carnifex Posted August 20, 2014 Posted August 20, 2014 I love how a vampire PC can get Dawnbreaker with Meridia's blessing. Seriously ... how far up their own asses did Bethesda have their collective heads when writing this garbage? They wrote it in such a way that everyone can do about ninety percent of the game's content on one playthrough. They achieved this remarkable feat by robbing us of any meaningful choice whatsoever. I play pen and paper RPGs, and if I tried GMing like Bethesda does, the players would shove the campaign notes up my ass and leave.
Veladarius Posted August 20, 2014 Author Posted August 20, 2014 I love how a vampire PC can get Dawnbreaker with Meridia's blessing. Seriously ... how far up their own asses did Bethesda have their collective heads when writing this garbage? They wrote it in such a way that everyone can do about ninety percent of the game's content on one playthrough. They achieved this remarkable feat by robbing us of any meaningful choice whatsoever. I play pen and paper RPGs, and if I tried GMing like Bethesda does, the players would shove the campaign notes up my ass and leave. There are no consequences for doing something where in a lot of cases there should be and all the quest lines are too shallow and short. The only good thing is that there is a lot of little things to do that make up for it. The way I describe it is a lake covering a huge area but only ankle deep where games like Mass Effect are the size of a pool that is too deep to stand in, not much to do outside the long story. Both have their good points and their bad but both could be much better.
CliftonJD Posted August 21, 2014 Posted August 21, 2014 I have a bunch of mods, including captured dreams and of course they do not work all that well together. (And, honestly, I would really prefer to be working with UNPB rather than CBBE but ... time, initiative and motivation -- they fail me.) Anyways, in this run through, my character managed to wind up blindfolded and bound in various ways (who thought that blindfolding a video game character would be a good idea? Argh... I am using Leech's mode so really I am just nearsighted - but still...). Anyways, death alternative is acting up in various ways and my character is losing almost every battle, which is fine, I guess, and at some point I wind up near the captured dreams store because of death alternative. So I walk over there, and make it, and go in... and: Master bills me for removal of devices but she never actually removes them, except to get my hands and eyes free. So I am still gagged. No one there will talk to me because I have not talked with Master yet. Talking with Master gets me a higher bill. Eventually I get blindfolded again because of this silliness... So, I am wondering, how do I "start the quest" if I get into this kind of situation with my next character? I probably need to learn about the details of how the quests advance or something, because obviously I've gone way beyond the point of silliness. that gag you're wearing from sd makes me wonder if you're using it from immerslave - that sounds like an immerslave issue, not sd+ immerslave has a feature in it that disables the gag scripts with a message stating its removed ( appears to be rewarding the player for service to master, gaining trust...) - its a bad removal and even worse removal if used on the latest updates of sd+ -the next question is what dialog did you get with master - did she ask if you're having fun with your replies as a head shake or nod or did you have normal npc dialog and ask for device removal, like you would a blindfold or armbinder - you could try the "submit" (default is k) key from sd+ before going to the CD shop for removal, might want to also try putting the gag in a barrel somewhere and let it reset player (should reset any loose scripts) Edit : if its Not an immerslave, but indeed the New pink gags by the sd+ updates then it might be an update required by CD as stated by skyrimill: "only DD_restrained can remove the new gags put on by your master and sanguine"
Veladarius Posted August 21, 2014 Author Posted August 21, 2014 I have a bunch of mods, including captured dreams and of course they do not work all that well together. (And, honestly, I would really prefer to be working with UNPB rather than CBBE but ... time, initiative and motivation -- they fail me.) Anyways, in this run through, my character managed to wind up blindfolded and bound in various ways (who thought that blindfolding a video game character would be a good idea? Argh... I am using Leech's mode so really I am just nearsighted - but still...). Anyways, death alternative is acting up in various ways and my character is losing almost every battle, which is fine, I guess, and at some point I wind up near the captured dreams store because of death alternative. So I walk over there, and make it, and go in... and: Master bills me for removal of devices but she never actually removes them, except to get my hands and eyes free. So I am still gagged. No one there will talk to me because I have not talked with Master yet. Talking with Master gets me a higher bill. Eventually I get blindfolded again because of this silliness... So, I am wondering, how do I "start the quest" if I get into this kind of situation with my next character? I probably need to learn about the details of how the quests advance or something, because obviously I've gone way beyond the point of silliness. that gag you're wearing from sd makes me wonder if you're using it from immerslave - that sounds like an immerslave issue, not sd+ immerslave has a feature in it that disables the gag scripts with a message stating its removed ( appears to be rewarding the player for service to master, gaining trust...) - its a bad removal and even worse removal if used on the latest updates of sd+ -the next question is what dialog did you get with master - did she ask if you're having fun with your replies as a head shake or nod or did you have normal npc dialog and ask for device removal, like you would a blindfold or armbinder - you could try the "submit" (default is k) key from sd+ before going to the CD shop for removal, might want to also try putting the gag in a barrel somewhere and let it reset player (should reset any loose scripts) Edit : if its Not an immerslave, but indeed the New pink gags by the sd+ updates then it might be an update required by CD as stated by skyrimill: "only DD_restrained can remove the new gags put on by your master and sanguine" There are some changes to the RemoveGeneric command in Integration, minor but may be enough to keep the Master from removing other custom devices. Also, if that custom device is set with the BlockGeneric keyword then it won't be removed by the Master, it is a quest item.
CliftonJD Posted August 21, 2014 Posted August 21, 2014 I have a bunch of mods, including captured dreams and of course they do not work all that well together. (And, honestly, I would really prefer to be working with UNPB rather than CBBE but ... time, initiative and motivation -- they fail me.) Anyways, in this run through, my character managed to wind up blindfolded and bound in various ways (who thought that blindfolding a video game character would be a good idea? Argh... I am using Leech's mode so really I am just nearsighted - but still...). Anyways, death alternative is acting up in various ways and my character is losing almost every battle, which is fine, I guess, and at some point I wind up near the captured dreams store because of death alternative. So I walk over there, and make it, and go in... and: Master bills me for removal of devices but she never actually removes them, except to get my hands and eyes free. So I am still gagged. No one there will talk to me because I have not talked with Master yet. Talking with Master gets me a higher bill. Eventually I get blindfolded again because of this silliness... So, I am wondering, how do I "start the quest" if I get into this kind of situation with my next character? I probably need to learn about the details of how the quests advance or something, because obviously I've gone way beyond the point of silliness. that gag you're wearing from sd makes me wonder if you're using it from immerslave - that sounds like an immerslave issue, not sd+ immerslave has a feature in it that disables the gag scripts with a message stating its removed ( appears to be rewarding the player for service to master, gaining trust...) - its a bad removal and even worse removal if used on the latest updates of sd+ -the next question is what dialog did you get with master - did she ask if you're having fun with your replies as a head shake or nod or did you have normal npc dialog and ask for device removal, like you would a blindfold or armbinder - you could try the "submit" (default is k) key from sd+ before going to the CD shop for removal, might want to also try putting the gag in a barrel somewhere and let it reset player (should reset any loose scripts) Edit : if its Not an immerslave, but indeed the New pink gags by the sd+ updates then it might be an update required by CD as stated by skyrimill: "only DD_restrained can remove the new gags put on by your master and sanguine" There are some changes to the RemoveGeneric command in Integration, minor but may be enough to keep the Master from removing other custom devices. Also, if that custom device is set with the BlockGeneric keyword then it won't be removed by the Master, it is a quest item. that last part sounds like a good desription of what's happening here - player's master and sanguine are both set as quests, he may have set the bingings as quest related when switching to DD scripts this update
ThrawsElder Posted August 21, 2014 Posted August 21, 2014 Just wanted to give you a heads up that I found a conflict between your mod and Legendary Cities - Tes Arena - Skyrim Frontier Fortress http://www.nexusmods.com/skyrim/mods/47989/? . I am messaging both you and the other mod creator to let you guys know. Also here are some screenshots for you of the conflict. I hope this can get fixed. Looks like you might have to move the location of the Captured Dream Shop out a little bit as the entrance has been removed (ScreenShot 55) or even integrate into this town (which would be awesome). Well best of luck and let me know what you find out or how I can be of any help. Thank you again for a great mod.
Veladarius Posted August 21, 2014 Author Posted August 21, 2014 Just wanted to give you a heads up that I found a conflict between your mod and Legendary Cities - Tes Arena - Skyrim Frontier Fortress http://www.nexusmods.com/skyrim/mods/47989/? . I am messaging both you and the other mod creator to let you guys know. Also here are some screenshots for you of the conflict. I hope this can get fixed. Looks like you might have to move the location of the Captured Dream Shop out a little bit as the entrance has been removed (ScreenShot 55) or even integrate into this town (which would be awesome). Well best of luck and let me know what you find out or how I can be of any help. Thank you again for a great mod. It will get worse with my expansion:
ThrawsElder Posted August 21, 2014 Posted August 21, 2014 Just wanted to give you a heads up that I found a conflict between your mod and Legendary Cities - Tes Arena - Skyrim Frontier Fortress http://www.nexusmods.com/skyrim/mods/47989/? . I am messaging both you and the other mod creator to let you guys know. Also here are some screenshots for you of the conflict. I hope this can get fixed. Looks like you might have to move the location of the Captured Dream Shop out a little bit as the entrance has been removed (ScreenShot 55) or even integrate into this town (which would be awesome). Well best of luck and let me know what you find out or how I can be of any help. Thank you again for a great mod. It will get worse with my expansion: 2014-08-11_00001.jpg Do you think it can be fixed or do I have to choose between the two?
badbat111 Posted August 21, 2014 Posted August 21, 2014 you dont need to pick between the 2 just look at which mod uses less land then open it in construction kit and carefully move the building away from the other mods location same as doors if there like oblivions construction set where doors and buildings where seperate meshes
ThrawsElder Posted August 21, 2014 Posted August 21, 2014 Just wanted to give you a heads up that I found a conflict between your mod and Legendary Cities - Tes Arena - Skyrim Frontier Fortress http://www.nexusmods.com/skyrim/mods/47989/? . I am messaging both you and the other mod creator to let you guys know. Also here are some screenshots for you of the conflict. I hope this can get fixed. Looks like you might have to move the location of the Captured Dream Shop out a little bit as the entrance has been removed (ScreenShot 55) or even integrate into this town (which would be awesome). Well best of luck and let me know what you find out or how I can be of any help. Thank you again for a great mod. It will get worse with my expansion: 2014-08-11_00001.jpg Do you think it can be fixed or do I have to choose between the two? Well I fixed the issue. I reinstalled the other mod and there is an installer for that mod which allowed to me to install all towns except the one (North Keep) that was causing the conflict. Problem solved for now as your mod tends to be working as advertised.
ThrawsElder Posted August 21, 2014 Posted August 21, 2014 you dont need to pick between the 2 just look at which mod uses less land then open it in construction kit and carefully move the building away from the other mods location same as doors if there like oblivions construction set where doors and buildings where seperate meshes Might be harder than it sounds with this one...
Kendo 2 Posted August 21, 2014 Posted August 21, 2014 you dont need to pick between the 2 just look at which mod uses less land then open it in construction kit and carefully move the building away from the other mods location same as doors if there like oblivions construction set where doors and buildings where seperate meshes You can move the buildings and doors objects but the teleport markers from exterior to interior will not work right. When you exit an interior after doing that it will place you back at the original location of the teleport maker, not where you moved it to. The only way to beat that is to delete the old door and add a new one and relink the interior to the exterior. If the old door is a ref and in a script you're basically fucked.
Koffii Posted August 21, 2014 Posted August 21, 2014 IMO explaining away why the Dragonborn is a sex slave is actually worse than leaving it out. Can you say 'Midichlorians'?
CGi Posted August 21, 2014 Posted August 21, 2014 When you exit an interior after doing that it will place you back at the original location of the teleport maker, not where you moved it to. The only way to beat that is to delete the old door and add a new one and relink the interior to the exterior. If the old door is a ref and in a script you're basically fucked. This should not happen, unless the old marker location is baked into the savegame. And if, this should be reseted after the the cell respawn took place or by leaving the cell and resetting it using PCB incl. wait, save and reload.
Veladarius Posted August 21, 2014 Author Posted August 21, 2014 The problem with moving doors is the location of them is marked on the navmesh, without that marker npc's won't use the door. Moving everything would require editing the navmesh and I can definitely say that I have heavily modified the navmesh in the 3 cells surrounding the shop.
sen4mi Posted August 21, 2014 Posted August 21, 2014 I have a bunch of mods, including captured dreams and of course they do not work all that well together. (And, honestly, I would really prefer to be working with UNPB rather than CBBE but ... time, initiative and motivation -- they fail me.) Anyways, in this run through, my character managed to wind up blindfolded and bound in various ways (who thought that blindfolding a video game character would be a good idea? Argh... I am using Leech's mode so really I am just nearsighted - but still...). Anyways, death alternative is acting up in various ways and my character is losing almost every battle, which is fine, I guess, and at some point I wind up near the captured dreams store because of death alternative. So I walk over there, and make it, and go in... and: Master bills me for removal of devices but she never actually removes them, except to get my hands and eyes free. So I am still gagged. No one there will talk to me because I have not talked with Master yet. Talking with Master gets me a higher bill. Eventually I get blindfolded again because of this silliness... So, I am wondering, how do I "start the quest" if I get into this kind of situation with my next character? I probably need to learn about the details of how the quests advance or something, because obviously I've gone way beyond the point of silliness. that gag you're wearing from sd makes me wonder if you're using it from immerslave - that sounds like an immerslave issue, not sd+ immerslave has a feature in it that disables the gag scripts with a message stating its removed ( appears to be rewarding the player for service to master, gaining trust...) - its a bad removal and even worse removal if used on the latest updates of sd+ -the next question is what dialog did you get with master - did she ask if you're having fun with your replies as a head shake or nod or did you have normal npc dialog and ask for device removal, like you would a blindfold or armbinder - you could try the "submit" (default is k) key from sd+ before going to the CD shop for removal, might want to also try putting the gag in a barrel somewhere and let it reset player (should reset any loose scripts) Edit : if its Not an immerslave, but indeed the New pink gags by the sd+ updates then it might be an update required by CD as stated by skyrimill: "only DD_restrained can remove the new gags put on by your master and sanguine" The gag is from devious devices - expansion (1700D4F2 Ebonite Gag (Panel) (Harness)). I do not know which mod "immerslave" is. I went back and loaded the game with my very first encounter with Master, and it went like this: "Hold up a moment, let me see what you have." "Certainly Master." or "Why?" or "No." (I picked "Why?" this time, since that fits my character concept but I actually do not remember what I picked the first time.) "Because I said so and that is the only reason you should need." (this roughly fits my memory) "You have a number of devices here, why?" "I was bringing them to you." or "I found them and was going to sell them to someone." or "None of your business, they are mine." (I do not remember what I picked, so I picked "I was bringing them to you." this time) "How very thoughtful of you, but[]" "I don't like the sound of that." "There are some things here that you could be wearing, we will have to change that. I will take the rest of these, you don't need them." (Er... I was wearing most of them, but I was still carrying a couple things I had managed to get off.. close enough, I guess...) "Let's get some of these things on you." "As you wish, Master." or "Do I need to put those on?" or "But I don't want any of those on me!" (I picked the last one, this time.) "Oh, but I believe you do. Someone like you wants to be told what to do, especially by someone like me." "There, isn't that better? Now, off you go." .... but this time the denizens of the shop recognized that I had talked with master, so I do not know what is going on. Previously, I was getting mmph.. type dialog with agreements to pay fees. Anyways, I am confused. Edit .. I see -- they sort of acted like they recognized me for a short time and then I got a "speak to master" from I think Tessa and after that it's like I never talked with Master. And Master's dialog then starts: "I suppose you need help again Slave?" "Well, I can remove them the gag and any other items you have but it will increase your debt. Do you agree?" "(nod head yes)" or "(shake head no)" - i say yes "Well then, hold still a moment." "The fee is usual 4,000 septims per item removed." "I can add the fee to your current bill." "Thank you." (except I am still wearing the gag.) "There, that should do it. I will add the fees to your account." .... but I am not actually convinced that this was even my first visit to master. My debt is 16000 in release fees before I even talk to Master. Also, the state of my dialogs with master seem to bleed across saves. So I should note that the above dialog is after a fresh start of the game and loading my first autosave that I have in captured dreams.
Gameplayer Posted August 21, 2014 Posted August 21, 2014 Do you have mod organizer? It'd be a big help in this case... It sounds like the state of your mods list is bad.
Veladarius Posted August 21, 2014 Author Posted August 21, 2014 All the items from the Expansion before the latest version had commands to detect and remove each item specifically, if you have a log from the event or can duplicate it upload it here.
Coopervane Posted August 21, 2014 Posted August 21, 2014 There were a bunch of changes made to gags in the latest releases. To free up a slot we consolidated them to use only Slot-44 (they used 2 slots previously, 44 and 50), which required a bunch of meshes and records to be changed (all of them, actually), new ones made, old ones deleted, that sort of thing. Between DDa/DDi/DDx, that's almost 50 gags i had to deal with on a deadline, and in that process one of them (Ebonite panel) got assigned a new ScriptInstance record. The CD script no doubt points to the old one, and that'd be why it's not working as intended.
CGi Posted August 21, 2014 Posted August 21, 2014 The problem with moving doors is the location of them is marked on the navmesh, without that marker npc's won't use the door. Moving everything would require editing the navmesh and I can definitely say that I have heavily modified the navmesh in the 3 cells surrounding the shop. if that's the problem, then just re-finalize the NavMesh to move the NavMesh link to the new location of the door. But placing the door next to a big or to small triangle might cause a problem, so the triangles at the doors new location might need some editing.
Veladarius Posted August 21, 2014 Author Posted August 21, 2014 The problem with moving doors is the location of them is marked on the navmesh, without that marker npc's won't use the door. Moving everything would require editing the navmesh and I can definitely say that I have heavily modified the navmesh in the 3 cells surrounding the shop. if that's the problem, then just re-finalize the NavMesh to move the NavMesh link to the new location of the door. But placing the door next to a big or to small triangle might cause a problem, so the triangles at the doors new location might need some editing. Moving buildings would also require adjusting the navmeshes around them, usually not too difficult but merging mine and the other mod would be impossible with the expansion. This is the current navmesh around the shop (where the hole is) I have not started testing the navmesh as of yet but I am going to have to make major edits to the original to reduce issues after the expansion. The green and blue triangles are doors, orange ones are preferred paths and the more solid red are where 2 layers of navmesh exist, the standard and new ones (elevated above the old).
sashalag Posted August 21, 2014 Posted August 21, 2014 I am actually not using any other mod that uses the same space, but in the case I was, I have something clear: the incoming Captured Dreams Shop has priority over the rest , the other mods using that space can go to Oblivion... Is good to know which ones are not compatible, tho, so you can write that in the OP and in the Readme
CGi Posted August 21, 2014 Posted August 21, 2014 Moving buildings would also require adjusting the navmeshes around them, usually not too difficult but merging mine and the other mod would be impossible with the expansion. This is the current navmesh around the shop (where the hole is) I have not started testing the navmesh as of yet but I am going to have to make major edits to the original to reduce issues after the expansion. The green and blue triangles are doors, orange ones are preferred paths and the more solid red are where 2 layers of navmesh exist, the standard and new ones (elevated above the old). Yep, you'll ofc have to exclude buildings and such from the NavMesh to avoid pathing errors/glitches. And making 2 NavMesh edits compatible is simply not possible as you can't merge them easily afterwards, so those problems have to be solved by load order or by creating a new NavMesh that covers the edits of both mods using the CK. But if you edit a vanilla NavMesh, i suggest you replace it completly so you don't end up with NavMesh deleted messages in TES5Edit and in the CK. Has proven to be more stable in my tests, as i completly replaced the vanilla NavMeshs of the Drunken Huntsman and the Bannered Mare. To do this, you need to use TES5Edit and 3 simple steps that are really worth this little effort.
Gameplayer Posted August 21, 2014 Posted August 21, 2014 The thing about this latest series of posts is that. TESV Arena Mod, has been covered by at least 4 pages just about a week ago. We all arrived at the problem was a "Fortress" that could be excluded from that mod by installing it differently. We also spent a lot of time on how to merge the separate fort ESP's of which I think there were 7 esp's for 7 locations that would be compatible. An Author cannot really be expected to just up and move the contents of the location of his/her mod for a few user's. I just find it bizarre that someone would show up to a location/building thread and say "Hey man move your mod's location so my other location mod works." Its kinda like this if that was a legit thing to say why not go to the other mod authors page and also say to him. "Hey dude, you have to move your fortress so that my favorite mod Captured Dreams from Lovers Lab by Valedarious will work otherwise I wont play your Fortress mod man." Both of these sort of statements or inquiries don't come off well. Its on us the end-user to make a decision on what we install and use.
Min Posted August 21, 2014 Posted August 21, 2014 There were a bunch of changes made to gags in the latest releases. To free up a slot we consolidated them to use only Slot-44 (they used 2 slots previously, 44 and 50), which required a bunch of meshes and records to be changed (all of them, actually), new ones made, old ones deleted, that sort of thing. Between DDa/DDi/DDx, that's almost 50 gags i had to deal with on a deadline, and in that process one of them (Ebonite panel) got assigned a new ScriptInstance record. The CD script no doubt points to the old one, and that'd be why it's not working as intended.
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