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Posted

Does this mod work with Ostim? Is there a patch?

Posted
On 1/25/2025 at 10:41 PM, Uncontrollableabyss said:

It's been fun as hell.

Thank you! I appreciate that. It has been great fun for me, too, to write this mod. :)

 

1 hour ago, squirrel_123 said:

Does this mod work with Ostim? Is there a patch?

I'm afraid I can't answer that. The mod doesn't have a single sex scene of any sorts in it, so I suppose if the requirements (especially DD) work with Ostim, then Ebonitium will, too.

Posted (edited)

I just tested the latest update and the same bug for me happens. I just wanted to specify the crashing for me as you say it might be a corrupted save. So I have a very early save just got out of the new life cell a few hours ago and just kinda wandering around to see what will happen and so on. I always do the proper initial wait time for all the stuff to load while still in the new life cell. I can load saves and make saves just fine. Then I install your mod and let the game run for a few mins to update everything, my character is not anywhere near the location in game of your mod content. She is far far away near the southwest corner of the map. So I make a new save and then let the game run for a minute. Then I try to load that save in game and it CTD. The way my game CTD with big script mods is like this, game is loading at the loading screen... there are small pauses in the movement of the loading screen content. I can tell when the game is about to load completely and just at the last second possible before loading it CTD. When I uninstall your mod this doesn't happen. 

 

I suspect it may be some mods like maria eden not getting along with other mods on a scripting level or similar problem with other heavy script mods.

 

The same thing happens to me if I use mods like devious device equip or prison overhaul patched. I must be at a scripting limit or for whatever reason my game just won't allow whatever new mod it is to work. I have 170 mods loaded and my load order seems to be ok. I'm going to try fiddling with some script resources controls again with the ini files.

Edited by Zor2k13
Posted
9 hours ago, Zor2k13 said:

I just tested the latest update and the same bug for me happens.

In a way, that's as expected as I didn't change any of the inner workings of the mod with that latest patch. Performance should be the same as it was before.

 

From what you describe, it sounds to me that your game is struggling with... something. 170 mods is not a big number though, so I'd suspect that an explanation other than "mod overload" is more likely. Have you checked your load order in xEdit for conflicts?

 

Also, there may be a misunderstanding here: the Ebonitium mod is not "script heavy". It just has many scripts, but (as far as I remember) not a single one should be running constantly before you start any of the quests. And even when you play the quests, the vast majority of the scripts only get called when needed. The only area where I think my mod might cause performance/stability issues is in the Ebonitium cell itself, which is very big and has too many objects in it (on top of the dozen or so NPCs that roam around). As far as I can tell, the Ebonitium mod should be completely fine to use in a long playthrough through many levels and quests.

Posted

I can initiate this mod content and get sent to the new cell, do the quests but if I try to save and then load the save no matter where or when I'm at in game it will CTD. The game runs fine in the new cell no hiccups or anything. This just happens to my game if a mod has a lot of scripts. If there was a corrupt mesh it wouldn't load in the first place no matter what it was from. I'm guessing it might be maria eden or some older mods I have loaded. Maybe at some point in time one of those default named TIF_ files got replaced by maria eden and then by another mod and I don't know it yet. So anything that relies on that script might be crashing after saving since the original file is going to be totally or partially different from whatever secretly replaced it. 

 

 

Posted (edited)

@Zor2k13 I understand your woes, "been there, done that", as they say. A couple of further thoughts about that savegame corruption:

 

+ Have you checked for file conflicts in your MO? It will tell you if any of the TIFs conflict with other mods. (I only learned about this possibility after starting working on the mod, so all my older fragment scripts don't have their own prefix in the filename, which can lead to conflicts with other mods though I don't have any in my own game.)

 

+ Have you tried putting the Ebonitium mod very high up in your MO's left panel? This would make sure that it loses any potential file conflicts with other mods. Also, you can put my mod really high up in your game's actual load order as it has only so few vanilla edits. The only thing it should be below in your load order are any mods that edit the exterior of Anga's Mill (not sure if there are any?) Note that chaning your LO like that requires starting a new game (an actual new game launched from the main menu, not loading a previous savegame from the LAL cell, Unbound room, or where ever).

 

+ I'd like to get to the bottom of this because there might be an underlying conflict or serious bug in my mod here, but for that I'd have to see your load order (in MO both right and left panels if possible) and a Papyrus log ideally from a session where it crashed on saving after adding my mod. Oh, and if you have ReSaver*, a look at some parameters of your savegame might also help, especially the readouts for "Active Scripts" and "Suspended Stacks 1" / "Suspended Stacks 2".

 

* part of FallRimTools: https://www.nexusmods.com/skyrimspecialedition/mods/5031/

Edited by El_Duderino
Posted

New Version (Patch) is Now Available!

 

This fixes two things:

  • Added missing keywords that caused the Ebonitium maids wearing the white dresses to not be recognized by OAR
  • Fixed an accidental vanilla record edit for the Unowned Chest (I had changed its display name by mistake).

Should be save to install mid-playthrough.

Posted

Great mod, I'm enjoying it so far.

 

Popped in to report that I have an objective not clearing.

 

After completing the rookie training event with the guests from the mill, I'm given two objectives to return to the cage; "Return to your cage and sleep until next morning" and "Go to your cage and wait there until morning". 

 

The 'sleep' one clears, but the 'wait' one does not and its quest marker has remained active inside the cage.

Running the Jan 25th version with the above patch as an overwrite.

Posted

Thanks much @Softbuck for the kind comments and the bug report!

 

7 hours ago, Softbuck said:

Strangely bittersweet ending.

Out of curiosity, which ending did you get? There's a fairly wide "emotional" range between some of them.

Posted (edited)

I actually encountered all of them naturally during playthrough, except the ending in Riften. I'll admit to save-scumming my way though Skyrim 🤷‍♂️.

 

I know what you mean for the emotional range. If you get out early, you're not going to look back. But by the end you have friends there who you want to be okay.

 

But I should have specified; I meant the 'Ebonitium getting sold' ending. I decided that my character was 'part of Ebonitium now' after I couldn't remember what her face looked like under the hood! Didn't help that I'd changed the lip tint to match Aneke - you couldn't tell us apart.

 

Not sure how anybody else might play though it, but you give the player the option to have friendly chats with Aneke, and I assume you meant that she and the player are supposed to have become friends over the course of your enslavement.

 

Anyway, at the take-over point; Mera is worried and Aneke is terrified about what might happen. You and Aneke are promising to be there for each other. And then in the end the PC gets out via a technicality from the very bastards that stole the company out from under Vilmar. Leaving Aneke to her fate, as you walk off into the sunset.

 

I suspect that the Mera's options are probably more emotionally satisfying ones.

 

Whilst I'm at it; I'd categorise Legate Rikke's action as 'gut wrenching'.

 

 

I know that you stated that the mod is finished; so consider this a polite petition to keep it going. Please!

 

It's a great story-driven quest, and damn it, there isn't enough of it! 😁 

 

I can sort of picture it as the new owners going 'Hey, the business might be struggling, but all the slaves here are well trained, well behaved and ready to serve. They knew how to train slaves here! We can use this as a training facility!', with the PC becoming part of the slavery machinery.

 

It's a great mod, I'd like to see it grow!

Edited by Softbuck
Posted

Thanks for the amazing feedback and comments, @Softbuck. I found that very interesting and intriguing. Much appreciated!

 

One minor thing which you may have missed: there's some (short) bonus dialogue content in the friendly/neutral endings if you return to Ebonitium after the end of the quest. Though it probably won't provide much closure for the "Aneke dilemma".

 

To be honest, the main reason for why I force the player to sacrifice the relationships with the two friends at Ebonitium is that I couldn't come up with anything interesting for them.

 

21 hours ago, Softbuck said:

I'd categorise Legate Rikke's action as 'gut wrenching'

That was fully my intention. I suppose it might be rewarding from one other perspective though, as it gives you an option to get complete and utter revenge on all the bastards who enslaved you. (Spoiler/Hint: the destruction is not nearly as total as it seems at first glance, though it needs some time and luck to find out in-game.)

 

17 hours ago, Dendriah said:

ive only been getting the sold ending a bit of hint would be nice >.<

But that would ruin the surprise! ;) Seriously though, the player always ends up free at the end of the quest, one way or another. Otherwise this wouldn't have worked as a self-contained story, which I always wanted it to be.

 

21 hours ago, Softbuck said:

consider this a polite petition to keep it going.

There may be future content that makes use of Ebonitium's lore, but I can almost guarantee that it won't be another multi-chapter story. I don't think I could ever come up with enough ideas to extend the story.

Posted
20 hours ago, El_Duderino said:

There may be future content that makes use of Ebonitium's lore, but I can almost guarantee that it won't be another multi-chapter story. I don't think I could ever come up with enough ideas to extend the story.

 

Well, for what it's worth, you have a fan here who would like to see more. If you really do mean you think you'd have trouble working out a narrative, I offer to help piece it together.

 

However, I understand wanting to put a bow on this and move on to something else. I am fully cognisant that I'm basically saying 'hey, do all this work'. I know the labour of love this must have been. So some twat coming in and going "MORE, MOAR!!1!", after you think you've finished might not be the great sell I think it is. 🙃

 

So, if you don't mind, I'm going to damn well fantasise about this continuing!

 

Damn it, I can even picture how it starts; the player gets taken to Maven as an example of a 'good slave'. Maven gives the player some inane tasks whilst story information can be played as a conversation between Maven and Maul.

 

Until, at some point, she removes the gloves and tells the player: 'See this candle? Hold your palm over it as close as you can until I tell you to stop.' Then a series message boxes charting the player's rapidly increasing pain until either they opt to pull away or eventually Maul makes them stop 'We get it Maven! The slaves would rather risk injury than disobedience!'. Because Maven is definitely the sort of person that will never say 'stop'.

 

After that you can recycle a lot of the slave training stuff, just now the player is the one telling a new slave.

 


Anyway, I'm going to have a play through some other mods and then have another go-round with this one. When I do I'll keep track of anything I think is a bug this time (that I think isn't a result of my setup, at least), and let you know.

 

I'll keep an eye out for anything you might make in the future.

  • 3 weeks later...
Posted

I guess I ran into a bug in the "Clean the Training Room" quest. I picked up all the empty bottles and tankards that I  saw but I guess it's not enough since the journal doesn't change. Plus, there are no markers for sweeping in the training room like there were earlier in other quests. Help appreciated!

Posted
1 hour ago, bubba999 said:

Plus, there are no markers for sweeping in the training room like there were earlier in other quests. Help appreciated!

If I remember correctly, the objective should advance once you've completed all tasks including sweeping. There are no quest markers for the dirt patches in the training room as I figured the room was small enough to find them all.

Posted (edited)

Got the sweeping done but trying to find the last tankard or bottle is driving me nuts! I still love the mod, though.

 

Alright, did it! It should tell you when you have the last tankard, please.

Edited by bubba999
Posted

Is there a list of people I need to give these fucking leaflets to? I only have two more to give out and for the life of me I can't find them.

Posted

I have finished a few of the endings now. I have to say, this is a really cool mod, one of the best I'd say. Unfortunately, it also desperately needs some kind of guide. I really want to try for a new ending, as the one's I've gotten have not really been too satisfying, but the amount of time that would take seems excessive.

 

 

I would love to know if there is some way

Spoiler

to keep the black-briars out of the picture, or to free all of the slaves, or just keep everyone from being sold.


Sadly, I am a pretty busy person so I don't have the time to go back and play all of the mods.

Posted

Hi and thanks for your kind feedback!

 

@Dur_Mel Did you see the (brief) overview of the possible endings in the download section? It's file with the SPOILERS INSIDE file name. ;)  It contains all of the possible endings and a hint about how/where to trigger them. None of the three options you asked about are possible in the mod. Also, none of the existing endings could be classified as a completely good ending, though there is one option to try and set them free. I had planned to include more endings (like taking revenge or liberate the place), but soon found out that it would have made things too complicated for me to handle. I still have all my hair and I'd like to keep it that way for wee bit longer. :D

 

About the leaflets: this response might be a bit late, but there is an undocumented option if you grow tired of finding takers for the damn leaflets:

Spoiler

just throw them away and return to the guard

Posted
Quote

It's file with the SPOILERS INSIDE file name.

Well now I feel like an idiot.

 

 

Quote

About the leaflets: this response might be a bit late, but there is an undocumented option if you grow tired of finding takers for the damn leaflets:

 

I should mention that this issue is largely my own fault as I have a mod that adds more people to cities that are basically just jobbers who make the world feel a bit more lively, and it seems none of them accept the leaflets. So me having problems is largely on me. As for the work around, that's funny as hell.

 

Spoiler

As for not having the other endings, I can't say I blame you. I'm working on a mod for another game and I do feel myself losing hair over it. Though I would kill for a liberation ending, because I can't say I really like Vilmar (I actually kinda hate him, like come on dude let me talk to you, don't be a prick), but I like the Black Briars less.


Again though, honestly can't blame you for not adding more complicated endings.

 

Posted
22 hours ago, Dur_Mel said:

I should mention that this issue is largely my own fault as I have a mod that adds more people to cities

Oh! Yeah, my mod uses only its own or vanilla NPCs for tasks. I can see how that could be confusing with city overhauls or other mods that add people. Thanks for the heads-up.

 

6 hours ago, Dur_Mel said:

I have one more question: How do I get my stuff back?

That is an oversight on my part. There's a chest "confiscated items" (or something like that) in the manager's room. Maybe you can COC into the room and loot it. I think there's only one ending where are actually told about it... oof! I'll try to think of something. Meanwhile:

> the chest's ID is 6c5a4c

> the room is ARCellEboBoss

Posted

New Patch is Now Available!

  • Removed dependency on ZaZ Animation Pack!
  • thoroughly cleaned the mod and removed well over 1000 unused records

Install this patch on top of your existing installation of the January 31 final version. Allow it to overwrite / override the mod's .esp.

This is an entirely optional patch mainly intended to get rid of the ZaZ AP dependency. No bugfixes or other changes are included.

Do NOT install this patch in a running game! A new game is absolutely required if you want to use this patch.

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