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Posted
1 hour ago, pappana said:

 

 

I completly understand and like your reply mine didnt either i just wanted to know why people do this and i did get my answer... somewhat so for that i appreciate it but this is what you said:

 

"Wanted to offer an opinion, respectfully here - I appreciate the continued work on erotic quest mods (which have been drying up), and I think the work done on this mod has been quite good. But I'm not really into the SUPER repetitive task thing.

Don't get me wrong - I think that's actually what the mod author wanted, so I'm not throwing shade. Just wanted to offer my personal perspective."

 

And this is why you said it according to you:

 

 

But you didnt give the author of ebonitium any other criticism other than "i dont like it, just expressing my opinion" Thats basically all you said so for me as a reader im like "why are you here?" like i said.

 

If you had provided some sort of criticism or suggestion like: "maybe if you add X, or change Y, or how about doing it like Z so people to make it more unique"  in your comment i would never have replied to you.

 

Im not throwing shade once i again. Im explaining why i quoted you and asked why you are here and i got my answer.

TBF, it might have made more sense if I'd added "I'd probably like it more if it had more narrative elements" (because that's what I was getting at) - but I was drunk when I originally wrote it, so I kind of forgot that part lol.

Posted
1 hour ago, Allen Harris said:

"I'd probably like it more if it had more narrative elements" (because that's what I was getting at) - but I was drunk when I originally wrote it

:beer: to that. :)

 

Originally, I had planned to make the training chapter even longer and more repetitive, but that felt too dull even for my taste. You weren't the only who commented on the somewhat grindy nature of the training quest, which is why I've tried to focus the 2nd chapter much more on the story and have also shortened it a bit from its original planned content. And of course there's now also the ghost who can help you skip certain parts of the quest in an "immersive" way.

Posted
1 hour ago, Drifter442 said:

hi, sorry to bother you but I wanted to know what should I do at the mission fill in akene?

This mission has three components:

-- sweep the floors (large dust spots on the floor)

-- deliver 20 firewood to the cook

-- and six firefood to the smith

-- an unmarked, optional part is available when talking to Aneke and the maids in the white dresses

Posted
4 hours ago, Allen Harris said:

TBF, it might have made more sense if I'd added "I'd probably like it more if it had more narrative elements" (because that's what I was getting at) - but I was drunk when I originally wrote it, so I kind of forgot that part lol.

 

You dont say🤣

Posted

A few issues as someone new to the mod:

- Several guards are in the warden's room and they forcegreet player too much. I can't run in the room more than half a second when somebody forcegreets already, it's really difficult to even get out through the door.

- I did some delivery jobs and then slept 2 days on the job, making it fail on time. Chose to pay off debt with work. 1 delivery to Windhelm and back, Janeera says it's not enough to pay off debt and then closes dialog. Misc quest is now "Return to Janeera" and no matter what time of day or what room i try, she won't tell me anything more. The dialog is still starting with the "I've returned from the mission...".

- Also Janeera really isn't much available for the mission return anyway because she patrols around so much. She even makes some roundtrips to Windhelm.

- Speaking of that, i used "moveto player" command on her once when i saw her stuck by the waterfall near bridge.

 

Anyways, she left me inescapable straightjacket, i'll load manual save back and try the main quest.

Posted
6 hours ago, Zaflis said:

A few issues as someone new to the mod:

Thanks much for the bug reports and feedback! I must admit that I haven't looked at the delivery quest in a long time. I'll check and try to fix those things before the next upload. Sorry that you got stuck because of the quest!

 

The guards' forcegreet seems quite badly broken -- I think I'll just disable it for the time being as I can't seem to get it to work properly.

 

I'll double check her packages but the smith (and the other two workers) should be in the workshop every week day during regular working hours (morning to evening). Outside of that time, they tend to roam around quite a bit; that is entirely intentional.

Posted
On 11/21/2024 at 7:34 PM, Drifter442 said:

I've done everything but I only have the one with Akene left and if I don't do it it won't send me forward

Are all three tasks (2x firewood, sweeping) marked as complete in your quest journal? If so, the Head Maid should have a new dialogue option for you which completes this mission and makes the next one available.

 

I realize now that the "Fill in for Aneke" objective doesn't explain that and I've changed it for the next update.

Posted (edited)

So about the intro quest "Discovering Ebonitium", it is still incomplete too. I have done several delivery quests already. It is objectives are:

- Ask about this place (incomplete)

- Find Ebonitium (complete)

I know the first post had some commands to progress it, but i think i have talked to everyone in the facility already. It's also possible they didn't respond with right lines within bad hours?

 

Another maybe minor issue is that many of the girls are click-through, and that includes the red suited maid at the entrance desk when you come down the ladder. So those i can't speak to at all, unless they start doing something like walk instead of sitting (can't talk to some when they sit). I wouldn't know if some AI package can disable them that way too... My character doesn't even collide with them... hmm... collision mesh with Bodyslide...? But then why does animation make it work, is so bizarre.

 

I am using Skyrim AE with the very latest DD-NG and UD nightly builds. I just don't see these problems in other mods yet.

 

Edit: Some workarounds i tried on the npc to disable, then enable her to reset AI. Or remove the dress she's wearing, but after both of these i could still walk right through her like she's a ghost.

Quote

 

getstage ar_q_playerintroquest

GetStage >> 10.00

 

 

So i just set it to stage 20 and then the red girl i couldn't click before became clickable and she gave a tour, then quest was complete.

Edited by Zaflis
Posted (edited)

How much rubble is there to carry? It's already over 3AM. Am i missing something or is there a way to walk faster with the basket on your back? I'm getting complaints of too slow on every round.

..

It did end finally, was 7:30 when the maid said to sleep until 7 and i even added 200 to speedmult for last few rounds. I guess this means 23 hour sleep.

..

Woke at 6:50 but it didn't trigger the quest, so i did another day around. First slept until some 20:00 and then 6:50 again and now we continue.

---

Update again:

Wow, so much worked for so long time. There is surprising amount of content in the mod!

Anyway i got back from Whiterun and now headmaid won't talk to me about new tasks anymore or finish that one.

ar_q_slaveryhandler is stage 579 and from SSEEdit it would seem it is the last stage for that before the 9001.

 

But i haven't seen a message about content actually ending yet, there probably should be more right?

 

Oh i should probably emphasize that the npc's that turn "ghostly" clickthrough is breaking the flow in many places where i'd need to talk to them. It concerns a lot of the npcs and i assume it has to do with their AI packages or something. Disabling and enabling them you usually can quickly click them before they put their hands on a counter or something. But i have never seen other mods ghost npc's like this.

Edited by Zaflis
Posted (edited)

Hi @Zaflis and thanks so much for the detailed review!

 

Quote

Am i missing something or is there a way to walk faster with the basket on your back?

I added a "no running" penalty like in pre-NG DD when having the loaded backpack equipped. I'll remove that, as it seems to cause problems that I didn't anticipate.

The rubble haul is complete when there's no more rubble left  to pick up. Should be 15 round trips each time IIRC (and in both cases you have options to progress without doing a single run:

Spoiler

summon the ghost during both of the rubble missions, or speak to guard Mera or the Anga's Mill NPCs during the second rubble mission

 

Quote

Woke at 6:50 but it didn't trigger the quest

Thanks, I'll check what I put in the OnSleepStop event to check if there's some "holes" in the logic.

 

Quote

ar_q_slaveryhandler is stage 579 and from SSEEdit it would seem it is the last stage for that before the 9001

Ah... so I wrote that "end of content" pop-up message, but then apparently forgot to actually fire it in the quest. Oops! :O

In any case, stage 579 is the end of the currently released content and the 9000 stages are the different quest ends.

 

Quote

Oh i should probably emphasize that the npc's that turn "ghostly" clickthrough is breaking the flow in many places where i'd need to talk to them

Yeah, I've noticed that too on occasion but haven't been able to determine what's causing it, especially as it seems to happen randomly when the NPCs are using idle markers during their Sandbox packages. I don't know what to do about it besides getting rid of the idle markers, but then the NPCs would only be standing around all the time which would be boring.

 

EDIT: Thought about this strange issue a bit more and I suspect that it only occurs with the "lean on counter" or "lean on table" idle markers. I'll try to remove those but leave the actual packages (which are all sandbox-type) unchanged. Fingers crossed that this takes care of the ghost-like NPCs.

Edited by El_Duderino
Posted
On 11/23/2024 at 12:58 PM, El_Duderino said:

I added a "no running" penalty like in pre-NG DD when having the loaded backpack equipped. I'll remove that, as it seems to cause problems that I didn't anticipate.

The rubble haul is complete when there's no more rubble left  to pick up. Should be 15 round trips each time IIRC (and in both cases you have options to progress without doing a single run:

I found there was an ini file in DD-NG that has hobble speed at 0.15. It was an issue with DCL too and i went and increased it, should also affect this mod. Maybe they'll change the defaults still, who knows.

Posted (edited)

I've had situations where bandits don't attack me and i don't know why. Checking factions i think this may have something to do with it?

ScreenShot96.png

 

Edit: Some server issues with screenshot, it's from console about player factions, some words:

AR_Fact_BanditFriendFaction: Rank0 [5]

Base defined in: Devious Arena.esp

 

I removed player from that faction and saw bandits in nearby fort attack right away.

Edited by Zaflis
Posted
On 11/26/2024 at 8:45 AM, Zaflis said:

I've had situations where bandits don't attack me and i don't know why. Checking factions i think this may have something to do with it?

Hi, well spotted, my mod does do that. Bandits and warlocks will not attack the player while the slave quest is running. They should be hostile in the other (side) quests including the delivery missions. A new mission (in the next release) will explain why this is so. Also, the player will be removed* from the faction once the slave quest ends (the faction gets added only to the player alias and won't survive the Stop() command in the ending stages of the quest).

 

*) It just occured to me that the current public build of the mod most likely does not remove the player from that faction, so please remove the faction through console if you want to keep playing after you've reached the end of the currently available content. Sorry for the inconvience and oversight!

Posted (edited)
On 11/27/2024 at 11:16 PM, El_Duderino said:

Hi, well spotted, my mod does do that. Bandits and warlocks will not attack the player while the slave quest is running. They should be hostile in the other (side) quests including the delivery missions.

My savefile was at the point of tutorial quest incomplete (Discovering Ebonitium). I went back to it after testing the actual mod to continue the playthrough. So i think it adds the faction too early as well. Because before deciding to become part of them, player is free to roam Skyrim and even do those delivery quests.

Edited by Zaflis
Posted
6 hours ago, Zaflis said:

So i think it adds the faction too early as well.

Oh! Thanks much for reporting this. That's definitely not how I intended it to work. As the mod has evolved, I only need bandit neutrality for one or two specific missions during the slave quest. Probably much better if I just add and remove the player to/from that faction in the relevant stages and not globally for the whole quest.

  • 2 weeks later...
Posted

Version 1.0 Beta is now available!

 

Please uninstall any earlier version in your mod manager as this mod is now entirely bsa packed. Please see the changelog on the download page for more details.

 

This large update completes the story with its now eight endings.

 

Please let me know if something doesn't work in the mod or if you find any bugs!

Posted (edited)

hello it's me again first of all congratulations for the 1.0 

secondly when I arrive in fort almor who is the person I have to talk to? because I don't have indicators I tried to talk to everyone but there is nothing new in the dialogue options

Skyrim Special Edition 11_12_2024 00_14_45.png

Edited by Drifter442
Posted

Quick question and bug report for mod author:

 

How does one get slave training / enslaved by Ebonitium? - I read the mod page description regarding part 1 slave training and it does say: 

Quote

This quest can currently only be started through the console. Enter setstage ar_q_slaveryhandler 10 and it will start. A more immersive quest start will be provided with the full 1.0 release.

 

but the latest mod update changelog says this:

 

Quote
  • The quest's story is now complete. No further quest or side-quest expansions to this mod are planned at this point.

 

So I'm not sure if the quest can still only be started with console commands, or if that immersive quest start is already in the game and if it is; how to start it?

 

Anyway, been playing the mod for a couple hours and I've been enjoying it so far despite mostly being restricted to the delivery quests atm. I have found a couple bugs which I've noted for you:

 

 

Spoiler
  • KS Hairdos SEE is required for some of the character hairs to properly show. You don't need the mod but the hairs will look low-poly and have that pink/purple colour due to missing textures.
  • Several of the guards for Ebonitium seem to get stuck in this one spot near the entrance (most often it's; Sheva, Sora, Nora, and Mera).20241211030353_1.jpg.d199c96355a4e8a2169789c06ccf3225.jpg
  • (prior to player enslavement) Maid Aneke's dialogue seems bugged. The player can ask her [Can I ask you something?], Aneke says the player can ask them anything, but the next and only dialogue option for the player is [Hello, can I ask something?] to which Aneke will respond saying that she can't as she's too busy right now.
  • Don't know if intended but while collecting items from the blacksmith in windhelm (to give to Cobbler Sybil), he only gave me part of the items, on return to Ebonitium my character mentioned they were only able to get part of the delivery. There was a option to find the rest of the ordered items but the blacksmith had no options to ask him where the rest of the items were or how to find them etc. Long story short Ebonitium reported me to dawnstar guards for theft lol (only a 300 gold fine)
  • A minor bug but easily fixed, if the player waits in the same area/cell as the maids do those maids will get stuck in a T-pose. They are sometimes interactable, will respond to the player passing by them, but they're otherwise physically not there and you can walk through them. it's quite funny especially if they're just silently gliding down a corridor like some ghost haunting the place. Easily fixed by restarting the game or leaving and coming back to the area.
  • Going into Vilmar's private room (while not ensalved - totally not trying to get punished or anything..) causes all the guards to enter the cell with the player and they seem to try and forcegreet the player but fail to and just spam lines like "What do you need?", "I haven't got all day.", "Yes?", "Need something?" etc all while following the player if they move throughout the room. It's.. ominous lol
Posted (edited)
9 hours ago, Drifter442 said:

secondly when I arrive in fort almor who is the person I have to talk to? because I don't have indicators I tried to talk to everyone but there is nothing new in the dialogue options

 

There should be an objective marker on your map... I'll double check. In any case, the NPC is usually hanging around in the middle of the fort's courtyard. She's named "Diplomat" (I know, how original!)

 

2 hours ago, User55487197 said:

So I'm not sure if the quest can still only be started with console commands, or if that immersive quest start is already in the game and if it is; how to start it?

 

Thanks much, I'll make that less confusing on the mod page! For now (during beta), the console SetStage is still the only way to launch the slave quest. Other than that, the quest is complete. With the release of full 1.0, hopefully some time after the holidays, Simple Slavery will take care of that (with huge thanks to @Hex Bolt!)

 

The bug report is very helpful! The Aneke dialogue oddity is as I designed it but I get now that it can be confusing -- I think my intention here was that you should only talk to her when she's off duty (which the player can't know about). I'll change that to make her dialogue available all the time.

 

I'm afraid I don't understand what is happening with the blacksmith/Sybil fetch task (I tested the very task last night and it worked for me) and I've also never seen that "guards assembly" in the upper hall. I'll inspect the NavMesh and packages.

 

That T-pose thing is likely related to the idle markers, which sometimes glitch out the characters (though in my case they "only" become ghost-like, but still animate). I don't know what is causing that, especially as it happens so randomly.

 

Sorry about Vilmar room forcegreet. I thought I had fixed that, but probably forgot about that room.

Edited by El_Duderino
Posted

Hello !

Thank you for the update !
I can't wait to continue the story, but i'm running into some issues:

1. I think there's still some issues with textures: the carpets are missing the ebonite textures, and when I extracted the BSA, I saw there was no textures folder, so I duplicated one of your old version, and it worked. Maybe you just forgot to include your textures folder into the pack ? :blush:

2. I couldn't find the diplomat on the first mission (oh and the NPCs are attacking Guard Mera, poor girl :( , hopefully she's essential !). I tried to spawn the diplomat through the console, and I was able to finish the mission.

3. I'm stuck on the 2nd mission: I was teleported outside of the Meadery, but Avenicci isn't there. I went to Dragon's reach on foot to talk to him there, but he has no dialogue related, so I can't proceed further.

Thank you by advance for your help ! 🖤

(little note: i'm on LE version, so I used cathedral optimizer to repack the BSA, otherwise the game doesn't launch, but it's just a repack, no optimization or files deleted during the process)

Posted (edited)

Thanks much! I appreciate the detailed feedback!

 

7 hours ago, Hellethia_ said:

I think there's still some issues with textures:

Oh dear. Those pesky packaging issues are a never-ending story... I'll double check.

 

Quote

I couldn't find the diplomat on the first mission (oh and the NPCs are attacking Guard Mera, poor girl

That sounds like a faction issue, probably an unintended side effect from another bugfix somewhere else in the mod. Player and guard should be friendly with the warlocks for that mission (and guards and ponies all the time).

 

Edit/Question about this: are you by any chance using mods that add more enemy NPCs to the game (Populated Forts or something like that)? Those will only be compatible if they use the vanilla factions (BanditFaction or WarlockFaction), but they will attack you or the guard if they are not using them.

 

7 hours ago, Hellethia_ said:

I'm stuck on the 2nd mission: I was teleported outside of the Meadery, but Avenicci isn't there.

Avenicci should be waiting for you *inside* the meadery if his package fired correctly (follow the guard inside). I'm using clones for all of the vanilla NPCs that you encounter outside of their typical towns/locations, which is why the actual steward in Dragon's Reach doesn't have dialogue.

 

7 hours ago, Hellethia_ said:

i'm on LE version, so I used cathedral optimizer to repack the BSA

Thanks, that is great to know! I'll add the info to the mod page.

Edited by El_Duderino
Posted
1 hour ago, El_Duderino said:

Thanks much! I appreciate the detailed feedback!

 

Oh dear. Those pesky packaging issues are a never-ending story... I'll double check.

 

That sounds like a faction issue, probably an unintended side effect from another bugfix somewhere else in the mod. Player and guard should be friendly with the warlocks for that mission (and guards and ponies all the time).

 

Edit/Question about this: are you by any chance using mods that add more enemy NPCs to the game (Populated Forts or something like that)? Those will only be compatible if they use the vanilla factions (BanditFaction or WarlockFaction), but they will attack you or the guard if they are not using them.

 

Avenicci should be waiting for you *inside* the meadery if his package fired correctly (follow the guard inside). I'm using clones for all of the vanilla NPCs that you encounter outside of their typical towns/locations, which is why the actual steward in Dragon's Reach doesn't have dialogue.

 

Thanks, that is great to know! I'll add the info to the mod page.


Hello !

To answer your question, I'm using mods that spawn additional npcs in cities only, not in forts.

I spawned a clone of Avenicci, and the quest worked !
Sadly, on the next stage, I have the same issue, the visitor is not spawning, there's nobody to meet, and I don't know the name of the npc, so I can't spawn him manually :(

Posted
13 hours ago, Hellethia_ said:

I have the same issue, the visitor is not spawning

Thanks for the update. OK, then the issue at Fort Amol must be somewhere else. I'll double check the factions etc. for this mission.

 

The visitor not spawning is a strange one. Can you do me a favor and run "sqv ar_q_slaveryhandler" in the console and check if there are aliases (or other entries) that read "NONE"? That might explain the issues with the NPCs not appearing.

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