilla race, hagraven does not react when you return with the sprrigan sap.

Posted

Does it make a difference which collar is being worn for the Markarth quest starting? I ask because I was using the new collar for the duration of the Riften and Sollitude quests.

Posted
40 minutes ago, takuma564 said:

Identified a problem with the quest in the Forthworn camp.
If you are not vanilla race, hagraven does not react when you return with the sprrigan sap.

Good to know

 

37 minutes ago, metanight78 said:

Does it make a difference which collar is being worn for the Markarth quest starting? I ask because I was using the new collar for the duration of the Riften and Sollitude quests.

To be honest no.

Posted (edited)
16 hours ago, monty359 said:

The new collar mechanic I find very interesting and I can think of different uses for this mechanic. Any idea, how processing power intensive is it, compared to say something like scripts for random approaches in the mod “Public Whore”?

Glad you liked it, and thanks for all the feedback. The newest collar doesn't use much in the way of scripts. Just one little script that runs every 6 hours to increase a "cum thirst" level by 1. Everything else is just normal dialogue. 

16 hours ago, monty359 said:

In my play through I had some small problems/glitches. The use of scenes makes the story telling very smooth and interesting, but is very fragile and can be broken by almost anything. For playing the mod, I deactivated my auto encounter mods, but still had to reload a couple of times, because the scenes were interrupted by started fights. I use “Trouble of Heroine” and the following NPC by the name “My Fan” caused several times a fight with the forsworn and braking the scenes. My mount also caused a fight with forsworn, when I teleported directly to their location (PC wearing the outfit did not change the allegiance of the mount, I did not test it with followers, Lydia stayed in Markarth).

Two things here. Scenes and followers. On scenes, yes they are fragile. I could remove them but then NPCs would never be able to speak to each other and move around. I should probably add a warning in the description about shutting down mods that generate random sex and/or combat events. But... it's really simple to add an "InScene" condition to dialogue and events, to check if the PC or the speaker is in a scene before triggering.  So, I can't help but wonder if other mods aren't bothering to check if the PC or other relevant actors are in a scene before triggering. For example, I run this mod in parallel with my SLSF Fame Comments mod, which generates random sex events, but have never had a problem (I assume because it checks if the PC or other actor are in scenes).

 

On followers, I have to admit I never even thought about them and the problems they could cause. Then again, it's unlikely a PC's followers have good Forsworn disguises and cover stories, so it should probably be apparent that bringing followers along on an undercover mission is asking for trouble. That said, I should add a warning to the description that followers should not be brought on the quest.  To pull off some of the scenes, I'm switching the PC in and out of enemy factions, and that's just not going to work for followers (or horses).

16 hours ago, monty359 said:

At the beginning of the part tree, I had difficulties to start the quest, because the requirement was to have Balazar in his two leg form, and I did not get the dialogue option to tell him that. I resolved the issue by going into the dungeon (Calcelmos area). Upon entry into the dungeon he transformed.

He should switch to humanoid form in Understone Keep. Had you asked him to stay in dog form previously?

16 hours ago, monty359 said:

On two occasions, the quest failed to progress and I had to use the “setstage” command (stage 180 to 185 and 390 to 395). At the stage 395, it appears that the dialogues choices can lead to the quest not to progress (if you ask first, where the exit in Markarth is and then you ask, where the entry point is, then the dialogue option to progress did not show up (for me).

I think you mean 180 to 190 (there is no 185). 180 is set when you read the Forsworn note in the tower chest. 180 directs you to talk to Balazar. But, you have to talk to him in his humanoid form. Either way, the quest marker should be on him, but if he's in dog form, he'll have a dialogue option to tell him you need him in dog form right now. That dialogue is important because not only does it set the stage to 190 but it makes Balazar stop following. 

 

For 390 to 395, that's the prisoner conversation at the stables. I see I did build in a problem there. I marked two many dialogues as "say once". There should always be a repeatable dialogue path back to the "end dialogue" with the quest advance, including to cover the case where the PC exits dialogue part-way through. I will fix.

16 hours ago, monty359 said:

The troll in the forsworn camp (the test troll) was unkillable in the end encounter, he was stuck in bleedout and not lootable.

My bad. He switches sides in the boss battle to assist the PC, but I forgot to turn off his "essential" status to make him killable in that battle. I will fix.

16 hours ago, monty359 said:

I tried the new collar and I like the concept of the new collar. But it got very fast repetitive (I felt the trigger rate very high, something like 50%?). Before, I could switch the collar to the “Public Whore” collar, but now it is impossible (you fixed the bug with the collar being removable?). We have now 3 irremovable collar types: first is always nude, second and third with repetitive dialogues with high trigger rate. Would you consider to create one, that is not always nude and does not compel? I usually play with “PublicWhore” mod, so nude in cities is ok, but outside I like to have armor/cloth. Maybe you can make it so, that Balazar accepts, that you are required (by law/decree) to wear a different collar?

Do you mean high trigger rate for collar comments, or collar events? The comment trigger rate is actually 100%. But only once per NPC. So, you'll never get the collar dialogue twice from any NPC. So, over time, the collar dialogue will start to go away, at least in places you frequent. But, the NPCs will remember the collar dialogue and can later make random comments on the PC related to whatever the PC said to them, so there are ongoing effects. And, the two dialogue collars can also trigger sex events. There's a random factor, but these have been somewhat rare in my testing. Also, a big secret is, while you can't "unequip" Balazar's collars, you can circumvent that rule by...

Spoiler

storing them in a container (or even dropping them on the ground, though I don't recommend that).

16 hours ago, monty359 said:

Proposal/ideas:

You made nice quests, would it be possible to make some of them repetitive?

 

Draugr: Those pesky necromancers did it again!! After a group of city guards attacked those draugrs, they found out, that the draugrs are immune to magic and physical force. Upon entry of Markarth, there is a certain chance for a guard approaching the PC and starting a quest: PC needs to talk to the Jarl, who describes the situation. The PC can comply or deny the task.

 

Dog: After the demonstration for the guard captain a guard approaches/currier delivers a letter and quest is started. First task to speak with a NPC, who describes the task. Here too, comply/decline possibilities are open.

 

Guard foursome: A guard approaches and wants a repetition (alone/group) or guard approaches and tells about his bragging friend about what happened. This can lead to some more (group/no group) animations.

These are all great ideas, but I've actually never made a repeatable quest. I don't think it's too hard. I just need to figure it out. Random stuff triggered by dialogue, like random Idle or Hello comments from passing NPCs is easy, and could be used for something that doesn't require much setup, like a guard solicitation. But more complex stuff should be done in a repeatable quest. Thanks again for all the feedback.

Edited by Gristle
Posted
11 hours ago, Terazook said:

Do I need to join the thieves guild in order to figure out where the skooma dealer is? I've tried talking to people at the Bunkhouse and haven't found anything. Only lead I have is that Thieves Guild NPCs don't want to talk about it unless I'm in the Guild.

No. All the NPCs have comments, and they are random. Some are more useful than others. Generally speaking, the useful comments direct you to Haelga's bunkhouse as a den of skooma users, and then the NPCs there have more useful comments - again random, but if you speak to everyone there you will find good information. The Guild also has good information, but you don't need it.

Posted
10 hours ago, coronelwirs said:

Hi, I could use some help, I got stuck on a quest with Balazar right after the end of the quest in Riften, 

Since the Earl of Riften is the first one we ask to let Balazar pass freely in the city, Ulfric seems to follow, but when i comes to him, he does not issue a quest and moreover, the progress of this quest always gets stuck on stage 15, I shouted until 55, that is, until the end and nothing has changed. also tried running quests using the startquest code, no avail. What should I do?

There are only two Jarl quests available in the current version: Riften and Markarth. So, you'll want to go with Balazar (in humanoid) form and speak with the Jarl of Markarth for the next quest.

Posted
7 hours ago, NightmareMoose said:

Have an issue with progression in Markarth.

I got the the point of meeting with the forsworn, did their quest to get spriggan sap. When I came back to the camp, the warlord said someone wanted to meet me. The hagraven walked out of the tent, and then back into it. No dialogue happened, no quest update. The questline just kinda softlocked after i delivered the sap

That scene has three phases, the first is the Warlord's dialogue of "someone wants to meet you" the second is the Hagraven walking out, and the third phase is Hagraven dialogue to the PC. Something is causing the scene to end early, and the Hagraven is just returning to her default AI package, which has her wait in the tent. Do you have any other mods running which might be triggering events and interrupting the scene? 

 

Another possibility! Are you running a race this is not a vanilla race? She has racial comments, but they are programmed for the vanilla races (and their vampire variants), so if you aren't a vanilla race, she won't have anything to say and the next stage won't trigger!  I will fix and add a catch-all racial comment. In the meantime, you can use: 'setstage BLZR_Markarth 320' to advance the stage. 

Posted
7 hours ago, metanight78 said:

I'm not able to start the Markarth quest at all. He's in daedric form, he has his clothes from Solitude, and the Riften quest is over.

 

For now, can I get a quest stage to use a code to start it?

There's no setstage command I can give that will work. Some of the necessary things are enabled and unlocked, etc. in the starting dialogue, and not at a quest stage. Are you talking to the Jarl? Is Balazar nearby in dremora form? Those are pretty much the only requirements to get the dialogue from the Jarl that starts the Markarth quest ("My companion Balazar seeks favor and safe passage in Markarth.") 

Posted (edited)
1 hour ago, takuma564 said:

Identified a problem with the quest in the Forthworn camp.
If you are not vanilla race, hagraven does not react when you return with the sprrigan sap.

Thanks! I just figured this out too.  I will fix. In the meantime, you can use: 'setstage BLZR_Markarth 320' to advance the stage. 

Edited by Gristle
Posted
4 hours ago, Shaccar4e said:

Markarth quest doesnt progress for me after talking to the warlord the first time.
 

 

  Reveal hidden contents

image.jpeg.e815a5169969c9b7c3eaf047f83069c1.jpeg

 

Did you give him the gift? The axe from the guard tower chest? If you did, that should start a scene where the Shaman asks you to do something involving a certain goat.

Posted
2 hours ago, Gristle said:

There's no setstage command I can give that will work. Some of the necessary things are enabled and unlocked, etc. in the starting dialogue, and not at a quest stage. Are you talking to the Jarl? Is Balazar nearby in dremora form? Those are pretty much the only requirements to get the dialogue from the Jarl that starts the Markarth quest ("My companion Balazar seeks favor and safe passage in Markarth.") 

I got the quest to start. The issue was Balazar was staying in dog form in Understone Keep. I saved and relaoded several times, left the area and returned, and fast traveled to and from Understone, and no matter what he remained as a dog. The only way I was able to work around it was dismissing him, then summoning him right next to the Jarl to get the dialogue option to be available.

 

I have no idea if this is just a "me" issue or if it's an issue with the mod. But if nothing else I've found a work around if others have the same problem.

Posted
1 hour ago, metanight78 said:

I got the quest to start. The issue was Balazar was staying in dog form in Understone Keep. I saved and relaoded several times, left the area and returned, and fast traveled to and from Understone, and no matter what he remained as a dog. The only way I was able to work around it was dismissing him, then summoning him right next to the Jarl to get the dialogue option to be available.

 

I have no idea if this is just a "me" issue or if it's an issue with the mod. But if nothing else I've found a work around if others have the same problem.

Do you have any Markarth city mods? Mods that might change location types? It's odd because Balazar turns into a dremora immediately whenever I walk into Understone Keep. (Unless I've asked him to stay in dog form first.) If needed, I can give him a constant "I need you in your true form now." dialogue to address. Out of curiosity, does he change into dremora form when you enter shops and other interiors? Also, once the quest started, did he stay in dremora form all the way through the first part of the quest -- until you leave Understone Keep?

Posted

hi i have an idea about reward for new quest, let balazar allows u to use clothing but its must be the skimpy/lewd one and the way to detect that is too use KID so anyone can choose their own favourite outfit they considered skimpy/lewd, basically using keywords just like how OSL aroused work.

Posted

 

 

5 hours ago, Gristle said:

Two things here. Scenes and followers. On scenes, yes they are fragile. I could remove them but then NPCs would never be able to speak to each other and move around. I should probably add a warning in the description about shutting down mods that generate random sex and/or combat events. But... it's really simple to add an "InScene" condition to dialogue and events, to check if the PC or the speaker is in a scene before triggering.  So, I can't help but wonder if other mods aren't bothering to check if the PC or other relevant actors are in a scene before triggering. For example, I run this mod in parallel with my SLSF Fame Comments mod, which generates random sex events, but have never had a problem (I assume because it checks if the PC or other actor are in scenes).

 

 

NOOOO!!!!, please do not remove them! More of them please! The player just needs to be aware of the fragile nature of them, save often is the key. The scenes are great for story telling!

The "InScene" condition is nice, but a lot of moders are just not aware of this, so it is natural, that problems will (always) exist.

 

5 hours ago, Gristle said:

On followers, I have to admit I never even thought about them and the problems they could cause. Then again, it's unlikely a PC's followers have good Forsworn disguises and cover stories, so it should probably be apparent that bringing followers along on an undercover mission is asking for trouble. That said, I should add a warning to the description that followers should not be brought on the quest.  To pull off some of the scenes, I'm switching the PC in and out of enemy factions, and that's just not going to work for followers (or horses).

 

I did foresee, that there will be a problem with followers and i Lydia stayed in Markarth, What i did not foresee, is that my horse and the stalker "my Fan" from another mod, would aggro the forsworn. If you can build in some sort of message of message into dialogues or letter, that the PC should be completely alone, would be nice to have, but not necessary.

 

5 hours ago, Gristle said:

He should switch to humanoid form in Understone Keep. Had you asked him to stay in dog form previously?

 

Yes, i asked him to stay in dog form. Then i went to the jarl and in front of the jarl the only the dialogue "you can use you normal form, if you wish" was available, but he did not turn. There was no dialogue option for switching form available. going into the dungeon in the Keep made him switch.

 

5 hours ago, Gristle said:

I think you mean 180 to 190 (there is no 185). 180 is set when you read the Forsworn note in the tower chest. 180 directs you to talk to Balazar. But, you have to talk to him in his humanoid form. Either way, the quest marker should be on him, but if he's in dog form, he'll have a dialogue option to tell him you need him in dog form right now. That dialogue is important because not only does it set the stage to 190 but it makes Balazar stop following.

 

You are right about the stage. The problem was, that the marker did not switch to the new target, when the stage 180 was triggered. i remember running inside of markarth and outside, trying to advance the quest. At one point i wanted to talk to Balazar, but he was not there anymore (i left Markarth after he stayed behind and upon leaving Markarth he was ported to the PC, as if he still followed). I tried to summon him with the spell, the spell does not work, when quest are active. so the only thing was to advance the stage.

 

5 hours ago, Gristle said:

For 390 to 395, that's the prisoner conversation at the stables. I see I did build in a problem there. I marked two many dialogues as "say once". There should always be a repeatable dialogue path back to the "end dialogue" with the quest advance, including to cover the case where the PC exits dialogue part-way through. I will fix.

 

 

Here again the problem was at stage 390. it said free the prisoner. I got the prisoner from the cell, we escaped the interior. We killed everything, that was forsworn and was kill able (the warlord, the  shaman and the troll were not kill able). The prisoner agroed them but the fight and the fight, but noone was going to win. After like 10 min of fighting i just left the battle and fast traveled to markarth. The quest objective was still "free the prisoner" and the marker was in the forsworn camp. The prisoner was teleported to me. In order to get the marker to the stables, i had to set stage to 395. I appears i did here something wrong, how was it planned to work here?

 

At that stage there was the problem with the dialogue. I do not know, if you have to make dialogues repeatable, i guess  you also can make the dialogue chain work by connecting both dialogue options ( asking about entry and exit) with the last sentence, that advances the quest. It appears, now the connection is only with only one dialogue option.

 

About the troll, maybe i did mess up here myself. i play a mage and big fights i use illusion spells, that compel my enemies to fight each other. This spells are aoe-spell and they do have same effects on friendly npcs. I guess this way i got the troll as an enemy and glitched him.

 

5 hours ago, Gristle said:

Do you mean high trigger rate for collar comments, or collar events? The comment trigger rate is actually 100%. But only once per NPC. So, you'll never get the collar dialogue twice from any NPC. So, over time, the collar dialogue will start to go away, at least in places you frequent. But, the NPCs will remember the collar dialogue and can later make random comments on the PC related to whatever the PC said to them, so there are ongoing effects. And, the two dialogue collars can also trigger sex events. There's a random factor, but these have been somewhat rare in my testing. Also, a big secret is, while you can't "unequip" Balazar's collars, you can circumvent that rule by...

  Reveal hidden contents

storing them in a container (or even dropping them on the ground, though I don't recommend that).

 

I guess it got very repetitive, because the quest objective was to question guards. Still, i like to switch the collars and would like to have an alternative without compelling and that allows clothing. I did not look into the files but how did you create the collars? Did you copy the collar entries from ZAZ to your mod, which would allow to change the appearance of them, or are you just reference to the collars?

 

5 hours ago, Gristle said:

These are all great ideas, but I've actually never made a repeatable quest. I don't think it's too hard. I just need to figure it out. Random stuff triggered by dialogue, like random Idle or Hello comments from passing NPCs is easy, and could be used for something that doesn't require much setup, like a guard solicitation. But more complex stuff should be done in a repeatable quest. Thanks again for all the feedback.

If you can and would like to make them, repeatable quests would be great. As it is now, there is (almost) no trace left  in Skyrim from this mods quest chain, after completing it.

 

Here is another idea:

 

Spoiler

After freeing the Dragr and speaking to the priestess there was no dialogue with at all about what happened. I am using bakas fill her up mod and my PC was inflated, when she came back. The priestess could comment on her belly or do some other comments. It felt off, that she did not have anything to say about what happened.

 

 

Thanks for the great mod!

cheers

 

 

 

Posted (edited)
9 hours ago, Gristle said:

Did you give him the gift? The axe from the guard tower chest? If you did, that should start a scene where the Shaman asks you to do something involving a certain goat.

Yes i did, gave the warlord the gift and finished talking but the scene doesn’t start. It just finishes the convo with the warlord and then nothing. I also tried talking manually with the shaman.

i dont get a new quest marker either so im stuck at that point.


is there a chacnce to trigger the shaman scene with a command?

Edited by Shaccarae
Posted
5 hours ago, Gristle said:

There are only two Jarl quests available in the current version: Riften and Markarth. So, you'll want to go with Balazar (in humanoid) form and speak with the Jarl of Markarth for the next quest.

i cant because jarl dont wanna talk about it. There is no such option in the dialog. Here are the screenshots.

That's why I can't continue, and you said that you can't run the quest using the console. It's a dead end, I suppose.

 

Screenshot_1.jpg

SkyrimSE 2024-06-25 19-16-02-38.bmp

Posted
8 hours ago, Gristle said:

Do you have any Markarth city mods? Mods that might change location types? It's odd because Balazar turns into a dremora immediately whenever I walk into Understone Keep. (Unless I've asked him to stay in dog form first.) If needed, I can give him a constant "I need you in your true form now." dialogue to address. Out of curiosity, does he change into dremora form when you enter shops and other interiors? Also, once the quest started, did he stay in dremora form all the way through the first part of the quest -- until you leave Understone Keep?

I haven't played further than the first speaking to the Jarl so far. When I've played further I'll report back.

 

Yes, he turns into a daedra when in the shops and the warrens. Haven't been any other places in Markarth.

He stays in dog form in the city, and he wasn't asked to remain in that form.

 

The only mods I have installed for Markarth are related to the temple of DIbella. Specificly: The baths of Dibella, and your "Sexual fame comments" mod.

 

I also have mods that effect dialogue options like "Sexlab solutions" and "amorous adventures." I bring up the latter one because i know it sometimes has location requirements for dialogue to show, but the Jarl and the Keep shouldn't have been effected.

Posted
16 hours ago, nothing2lose said:

hi i have an idea about reward for new quest, let balazar allows u to use clothing but its must be the skimpy/lewd one and the way to detect that is too use KID so anyone can choose their own favourite outfit they considered skimpy/lewd, basically using keywords just like how OSL aroused work.

I took a look at the keyword distributor mod and it looks a bit complicated (it actually seems simpler to just use xEdit to add the keyword, if it's just to an item or two). I wish there was a simple set of universal keywords for skimpy clothing. Anyway, I'm reluctant to add a feature that is not supported without additional keyword editing. And, of course, there are two collar choices now that don't require nudity.

Posted
12 hours ago, coronelwirs said:

i cant because jarl dont wanna talk about it. There is no such option in the dialog. Here are the screenshots.

That's why I can't continue, and you said that you can't run the quest using the console. It's a dead end, I suppose.

 

 

SkyrimSE 2024-06-25 19-16-02-38.bmp 6.59 MB · 1 download

The Markarth quest objective isn't displaying but the Markarth quest will start. It doesn't rely on the quest objective displaying. The Markarth quest objective isn't displaying because the quest wasn't available when you finished part 2 of the mod (if you reran the end of part 2 with the latest version you would get the objective), but the Markarth quest and dialogue is there. Since you've finished part 2 of the quest, there's really only one condition to get the quest start dialogue with the Jarl --> Have Balazar with you in dremora form. 

 

Also, you mentioned Ulfric in an earlier post. You are in Markarth, right?

Posted
15 hours ago, Shaccarae said:

Yes i did, gave the warlord the gift and finished talking but the scene doesn’t start. It just finishes the convo with the warlord and then nothing. I also tried talking manually with the shaman.

i dont get a new quest marker either so im stuck at that point.


is there a chacnce to trigger the shaman scene with a command?

Something is interfering with the Shaman scene. Do you have a follower with you? Is there a Dragon flying around overhead?

 

I don't know any console commands to start a scene, but you can skip to the next stage with "setstage BLZR_Markarth 220" 

Posted
44 minutes ago, Gristle said:

Something is interfering with the Shaman scene. Do you have a follower with you? Is there a Dragon flying around overhead?

 

I don't know any console commands to start a scene, but you can skip to the next stage with "setstage BLZR_Markarth 220" 

 

The scene right after this was supposed to be a sex scene with a goat.
Perhaps,haven't installed the sex animation with the goat?

Posted
15 hours ago, monty359 said:

I did foresee, that there will be a problem with followers and i Lydia stayed in Markarth, What i did not foresee, is that my horse and the stalker "my Fan" from another mod, would aggro the forsworn. If you can build in some sort of message of message into dialogues or letter, that the PC should be completely alone, would be nice to have, but not necessary.

I agree. I will add a warning somewhere about followers. With the mod's faction switching to allow friendly relations with enemy beasts and other enemy NPCs, it's just too much complexity to try and support them.

15 hours ago, monty359 said:

Yes, i asked him to stay in dog form. Then i went to the jarl and in front of the jarl the only the dialogue "you can use you normal form, if you wish" was available, but he did not turn. There was no dialogue option for switching form available. going into the dungeon in the Keep made him switch.

That command only tells him to resume his normal switching patterns. It does not make him switch directly. I will add a dialogue to the dog to allow the PC to ask him to switch immediately (whenever not in an active quest).

15 hours ago, monty359 said:

You are right about the stage. The problem was, that the marker did not switch to the new target, when the stage 180 was triggered. i remember running inside of markarth and outside, trying to advance the quest. At one point i wanted to talk to Balazar, but he was not there anymore (i left Markarth after he stayed behind and upon leaving Markarth he was ported to the PC, as if he still followed). I tried to summon him with the spell, the spell does not work, when quest are active. so the only thing was to advance the stage.

Stage 160 through 180 all versions of Balazar are given an AI package to wait at the top of the tower steps. On stage 180 (triggered by reading the Forsworn note), the quest marker points to all versions of Balazar (but you should only see one, because the other two should be in another holding cell). The problem with manually setting the stage to 190 (to talk to Warlord) is that in Balazar's stage 180 dialogue he removes your collar and turns off his follow package. So, if you setstage 190, you miss these key elements. 

 

I guess a lesson I'm learning here is that it is best to push all programming elements out of the dialogue and into the stages, but the dialogue is so easy to condition (e.g., which version of Balazar, which collar, etc.) that it's so much easier to add program elements to individual dialogue lines. Of course, doing so would facilitate setstage commands, but ideally I'd figure out what is causing problems so there's no need for setstage. 

15 hours ago, monty359 said:

Here again the problem was at stage 390. it said free the prisoner. I got the prisoner from the cell, we escaped the interior. We killed everything, that was forsworn and was kill able (the warlord, the  shaman and the troll were not kill able). The prisoner agroed them but the fight and the fight, but noone was going to win. After like 10 min of fighting i just left the battle and fast traveled to markarth. The quest objective was still "free the prisoner" and the marker was in the forsworn camp. The prisoner was teleported to me. In order to get the marker to the stables, i had to set stage to 395. I appears i did here something wrong, how was it planned to work here?

The sequence should be Rescue the prisoner (380), Escape the ruin with the prisoner (395) and then Escort the prisoner back to the Markarth stables (390).  For the Escape the ruin stage, the quest marker should point to the lower door (that ruin has three exterior doors!). Did you leave the lower door? If not, you missed a trigger box that advanced the stage.

15 hours ago, monty359 said:

At that stage there was the problem with the dialogue. I do not know, if you have to make dialogues repeatable, i guess  you also can make the dialogue chain work by connecting both dialogue options ( asking about entry and exit) with the last sentence, that advances the quest. It appears, now the connection is only with only one dialogue option.

I'll fix this dialogue tree. It also has a problem that you could get blocked from the needed dialogue if you exit the dialogue mid conversation and then try to restart the conversation.

15 hours ago, monty359 said:

I guess it got very repetitive, because the quest objective was to question guards. Still, i like to switch the collars and would like to have an alternative without compelling and that allows clothing. I did not look into the files but how did you create the collars? Did you copy the collar entries from ZAZ to your mod, which would allow to change the appearance of them, or are you just reference to the collars?

Collar mesh and texture is copied from ZaZ. The ZaZ 7 permissions allow. So, ZaZ is not a requirement. Killer905 made a patch that changes the ZaZ collars to a nicer DD collar.

15 hours ago, monty359 said:

If you can and would like to make them, repeatable quests would be great. As it is now, there is (almost) no trace left  in Skyrim from this mods quest chain, after completing it.

Not much, but a few things: Comments (from beast sex observers, collar comment recipients, Riften whore customers), available whore work in Riften, Ballista sex in Understone Keep, Centurion sex in new ruin, and of course Balazar. But I agree in general. I like when the PC's actions change the world a bit, and leaving residual events is a great way to do that.

15 hours ago, monty359 said:

After freeing the Dragr and speaking to the priestess there was no dialogue with at all about what happened. I am using bakas fill her up mod and my PC was inflated, when she came back. The priestess could comment on her belly or do some other comments. It felt off, that she did not have anything to say about what happened.

I agree. It feels off. I could give her some additional dialogue after that event. Or did you mean for her to force greet with some dialogue?

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