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Adventures with Balazar (Balazar's Bitch) - Beta


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Posted (edited)
On 7/13/2024 at 2:18 AM, Lianeline said:

Ok, i probably missed the message with the book. As for the mods, i've had it in my load order for a while, can't remember which version, but I upgraded it before meeting balazar for the 1st time. Worst case scenario, i have a savegame where i haven't done any of Balazar's quests yet so I can start it again but I'd rather not have to redo everything as it will make me redo around 3 to 5 hours of already done game so if you have a console command allowing me to bring Balazar back great. If not, well, i'll redo it.

The console equivalents of the script commands to summon Balazar are as follows:

 

prid **06ceb5

moveto player

enable
set BLZR_Following to 1

set BLZR_Summoned to 1
set BLZR_HasSummonSpell to 1

 

BUT... the "**" part must be replaced with the two numbers that reflect where the mod is in your load order. Easiest way to find this is by loading a save with any NPC added by this mod, going into console and clicking on the NPC. Their RefID will pop up, and whatever the first two numbers are, that's the first two numbers of all RefIDs for this mod.

 

[Edited to correct the above commands]

Edited by Gristle
Posted
5 hours ago, Amatum said:

 

Thank you for the info!

 

 

That would be absolutely fantastic! I really think it fits the theme of the mod quite well. Please please with extra sugar on top?

I add Pet Collar patch here -> 

 

Posted

i got a problem with the markarat quest,i retrive the armor,the axe and the note from the chest,i speack with balazar,but the queste here dont progress, can i have the code to force the next stage of the quest?

Posted
56 minutes ago, kamenlollo said:

i got a problem with the markarat quest,i retrive the armor,the axe and the note from the chest,i speack with balazar,but the queste here dont progress, can i have the code to force the next stage of the quest?

Did you take off Balazar's collar? That's the only reason I can think of why this dialogue wouldn't finish. In the last part of the dialogue, he takes off your collar, sets the stage to 190 and then he stops following you by setting the BLZR_Following variable to 0. This particular dialogue will only work if you have one of the three Balazar collars on.

 

In any case, you can do the same with the console with: 

 

setstage BLZR_Markarth 190

setglobalvalue BLZR_Following to 0
 

Posted
On 7/13/2024 at 6:18 PM, Gristle said:

The console equivalents of the script commands to summon Balazar are as follows:

 

prid **06ceb5

moveto player

enable
setglobalvalue BLZR_Following to 1

setglobalvalue BLZR_Summoned to 1
setglobalvalue BLZR_HasSummonSpell to 1

 

BUT... the "**" part must be replaced with the two numbers that reflect where the mod is in your load order. Easiest way to find this is by loading a save with any NPC added by this mod, going into console and clicking on the NPC. Their RefID will pop up, and whatever the first two numbers are, that's the first two numbers of all RefIDs for this mod.

Hey, thx a lot for the help, eventhough I had to tinker a bit.

Actually, the 3 last console command don't work as is, after trial and error, what appeared to work for me was 

 

set BLZR_Following to 1

set BLZR_Summoned to 1
set BLZR_HasSummonSpell to 1

 

But Still, Balazar told me that I had to remove my collar eventhough I didn't wear any. So I took one by using simple mod item spawner (https://www.nexusmods.com/skyrimspecialedition/mods/64653) equiped the pet one and then unequipped it and, it worked! I am wondering  if the trouble didn't come from the fact that Ihad the collar removed a few times by the "bathing in skyrim" mod. I think that I'll redo the quests from the beginning, this time making sure that all of the mods that can undress my character will have an exception on the 45th slot and see if things work better this time.

 

Anyway thanks a lot, I really like the mod and it would have been a pity to have to play without it!

Posted
3 hours ago, Lianeline said:

set BLZR_Following to 1

set BLZR_Summoned to 1
set BLZR_HasSummonSpell to 1

Thanks for the correction. Sorry, too many commands to remember.

Posted

I think I have tested the mod as far as I can take it with my problems.

 

Everything until Markarth worked perfectly for me, but then it got a bit wonky.

There do not seem to be any quest marks for me and when I reach the Felsworn Warlord there was no forcegreating, and I had to run past him a bit and get back before conversation for quest appeared. Then quest stopped to advance.

Shaman had no force great and after setstage to 220 and doing the goat the stage finished but no new stage again.

setstage to 225 or 230 doesn't do anything.

What is supposed to happen here? 😕

 

Liked the first part with the crypt. 🙂

It might have had activation of scenes a bit to late, but worked well beside that.

Posted
9 minutes ago, xtro334 said:

I think I have tested the mod as far as I can take it with my problems.

 

Everything until Markarth worked perfectly for me, but then it got a bit wonky.

There do not seem to be any quest marks for me and when I reach the Felsworn Warlord there was no forcegreating, and I had to run past him a bit and get back before conversation for quest appeared. Then quest stopped to advance.

Shaman had no force great and after setstage to 220 and doing the goat the stage finished but no new stage again.

setstage to 225 or 230 doesn't do anything.

What is supposed to happen here? 😕

 

Liked the first part with the crypt. 🙂

It might have had activation of scenes a bit to late, but worked well beside that.

Follow-up question: Did Sister Odelia have ForceGreet on you as soon as you left the crypt and did you have quest markers after talking to Jarl Markarth?

 

My first test I did not have a ForceGreeat from Odelia and in the Forsworm camp I had similar problems to others here.

 

The moment I had ForceGreet from Odelia, the whole quest worked correctly.

Posted
8 hours ago, killer905 said:

Follow-up question: Did Sister Odelia have ForceGreet on you as soon as you left the crypt and did you have quest markers after talking to Jarl Markarth?

 

My first test I did not have a ForceGreeat from Odelia and in the Forsworm camp I had similar problems to others here.

 

The moment I had ForceGreet from Odelia, the whole quest worked correctly.

Hmm, when I think about it I do not think she force greeted me.

Posted
16 minutes ago, xtro334 said:

Hmm, when I think about it I do not think she force greeted me.

On a related note, in early testing I was sometimes not getting a quest marker for Odelia after the initial conversation with the Jarl. When that happened, it would mess everything up. If I went back and tried it again, then I would get the quest marker and everything would be fine. It seemed random whether I got the quest marker or not. The final Jarl dialogue line enables Odelia and starts the quest (and when the quest starts, the aliases which make the quest markers and scenes work are also filled). I thought it might be a timing issue, so I put in a one second delay between when Odelia is enabled and the quest starts, and that fixed it for me. 

 

Anyway, this seems like a clue to the problems. If the aliases are not filling, this will cause problems with quest markers (which point to aliases) and scenes (which only work with aliases). If these aliases are not filling on quest start (like they should), then I can force them to fill later with a script command. I'll give that a try. In the meantime, I would watch for that initial quest marker to Odelia -- if it isn't there, I would rerun the Jarl dialogue and get that quest marker before proceeding.

Posted

Tried to load an older save before Markarth and run Markarth quest again, but got another problem instead. Balazar dissapears and if I try to summon him I just get message that he can not be summoned during active quest.

 

Could we have two changes?

1) Balazar can always be summoned.

2) Quest marker on Balazar so we can locate where he has gone (like the one a lot of followers have).

Posted

Markarth Quest was working  great (Markers present, Odelia Force greet, etc ) until Calcemo - there is a marker for the dwemer machine, no prompt to activate it, but the 2 text pages appear when I approach - but then nothing happens. It seems to be in limbo for me after that. Initiating a sex lab with another NPC doesn't result in sex. I feel like sex lab is stuck somehow. I'm going to try to reset my sex lab registry next.

Anyone else have this little issue?

Posted
20 minutes ago, Amatum said:

Markarth Quest was working  great (Markers present, Odelia Force greet, etc ) until Calcemo - there is a marker for the dwemer machine, no prompt to activate it, but the 2 text pages appear when I approach - but then nothing happens. It seems to be in limbo for me after that. Initiating a sex lab with another NPC doesn't result in sex. I feel like sex lab is stuck somehow. I'm going to try to reset my sex lab registry next.

Anyone else have this little issue?

 

There are not many animations with this machine available, maybe you do not have any installed/activated? It would explain, why the animation does not start.

Posted
23 minutes ago, Amatum said:

Markarth Quest was working  great (Markers present, Odelia Force greet, etc ) until Calcemo - there is a marker for the dwemer machine, no prompt to activate it, but the 2 text pages appear when I approach - but then nothing happens. It seems to be in limbo for me after that. Initiating a sex lab with another NPC doesn't result in sex. I feel like sex lab is stuck somehow. I'm going to try to reset my sex lab registry next.

Anyone else have this little issue?

It sounds like you don't have the right animations for the dwemer machine. Check debug mode in MCM SexLab and it will say e.g. fail in the console because it didn't find the animations.

Posted (edited)

The pit quest is completely broken for me. The 2 NPC just became hostile and attacked me right when the quest started.

Edited by silvercloud
Posted

@Gristle

I had an issue with the Skeevers in Windhelm, they followed but would not initiate sex with the player, no quest markers either.

I say had because I installed the collar mod to my existing game and now I have to start over. Any changes made in Vortex junks my saves for some reason, can't quite figure that out...

Thanks for the mod, have played it before the update with no issues, this may be a compatibility issue with the other mods I have installed, just thought I would post in case.

Thanks @killer905 for the collar add-on's. :thumbsup:

Posted
1 hour ago, Raven 54 said:

@Gristle

I had an issue with the Skeevers in Windhelm, they followed but would not initiate sex with the player, no quest markers either.

I say had because I installed the collar mod to my existing game and now I have to start over. Any changes made in Vortex junks my saves for some reason, can't quite figure that out...

Thanks for the mod, have played it before the update with no issues, this may be a compatibility issue with the other mods I have installed, just thought I would post in case.

Thanks @killer905 for the collar add-on's. :thumbsup:

Sex with Skeevers launches near Nords. Worth going to the market area.

 

As for the collar it should be safe in mid-game/late-game

Posted (edited)
2 hours ago, killer905 said:

Sex with Skeevers launches near Nords. Worth going to the market area.

 

As for the collar it should be safe in mid-game/late-game

Thanks for the help.

I have to start over.

I am an old fart, not very well versed in Computers, with an issue from downgrading my game version, or I am guessing that is the issue. If I change anything in Vortex,  after starting a game, it breaks my saves which never used to happen before Steam forced the last update & Halgari has not upgraded his Downgrader yet so you have to do it in two parts.

Maybe I screwed up somewhere along the line, if I change, add anything to a game I usually have to start over.

Thanks again.  :thumbsup:

Edited by Raven 54
Posted
On 7/12/2024 at 6:46 PM, Gristle said:

Glad you like the mod. The sequence here is supposed to be: you enter through one of the higher two entrances (the damn place has three entrances!), then encounter the Briarheart, then encounter the prison guard (who force greets you), then free the prisoner, then fight the prison guard, then exit down the stairs (to the lowest exit), then fight a couple of Forsworn on the way out, and then leave the Forsworn area without picking any fights.  Did any of these things not happen?

 

Hi, I apologize for the late reply, I was away for work. I followed these steps in this order: entered the ruins through the upmost entrance (the one with the stairs down at the top), got greeted by the briarheart forsworn (scene played correctly, the quest proceeded), went to the jail space, greeted by the guard, got prompted to talk to the prisoner, then prompted to free the prisoner after exausting the dialogue options.

Here is where I think I may have done something wrong/some other mod interfered probably, on a later attempt after reloading a previous save, I noticed there is a placed jail key, which I failed to notice on that specific attempt. I unlocked the jail door using a picklock (maybe that was part of what generated the problem?). After picking the lock, the quest did proceed prompting to escape from the lower level with the prisoner, but they stayed there, without following, and the forsworn around the ruins stayed pacified, on a later successful attempt they aggroed the pc and prisoner as soon as the prisoner was out of the cell. 

 

In the end, the problem ended up resolving itself (by reloading a previous save and proceeding again it went smoothly).

Posted
18 hours ago, monty359 said:

 

There are not many animations with this machine available, maybe you do not have any installed/activated? It would explain, why the animation does not start.

 

18 hours ago, killer905 said:

It sounds like you don't have the right animations for the dwemer machine. Check debug mode in MCM SexLab and it will say e.g. fail in the console because it didn't find the animations.

 

Oh silly me - that was the solution! Thank you so much! 🎶🎶

I guess at some point I had loading issues and disabled a bunch of animations. OOPS

Posted
9 hours ago, unwashed biomass said:

It is me again, have you considered getting permission and incorporating this collar? 

 

He don't need a permission.

 

Permissions:
You are free to reuse, modify and redistribute anything in this mod with a one key exception:

  • You cannot reuse or redistribute this mod's content in any for-profit project, lock it behind a paywall, or use it for commercial purposes.
Posted

How do you feel about adding a small side-quest to visit Katla’s Farm with priestess Freir? Similar to the one with Dinya Balu and dogs. 

Posted

I have thoroughly enjoyed Balazar and look forward to additional quests.

 

I'm running Skyrim AE 1.6.1170, Balazar's Bitch v0.932b SE.7z, and 200 other mods -- all installed with Vortex.  Although there are many, I deliberately avoid mods that radically alter death, locations, or questlines.

 

I experienced the same Secrets of the Forsworn (BLZR_Markarth) problems as reported by others over the last two weeks:

  • Missing force-greets by Odelia, Forsworn Ravager, and Forsworn Shaman
  • Missing quest markers on Odelia, the Balista, and Warlord
  • Missing dialog options after greeting the Warlord

After reloading a dozen saves, my problems appear to have started when first greeting the Jarl of Markarth (with Balazar) and the Secrets quest starts.  On my first play-through, the pointer to Odelia did not appear.  (I thought that was odd because of your attention to detail.)

 

After reloading an old save and restarting Secrets, Odelia's marker correctly appeared and all of the problems reported above vanished.

 

Thus, rather than review Odelia's force-greet code, the problem may be further back when the quest starts.  (The term "script lag" might explain all the problems.)

 

Again, I look forward to future updates.

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