Hex Bolt Posted September 11, 2024 Posted September 11, 2024 1 hour ago, Pyreite said: These random encounters can happen an infinite amount of times and if I allowed them to persist it would eventually reach a point where you can't move through a tavern for being too full of damsels. We'd have to rename the inns (The Winking Damsel, The Bannered Damsel, etc.). 1
DonQuiWho Posted September 11, 2024 Posted September 11, 2024 6 hours ago, Hex Bolt said: We'd have to rename the inns (The Winking Damsel, The Bannered Damsel, etc.). 'The Bee and Barbie' and 'The Whoorside Inn' also come to mind .... 1
Nohrin Posted September 18, 2024 Posted September 18, 2024 On 8/27/2024 at 4:26 PM, Pyreite said: Q: Eww, default hair and/or faces. A: 99% of the npcs in this mod use random vanilla faces. Get a random npc replacer and it'll affect the npcs from this mod too. Does anyone have any suggestions for mods that do this? I know of Botox for Skyrim. Wondering if there are any other options. Specifically mods that affect non-unique NPCs, like bandits, (captives), etc.
Gudulba Posted September 27, 2024 Posted September 27, 2024 I get a script conflict with Immersive World Encounters. Could that be a problem?
Pyreite Posted September 28, 2024 Author Posted September 28, 2024 (edited) Ah that sucks. I don't know what IWE's scripts do or the extent of this conflict but issues should be expected. EDIT: I looked at the offending scripts and they're both of 3 assailants vs adventurer damsel so there are a few things you can do to solve this conflict; Let IWE overwrite DiD5. I don't know anything about IWE to say otherwise. If you do this afaik and the game still tries to spawn those encounters on my side then my WE will use their WE's script and it will probably be wonky but afaik won't break anything permanently. You can try to go in creation kit or xedit to remove my or their offending WEs from the SM Event Node > Script Event > Stacked Branch Node: WEQuests and Stacked Branch Node: WERoadQuests. OR Using creation kit or xedit to rename the offending quest's scripts and make sure they're still plugged in properly to the quests. Edited September 28, 2024 by Pyreite
JohnRage Posted September 30, 2024 Posted September 30, 2024 Thanks for your mods! I hope Elder Scrolls 6 will be too tempting to resist though 1
Gudulba Posted October 2, 2024 Posted October 2, 2024 On 9/28/2024 at 10:25 AM, Pyreite said: Ah that sucks. I don't know what IWE's scripts do or the extent of this conflict but issues should be expected. EDIT: I looked at the offending scripts and they're both of 3 assailants vs adventurer damsel so there are a few things you can do to solve this conflict; Let IWE overwrite DiD5. I don't know anything about IWE to say otherwise. If you do this afaik and the game still tries to spawn those encounters on my side then my WE will use their WE's script and it will probably be wonky but afaik won't break anything permanently. You can try to go in creation kit or xedit to remove my or their offending WEs from the SM Event Node > Script Event > Stacked Branch Node: WEQuests and Stacked Branch Node: WERoadQuests. OR Using creation kit or xedit to rename the offending quest's scripts and make sure they're still plugged in properly to the quests. I tried with Creation Kit. But as usual as I try to do anything with scripts in CK, I get errors and get nowhere. So using SSEEdit for renaming the two scripts, what exactly do I have to look out for? 1) Copying the two scripts and renaming them: Spoiler 2) In the affected quests, change the script name and the file name: Spoiler Would that be all that's needed?
Pyreite Posted October 3, 2024 Author Posted October 3, 2024 Renaming the scripts by themselves is just going to disconnect them from the quest. The quest is told to look for those scripts by name and if it can't find them it's just not going to do anything. You need to also rewrite which script the quest is looking for. Even then it might not be that simple because because the script should have its name written inside the script itself, meaning that in order to change it it must be recompiled. In order to be able to compile scripts in bethesda's screwy work you should be able to accomplish it by copying all of the psc files in data/source/scripts into data/scripts/source because bethesda fucked up. If there aren't any psc files there I probably got it backwards. If that doesn't work you're probably missing a weird assortment of other mod's resource scripts and you will have to rely on another user's kindness to provide a working workaround.
Gudulba Posted October 7, 2024 Posted October 7, 2024 (edited) On 10/3/2024 at 2:59 AM, Pyreite said: Renaming the scripts by themselves is just going to disconnect them from the quest. The quest is told to look for those scripts by name and if it can't find them it's just not going to do anything. You need to also rewrite which script the quest is looking for. Even then it might not be that simple because because the script should have its name written inside the script itself, meaning that in order to change it it must be recompiled. In order to be able to compile scripts in bethesda's screwy work you should be able to accomplish it by copying all of the psc files in data/source/scripts into data/scripts/source because bethesda fucked up. If there aren't any psc files there I probably got it backwards. If that doesn't work you're probably missing a weird assortment of other mod's resource scripts and you will have to rely on another user's kindness to provide a working workaround. Thank you for all your help! I may have managed to rename the two scripts in CK. I got the error message "getname is not a function or does not exist" when trying to compile them. To solve this, I copied the SKSE 2.0.20 source scripts into the various folders you mentioned. I renamed the scripts everywhere I could find them: Spoiler Attached is also the file. I hope it is working like that. Damsels in Distress - SE - Desired Prize v1.1 ESL - IWE compatible.7z Edited October 7, 2024 by Gudulba
cafziel Posted December 28, 2024 Posted December 28, 2024 Dear Pyreite, coming back to Skyrim after years I stumbled over your mod. Unable to get the MCM working, I noticed that you retire from this community. In that light i will refrain from asking for help and simply hope you had happy holidays and that the next year will bring you much joy! Safe travels and thank you!
cafziel Posted January 2, 2025 Posted January 2, 2025 On 12/29/2024 at 6:43 PM, Pyreite said: My mods don't use MCMs?? Happy new year! MCM doesn't show up for me, even after kicking the ski_configmanager. Not insinuating you didn't include one, hence I mentioned I can't get it to work! Safe travels!
indolu Posted January 5, 2025 Posted January 5, 2025 On 1/1/2025 at 7:42 PM, cafziel said: Happy new year! MCM doesn't show up for me, even after kicking the ski_configmanager. Not insinuating you didn't include one, hence I mentioned I can't get it to work! Safe travels! i think Peryite was saying their mods, dont have mcms, so your issue of not having an mcm show up is not an issue, because there is no mcm. now someone can correct me, but i dont think theres really much to change with their mods.
qualcheduna Posted March 30, 2025 Posted March 30, 2025 Hello, is there a way to reduce the frequency at which the encounters spawn? The mod is great but the attacks are a bit too frequent for my taste.
Hex Bolt Posted March 30, 2025 Posted March 30, 2025 3 hours ago, qualcheduna said: is there a way to reduce the frequency at which the encounters spawn? It doesn't have a way to do that. The mod's encounters are just added to the pool of random encounters. It adds a lot of them, so you'll see them often. That does skew random encounters toward combat, since you'll be seeing more slavers and less of M'aiq the Liar.
wareware Posted April 11, 2025 Posted April 11, 2025 Made a bootleg patch to allow damsels saved from this mod to increase the rescue count in Babodialogue DID Babo Rescue.7z
Pyreite Posted April 16, 2025 Author Posted April 16, 2025 Somebody would need to make a patch that reduced the number of events that this mod has to have that effect by deleting them.
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