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Devious Devices - Captured Dreams Shop v4.15 - files removed


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Posted

@ Veladarious

 

Nice, so it looks like to some extent the player that is not enslaved gets treated like special helper or preferred client :D

 

I know some are looking forward to expansion on Tarvish interactions, at least 2 of his slaves have mentioned a desire to ride the DragonBorn all night (Bet Tav likes to watch), a 3rd mentions a desire to be ridden in her backdoor for long sessions by Tavish (guess she's his favorite), and a the 4rth has a preference for playing entirely with the toys and whipping total domination of other the participants.

 

Certainly you have quite a few that are looking forward to the expansion, might want to just take it in parts, its potentially a bigger project than most mods.

 

The route to being the Master's slave or assistant as it were may be complicated or simple don't know.

 

Seems to me she prefers a very sub character and strongly desires the Dragonborn for herself as it is.  I think with the text messages as they are, its her preference to break down the Dragonborn over time.

Posted

@ Veladarious

 

Nice, so it looks like to some extent the player that is not enslaved gets treated like special helper or preferred client :D

 

I know some are looking forward to expansion on Tarvish interactions, at least 2 of his slaves have mentioned a desire to ride the DragonBorn all night (Bet Tav likes to watch), a 3rd mentions a desire to be ridden in her backdoor for long sessions by Tavish (guess she's his favorite), and a the 4rth has a preference for playing entirely with the toys and whipping total domination of other the participants.

 

Certainly you have quite a few that are looking forward to the expansion, might want to just take it in parts, its potentially a bigger project than most mods.

 

The route to being the Master's slave or assistant as it were may be complicated or simple don't know.

 

Seems to me she prefers a very sub character and strongly desires the Dragonborn for herself as it is.  I think with the text messages as they are, its her preference to break down the Dragonborn over time.

 

I gave each of the slaves their own personality somewhat to make it a bit different each time. Tavish and his group will get a bit of an expansion in this as they will stay in the VIP house for the 3 days they are there. I have not decided on what things they (or other guests) will do as of yet. Later they will be the focus of another major expansion (larger than this one).

 

This expansion primarily covers expanding the grounds and adding some more content. The grounds expansion will be where much of the new content will happen at and a few of the npc's introduced will have major roles in upcoming storylines. Many of the npc's will have a fully developed personality with some background though they may not have much developed immediately.

 

The path to becoming the Master's slave will have a number of ways it can go, anywhere from consensual to reluctant or all the way to forced. None of it will be quick though, you need to show you are someone worth possessing. She doesn't mind having a strong willed person as a slave, Herran certainly isn't a submissive character and there are a few others that won't be either but they have to be worth the trouble.

 

 

I have played the traditional RPG's for a long time, almost 30 years, and I prefer developed characters and npc's that have something interesting to them.

Posted

 

@ Veladarious

 

Nice, so it looks like to some extent the player that is not enslaved gets treated like special helper or preferred client :D

 

I know some are looking forward to expansion on Tarvish interactions, at least 2 of his slaves have mentioned a desire to ride the DragonBorn all night (Bet Tav likes to watch), a 3rd mentions a desire to be ridden in her backdoor for long sessions by Tavish (guess she's his favorite), and a the 4rth has a preference for playing entirely with the toys and whipping total domination of other the participants.

 

Certainly you have quite a few that are looking forward to the expansion, might want to just take it in parts, its potentially a bigger project than most mods.

 

The route to being the Master's slave or assistant as it were may be complicated or simple don't know.

 

Seems to me she prefers a very sub character and strongly desires the Dragonborn for herself as it is.  I think with the text messages as they are, its her preference to break down the Dragonborn over time.

 

I gave each of the slaves their own personality somewhat to make it a bit different each time. Tavish and his group will get a bit of an expansion in this as they will stay in the VIP house for the 3 days they are there. I have not decided on what things they (or other guests) will do as of yet. Later they will be the focus of another major expansion (larger than this one).

 

This expansion primarily covers expanding the grounds and adding some more content. The grounds expansion will be where much of the new content will happen at and a few of the npc's introduced will have major roles in upcoming storylines. Many of the npc's will have a fully developed personality with some background though they may not have much developed immediately.

 

The path to becoming the Master's slave will have a number of ways it can go, anywhere from consensual to reluctant or all the way to forced. None of it will be quick though, you need to show you are someone worth possessing. She doesn't mind having a strong willed person as a slave, Herran certainly isn't a submissive character and there are a few others that won't be either but they have to be worth the trouble.

 

 

I have played the traditional RPG's for a long time, almost 30 years, and I prefer developed characters and npc's that have something interesting to them.

 

 

 

waiting patiently :D for the release

Posted

 

@ Veladarious

 

Nice, so it looks like to some extent the player that is not enslaved gets treated like special helper or preferred client :D

 

I know some are looking forward to expansion on Tarvish interactions, at least 2 of his slaves have mentioned a desire to ride the DragonBorn all night (Bet Tav likes to watch), a 3rd mentions a desire to be ridden in her backdoor for long sessions by Tavish (guess she's his favorite), and a the 4rth has a preference for playing entirely with the toys and whipping total domination of other the participants.

 

Certainly you have quite a few that are looking forward to the expansion, might want to just take it in parts, its potentially a bigger project than most mods.

 

The route to being the Master's slave or assistant as it were may be complicated or simple don't know.

 

Seems to me she prefers a very sub character and strongly desires the Dragonborn for herself as it is.  I think with the text messages as they are, its her preference to break down the Dragonborn over time.

 

I gave each of the slaves their own personality somewhat to make it a bit different each time. Tavish and his group will get a bit of an expansion in this as they will stay in the VIP house for the 3 days they are there. I have not decided on what things they (or other guests) will do as of yet. Later they will be the focus of another major expansion (larger than this one).

 

This expansion primarily covers expanding the grounds and adding some more content. The grounds expansion will be where much of the new content will happen at and a few of the npc's introduced will have major roles in upcoming storylines. Many of the npc's will have a fully developed personality with some background though they may not have much developed immediately.

 

The path to becoming the Master's slave will have a number of ways it can go, anywhere from consensual to reluctant or all the way to forced. None of it will be quick though, you need to show you are someone worth possessing. She doesn't mind having a strong willed person as a slave, Herran certainly isn't a submissive character and there are a few others that won't be either but they have to be worth the trouble.

 

 

I have played the traditional RPG's for a long time, almost 30 years, and I prefer developed characters and npc's that have something interesting to them.

 

 

Oh this is starting to sound like a wonderful update. Take your time with it, don't rush. :D

Posted

i stopped following the mods progress all most 2 months ago so whats been happening with the mod any news updates and whens the next one coming out?

 

 

So far I have finished the exterior and 6 new interior spaces for the expansion, created 24 new npc's and have made adjustments to the punishment outside so it adjusts to the new setup once it happens in game. I am working on the AI packages for the npc's currently, the current npc's will be overhauled and some will have other changes and the ones for the new npc's need made entirely. I have finished the ones for the 9 npc's in the Manor House, there are 57 AI packages for them just to cover their daily routines.

 

Still to do:

NPC's still need dialogue (lots of dialogue) and outfits set up.

Idle markers need added for npc's to use during their AI packages

Quests and scenes need built along with new npc's that they may need

New crime faction needs set up along with a jail in the Manor House Dungeon.

A number of existing scripts need updating for current items that have been released and will be released with Integration

Testing

Testing

More Testing

 

It will probably be a few months before it is ready for release, hopefully October.

Posted

 

i stopped following the mods progress all most 2 months ago so whats been happening with the mod any news updates and whens the next one coming out?

 

 

So far I have finished the exterior and 6 new interior spaces for the expansion, created 24 new npc's and have made adjustments to the punishment outside so it adjusts to the new setup once it happens in game. I am working on the AI packages for the npc's currently, the current npc's will be overhauled and some will have other changes and the ones for the new npc's need made entirely. I have finished the ones for the 9 npc's in the Manor House, there are 57 AI packages for them just to cover their daily routines.

 

Still to do:

NPC's still need dialogue (lots of dialogue) and outfits set up.

Idle markers need added for npc's to use during their AI packages

Quests and scenes need built along with new npc's that they may need

New crime faction needs set up along with a jail in the Manor House Dungeon.

A number of existing scripts need updating for current items that have been released and will be released with Integration

Testing

Testing

More Testing

 

It will probably be a few months before it is ready for release, hopefully October.

 

 

Cool it will be a birthday present! :D:lol:

Posted

The rooms look really nice! Maybe I'd go with a little less uniform lighting (light is a great navigation guide for the player). But I like them :)

 

It's going to be a really long wait till october :)

Posted

Who knows, maybe there will be an early "beta" release to help test.   :sleepy:  (Pfft, sorry! I'm just impatient.)

 

I would still love to see Goldenglow Estate somehow integrated into a task/quest. Perhaps it might be linked to how one performs during that sequence where you're showing off the various devices to the client. Did good/bad? Get hauled off there to be forced into serving a client for a period of time... call it borrowed ownership or somesuch.

 

Just a random idea, since I have no idea how well that would work with existing NPC's established in that area.

 

Anyhow, I can't wait to see the redesigned manor and NPC interaction... and any story that might be cooked up from it! Thanks for all the work you're putting into this. ^_^

Posted

Who knows, maybe there will be an early "beta" release to help test.   :sleepy:  (Pfft, sorry! I'm just impatient.)

 

I would still love to see Goldenglow Estate somehow integrated into a task/quest. Perhaps it might be linked to how one performs during that sequence where you're showing off the various devices to the client. Did good/bad? Get hauled off there to be forced into serving a client for a period of time... call it borrowed ownership or somesuch.

 

Just a random idea, since I have no idea how well that would work with existing NPC's established in that area.

 

Anyhow, I can't wait to see the redesigned manor and NPC interaction... and any story that might be cooked up from it! Thanks for all the work you're putting into this. ^_^

 

The only foreseeable problem with Goldenglow,

 

1st the player has to clear it out, because its a part of a quest.

 

2nd after completion, the estate actually is the property of the player.  This is supported by both Lore and the Fact that the player owns/posses the deed to the estate if the pace of the game is actually followed.  There are a few mods that seek to correct this, I've no idea if the mods were ever finished.  Any sort of other set up on that wouldn't make since...IE if suddenly Tavish was setup there I'd be like WTF GTFO my property biatch.  Don't care if my char is a sub either its the principle of the matter and not bending on that.  Technically the Golden Glow Estate should have been a player owned and operated money sink/money earner and been more like Hearthfire DLC but that's just one more example of content that was cut short to hasten release of the game, of which there are plenty of examples.

 

3rd The hostile NPC's respawn and for immersion reasons that bites.

 

4rth A real Golden Glow Estate mod,

Would have money sinks

Would have to have paid help

AKA guards, workers, and most importantly a Task Master aka house carl to oversee your interests while away

Would have radiant quests involving establishment of business contracts, and of course killing off of bandits, rats, and occasional Gaint.

A monthly earnings system minus help cost and upkeep of the estate.

Courier message system with letters from the House Carl informing the player of the radiant quests and pickups of monthly earnings.

 

It was very likely an easy bit of content to not include in the game afterall it hardly fits the image of an adventurer.  However I find it a shortcoming that the player cannot sell off the estate for a substantial amount of game coin, I would expect its value to easily be about 15,000 septims but for some reason the game designers might have felt that it was too much to give a reward like that despite how stupid easy it is to get far more coin without cheats in this game.  IDK

 

So basically you just wind up with a piece of worthless paper that you cant even mount on the wall of one of your homes to prominently display your awesomeness.  Nope sorry it goes in a box somewhere at best durr.

Posted

@ Veladarius

 

So I've had the mod cracked open in TES5edit for a while trying to find everything I missed with the first playthrough.  I thought there might be a way that your so submissive the Master slaps a belt on you but I haven't gotten it to off yet.

 

I did miss a Tavish quest, one of them he never actually showed up (it was for the 1st of the month, also I entered and exited it didn't put him in).  Another missed one led to a scene which was cool.  The Master comes down to the basement and gives me a speel about costing her money with an important client. 

 

I was thinking if I could have the reply, "That's all, worth almost every septim."  "Next time I'd like Harren to try a little harder with my back with his whip afterall Im a bit used to getting biten by dragons."  "Harren needs to learn that the whip can elicit pleasure as well as pain."  "I'd like to spend some coin playing dress up with Tessa next time."

 

The thing is that I've had a large amount of these mods running through this playthrough for 44 getting on 45 levels.  I've had to pay out at least 12K now to have items removed.  I own few properties which I had to pay for, the Breezehome, Lakeview Manor (easily into the tens of thousands in value), and I own the Manor in DragonBorn DLC.  I have about 50,000 septims stashed away in my houses, I carry about 30,000 septims on my character, and have about 15,000 on Lydia and another 10,000 on the horse's saddlebags.  I have so many gemstones I stopped trying to sell them all, my worn equipment which I acquired legit is worth between 10-20K and the same goes for my char's wife Lydia.  I have dressed down almost every manikin and weapon rack I have and stuffed more than a few boxes with more loot than I care to try to sell off.  So legit playthrough I guess my characters net worth is realistically well outstripping Tavish or for that matter any of the available npc's in the game.

 

At present level there are a few times I might get tripped up by mob's and be enslaved lose my gear, and have to go back to a stash and hit up the grinding wheel and enchanter.  The point is the Dragonborn becomes inexhaustively wealthy at some point.  Dragon bone and scales alone with having left so much behind to rot, well I probably could scratch up another 30K off that without turning it into equipment first.  At current level my speech skill is around level 70, so its tough to offload very much without the perks too.

 

At this point a player is a client doesn't matter sub/dom.  The earnings potential of a player gets out of control.  So Captured Dreams might make for a cool money sink, pay for a weekend or heck a full week stay for the services that the Master can provide. 

 

Hope I'm not overstepping here, just some thoughts rattling around.  My playthrough might just be a bit off, Im almost grabbing everything that isn't nailed down.

 

I guess pre level 20 a 10,000 gold fine is huge.  Much later in levels though its kinda hey lets scheledule for that again real soon.

Posted

@ Veladarius

 

Hi there

 

I've just realised that this mod conflicts with Tes Arena,  .....

 

http://www.nexusmods.com/skyrim/mods/47989/?

 

....in that the two mods buildings overlap to the extent that I can't actually get to the entrance to the CD shop without removing the whole of TES Arena's additional settlement, known as North Keep.  Anyone else encountered that as an issue, and got round it?

 

FWIW, I've considered installing the modular version of TES Arena, but as I am already right at the Skyrim max mod number limit, replacing one esp with about 6 or 7 takes me over the top.  It's so built into my current playthrough, I don't want to sacrifice the rest of it if I can avoid it

 

I was wondering if I could get round this issue by moving the location of the Captured Dreams shop a little?  Is it possible to do that with TES5Edit?  If so, can anyone tell me what parameters I need to change and I'd be happy to experiment a little at that.  I appreciate that i might look a little odd in appearance, but I can live with that if I can even just as much as get in the front door   :shy:  

 

Or is there anything else I should consider?

 

Any help/advice will be gratefully received!

Posted

@ DonkeyWho

 

Try a goodle search of this: Merge Plugins xEditscript,

 

Its a script that merges plugs.  Best to use with armor mods, but it should function with land mods now that it recoginizes navmesh data.  I used it last night and successfully merged 7 armor mod esp's into one.

 

 

EDIT

BTW I just loaded it up and wow that fortress looks nice.  disabling the house in the way revealed the use of an occlusion plane and so just disabling a few structures wont work. 

 

I merged the esp's into one and it works fine so use that plugin for Tesedt5

Posted

 

I was wondering if I could get round this issue by moving the location of the Captured Dreams shop a little?  Is it possible to do that with TES5Edit? 

To move things you need creation kit.

But be aware that its very likely that you'll bug something by doing so.

 

So ye - better just try to merge those 6-7 into 1.

BTW is there anything you can do in that mod except heckofalot of sightseeing?

Posted

@ Veladarius

 

So I've had the mod cracked open in TES5edit for a while trying to find everything I missed with the first playthrough.  I thought there might be a way that your so submissive the Master slaps a belt on you but I haven't gotten it to off yet.

 

I did miss a Tavish quest, one of them he never actually showed up (it was for the 1st of the month, also I entered and exited it didn't put him in).  Another missed one led to a scene which was cool.  The Master comes down to the basement and gives me a speel about costing her money with an important client. 

 

I was thinking if I could have the reply, "That's all, worth almost every septim."  "Next time I'd like Harren to try a little harder with my back with his whip afterall Im a bit used to getting biten by dragons."  "Harren needs to learn that the whip can elicit pleasure as well as pain."  "I'd like to spend some coin playing dress up with Tessa next time."

 

The thing is that I've had a large amount of these mods running through this playthrough for 44 getting on 45 levels.  I've had to pay out at least 12K now to have items removed.  I own few properties which I had to pay for, the Breezehome, Lakeview Manor (easily into the tens of thousands in value), and I own the Manor in DragonBorn DLC.  I have about 50,000 septims stashed away in my houses, I carry about 30,000 septims on my character, and have about 15,000 on Lydia and another 10,000 on the horse's saddlebags.  I have so many gemstones I stopped trying to sell them all, my worn equipment which I acquired legit is worth between 10-20K and the same goes for my char's wife Lydia.  I have dressed down almost every manikin and weapon rack I have and stuffed more than a few boxes with more loot than I care to try to sell off.  So legit playthrough I guess my characters net worth is realistically well outstripping Tavish or for that matter any of the available npc's in the game.

 

At present level there are a few times I might get tripped up by mob's and be enslaved lose my gear, and have to go back to a stash and hit up the grinding wheel and enchanter.  The point is the Dragonborn becomes inexhaustively wealthy at some point.  Dragon bone and scales alone with having left so much behind to rot, well I probably could scratch up another 30K off that without turning it into equipment first.  At current level my speech skill is around level 70, so its tough to offload very much without the perks too.

 

At this point a player is a client doesn't matter sub/dom.  The earnings potential of a player gets out of control.  So Captured Dreams might make for a cool money sink, pay for a weekend or heck a full week stay for the services that the Master can provide. 

 

Hope I'm not overstepping here, just some thoughts rattling around.  My playthrough might just be a bit off, Im almost grabbing everything that isn't nailed down.

 

I guess pre level 20 a 10,000 gold fine is huge.  Much later in levels though its kinda hey lets scheledule for that again real soon.

 

I intend to have the VIP suite available either as an occasional reward or to rent. Currently I have all the different beds attached to different factions so I can easily set their ownership to whoever I want.

 

I know the 10,000 gold is a huge fine but it was intended to be. I use a mod called Trade and Barter and usually set it so I get 30% less gold for anything I sell so it can take a while to work off the fines.

Posted

@ Veladarius

 

Hi there

 

I've just realised that this mod conflicts with Tes Arena,  .....

 

http://www.nexusmods.com/skyrim/mods/47989/?

 

....in that the two mods buildings overlap to the extent that I can't actually get to the entrance to the CD shop without removing the whole of TES Arena's additional settlement, known as North Keep.  Anyone else encountered that as an issue, and got round it?

 

FWIW, I've considered installing the modular version of TES Arena, but as I am already right at the Skyrim max mod number limit, replacing one esp with about 6 or 7 takes me over the top.  It's so built into my current playthrough, I don't want to sacrifice the rest of it if I can avoid it

 

I was wondering if I could get round this issue by moving the location of the Captured Dreams shop a little?  Is it possible to do that with TES5Edit?  If so, can anyone tell me what parameters I need to change and I'd be happy to experiment a little at that.  I appreciate that i might look a little odd in appearance, but I can live with that if I can even just as much as get in the front door   :shy:  

 

Or is there anything else I should consider?

 

Any help/advice will be gratefully received!

 

Moving the shop is not possible in TES5Edit, there are too many things that have to be moved and navmesh would have to be edited as well. With the expansion I am working on I will be taking up a good amount more space around the shop as well.

Posted

A modder named Arcadia released a very sexy eloberate Devious Device set, it looks well like something a wealthy neophyte would wear for kink.  I found a 7base conversion its cool, just looked at pics so far and in nifskope.

 

Found it on Meladoc's Conversion Thread, 

 

I've looked at its esp and its not presently a Device, its an armor set with about 26 points of value.  Right now I'm trying to figure out how to integrate it with TES5edit!

Posted

A modder named Arcadia released a very sexy eloberate Devious Device set, it looks well like something a wealthy neophyte would wear for kink.  I found a 7base conversion its cool, just looked at pics so far and in nifskope.

 

Found it on Meladoc's Conversion Thread, 

 

I've looked at its esp and its not presently a Device, its an armor set with about 26 points of value.  Right now I'm trying to figure out how to integrate it with TES5edit!

 

Wait is this it ? - http://www.loverslab.com/topic/26714-melodics-conversions-thread/page-13

Posted

YES, well maybe not super like wealthy but hey its freakin mazing

 

So it occurred to me that I cannot just move scripts around in TES5edit BUT I can make a copy of the Devious Pieces and then name change and redirect their mesh paths!  So I might be seeing if I can add it in as a functioning device tonight.

Posted

YES, well maybe not super like wealthy but hey its freakin mazing

 

So it occurred to me that I cannot just move scripts around in TES5edit BUT I can make a copy of the Devious Pieces and then name change and redirect their mesh paths!  So I might be seeing if I can add it in as a functioning device tonight.

 

There are properties on the scripts on the items that will have to be changed as well to the new parts or it will cause problems.

 

Overall it is rather easy to make a custom item:

 

1- Copy the standard version of the Inventory and ScriptInstance parts of the item you want to make and rename them (this will copy the scripts and keywords so you have them).

2- In the Inventory item there is a script, you need to open the properties and change the properties to point to the new parts.

3- In the ScriptInstance item you need to change the rendered item to the ArmorAddon for the item you wish to use (in this case the ArmorAddon's from this mod).

Posted

 

YES, well maybe not super like wealthy but hey its freakin mazing

 

So it occurred to me that I cannot just move scripts around in TES5edit BUT I can make a copy of the Devious Pieces and then name change and redirect their mesh paths!  So I might be seeing if I can add it in as a functioning device tonight.

 

There are properties on the scripts on the items that will have to be changed as well to the new parts or it will cause problems.

 

Overall it is rather easy to make a custom item:

 

1- Copy the standard version of the Inventory and ScriptInstance parts of the item you want to make and rename them (this will copy the scripts and keywords so you have them).

2- In the Inventory item there is a script, you need to open the properties and change the properties to point to the new parts.

3- In the ScriptInstance item you need to change the rendered item to the ArmorAddon for the item you wish to use (in this case the ArmorAddon's from this mod).

 

Ah, I just tried to use TES5edit to make the belt.  It looked like it should have worked but it shows the Padded Belt on the character and the fancy belt in the inventory.

 

................

 

I see it now, I think I might be able to do it with TES5edit, but the scripts if I have to alter those, I need to open the CK.  For me that means installing the mods into my Skyrim folder which I've got Mod Organizer so I haven't got much in there. 

 

Thanks Val!

 

Looking at the Captured Dreams Esp for instance

Bronze Belt, there are 2 entrys one for the item another that says scripts but that one has the armature path for the model worn on the character, not the entry I would have thought.

Posted

 

 

YES, well maybe not super like wealthy but hey its freakin mazing

 

So it occurred to me that I cannot just move scripts around in TES5edit BUT I can make a copy of the Devious Pieces and then name change and redirect their mesh paths!  So I might be seeing if I can add it in as a functioning device tonight.

 

There are properties on the scripts on the items that will have to be changed as well to the new parts or it will cause problems.

 

Overall it is rather easy to make a custom item:

 

1- Copy the standard version of the Inventory and ScriptInstance parts of the item you want to make and rename them (this will copy the scripts and keywords so you have them).

2- In the Inventory item there is a script, you need to open the properties and change the properties to point to the new parts.

3- In the ScriptInstance item you need to change the rendered item to the ArmorAddon for the item you wish to use (in this case the ArmorAddon's from this mod).

 

Ah, I just tried to use TES5edit to make the belt.  It looked like it should have worked but it shows the Padded Belt on the character and the fancy belt in the inventory.

 

................

 

I see it now, I think I might be able to do it with TES5edit, but the scripts if I have to alter those, I need to open the CK.  For me that means installing the mods into my Skyrim folder which I've got Mod Organizer so I haven't got much in there. 

 

Thanks Val!

 

Looking at the Captured Dreams Esp for instance

Bronze Belt, there are 2 entrys one for the item another that says scripts but that one has the armature path for the model worn on the character, not the entry I would have thought.

 

 

The script instance item is the part that has the models that show on the player while the Inventory item part has the scripts that controls the adding and removing of the item. When the Inventory Item is equipped the script on it adds the script instance item to you and when you unlock it the inventory item removes it. The reason the padded belt showed up is the properties in the script were still pointing to the script instance part for the inventory item you copied. There is also an armor addon part to each of the items but you would use the armor addon for the items from the other mod instead.

Posted

@Veladarius

 

Gotcha, I just saw that too.  I actually went ahead and edited the properties in TES5edit to see if I'd have to open the CK and unless there is a new script for TESedit, I will have to open CK and do a recompile.  I seem to remember that editing script properites is a shortcoming of TESedit but it has been a while since I've made any mods with it.

 

Pretty sure I filled in all the appropriate fields too.  The first instance property referes to the inventory item and the next references the scripted one.  The ScriptArmor points to the armor addon.

 

At least I know I can find the buttons in CK its not too different from the GECK, I just never wrote any scripts by myself and the ones I did were poor hack jobs of FNV scripts.  I know when I find the recompile button and save the esp it should have a working belt.  So I have to install the mods to my skyrim folder, I will do that tomorrow and make another attempt :D

 

But right now I have a belt that should work but since I need to recompile the script for the belt to show, the belt is now invisible.  Technically TESedit broke those two script refs when I altered them, don't know if someone has made a recompile script for TESedit.  I wish someone would haha.

Posted

@Veladarius

 

Gotcha, I just saw that too.  I actually went ahead and edited the properties in TES5edit to see if I'd have to open the CK and unless there is a new script for TESedit, I will have to open CK and do a recompile.  I seem to remember that editing script properites is a shortcoming of TESedit but it has been a while since I've made any mods with it.

 

Pretty sure I filled in all the appropriate fields too.  The first instance property referes to the inventory item and the next references the scripted one.  The ScriptArmor points to the armor addon.

 

At least I know I can find the buttons in CK its not too different from the GECK, I just never wrote any scripts by myself and the ones I did were poor hack jobs of FNV scripts.  I know when I find the recompile button and save the esp it should have a working belt.  So I have to install the mods to my skyrim folder, I will do that tomorrow and make another attempt :D

 

But right now I have a belt that should work but since I need to recompile the script for the belt to show, the belt is now invisible.  Technically TESedit broke those two script refs when I altered them, don't know if someone has made a recompile script for TESedit.  I wish someone would haha.

 

You shouldn't need to recompile the scripts in the CK just fix the properties. If you try to recompile the script you will run into problems as you need to have all the source scripts installed for SexLab, Aroused, Integration, SkyUI, SKSE and ZAZ Animations (maybe not on ZAZ). If you don't then it won't be able to compile and will break the script.

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