El_Duderino Posted January 9, 2025 Author Posted January 9, 2025 23 hours ago, kurotatsu said: Using it as simple as Wow. That is indeed ridiculously easy. Thanks much for your help! 7 hours ago, SilentAntagonist said: What's the console command to start chapter 2? You shouldn't need console commands any more to play the quest. However, if you're experimenting: "SetStage AR_Q_SlaveryHandler 1" -- that's the stage Simple Slavery used to start the quest (both with and without training) "Setstage AR_Q_SlaveryHandler 398" -- that's a debugging stage to launch into the 2nd part and skip training (the quest assumes that you did the training at Ebonitium) "Setstage AR_Q_SlaveryHandler 399" -- that's the stage to launch into chapter 2 as a trained slave (the quest assumes that you received your training elsewhere) Please only use the 398/399 stages when you haven't already begun the training. Use the ghost's services (potion in your food sack) if you want skip some or all of the training missions. 2
bigbasi Posted January 10, 2025 Posted January 10, 2025 @El_Duderino Are you sure, that there will be no more content? I just finished the quest and I must say I enjoyed it! Thanks for your hard work Sir! But on the other Hand... there's so much more which could happen to continue the Story! Would you consider adding more content? Or is that it?
El_Duderino Posted January 10, 2025 Author Posted January 10, 2025 13 minutes ago, bigbasi said: Would you consider adding more content? Or is that it? Thanks for the kind words, and yes, I am sure that there will be no more content in this mod. Now, how's that for a teaser? All kidding aside, I'm far from done modding Skyrim. However, for the sake of my sanity and the stability of the mod, I won't be adding new features or quests to the (Ebonitium) Devious Arena.esp. Any future development will live in its own esp, just like my alt-start mod "Devious Newcomer", which was originally planned to be a part of Ebonitium.
DevilGod05 Posted January 11, 2025 Posted January 11, 2025 I'm currently stuck right now on the part where we clean the training room the second time after out trip from Riften and I sweep up all spot on the floor and that doesn't complete and I can't pickup any of the tankard's. Also for the Riften for it doesn't complete "Meet your party by the stables"
kurotatsu Posted January 11, 2025 Posted January 11, 2025 I loved playing the mod's story! Here's couple of observations, in spoiler, just in case: 1. After being captured via SS++ and sold as slave, going through all the training, the first time go outside - quest about discovering Ebonitium starts. Probably wan to add failsafe against that and maybe even shutdown of appropriate quest when enslaved via SS++ 2. After slave graduation ceremony objective to "sleep in cage till morning" marker stays on till the very end of the quest. 3. After visiting Riften first time objective to to "rejoin your party at stables" marker pointing at guard Lisse stays on till the very end of the quest. Final thought - what about future sells from SS++ to Ebonitium?
El_Duderino Posted January 11, 2025 Author Posted January 11, 2025 (edited) Hi and thanks for the kind and helpful feedback! I'll check why the two objectives don't clear. 8 hours ago, DevilGod05 said: I'm currently stuck right now on the part where we clean the training room the second time after out trip from Riften and I sweep up all spot on the floor and that doesn't complete and I can't pickup any of the tankard's My guess is that you likely missed one of the dirt patches to sweep up. Each time you sweep, they increase a counter which then automatically completes the objective once you've found all. You can always try and summon the ghost (potion in your food sack) to "cheat" in a lore-friendly way through some of those missions or if you get stuck. The ghost won't always help you, but on those menial tasks she usually can. 3 hours ago, kurotatsu said: the first time go outside - quest about discovering Ebonitium starts ... "sleep in cage till morning" ... Huh. This shouldn't happen; the discovery quest should auto-fail when the slave quest starts. I'll check if I missed something or if there's a logical error somewhere. Quote Final thought - what about future sells from SS++ to Ebonitium? I didn't even think of that possibility. Most likely it won't work, as several of the endings make changes to the Ebonitium NPCs which are used in the quest. Edited January 11, 2025 by El_Duderino 2
Seeker999 Posted January 11, 2025 Posted January 11, 2025 6 hours ago, El_Duderino said: I didn't even think of that possibility. Most likely it won't work, as several of the endings make changes to the Ebonitium NPCs which are used in the quest. I haven't started it yet. I'm just beginning a new pt with it installed. However, if you plan on another mod that builds on Ebonitium but with a separate location and unique npcs, then you could incorporate a SS++ result. Maybe it's a satellite training center, or store, that you get sold to. Just a thought ... I'm really not trying to add work.to your load. 🙂
maryjanie1999 Posted January 14, 2025 Posted January 14, 2025 So I just installed the mod and it seems to work fine so far except its not loading the textures for their clothes. It shows the masks and boots but the employees torsos are just invisible. Any ideas?
Zaflis Posted January 15, 2025 Posted January 15, 2025 11 hours ago, JuicyJesus said: So I just installed the mod and it seems to work fine so far except its not loading the textures for their clothes. It shows the masks and boots but the employees torsos are just invisible. Any ideas? Have you used Devious Devices before? You'll need to "batch build" everything in the Bodyslide, and the outputs will need to go in right place for game to see them.
maryjanie1999 Posted January 16, 2025 Posted January 16, 2025 15 hours ago, Zaflis said: Have you used Devious Devices before? You'll need to "batch build" everything in the Bodyslide, and the outputs will need to go in right place for game to see them. No I have not, but that worked, thank you.
Zor2k13 Posted January 21, 2025 Posted January 21, 2025 Anyone have an LE conversion for this already packed and ready to go they could share here?
kapibar Posted January 22, 2025 Posted January 22, 2025 @El_Duderino I encounter a bug (?) in Slave of Ebonitium quest, more specifically advertisement task. The guard is supposed to transport PC to Windhelm. When the dialogue outside of the shop is initiated, the screen goes black for a sec, but after that we're still in the same spot in Anga's Mill. Then I can continue the dlialogue and the guard tells me to distribute the leaflets. I don't suppose this is how it should work. (FYI I'm on LE). On 1/21/2025 at 7:34 AM, Zor2k13 said: Anyone have an LE conversion for this already packed and ready to go they could share here? It's very simple to do it yourself. Download Cathedral Assets Optimizer from Nexus, install it and run as administrator. Download and install Ebonitium. Find the Ebonitium folder (the new installation). Profile: TES5 Settings: BSA tab -> extract BSA. Meshes tab -> necessary. Textures tab -> necessary. And that's pretty much it, you're good to go!
El_Duderino Posted January 22, 2025 Author Posted January 22, 2025 6 hours ago, kapibar said: I encounter a bug (?) in Slave of Ebonitium quest, more specifically advertisement task. The guard is supposed to transport PC to Windhelm. When the dialogue outside of the shop is initiated, the screen goes black for a sec, but after that we're still in the same spot in Anga's Mill. Thanks. That function uses the vanilla Game.FastTravel function. I can only think of two possibilities here why that might fail: >> The travel-to location has not been filled by the quest -- can you run "sqv ar_q_slaveryhandler" in the console and scroll through the long list of variables and aliases if any show up as NONE? >> Something is disabling scripted fast travel in your game. Can you check if you're using any mods that block fast travel in general and try to disable their fast travel blocking? I'm not sure if they actually interfere, but might be worth a shot.
kapibar Posted January 23, 2025 Posted January 23, 2025 (edited) 15 hours ago, El_Duderino said: >> The travel-to location has not been filled by the quest -- can you run "sqv ar_q_slaveryhandler" in the console and scroll through the long list of variables and aliases if any show up as NONE? >> Something is disabling scripted fast travel in your game. Can you check if you're using any mods that block fast travel in general and try to disable their fast travel blocking? I'm not sure if they actually interfere, but might be worth a shot. As for the first, unfortunately I can't. My damn laptop doesn't have page up/down buttons xD. But for the latter - oh yeah. I have few of those. I guessed you used fast travel script and this might be the case, so I tried to disengage FT restrictions in various mods, but quite frankly debugging it would be an absolute nightmare, as blocking functions overlap. I guess there'll be another FT, so I'll try harder to debug this problem. Edit: and of course the next FT wasn't far off. The thing that messes with FT is the strict hobble dress, setting carry weight to 0 (the message says "You cannot fast travel in these restraints"). Honestly, I'm not sure it isn't DD's function that can't be addressed. For the time being I used tgm command to remove carry weight restrictions. Edited January 23, 2025 by kapibar
El_Duderino Posted January 23, 2025 Author Posted January 23, 2025 (edited) 2 hours ago, kapibar said: Edit: and of course the next FT wasn't far off. The thing that messes with FT is the strict hobble dress, setting carry weight to 0 (the message says "You cannot fast travel in these restraints"). Yeah, I'm using fast travel a lot -- it was the only way I could think of how to avoid having the player's party run into an enemy somewhere, potentially breaking the quest when a death alternative type-of mod intervenes. That's very interesting about the hobble dress itself preventing fast travel. Yes, I think I remember that happening in LE but it doesn't happen in my current SE(AE) setup. I'll have to check if I have something installed that prevents that or if that got removed in the SE or NG versions of DD. I'll try to find out... perhaps I can rewrite the travel scripts so that the hobble dress gets silently unequipped before travel and then put back on again immediately. Edit/PS: I applaud you for wearing the tight dress. That's how I always thought the quest should be played, though I suspect most will opt for the relaxed version for the sake of convenience. Edited January 23, 2025 by El_Duderino 1
kapibar Posted January 23, 2025 Posted January 23, 2025 2 hours ago, El_Duderino said: Edit/PS: I applaud you for wearing the tight dress. That's how I always thought the quest should be played, though I suspect most will opt for the relaxed version for the sake of convenience. Well, you wrote in the description that strict is the way to go. So hardcore route it is 🤕. Honestly, I never used SE, so I don't know if the dress works the same. On LE however it messes with FT, even if everything else is disabled, so tough luck. I have to work around it. Would be very cool if you could make a patch for this issue. Otherwise, tgm command makes the mod playable.
El_Duderino Posted January 23, 2025 Author Posted January 23, 2025 7 hours ago, kapibar said: Honestly, I never used SE, so I don't know if the dress works the same. On LE however it messes with FT, even if everything else is disabled, so tough luck. I have to work around it. Would be very cool if you could make a patch for this issue. Otherwise, tgm command makes the mod playable. Thanks, that's good to know that TGM can be used as a workaround. I've just tested this again in my game and I can fast travel just fine even in the tight dress. My guess is that it's a SE/NG thing then, as I couldn't find anything in my mod-testing Skyrim installation that overwrites the DD esm files or scripts. I may just "solve" this by adding a recommendation to use TGM before the relevant parts of the quest. Otherwise, I'd have to add ton of device un-/re-equips and I worry that this might introduce other issues because of script lag (or me breaking things in the scripts). 1
Zor2k13 Posted January 23, 2025 Posted January 23, 2025 With help from other mods like maria eden you can create jump to spots and use a wheel menu command to jump to those locations. It also helps to know console commands for COC destinations.
Zor2k13 Posted January 24, 2025 Posted January 24, 2025 Did this mod have an MCM menu? there is a SEQ file and I thought you only had those when there was an MCM menu? Every once in a while I install a mod and the game loads fine but after saving and exiting or saving and trying to load the same save or newer saves, the game will just CTD. MY LE install folder looks like a hoarders house it really does. When I remove the mod the game will stop crashing and saves work again. I have tried all kinds of fixes over the years to solve this problem but nothing ever works. The only solution is to redo my entire LE install and tidy up mods but even then it will probably CTD at some point. I stay with LE for pornrim because if I recall correctly the catsuit from DCL doesn't look the same in SE/AE which is also the catsuit from another mod and another mod and I think aroused effects don't work visually the same in SE/AE but can't remember for sure at the moment. Also the version of maria eden I have installed may not work right in SE/AE either. I noticed you have a vanilla name for a script it starts with TIF_ which is normally ok but if you don't give it a unique name like you did the other script files it might conflict with another script named the same way from another mod at some point.
Seeker999 Posted January 24, 2025 Posted January 24, 2025 10 hours ago, Zor2k13 said: Did this mod have an MCM menu? there is a SEQ file and I thought you only had those when there was an MCM menu? I thought it had to do with making some things ready on game start, but never mind. I'm on SE but I sometimes use LE mods that have a SEQ file. What I have to do is open the mod in XEdit, right click on it - don't even need to expand it - to open up a menu click 'Other' down at the bottom select 'Create SEQ' close XEdit That way I have a SEQ file for my game version. I don't know if it will fix your issues, but at least it won't be a contributing factor. 1
El_Duderino Posted January 24, 2025 Author Posted January 24, 2025 17 hours ago, Zor2k13 said: Did this mod have an MCM menu? there is a SEQ file and I thought you only had those when there was an MCM menu? This mod does have (nor need) an MCM. The SEQ file is needed so that quests can auto-start on game launch; in this case, it's for the NPC scheduler quest which makes the Ebonitium NPCs walk around even before you start the player quests. Having said that, I don't know if there are any differences between LE and SE SEQ files, though I think nobody has reported issues with crashing before. 17 hours ago, Zor2k13 said: MY LE install folder looks like a hoarders house it really does. When I remove the mod the game will stop crashing and saves work again. I believe this is the first time somebody has reported a serious crashing issue. I suppose the Ebonitium interior cells can be a bit harsh on weaker computers, but in that case the crash should only occur when entering the actual cell. Can you send me a Papyrus log of one of the sessions with the mod installed?
altsforeveryone Posted January 25, 2025 Posted January 25, 2025 When you start the slave training, how long do you have to wait for the head maid to create a training program?
Zor2k13 Posted January 25, 2025 Posted January 25, 2025 11 hours ago, El_Duderino said: This mod does have (nor need) an MCM. The SEQ file is needed so that quests can auto-start on game launch; in this case, it's for the NPC scheduler quest which makes the Ebonitium NPCs walk around even before you start the player quests. Having said that, I don't know if there are any differences between LE and SE SEQ files, though I think nobody has reported issues with crashing before. I believe this is the first time somebody has reported a serious crashing issue. I suppose the Ebonitium interior cells can be a bit harsh on weaker computers, but in that case the crash should only occur when entering the actual cell. Can you send me a Papyrus log of one of the sessions with the mod installed? Well I uninstalled this mod and my game can save again, anything with lots of scripts seems to do it. You wouldn't want to see my papyrus log trust me:-) I might have an old version of ks hairdoos installed since I noticed some of the new npcs hairs were light purple or missing textures while others were ok.
El_Duderino Posted January 25, 2025 Author Posted January 25, 2025 43 minutes ago, Zor2k13 said: Well I uninstalled this mod and my game can save again, anything with lots of scripts seems to do it. You wouldn't want to see my papyrus log trust me:-) "Been there, done that" In my experience, stuff like that points to a corrupted savegame, or one on the verge of it. 2 hours ago, altsforeveryone said: When you start the slave training, how long do you have to wait for the head maid to create a training program? It can take a while. The head maid will walk around a little, read some papers. She should return to you eventually, after a few minutes max., though I haven't actually measured how long it takes. If you want to check on her progress, you can go to the free camera ("tfc" in console) and see what she is doing while she's not somewhere in sight of the cage. Her scene might have stalled or she might have got stuck somewhere if you find her standing place somewhere between the tavern and your cage. In that case, opening the console, clicking on her character and then entering the command "pushactoraway [her ID] 1" might get her moving again. The entire scene for that part of the quest is set up as follows: Spoiler 1) walk to tavern 2) walk to book shelf in front of cage, play "search chest" idle 3) read book (max. 30 seconds) 4) walk to tavern 5) walk to player cage 6) speak to player
El_Duderino Posted January 25, 2025 Author Posted January 25, 2025 New Version (Patch) is Now Available! This should address all known issues to date (and probably intoduce new "fun" issues...) Huge thanks to everybody who reported the bugs! The biggest part of this patch is that the Fetch Quest should now, hopefully, be finally working. Version 1.0 Final January 25 Patch Added: Slave Quest: Added DHLP-Suspend and DHLP-Resume mod events at start and end of the quest. Improved: Fetch Quest: replaced the GetRandomPercent condition with the native Random dialogue setting. Intro Quest now auto-fails when enslaved. The Head Maid can now be spoken to all the time when you encounter her as a visitor, no matter which room she's in. Fixed: Fetch Quest: the four quest giver NPCs now have the appropriate dialogue when you return from your mission. Fetch Quest: corrected a few more faulty condition checks and items that get added to player inventory. Slave Quest: The "go to your cage" objective before the training ceremony now gets completed. Slave Quest: The "meet your party by the stables" objective now gets completed. Slave Quest: Dress would get equipped too early if you pick the "Experienced Slave" start of the slave quest after the auction. 2
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