Veladarius Posted September 15, 2014 Author Posted September 15, 2014 This is one of my favorite adult mods, and I can't wait for the additional content. I found a small issue with SexLab Approach. If Herran approaches my character for sex, a number of dialog options appear. One of which is to follow me to a more private place. If you select this option he will follow you but you cannot open a dialog with him again, because he reverts back to his own dialog stating that he doesn't care what I have to say. So basically he will follow you around forever, as you cannot complete the approach dialog to start the sex act. It's a very minor issue, but I thought I would make you aware of it, as your attention to detail is amazing. His dialogue, among others, is set as blocking so no others can get past it (not that he could do much with a belt on). I may change that in the next release so you can get out of those sorts of things.
Jgwalker Posted September 15, 2014 Posted September 15, 2014 This is one of my favorite adult mods, and I can't wait for the additional content. I found a small issue with SexLab Approach. If Herran approaches my character for sex, a number of dialog options appear. One of which is to follow me to a more private place. If you select this option he will follow you but you cannot open a dialog with him again, because he reverts back to his own dialog stating that he doesn't care what I have to say. So basically he will follow you around forever, as you cannot complete the approach dialog to start the sex act. It's a very minor issue, but I thought I would make you aware of it, as your attention to detail is amazing. His dialogue, among others, is set as blocking so no others can get past it (not that he could do much with a belt on). I may change that in the next release so you can get out of those sorts of things. I did have a sex scene with him, and was surprised that the animations were homosexual ones where I wore a strap on. It was a bit of a let down because with SexLab attraction if you examine him with the "N" key it said he was very attractive and it said, "You want him to fuck you hard, and can't think of anything else." then it turned out he was gay lol. He didn't have a belt on but maybe thats why the animations were that way, I did him with a strap on and the next animation he was in a pillory. If he wears a belt it was invisible in my game. Anyway if he was gay it would be totally fitting. Maybe it was not your intention but before you mentioned the belt I thought it was appropriate for this type of mode, and his role within the shop.
Veladarius Posted September 15, 2014 Author Posted September 15, 2014 This is one of my favorite adult mods, and I can't wait for the additional content. I found a small issue with SexLab Approach. If Herran approaches my character for sex, a number of dialog options appear. One of which is to follow me to a more private place. If you select this option he will follow you but you cannot open a dialog with him again, because he reverts back to his own dialog stating that he doesn't care what I have to say. So basically he will follow you around forever, as you cannot complete the approach dialog to start the sex act. It's a very minor issue, but I thought I would make you aware of it, as your attention to detail is amazing. His dialogue, among others, is set as blocking so no others can get past it (not that he could do much with a belt on). I may change that in the next release so you can get out of those sorts of things. I did have a sex scene with him, and was surprised that the animations were homosexual ones where I wore a strap on. It was a bit of a let down because with SexLab attraction if you examine him with the "N" key it said he was very attractive and it said, "You want him to fuck you hard, and can't think of anything else." then it turned out he was gay lol. He didn't have a belt on but maybe thats why the animations were that way, I did him with a strap on and the next animation he was in a pillory. If he wears a belt it was invisible in my game. Anyway if he was gay it would be totally fitting. Maybe it was not your intention but before you mentioned the belt I thought it was appropriate for this type of mode, and his role within the shop. If you are not using one of the mods that adds meshes for men you won't see anything on them. Other than the Master and Tavish every npc has one.
LHM Posted September 15, 2014 Posted September 15, 2014 I was about to do my first Costumer Assist, and did as I always do: went there, waited outside till around 8am, but the front door just didn't unlock (I don't recall doing anything different this time, it always worked doing like that). I stayed there until 7pm I think (without using Sleep at all)... Yes, I could have picklocked the door or something, but... Any advice to avoid that from happening? Thanks.
greyspammer Posted September 15, 2014 Posted September 15, 2014 I was about to do my first Costumer Assist, and did as I always do: went there, waited outside till around 8am, but the front door just didn't unlock (I don't recall doing anything different this time, it always worked doing like that). I stayed there until 7pm I think (without using Sleep at all)... I think that's a common issue with Skyrim. Had it with some vanilla shops as well. Workaround: A watched pot never boils. Go somewhere else (far away or to another cell). Open the console and type 'pcb' to clear the cell buffer. Or travel around, always loading new cells until the shop falls out of the buffer on its own. When you return and the cells gets rebuild in the buffer, the door will be open. At least it usually worked for me.
Veladarius Posted September 15, 2014 Author Posted September 15, 2014 I was about to do my first Costumer Assist, and did as I always do: went there, waited outside till around 8am, but the front door just didn't unlock (I don't recall doing anything different this time, it always worked doing like that). I stayed there until 7pm I think (without using Sleep at all)... I think that's a common issue with Skyrim. Had it with some vanilla shops as well. Workaround: A watched pot never boils. Go somewhere else (far away or to another cell). Open the console and type 'pcb' to clear the cell buffer. Or travel around, always loading new cells until the shop falls out of the buffer on its own. When you return and the cells gets rebuild in the buffer, the door will be open. At least it usually worked for me. The AI packages on the npc's are what triggers it, sometimes they don't do it (I guess they wanted a day off or something). You can click on the door in the console and type unlock and it will unlock. I will set several npc's to unlock it, hopefully one will do it.
aqqh Posted September 15, 2014 Posted September 15, 2014 Not sure whats your plan of master schedule after expansion but if she would be sleeping in her apartment (manor house) and then go to shop in the mornings then she would open those doors on the way. Unless you would rly give her some days off
Veladarius Posted September 15, 2014 Author Posted September 15, 2014 I am going to shift the handling of the shop to the assistants, they will open / close the shop and sell everything. The Master will be there to supervise much of the day and she will still handle quests, since she leaves the shop she can't sell items while outside of it.
greyspammer Posted September 15, 2014 Posted September 15, 2014 Maybe a doorbell as a failsafe for the locked door issue would be nice. Just a button to push, then a servant unlocks the doors. Just another stupid idea of mine.
BlueLight Posted September 15, 2014 Posted September 15, 2014 Sorry, just wondering-- Why is there a skeleton in the cage out front? No real reason, experimentation on my part mostly. It has been there since the cages were put in place. This is a odd bug and really seems like a Skyrim issue more than a mod issue but the skelton is placing his bones right where i stand when i fast travel the store. It's really annoying to hear that sound.
Veladarius Posted September 15, 2014 Author Posted September 15, 2014 Sorry, just wondering-- Why is there a skeleton in the cage out front? No real reason, experimentation on my part mostly. It has been there since the cages were put in place. This is a odd bug and really seems like a Skyrim issue more than a mod issue but the skelton is placing his bones right where i stand when i fast travel the store. It's really annoying to hear that sound. The fast travel marker is being moved to the road, the skeleton will probably go away as well.
kronnos44 Posted September 15, 2014 Posted September 15, 2014 Sorry, just wondering-- Why is there a skeleton in the cage out front? No real reason, experimentation on my part mostly. It has been there since the cages were put in place. This is a odd bug and really seems like a Skyrim issue more than a mod issue but the skelton is placing his bones right where i stand when i fast travel the store. It's really annoying to hear that sound. The fast travel marker is being moved to the road, the skeleton will probably go away as well. Just a question but will this mod be finished this month?
NarcosisElemental Posted September 15, 2014 Posted September 15, 2014 Sorry, just wondering-- Why is there a skeleton in the cage out front? No real reason, experimentation on my part mostly. It has been there since the cages were put in place. This is a odd bug and really seems like a Skyrim issue more than a mod issue but the skelton is placing his bones right where i stand when i fast travel the store. It's really annoying to hear that sound. The fast travel marker is being moved to the road, the skeleton will probably go away as well. Just a question but will this mod be finished this month? Honestly I hope it never gets completely finished and it keeps getting bigger and bigger. This is one of the best mods out there, alot of dedication has been placed into this mod. Keep up the good work and hope more comes from you.
kronnos44 Posted September 15, 2014 Posted September 15, 2014 Sorry, just wondering-- Why is there a skeleton in the cage out front? No real reason, experimentation on my part mostly. It has been there since the cages were put in place. This is a odd bug and really seems like a Skyrim issue more than a mod issue but the skelton is placing his bones right where i stand when i fast travel the store. It's really annoying to hear that sound. The fast travel marker is being moved to the road, the skeleton will probably go away as well. Just a question but will this mod be finished this month? Honestly I hope it never gets completely finished and it keeps getting bigger and bigger. This is one of the best mods out there, alot of dedication has been placed into this mod. Keep up the good work and hope more comes from you. if i say something like that, i'm talking about the update hes working on, ofcourse he has to make more content after that, if he does, i'll donate to keep him going around 50 dollar should keep him going right?
gooberboy9999 Posted September 15, 2014 Posted September 15, 2014 Sounds... Complex. Thank you for your work. Any news about the release? I have 2 more quests to make, both are much smaller than the one I just finished. I have some scripts to update for the new items and a bit of dialogue to do as well. Hope fully it is done and tested within 2 weeks at the latest. Out of curiosity, how many new quests are we looking at for the next release, and do you expect the next release after that to go any faster considering that it will just be new quests rather than building multiple areas from scratch? This is just going from memory, but I believe you said it was going to be something along the lines of this release - a mini expansion with several quests (including one where you become the master's slave) - tavish expansion - ??? I imagine the tavish one will take a decent amount of time as well considering you're going to have to build his building from scratch too.
Veladarius Posted September 16, 2014 Author Posted September 16, 2014 Sounds... Complex. Thank you for your work. Any news about the release? I have 2 more quests to make, both are much smaller than the one I just finished. I have some scripts to update for the new items and a bit of dialogue to do as well. Hope fully it is done and tested within 2 weeks at the latest. Out of curiosity, how many new quests are we looking at for the next release, and do you expect the next release after that to go any faster considering that it will just be new quests rather than building multiple areas from scratch? This is just going from memory, but I believe you said it was going to be something along the lines of this release - a mini expansion with several quests (including one where you become the master's slave) - tavish expansion - ??? I imagine the tavish one will take a decent amount of time as well considering you're going to have to build his building from scratch too. It should go faster, it took over 1 1/2 months to make the grounds and interiors. I can make quests somewhat faster but scenes still take time (though that is getting faster as well). The other thing that may slow down things is if I can find a job again, I have been unemployed for a while and since July i have not been able to work inf I wanted due to surgery (that ends Oct 3rd). The Expansion for making the player a slave and the other quests won't require any new interiors but will need some things added in interiors and exteriors in various places for quests though nothing major. The expansion after that is a large story quest and will have a dwemer ruin and additions to several existing ones as well as a rather long quest with several parts. The Tavish estate will be very big, I will likely release it in parts as well (estate & grounds w/ minor quests then the major quests after that). There may be some smaller ones here and there, mainly updates for items or to add small quests or features.
Veladarius Posted September 16, 2014 Author Posted September 16, 2014 While testing today (I think I finally have this scene right) I had the idea to make a quick little thing so the stable hand will put your horse in the stables if you drop it off in front of it. It worked.
vipermagi Posted September 16, 2014 Posted September 16, 2014 While testing today (I think I finally have this scene right) I had the idea to make a quick little thing so the stable hand will put your horse in the stables if you drop it off in front of it. 2014-09-15_00006.jpg It worked. Oh god... I in-vision in the future being required to spend a night with the horse.
Purplewing Posted September 16, 2014 Posted September 16, 2014 Sorry, another question-- Do the thugs from the delivery quests have a motivation or are they just 'there' to rough up poor defenseless couriers?
magicrealm Posted September 16, 2014 Posted September 16, 2014 i have a simple but very serious question. is a new game required or can i install the mod later in the game ?
swaggonborn Posted September 16, 2014 Posted September 16, 2014 Hate to be a pain but i cant seem to search through the entire topic, even though i know there will be an answer in there somewhere. anyway, im having a problem where the option to remove items locked on by bandits has stopped working. I ask the master to remove the arm binder and it goes through the menus like it has happened(heck it even adds the debt) ,but the arm binder stays locked on. this has happened a few times before but i have never figured out why. any help would be awesome, cheers.
swaggonborn Posted September 16, 2014 Posted September 16, 2014 Hate to be a pain but i cant seem to search through the entire topic, even though i know there will be an answer in there somewhere. anyway, im having a problem where the option to remove items locked on by bandits has stopped working. I ask the master to remove the arm binder and it goes through the menus like it has happened(heck it even adds the debt) ,but the arm binder stays locked on. this has happened a few times before but i have never figured out why. any help would be awesome, cheers. Actually i fixed it by using the Mr Tavish event to force remove all items. A bit of a pain but at least i know i can fix it now. Im sure one of you would of pointed me in the right direction so cheers anyway
Veladarius Posted September 16, 2014 Author Posted September 16, 2014 Sorry, another question-- Do the thugs from the delivery quests have a motivation or are they just 'there' to rough up poor defenseless couriers? There is a reason that will be explained and acted upon later. i have a simple but very serious question. is a new game required or can i install the mod later in the game ? You can install it at any point. Other than a few short term instances I don't have scripts running constantly in the background and everything I use is custom or a copy of standard items. Hate to be a pain but i cant seem to search through the entire topic, even though i know there will be an answer in there somewhere. anyway, im having a problem where the option to remove items locked on by bandits has stopped working. I ask the master to remove the arm binder and it goes through the menus like it has happened(heck it even adds the debt) ,but the arm binder stays locked on. this has happened a few times before but i have never figured out why. any help would be awesome, cheers. Actually i fixed it by using the Mr Tavish event to force remove all items. A bit of a pain but at least i know i can fix it now. Im sure one of you would of pointed me in the right direction so cheers anyway That is odd since they both use the same removal function I set up. It may be that there was a lag in the script and it triggered Integration's no strip function which would have immediately returned it.
greyspammer Posted September 16, 2014 Posted September 16, 2014 i have a simple but very serious question. is a new game required or can i install the mod later in the game ? Speaking from user experience, It should work if you install it later. You should probably try to not be near Half-Moon Mill when you activate the mod. But generally, adding and especially removing mods (at least mods with scripts) to or from an older savegame can cause problems. Something about script stuff that gets stored in the savegame. I found out that a lot of problems I had with some more complicated mods vanished when I started a new game. So basically, you can try. If you have problems, try a clean save and see if they persist. I recommend the "Alternate Start" mod, so you don't have to play through the intro every time. The "RaceMenu" mod will allow you to speed up character creation as it allows you to save and load presets.
Ryza-nee Posted September 16, 2014 Posted September 16, 2014 I don't know if I did anything wrong but after accepting the delivery missions and after the package was stolen by bandits, the punishment by the master seems to be endless, I'm not sure how I was suppose to wait, but it sure seems like it won't end anytime soon, I've waited several days and nothing seems to happen. The Mater and Herran seems to watch over my character no matter how long I wait.
Recommended Posts