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Posted

Trying this out for the first time, noticing that whenever there is a quest/dialogue event to equip/unequip any item/device, nothing is equipped. Including arm bindings and the first maid? outfit. Nothing added to inventory either, anyone experienced this before?

Posted
23 hours ago, El_Duderino said:

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.


I entered the command, and I'm not sure what i should check.
I have a lot of things with NONE aside, but those are refs, not aliases. Regarding aliases upper on the list, I didn't see anything showed with NONE, but I can't go too far on top of the list.

Anyway, each time with every new quest, when a character is supposed to spawn, it doesn't :(

Sorry for not being able to help you better, let me know if I can do anything else to help you !

Posted
15 hours ago, darkevilhum said:

Trying this out for the first time, noticing that whenever there is a quest/dialogue event to equip/unequip any item/device, nothing is equipped. Including arm bindings and the first maid? outfit. Nothing added to inventory either, anyone experienced this before?

I don't think such an issue got reported before. Do scripted device equips work for you in other mods (Cursed Loot or similar)? I don't think my mod is doing anything different under the hood and I can't imagine that it should matter if the equip gets called from a dialogue script or some other one.

 

10 hours ago, Hellethia_ said:

I have a lot of things with NONE aside, but those are refs, not aliases.

Thanks for the update. I think this explains why the NPCs don't spawn.  I've just double checked, and there should not be a single NONE entry in the whole long sqv readout for the ar_q_slaveryhandler quest (you can scroll through the console readout with the PgUp/PgDn keys).

 

It seems the quest did not initialize properly for you if this was on a new game, otherwise it did not update correctly. In either case, you could try your luck with the following two console commands (in that sequence):

  • clearquestaliases ar_q_slaveryhandler
  • setquestaliases ar_q_slaveryhandler

Then run sqv again and check if any NONE entries remain.

Posted
24 minutes ago, El_Duderino said:

I don't think such an issue got reported before. Do scripted device equips work for you in other mods (Cursed Loot or similar)? I don't think my mod is doing anything different under the hood and I can't imagine that it should matter if the equip gets called from a dialogue script or some other one.

 

I am running a number of other DD related mods which all function fine for equipping devices/items. I tried putting Ebonitium super early and super late on my load order as well but no change. Also running the latest DD/DD NG. The only time I saw devices work here is at the start of slavery (leather collar) and then when I skipped training using setstage, it systematically managed to equip the maid outfit. But any type of equip through dialogue/quest seems to do nothing.

Posted
12 hours ago, darkevilhum said:

I am running a number of other DD related mods which all function fine for equipping devices/items. I tried putting Ebonitium super early and super late on my load order as well but no change. Also running the latest DD/DD NG. The only time I saw devices work here is at the start of slavery (leather collar) and then when I skipped training using setstage, it systematically managed to equip the maid outfit. But any type of equip through dialogue/quest seems to do nothing.

Thanks for the additional details. Alas, that rules out the only possible explanation I could think of so far. I'll double check, but I think I'm using just the standard DD (5 onwards) device un/equip functions in my mod. Oh, and I'm also testing this with DD NG, though again it shouldn't matter as long as DD is v5 or later. Load order also can't have an impact here (and shouldn't matter anyway for this mod). For the time being, I'm afraid I'm stumped about this. :(

Posted

A quick update, @darkevilhum and @Hellethia_

 

I have re-tested the parts of the mod in question, using the .bsa and .esps from my latest upload, a new game in a latest AE with only the mod requirements and latest DD-NG beta running. I could not replicate any of the issues you reported.

 

I tried various outfit un/equips in the mod, including the very start of training, and they all work. Similarily, I could not replicate the issues with the quest NPCs not spawning and also not the hostile warlocks.

Posted
4 hours ago, El_Duderino said:

A quick update, @darkevilhum and @Hellethia_

 

I have re-tested the parts of the mod in question, using the .bsa and .esps from my latest upload, a new game in a latest AE with only the mod requirements and latest DD-NG beta running. I could not replicate any of the issues you reported.

 

I tried various outfit un/equips in the mod, including the very start of training, and they all work. Similarily, I could not replicate the issues with the quest NPCs not spawning and also not the hostile warlocks.

Thanks for digging in on this. It's more than likely a mod conflict in that case. The script heavy mods I have running actively whilst trying out Ebonitium at present are Submissive Lola and Pet Project (both for the same follower). Though I left my follower at home to go explore Ebonitium. I had no other DD devices equipped before starting Eonitium but I suspect either Lola or PetProject may be causing problems. WIll try and clean those up and shut them down and try again.

Posted

Found the cause of no equips working. It was the SexLab Inflation Framework Patch for Devious Devices. I guess it's out of date/overwrites something in DD that was causing this, I moved it before my updated DD NG install and the problem stopped.

Posted
2 hours ago, theprof90 said:

to start the main quest I still have to use the console command as the mod description says? or will it start naturally?

The console commands are still the only way to start the quest (for now). Eventually, after the full 1.0 release (likely early in the new year), Simple Slavery will take over. :)

 

5 hours ago, darkevilhum said:

Found the cause of no equips working. It was the SexLab Inflation Framework Patch for Devious Devices.

Thanks much for reporting back! I would have never thought of that as a possibility.

Posted

Hello.  I will apologize in advance, because I imagine that I must be just doing something completely wrong.    I have a number of other mods that are running properly, though this is the first one I've tried to install that adds a new location or quests.  Is there another step I need to take other than installing and deploying the mod then running FNIS?  Thanks in advance.  Really looking forward to trying this out!

Posted
On 12/24/2024 at 4:32 AM, willversuch said:

this is the first one I've tried to install that adds a new location or quests.  Is there another step I need to take other than installing and deploying the mod then running FNIS?

Hi and sorry for the late response. You should be able to install this mod like any other in your mod manager. Load order doesn't matter, though you should place it below any mod that alters the Anga's Mill exterior (though I don't know if any such mod even exists). You won't need to run FNIS as my mod doesn't use any custom animations (they're all included in the required mods such as DD).

Posted

I've found an issue near the end of the story

Spoiler

During the part where I need to go try and convince some people to assist us, I can talk to the steward of Windhelm and Maven Black-Briar perfectly fine, however I can't interact with Legate Rikke at all except to join the Empire, which I think is locking me into having the club be sold.

 

Posted
21 hours ago, LinuxTrilogy said:

I've found an issue near the end of the story

Thanks for the report, but I can't replicate it here in my game. Did guard Mera take you to Solitude? Don't go or fast travel there on your own, as the quest won't be at the correct stage for the other dialogue if you do that.

Posted
7 minutes ago, El_Duderino said:

Thanks for the report, but I can't replicate it here in my game. Did guard Mera take you to Solitude? Don't go or fast travel there on your own, as the quest won't be at the correct stage for the other dialogue if you do that.

Hmm... Mera did take me, but if you can't replicate it then I'm not sure whats wrong on my end then. I'll keep fiddling around then to see if I can fix it. Cheers for the response

Posted
2 hours ago, LinuxTrilogy said:

Hmm... Mera did take me, but if you can't replicate it then I'm not sure whats wrong on my end then. I'll keep fiddling around then to see if I can fix it. Cheers for the response

A couple of related thoughts/questions:

+ Did you by any chance already start the Civil War quest line?

+ Could you run the "sqv AR_Q_SlaveryHandler" console command and check if there are any entries that show "NONE" in the long list of aliases and references (you can scroll through the console printout with the PgUp/Dn keys)?

Posted
On 12/29/2024 at 1:10 PM, El_Duderino said:

A couple of related thoughts/questions:

+ Did you by any chance already start the Civil War quest line?

+ Could you run the "sqv AR_Q_SlaveryHandler" console command and check if there are any entries that show "NONE" in the long list of aliases and references (you can scroll through the console printout with the PgUp/Dn keys)?

Apologies, didn't see your response until now.

I have not started any civil war, as this was a fresh character that did nothing before starting this mod.

As for running the command, the list does not show any "NONE" results.

I'm just confused because I'm not aware of any mods that alter anything other than her appearance, which I doubt would be the reason since every other vanilla character has such changes and works fine. I guess Rikke just hates me:(

Posted (edited)
4 hours ago, LinuxTrilogy said:

I guess Rikke just hates me:(

:( I must admit that I'm out of ideas. Maybe the quest just glitched out in a major way? I can't think of an explanation for what's happening unless another mod completely replaces the actor data or makes some of her dialogue topics block others (but I guess that is both extremely unlikely).

 

Perhaps you could try and restart the quest from scratch to see if this a recurring issue? The procedure in the spoiler below should do the trick (I've used it myself a number of times to play-test the mod):

Spoiler

1) Load a savegame from before you first started the Ebonitium slave quest (training or regular slave).

2) Enter "setstage AR_Q_Slaveryhandler 398" in the console. This is a debug stage which puts you right before the first task as a regular slave.

3) Speak to the head maid to get the first task (rubble cleanup). You must complete this mission (but remember that you can speak to Mera or summon the Ghost of Ebonitium to jump straight to the end of the task).

4) Before returning to the head maid again, enter "setstage AR_Q_Slaveryhandler 639" -- this fast fowards you to just before you get the Rikke mission. Speak to the head maid, then have Mera take you to Solitude.

5) Pray to the Gods that Rikke is now willing to speak to you... if she is, you should be able to keep playing the quest from here on.

 

Edited by El_Duderino
Posted

Can confirm the Rikke bug happens for me as well. Started a new game with live another life, and followed the instructions to get to the relevant quest. Rikke will just give the "are you lost?" line, while Tulius tries to forcegreet to ask to join the legion. Don't have any mods installed that should touch Rikke other than visual overhauls.

Posted

Thanks much for the report @VampireKitten!

 

I've just discovered that what you and @LinuxTrilogy describe seems to be the vanilla behaviour for the Rikke NPC: https://en.uesp.net/wiki/Skyrim:Legate_Rikke

 

This now points to Skyrim Unbound (the other big Alt-Start mod) as the reason for why I can speak to her right away. According to the UESP page linked above, it seems in vanilla you can't actually speak with her before you join the legion. I'll try to think of a solution -- next year ;). Maybe I'll just have to amp up my quest's priority and make her Ebonitium topic blocking... fingers crossed!

Posted
55 minutes ago, El_Duderino said:

Thanks much for the report @VampireKitten!

 

I've just discovered that what you and @LinuxTrilogy describe seems to be the vanilla behaviour for the Rikke NPC: https://en.uesp.net/wiki/Skyrim:Legate_Rikke

 

This now points to Skyrim Unbound (the other big Alt-Start mod) as the reason for why I can speak to her right away. According to the UESP page linked above, it seems in vanilla you can't actually speak with her before you join the legion. I'll try to think of a solution -- next year ;). Maybe I'll just have to amp up my quest's priority and make her Ebonitium topic blocking... fingers crossed!

Fair enough! Just glad I'm not the only one Rikke hates xd

I hope you guys have a great New Years!

Posted
15 hours ago, theprof90 said:

just admit, you created this mod in this way to make us all join the imperials

:D Let me correct that for you: "created this mod in this way to make us all join the imperials ditch LAL and use Unbound instead." ;)

To be honest, I have never actually finished the CW quest, but the one time I got half-ways through it it was on the Imperial side.

 

I have been using Unbound for many years now and didn't even know that by default you can't speak to Rikke unless you've joined the Imperial army. ... More to the point, I'm still trying to figure out a fix to make the mod compatible with non-Unbound mod lists.

 

Happy New Year everybody!

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