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Posted
On 6/3/2024 at 6:49 PM, El_Duderino said:

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.

Looking forward to it it was a quite fun mod to play

 

  • 3 months later...
Posted

The next update to the mod is now available.

 

Features the start of the next chapter of the mod's main story plus several fixes and tweaks to existing content.

Posted

I think I've encountered a bug: after doing the carrying firewood to the smelter task for the smith, the smith says to return to the head maid, but the head maid has no dialogue.

Posted

Hello !

 

Thank you for the update :)

I have a question: how are you supposed to weep the floor ? I didn't find any broom, so i added one manually, but couldn't figure how to use it.
Mind sparing any tip on this task please ?

Posted
Vor 22 Minuten sagte Hellethia_:

Hallo !

 

Vielen Dank für das Update :)

Ich habe eine Frage: Wie soll man den Boden weinen? Ich habe keinen Besen gefunden, also habe ich manuell einen hinzugefügt, konnte aber nicht herausfinden, wie man ihn benutzt.
Könnten Sie mir bitte einen Tipp zu dieser Aufgabe ersparen?

 

If anything - a "the_broom_sweeps_the_floor" animation should be triggered - this is a vanilla animation - which you can see every now and then in Skyrim

Posted (edited)
18 hours ago, Polonium said:

I think I've encountered a bug: after doing the carrying firewood to the smelter task for the smith, the smith says to return to the head maid, but the head maid has no dialogue.

Ah yes. I think you've reached the end of the currently developed content, which it seems I could have made more obvious. :)

I'll add a "this is the current end" message in the next update -- I can promise that the next update won't take nearly as long to get released as the current one did.

 

3 hours ago, Hellethia_ said:

I have a question: how are you supposed to weep the floor ?

There should be several fairly large dirty gray spots on the floor which you can activate (they also should have quest markers). That starts the sweeping animation. The anim will stop and the dirt disappear after a few seconds. Once you've found and swept up all dirty spots, the "sweep the floor" objective should clear.

 

You don't actually need to have a broom in your inventory... though that's giving me an idea that maybe I can add that. For, uhm, immersion. :D

 

Edited by El_Duderino
Posted
39 minutes ago, El_Duderino said:

There should be several fairly large dirty gray spots on the floor which you can activate (they also should have quest markers). That starts the sweeping animation. The anim will stop and the dirt disappear after a few seconds. Once you've found and swept up all dirty spots, the "sweep the floor" objective should clear.

 

You don't actually need to have a broom in your inventory... though that's giving me an idea that maybe I can add that. For, uhm, immersion. :D

 

 

Thanks !
Sadly I think I have issues with this. Maybe it's because i'm playing on LE.

First, i don't see any rubble to pick for the first task (is it the rubble piles you made during the training ? If yes, then I can see the rubble, but I can't interact to them). Also i don't know if you put markers on it, but I don't see them.

And for sweeping, I don't see any markers, the only one I have is the one on Anneke to talk to her, but nothing else.
If those are LE issues related, i don't see how it could be fixed :(

 

Oh, can I also make a suggestion ?
Collar :blush:
I mean, a slave, but no collar to wear ? It's frustrating, for me at least, it's the most important attire 😜

Posted (edited)
4 hours ago, Hellethia_ said:

First, i don't see any rubble to pick for the first task (is it the rubble piles you made during the training ? If yes, then I can see the rubble, but I can't interact to them).

Hi and many thanks for the helpful feedback!

 

The rubble task is indeed for the piles made during training. It should work the same way: activate the little chest in front of the pile. You should get a new objective to go up to the river. Go to the river bank behind the sawmill's log pile. There's a huge trigger box there that you can activate.

 

Quote

And for sweeping, I don't see any markers

Are you by any chance using the latest update in a game that already had the Slave/Training quest running? If so, there's a good chance that the new aliases haven't filled.

 

You can try this bit of console magic to force-fill the aliases:

 

-- ClearQuestAliases AR_Q_SlaveryHandler

-- SetQuestAliases AR_Q_SlaveryHandler

-- sqv AR_Q_SlaveryHandler (check if there any aliases showing as NONE -- you should be good to go if everything is filled)

-- You can try closing and re-opening the console between all three steps if it didn't work right the first time

 

4 hours ago, Hellethia_ said:

Collar :blush:

Oh my, how could I forget that? :O

 

Thanks for the suggestion and also asking about the broom earlier. I've already changed the script so that you now actually must have a broom in your inventory before you can sweep. ;) Will be in the next update.

Edited by El_Duderino
  • 2 weeks later...
Posted

New version is up.

 

This adds several new missions to the story and comes with a wide variety of fixes and improvements.

 

I've also removed the Sinner's dress quest, which was never working as intended, and the experimental and unfinished "Slavery World" quest.

Posted (edited)

Hi, thx for this promising mod.

 

A few hours ago I played the old version (bummer). I deinstalled it and installed the new version.

 

After i started a new game, I travelled to Windhelm and there are no banners at the stable. At Ebonitium all people know me as a slave in training and react as if I'm in the old Savegame with the old mod.

 

How can I reset the "Ebonitium Quest"?

 

Thx

Edited by Ueli_123
Posted (edited)
34 minutes ago, Ueli_123 said:

How can I reset the "Ebonitium Quest"?

Hi,

 

Not sure why the banner at Windhelm stables shouldn't be there. It was last time I visited there during play-testing the recently added missions. I'll double check if I didn't accidentally delete it somehow when cleaning the quest.

EDIT: I've just checked and the banner at the WH stables did indeed disappear. I must have deleted it when I cleaned up the world edits from the borked "Sinner's Dress" quest. I'll put it back in the next update. Meanwhile, see below for how you can still start this quest.

 

Currently, there are three playable quests included:

 

-- AR_Q_PlayerIntroQuest: This is the one that auto-starts when you encounter one of the banners (Windhelm Stables or Nightgate Inn) or simply enter the Ebonitium facilities in Anga's Mill. Note that this quest auto-fails when you start the slave quest (if you didn't complete it before).

 

-- AR_Q_FetchQuestSmith: This is the one where you run errands for the smith. This is only available if you are not currently enslaved.

 

-- AR_Q_SlaveryHandler: This is slave quest and the mod's main quest, currently including the training chapter (stages <398) and the slave missions (stages >400).

 

If you have not started the slave quest yet, you might be able to revert the Intro quest using the StopQuest & ResetQuest console commands.

Edited by El_Duderino
Posted

Tried the mod v0.5 on a clean game, also ran into the same issue as posted before. Found the banner at the back of the Nightgate Inn. When talking to the lady in red (Alba?) that the quest marker pointed at in the intro quest (stage 10) she only scolded me. No way to continue on with the quest or start her required dialogue to start the tour. While setting the stage to 20 the intro scene did start. But at the tavern I got a guard mad and was teleported to the cage (which is unlocked). None of the NPC's seem to reply and all think I'm either a slave or need to start training. Seems like some quest was started earlier than needed causing the dialogue to break?

Posted
20 hours ago, naaitsab said:

Seems like some quest was started earlier than needed causing the dialogue to break?

Thanks much for the detailed report! Looks like I broke the intro quest (and who knows what else...) during the development of the main quest. Expanding this will remain my top priority, but I will take a close look at the dialogue conditions to see what's what.

 

The missing banner at Windhelm is a confirmed bug. I accidentally deleted the cell edits for it when cleaning up the mod.

Posted
2 hours ago, El_Duderino said:

Thanks much for the detailed report! Looks like I broke the intro quest (and who knows what else...) during the development of the main quest. Expanding this will remain my top priority, but I will take a close look at the dialogue conditions to see what's what.

 

The missing banner at Windhelm is a confirmed bug. I accidentally deleted the cell edits for it when cleaning up the mod.

I also noticed that the dialogue that should fire at the reception does not have a condition to link it to that NPC (getIsID). 

 

Could also be that a quest with a higher (dialogue) priority overwrites that dialogue of the intro quest. You could experiment with a higher priority and perhaps a blocking dialogue option for the intro. But the other findings do point to a bigger issue than just dialogue :P 

Posted (edited)
1 hour ago, joeer123 said:

I go a problem. I cant find dump a rubble in to river. I can't find any trigger box.

Thank you! And confirmed -- this is broken. :/  It worked the last time I play tested it last week; makes me wonder what else I managed to break since then...

Even though this is a WIP mod, I'm very sorry that I've released it in such a borked state.

I'll fix this and the damaged intro quest and release a patch as soon as possible!

 

EDIT: So yeah, for unknown reasons I commented out this line in the "rubble pickup" script:

SlaveQuest.Obj_RiverRubbleDumpMarker.GetReference().Enable()

Edited by El_Duderino
Posted

Hotfix version 0.5.1 is now available!

 

This should address the quest breaking bugs that got reported for version 0.5.0. Thank you very much for all the kind and helpful feedback!

Posted

Hello

 

Thanks for the update !
I'm still having an issue tho, and can't progress on the quest.

I did the rubble excavations from the hall to outside, like planned, but once done, I can't progress further.

When Maid Safia is giving me the next quest (sweep/chop), the quest is not progressing, and the tasks are not set (or the aliases). I tried talking again, but she only propose me the dialogue as if I just finished the previous quest, so it's an endless loop :(
I tried it with my progress from start of Ebonitium or with the console command, but it's the same issue all the time, I can only do the first quest (I tried all options by giving the first task quest to someone else so I could see if any option was allowing me to progress.)

 

Thanks for your help !

Posted (edited)
8 hours ago, Hellethia_ said:

I tried talking again, but she only propose me the dialogue as if I just finished the previous quest, so it's an endless loop

Thanks, that's a very helpful report. It sounds like the quest didn't advance to the next stage at the end of the "mission briefing". The dialogue end fragment should trigger the tasks/objectives and also make it impossible to repeat that dialogue with Safia. I'll inspect and test this part again.

 

EDIT: Ok, this one has me stumped. That mission works fine for me and I can't see anything in the dialogue conditions that could trip it up (or I'm overlooking it?)

Edited by El_Duderino
Posted
12 hours ago, Hellethia_ said:

Hello

 

Thanks for the update !
I'm still having an issue tho, and can't progress on the quest.

I did the rubble excavations from the hall to outside, like planned, but once done, I can't progress further.

When Maid Safia is giving me the next quest (sweep/chop), the quest is not progressing, and the tasks are not set (or the aliases). I tried talking again, but she only propose me the dialogue as if I just finished the previous quest, so it's an endless loop :(
I tried it with my progress from start of Ebonitium or with the console command, but it's the same issue all the time, I can only do the first quest (I tried all options by giving the first task quest to someone else so I could see if any option was allowing me to progress.)

 

Thanks for your help !

 

Just wanted to say that I have the exact same issue after starting a fresh save and triggering the quest chain with the console command 'setstage ar_q_slaveryhandler 398'. I was able to move the rubble to the river without issues, but talking to Safia afterwards didn't progress the quest properly.

Posted
7 hours ago, Shmurtle said:

Just wanted to say that I have the exact same issue after starting a fresh save and triggering the quest chain with the console command 'setstage ar_q_slaveryhandler 398'. I was able to move the rubble to the river without issues, but talking to Safia afterwards didn't progress the quest properly.

Thanks much! That helps narrow down the search.

 

I've just re-played that part of the quest a couple of times, once hauling the stuff upstairs myself and once getting somebody to help me. (Hint:)

Spoiler

Guard Mera

 

Both times it transitioned to the next task just fine and I could start sweeping and chopping. As far as I can tell, the dialogue conditions in the first mission all check out and the script properties all look okay. To be honest, I have no idea what could be causing this to get stuck.

 

The attached zip file contains a re-saved .esp and the two scripts freshly re-exported. I'm grasping at straws here, but perhaps this can fix it? Simply overwrite the files in your existing mod instllation with the ones from the attachment.

 

You could also try and advance the quest manually: "setstage ar_q_slaveryhandler 406" (that's the stage that should trigger automatically when you've dumped the last piece of rubble)

HOTFIX_241004.zip

Posted
6 hours ago, El_Duderino said:

Thanks much! That helps narrow down the search.

 

I've just re-played that part of the quest a couple of times, once hauling the stuff upstairs myself and once getting somebody to help me. (Hint:)

  Reveal hidden contents

Guard Mera

 

Both times it transitioned to the next task just fine and I could start sweeping and chopping. As far as I can tell, the dialogue conditions in the first mission all check out and the script properties all look okay. To be honest, I have no idea what could be causing this to get stuck.

 

The attached zip file contains a re-saved .esp and the two scripts freshly re-exported. I'm grasping at straws here, but perhaps this can fix it? Simply overwrite the files in your existing mod instllation with the ones from the attachment.

 

You could also try and advance the quest manually: "setstage ar_q_slaveryhandler 406" (that's the stage that should trigger automatically when you've dumped the last piece of rubble)

HOTFIX_241004.zip 437.64 kB · 1 download

 

Good news: I think that fixed the issue, I let the guard lady help me this time and Safia gave me the new tasks afterwards.

 

Bad news: Chopping the firewood worked great, but when I tried to deliver it to the smith / cook lady afterwards, I got stuck again. I was able to trigger the relevant dialogue tree but they didn't take the wood from my inventory afterwards and the quest objectives didn't update either. Talking to them again and repeating the same dialogue didn't fix anything. I had 0 issues with the dirt-sweeping task tho.

 

Ty!

Posted

Thanks for the feedback! I'm beginning to wonder if I didn't put all the mod's scripts in the zip. That might explain why so many things don't work for you that work okay in my local testing.

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