Shmurtle Posted January 30, 2024 Posted January 30, 2024 22 hours ago, El_Duderino said: The first issue on your list is confusing me a little but it might be related to walk speed issues. Are you by any chance using a mod (a devious training mod or similar) that lowers the player char's walk speed while wearing DD boots? It could be that the speedmult got too low, which I believe can cause the player char to get "rooted" in place. Hi! I managed to replicate the issue by adding random items to my inventory until my weight went over the limit and then equipping a pair of vanilla DD boots. As it turns out, a lot of the vanilla DD boots have a movement speed penalty attached to them as part of the base DD mod. There's a setting in the DD MCM that allows you to disable these movement speed penalties. That fixed the issue for me. So thank you for the tip!
El_Duderino Posted January 30, 2024 Author Posted January 30, 2024 (edited) @Hellethia_, thanks much for the kind words and the report. I don't quite know what could have caused those missing meshes. Did anybody else in LE get to that part of the quest (clearing the rubble)? I do know that I ran all of the mod's included meshes through the Cathedral mesh optimizer to make them compatible with SE. Does this perhaps cause incompatibilitiy with LE in turn? @Shmurtle, thank you very much! Great to know that we have identified the cause. I'll check if I can influence this with the boots' own device properties (they are already a custom device), otherwise I guess I'll just have to add a warning to the OP. Edited January 30, 2024 by El_Duderino
Hellethia_ Posted January 30, 2024 Posted January 30, 2024 53 minutes ago, El_Duderino said: @Hellethia_, thanks much for the kind words and the report. I don't quite know what could have caused those missing meshes. Did anybody else in LE get to that part of the quest (clearing the rubble)? I do know that I ran all of the mod's included meshes through the Cathedral mesh optimizer to make them compatible with SE. Does this perhaps cause incompatibilitiy with LE in turn? @Shmurtle, thank you very much! Great to know that we have identified the cause. I'll check if I can influence this with the boots' own device properties (they are already a custom device), otherwise I guess I'll just have to add a warning to the OP. Well the only thing would be either a missing mesh, or perhaps put in the incorrect folder. The best way to check would be to open in CK and check again the path of the mesh ? I tried to do that, but sadly, I can't open SE mods in my CK. At first i thought it was caliente tools to run that I forgot, but you no longer have any, I remember you had some in the previous LE version you did a long time ago. Perhaps you built some meshes a long time ago but forgot to add them ? But i wouldn't be the only one with that issue... so i really don't know
bob9890 Posted January 31, 2024 Posted January 31, 2024 Hey, what is the Rr8gBQxD file for? Also, do we need any of the files from 2.0 for it to run properly or just the files here?
El_Duderino Posted January 31, 2024 Author Posted January 31, 2024 On 1/30/2024 at 8:41 PM, Hellethia_ said: Well the only thing would be either a missing mesh, or perhaps put in the incorrect folder.... At first i thought it was caliente tools to run that I forgot, but you no longer have any, I remember you had some in the previous LE version you did a long time ago. At the moment I'm at a loss what's going on here but I'll attempt to verify that I did indeed package all required files. But I know of at least two people who have played through that part of the quest in SE and they didn't report this, so I'm thinking we may have discovered a LE incompatibility. Not sure if it's possible to reverse-port SE nif files to LE? Kinda do the opposite that Cathedral does for SE, in a way? That there are no longer any Bodyslide projects is correct, I abandoned that because I didn't feel like converting all my UUNP to whatever is the most popular SE body replacer. 15 hours ago, bob9890 said: Hey, what is the Rr8gBQxD file for? Also, do we need any of the files from 2.0 for it to run properly or just the files here? That cryptic sounding file is the Mega link to CoffeeInk's synth voices for the mod. All files needed for the current version are on the download page above. In fact, I'd advise against installing the old (LE-only) version in parallel as that is likely to cause issues (incompatible nifs, outdated scripts, ...) 1
El_Duderino Posted February 7, 2024 Author Posted February 7, 2024 Hi all: The next update to the mod is available! It has two main components: 1) The Fetch Quest should be functional again. I've tweaked script fragments and dialogue conditions. Please note that I have not been able to test all possible permutations of the fetch tasks, so please do let me know if you get stuck somewhere along the quest. 2) New Side Quest: "Sinner's Dress" This is a kinky side quest for roleplaying which is totally unrelated to the mod's story. This is aimed primarily at hobble dress lovers and you might not enjoy this quest too much unless you don't mind having to wear hobble dresses for a longer period of time. This quest assumes that you have commited sins against the Goddess Dibella or the God Arkay. To help lead you to redemption, you've been put into a sinner's dress. The dress will tighten if you don't pray often enough, and untighten if you have recently prayed. To earn redemption, you must wear the dress for around sixty in-game hours (sleeping and waiting do not count). Alternatively, the Gods will show mercy if you let the dress tighten itself often enough. You can currently only start this quest by using the console: setstage ar_q_sinnersdress 10 (to be put into Dibella's dress) setstage ar_q_sinnersdress 11 (to be put into Arkay's dress) 1
Talesien Posted February 11, 2024 Posted February 11, 2024 After 'getting the quest' at the Windhelm stables I went to the location entered and. The first Autosave was still normal, but any save after that had a new the ID of 00000000 and started again at 1. So what should have been: Save34_B55E68D4_0_41736C616D61_AR_Cell_HiddenCellar_000557_20240211022635_5_1.ess Was instead written as: Save1_00000000_0_41736C616D61_AR_Cell_HiddenCellar_000557_20240211022635_5_1.ess That of course also meant no way to load older saves without at least going to the main menu and I've no idea if it also causes other problems down the line. I know that effect usually only from name changes, but it does not look like my name was changed (not visibly at least). It hopefully is more of a nuisance than a serious problem.
El_Duderino Posted February 13, 2024 Author Posted February 13, 2024 On 2/11/2024 at 5:15 AM, Talesien said: It hopefully is more of a nuisance than a serious problem. Thanks for the report, but I must admit that I have no idea what that autosave issue indicates. Autosave is always disabled in my game and I only do "hard saves". Which don't change their number sequence when I save while progressing in the mod. As far as I can tell, this mod does no "dark magic" with the base game. It doesn't rename any characters and there is only very limited interaction with core game stuff (mainly added dialogues and some very minor world edits). No core game scripts or records other than the cell records are being modified. Could this be related to the "Sinner's Dress" quest somehow? The CK has added the persistant flag to the shrines which I've referenced in that quest. I think I should find a way to avoid that (or just delete the whole quest as it was mainly just an experiment), but could this cause the save counter to reset?
Guest Posted February 13, 2024 Posted February 13, 2024 As I understand it, the issue usually occurs when the cell in the CK has underscores in the name. Somehow that messes with the save naming conventions. Not sure on the details of why, but it happens. Renaming the cell is what has fixed this kind of issue for me in the past.
El_Duderino Posted February 13, 2024 Author Posted February 13, 2024 4 hours ago, DonTheDime said: As I understand it, the issue usually occurs when the cell in the CK has underscores in the name. Somehow that messes with the save naming conventions. Not sure on the details of why, but it happens. Renaming the cell is what has fixed this kind of issue for me in the past. The CK and Skyrim are full of surprises! As it turns out, all of my cells have underscores in their names. I'll change that for the next upload. Thanks much for letting me know about this!
kurotatsu Posted February 14, 2024 Posted February 14, 2024 Regarding other mods compatibility - you can use DHLP-Suspend and DHLP-Resume modevents to tell other mods they should sit tight and not intrude. Of course, you have to send it after game load too, you can attach script to player, call up small function on game load which would check if certain quests running and send this modevent. 1
El_Duderino Posted February 14, 2024 Author Posted February 14, 2024 8 hours ago, kurotatsu said: you can use DHLP-Suspend and DHLP-Resume modevents to tell other mods they should sit tight and not intrude. Thanks, that is a good idea. What worries me slightly is that I don't know if it's generally accepted to suspend the Helpless events for such a long time as would be needed for this quest? Potentially several in-game weeks? Are there any other mods that do that for such a long period of time?
kurotatsu Posted February 14, 2024 Posted February 14, 2024 2 hours ago, El_Duderino said: Thanks, that is a good idea. What worries me slightly is that I don't know if it's generally accepted to suspend the Helpless events for such a long time as would be needed for this quest? Potentially several in-game weeks? Are there any other mods that do that for such a long period of time? Yes, DCL does it when it's Chloe quest running. It is a LONG one. Suspending mods shouldn't be annoying as long as you ensure resume event sent when all done. And surely nothing bad would happen. Worst that can happen - those mods would stop working, i.e. no Cursed Loot events, no Strikers transferring devices, no DIN's comments and actions, etc. Which is essentially the same if they are disabled manually before starting the quest, which is much, much more hassle than stuck suspend event. And if you want to ensure it's robust - make sure you send them from quest's script and not somewhere else, like ME or something else. Had headache with it when developed Abadon Shout...
El_Duderino Posted February 15, 2024 Author Posted February 15, 2024 21 hours ago, kurotatsu said: Yes, DCL does it when it's Chloe quest running. It is a LONG one. Suspending mods shouldn't be annoying as long as you ensure resume event sent when all done. And surely nothing bad would happen. Thank you very much for the helpful reply! I have played the Chloe quest two times now and never knew that it sent the dhlp suspend. Adding this to my mod is now officially on my to-do list for the next upload. 🙂 2
Nikerage Posted April 24, 2024 Posted April 24, 2024 Hey @El_Duderino, thanks for this great mod too! Can we expect an update soon? Im just curious!:-) thanks in advance!
El_Duderino Posted April 24, 2024 Author Posted April 24, 2024 8 hours ago, Nikerage said: Hey @El_Duderino, thanks for this great mod too! Can we expect an update soon? Im just curious!:-) thanks in advance! Thanks for the kind words. I'm still working on this mod but the next update is quite some ways in the future I'm afraid. I doesn't help that I got heavily side-tracked lately by developing my new alt-start mod "Devious Newcomer" which was originally intended as an add-on to Ebonitium but which soon developed a life of its own.
bubba999 Posted May 6, 2024 Posted May 6, 2024 Nice mod so far. I'm running into a problem when I have to haul rubble from the kitchen to the entrance. It won't go back to first person sometimes and it's impossible to navigate when it happens. Also, should the outfit change to ponygirl when hauling rubble? Because it didn't.
El_Duderino Posted May 8, 2024 Author Posted May 8, 2024 On 5/6/2024 at 3:32 PM, bubba999 said: It won't go back to first person sometimes Hi, thanks for the bug report. To be honest, I don't know why it even switches camera. It's not something I wanted it to do. The NPC ponies were supposed to equip the backpacks but for some reason I have yet to figure out it doesn't trigger. The player outfit on the other hand is intended to stay as it is. You're only helping out; you're not training to become a pony yourself. Though that might be an idea for another extension a long, long way in the future. 😉 1
wingtofree Posted May 12, 2024 Posted May 12, 2024 (edited) How to dump rubbles in the entrance area? @El_Duderino Edited May 12, 2024 by wingtofree
El_Duderino Posted May 12, 2024 Author Posted May 12, 2024 3 hours ago, wingtofree said: How to dump rubbles in the entrance area? There should be a chest there somewhere in the middle of the entrance room (the one upstairs through the tunnel). Activating it should unload the rubble. 1
wingtofree Posted May 12, 2024 Posted May 12, 2024 11 hours ago, El_Duderino said: There should be a chest there somewhere in the middle of the entrance room (the one upstairs through the tunnel). Activating it should unload the rubble. Thanks, I have fond it. But this quest is really boring, and I can't find out the progress of it.
El_Duderino Posted May 14, 2024 Author Posted May 14, 2024 On 5/12/2024 at 8:37 PM, wingtofree said: But this quest is really boring, and I can't find out the progress of it. Thanks for the feedback. This was a bit of an experiment on my part to see how much tedium players are willing to take while distracted by shiny rubber. To my surprise, there has been less criticism about it than I thought there'd be, though I might still reduce the number of "rubble runs". There won't be any options for how often you have to run back and forth though; that mission's setup is already too complex for my taste and providing options would rob me of what little remains of my sanity. I don't remember the exact times you have to go back and forth, perhaps 15x? The rubble pile should shrink each time you pick up rubble in the kitchen, so you can roughly estimate how long it'll still be (yes, you have to move all of the pile to the entrance area). 2
Axolu Posted May 25, 2024 Posted May 25, 2024 (edited) This week I went through and modded Skyrim SE, specifically so I could try out the updated version of this mod (others too, but this was my priority, actually. I'm real excited.) However, after starting up, making sure everything worked in steps with different saves, and finally traveling to the Mill, I found there's nothing there at all, as if the mod hadn't loaded. I went into the console to search for 'ebonitium' and didn't see anything either (Haven't been able to get additemmenu to work). I'm not exactly sure where to start with troubleshooting this kind of problem, so I'd like to ask for help. Edit: And see if anyone else is having similar issues too. Edit 2: Fixed. It turns out it was a stupid problem. The Devious Arena.esp, for whatever reason, wasn't active. After way too long, I looked at the plugins tab, saw that it was off, realized that I was a dumb, and feex'd it. Edited May 28, 2024 by Axolu
Allen Harris Posted May 25, 2024 Posted May 25, 2024 The training quest is certainly interesting, though also monotonous. There's a lot of potential here - excited to see how it progresses
El_Duderino Posted June 3, 2024 Author Posted June 3, 2024 Thanks for the feedback! Work on the mod is progressing, though I'm splitting off one or two of the planned side features into separate mods, similar to my recently released Alt. Start quest. Makes it more manageable on my end and hopefully also more attractive to players who might only want to play some parts of the content. The main quest arc after training focuses on the story and evolution of the place, including missions away from home. This will be far less monotonous than the training quest. I also want to offer an option to skip the training entirely, role playing that you are already a well trained slave, and jump right into the story quest. 6
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now