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


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Posted

Is it on the player or npc's? If it is the npc's check that you have the number of npc's slotted (in Integration MCM) set to 1 or more.

 

how long will the entire quest thing take to go trough in game around an hour?

Posted

 

Is it on the player or npc's? If it is the npc's check that you have the number of npc's slotted (in Integration MCM) set to 1 or more.

 

how long will the entire quest thing take to go trough in game around an hour?

 

 

The big one I made? Around half an hour or so, I have not timed it yet start to end as I am usually going between the game and working on things in the CK.

 

I am testing the 3rd quest now, I think I have most of the issues ironed out and details added. It takes about 5 minutes to go through the scene and has a few different options in it as well. Not bad for 3 days work in the CK.

Posted

 

 

Is it on the player or npc's? If it is the npc's check that you have the number of npc's slotted (in Integration MCM) set to 1 or more.

 

how long will the entire quest thing take to go trough in game around an hour?

 

 

The big one I made? Around half an hour or so, I have not timed it yet start to end as I am usually going between the game and working on things in the CK.

 

I am testing the 3rd quest now, I think I have most of the issues ironed out and details added. It takes about 5 minutes to go through the scene and has a few different options in it as well. Not bad for 3 days work in the CK.

 

Sounds epic, Thanks for all the work you do by the way :) 

Posted

Do you think there is no chance for a male player to go through your awesome coming update?  :angel:

 

Actually, I am making dialogue for both male and female players wherever I can, I have already added such dialogue to the big scene I just finished and look to go back and do the same to other scenes and dialogue where I can.

Posted

@Vel

Found a glitch/bug:

New install with this play-through and the latest CD version; first delivery mission is a success.

Second mission to Hroki in Markarth.  I had never been inside the city before so I fast traveled to the stables and the bandits were there.  The leader does his forcegreet and I run into the city.  They follow me inside.  Hroki is inside the tavern so I go in and the bandits continue to follow.  I activate Hroki and the bandits are still attacking me.  I go through the dialogue with Hroki and she takes the package (the 'Delivery Package Removed' message displays).  At that point my health goes down from the bandit attacks.  The dialogue with Hroki is interrupted at 'sign the receipt' and I am forced to communicate with the bandits (These guys are tough, etc.) who then proceed to take the package from me (I don't have it, Hroki does) and then I get the message that the mission failed and I am equipped with CD shop items.

 

Maybe you can script them to StopCombat once the NPC delivery target is activated or run a getitem count on the player to stop them.

 

Also, you have a pathing glitch with the bridge next to the mill.  The FE quest NPCs I saw (Honningbrew Meadery Revelers and the vanilla courier) cannot cross the bridge.  They get almost to the halfway point and then stop.  They are headed in the direction of the shop.  I don't have any other mods loaded that affects those two exteriors.  I looked in the CK and it shows the path grids are connected.  My guess is there is a pathing issue in the exterior you used for the shop.

Posted

@Vel

Found a glitch/bug:

New install with this play-through and the latest CD version; first delivery mission is a success.

Second mission to Hroki in Markarth.  I had never been inside the city before so I fast traveled to the stables and the bandits were there.  The leader does his forcegreet and I run into the city.  They follow me inside.  Hroki is inside the tavern so I go in and the bandits continue to follow.  I activate Hroki and the bandits are still attacking me.  I go through the dialogue with Hroki and she takes the package (the 'Delivery Package Removed' message displays).  At that point my health goes down from the bandit attacks.  The dialogue with Hroki is interrupted at 'sign the receipt' and I am forced to communicate with the bandits (These guys are tough, etc.) who then proceed to take the package from me (I don't have it, Hroki does) and then I get the message that the mission failed and I am equipped with CD shop items.

 

Maybe you can script them to StopCombat once the NPC delivery target is activated or run a getitem count on the player to stop them.

 

Also, you have a pathing glitch with the bridge next to the mill.  The FE quest NPCs I saw (Honningbrew Meadery Revelers and the vanilla courier) cannot cross the bridge.  They get almost to the halfway point and then stop.  They are headed in the direction of the shop.  I don't have any other mods loaded that affects those two exteriors.  I looked in the CK and it shows the path grids are connected.  My guess is there is a pathing issue in the exterior you used for the shop.

 

The bandits are supposed to be set as not hostile but it isn't working as they will on occasion attack automatically on the next delivery, that quest is one I plan on completely remaking so hopefully I can find out what the issue is with them.

 

I am not sure what is causing npc's to stop there, I didn't modify anything in the road there. I will have to open just Skyrim in the CK and see if I can spot any differences in the marker that is on the bridge there. I have seen npc's from Inconsequestnial npc's using it so I doubt it is the mesh itself.

Posted

updating to the newest milk mod now, but thought i'd share my experience on it for those recently having issues, this has some issues that need to be worked out of papyrus as well as constant scripts running and polling that could slow down performance on weak machines or ctd those already having bad papyrus

Posted

updating to the newest milk mod now, but thought i'd share my experience on it for those recently having issues, this has some issues that need to be worked out of papyrus as well as constant scripts running and polling that could slow down performance on weak machines or ctd those already having bad papyrus

 

Do you mean constant running of scripts in CD? Other than like 2-3 timers for quests which expire relatively quickly  (2-3 hours in game or at the end of the quest) I don't have any scripts that run constantly. There are scripts from Integration and Aroused that are running but they run all the time already.

Posted

 

updating to the newest milk mod now, but thought i'd share my experience on it for those recently having issues, this has some issues that need to be worked out of papyrus as well as constant scripts running and polling that could slow down performance on weak machines or ctd those already having bad papyrus

 

Do you mean constant running of scripts in CD? Other than like 2-3 timers for quests which expire relatively quickly  (2-3 hours in game or at the end of the quest) I don't have any scripts that run constantly. There are scripts from Integration and Aroused that are running but they run all the time already.

 

no, i'm sorry this isn't an issue with captured dreams, some1 here was using milkmod and reporting issues with their skyrim using sexlab mods, i'm just informing that milkmod isn't good for those machines having issues

Posted

Hi guys.  Ive been using this mod for a  few weeks now and i love it.  however recently the devious effects of the plugs have not been working.  no random vibrations or animations.  Any idea what can make that just stop working

 

Is it on the player or npc's? If it is the npc's check that you have the number of npc's slotted (in Integration MCM) set to 1 or more.

 

I've had this problem twice now, and only on one ally at a time. First time it was Aranea, then about a week later it was Serana. The only way I've found so far to actually make plug vibrations work again is to deactivate Devious Devices and re-load it. Unfortunately that deactivates every mod that relies on DD, so any progress through, say, Captured Dreams or Sanguine's Debauchery is lost.

Posted

@Veladarius

They're kind of like fake-invisible bandits.

In Morthal (I think it's morthal), someone's saying "What's the Jarl going to do about it? (Yada blah)" and the bandits can attack without anyone noticing until they're dead ("Ooh, what happened??").

Being a "bandit-friend" has no effect on these guys, Which is why I'm saying "fake" (I prolly should say "special").

Also they have no clothes on after they're defeated the first time, and sometimes they hang around like naked beggars.

I've got a decrepit batch-file that stops combat and makes them passive, which I usually only use on the Mage-bandit.

 On a cheerier note, I like that Herran took the PC to the basement instead of locking them in a cage on some hill, but it only happened once (yesterday).

I'm avoiding any Texan flak about being too whiny ("I whine because I care", or something).

---

The following is a wish for the future mod, that the dialogue for Master could be changed slightly to two or more possible answers in regards to wearing the belt on delivery missions

("Am I going to have to wear the belt like last time?"

A. "Yes (you enjoy it  Yada)"

B. "Yes (It is Good Advertisement yada)"

C. "Yes (You Look so adorable, you epithet, you)"

---

Bug or no, "Do You have anything for Sale?" terminates unexpectedly right after "The best we've got, just for you".

Master never gets to actually opening up the inventory.

I suspect Sanguine's daedric artifact my PC is secretly hoarding might be a reason, but schlepping it home to the castle to store it in a safe seems extreme, and what if I'm wrong (what if it's just some glitch-of-the-day thing).

 ---

The final thingy is way too technical for me to even mention intelligently, but be kind and translate:

For example, (Just as an example) Random-attack and Sanguine use Zaz Animations adequately, just about perfectly, on my system.

  When one or more of the characters is wearing a binding item though, odd choices can happen.

Gagged people want to kiss, chastity-belted people want to do stuff they couldn't possibly do.

But The alignments get terribly screwed up (OK I'll get back to you on this, I forgot most of the details.)

 

 

Posted

 

Hi guys.  Ive been using this mod for a  few weeks now and i love it.  however recently the devious effects of the plugs have not been working.  no random vibrations or animations.  Any idea what can make that just stop working

 

Is it on the player or npc's? If it is the npc's check that you have the number of npc's slotted (in Integration MCM) set to 1 or more.

 

I've had this problem twice now, and only on one ally at a time. First time it was Aranea, then about a week later it was Serana. The only way I've found so far to actually make plug vibrations work again is to deactivate Devious Devices and re-load it. Unfortunately that deactivates every mod that relies on DD, so any progress through, say, Captured Dreams or Sanguine's Debauchery is lost.

 

 

If it works then stops I am not sure what would cause that. They all use standard features from Integration and are controlled by keywords on the items which Integration looks for. I still have the original enchantments on them which may cause the issue but I am not sure, I will be removing them since they are no longer needed.

 

 

@Veladarius

They're kind of like fake-invisible bandits.

In Morthal (I think it's morthal), someone's saying "What's the Jarl going to do about it? (Yada blah)" and the bandits can attack without anyone noticing until they're dead ("Ooh, what happened??").

Being a "bandit-friend" has no effect on these guys, Which is why I'm saying "fake" (I prolly should say "special").

Also they have no clothes on after they're defeated the first time, and sometimes they hang around like naked beggars.

I've got a decrepit batch-file that stops combat and makes them passive, which I usually only use on the Mage-bandit.

 On a cheerier note, I like that Herran took the PC to the basement instead of locking them in a cage on some hill, but it only happened once (yesterday).

I'm avoiding any Texan flak about being too whiny ("I whine because I care", or something).

---

The following is a wish for the future mod, that the dialogue for Master could be changed slightly to two or more possible answers in regards to wearing the belt on delivery missions

("Am I going to have to wear the belt like last time?"

A. "Yes (you enjoy it  Yada)"

B. "Yes (It is Good Advertisement yada)"

C. "Yes (You Look so adorable, you epithet, you)"

---

Bug or no, "Do You have anything for Sale?" terminates unexpectedly right after "The best we've got, just for you".

Master never gets to actually opening up the inventory.

I suspect Sanguine's daedric artifact my PC is secretly hoarding might be a reason, but schlepping it home to the castle to store it in a safe seems extreme, and what if I'm wrong (what if it's just some glitch-of-the-day thing).

 ---

The final thingy is way too technical for me to even mention intelligently, but be kind and translate:

For example, (Just as an example) Random-attack and Sanguine use Zaz Animations adequately, just about perfectly, on my system.

  When one or more of the characters is wearing a binding item though, odd choices can happen.

Gagged people want to kiss, chastity-belted people want to do stuff they couldn't possibly do.

But The alignments get terribly screwed up (OK I'll get back to you on this, I forgot most of the details.)

 

I am going to rebuild the entire delivery quest and set it up so I can make additions to it later, the bandits will be remade as well during this.

 

The basement punishment is a somewhat generic punishment, there are a number of things that use it. As I rebuild the other 2 quests I am going to make those punishments standalone so I can use them whenever I need to as well.

 

I will check the Master's dialogue leading to the sale and make sure that part is not broken.

 

As for animations, the only ones I directly control are the ones used to bind people (slaves or player), anything else is triggered by another mod.

Posted

 

Hi guys.  Ive been using this mod for a  few weeks now and i love it.  however recently the devious effects of the plugs have not been working.  no random vibrations or animations.  Any idea what can make that just stop working

 

Is it on the player or npc's? If it is the npc's check that you have the number of npc's slotted (in Integration MCM) set to 1 or more.

 

I've had this problem twice now, and only on one ally at a time. First time it was Aranea, then about a week later it was Serana. The only way I've found so far to actually make plug vibrations work again is to deactivate Devious Devices and re-load it. Unfortunately that deactivates every mod that relies on DD, so any progress through, say, Captured Dreams or Sanguine's Debauchery is lost.

 

CD you might be able to load long enough to reset DDi if that happens again, would think the same would be true for SD, but couldn't say for sure on that, only rule with CD is don't be anywhere near the shop when you do it, not even within compass range, would think with sd the rule would be don't be enslaved or in the dreamworld when you do it

 

@Veladarius

They're kind of like fake-invisible bandits.

In Morthal (I think it's morthal), someone's saying "What's the Jarl going to do about it? (Yada blah)" and the bandits can attack without anyone noticing until they're dead ("Ooh, what happened??").

Being a "bandit-friend" has no effect on these guys, Which is why I'm saying "fake" (I prolly should say "special").

Also they have no clothes on after they're defeated the first time, and sometimes they hang around like naked beggars.

I've got a decrepit batch-file that stops combat and makes them passive, which I usually only use on the Mage-bandit.

 On a cheerier note, I like that Herran took the PC to the basement instead of locking them in a cage on some hill, but it only happened once (yesterday).

I'm avoiding any Texan flak about being too whiny ("I whine because I care", or something).

---

The following is a wish for the future mod, that the dialogue for Master could be changed slightly to two or more possible answers in regards to wearing the belt on delivery missions

("Am I going to have to wear the belt like last time?"

A. "Yes (you enjoy it  Yada)"

B. "Yes (It is Good Advertisement yada)"

C. "Yes (You Look so adorable, you epithet, you)"

---

Bug or no, "Do You have anything for Sale?" terminates unexpectedly right after "The best we've got, just for you".

Master never gets to actually opening up the inventory.

I suspect Sanguine's daedric artifact my PC is secretly hoarding might be a reason, but schlepping it home to the castle to store it in a safe seems extreme, and what if I'm wrong (what if it's just some glitch-of-the-day thing).

 ---

The final thingy is way too technical for me to even mention intelligently, but be kind and translate:

For example, (Just as an example) Random-attack and Sanguine use Zaz Animations adequately, just about perfectly, on my system.

  When one or more of the characters is wearing a binding item though, odd choices can happen.

Gagged people want to kiss, chastity-belted people want to do stuff they couldn't possibly do.

But The alignments get terribly screwed up (OK I'll get back to you on this, I forgot most of the details.)

@ master's  "Do You have anything for Sale?" dialog - i've found this to be a "business hours" bug, where most npc's either won't have the dialog option or will give the response of "have you seen what time it is, come back in the morning"...some exceptions to that rule are barkeeps, spouses and lucan at the riverwood trader if you haven't finished his quest yet

Posted

 

 

 

Hi guys.  Ive been using this mod for a  few weeks now and i love it.  however recently the devious effects of the plugs have not been working.  no random vibrations or animations.  Any idea what can make that just stop working

 

Is it on the player or npc's? If it is the npc's check that you have the number of npc's slotted (in Integration MCM) set to 1 or more.

 

I've had this problem twice now, and only on one ally at a time. First time it was Aranea, then about a week later it was Serana. The only way I've found so far to actually make plug vibrations work again is to deactivate Devious Devices and re-load it. Unfortunately that deactivates every mod that relies on DD, so any progress through, say, Captured Dreams or Sanguine's Debauchery is lost.

 

CD you might be able to load long enough to reset DDi if that happens again, would think the same would be true for SD, but couldn't say for sure on that, only rule with CD is don't be anywhere near the shop when you do it, not even within compass range, would think with sd the rule would be don't be enslaved or in the dreamworld when you do it

 

@Veladarius

They're kind of like fake-invisible bandits.

In Morthal (I think it's morthal), someone's saying "What's the Jarl going to do about it? (Yada blah)" and the bandits can attack without anyone noticing until they're dead ("Ooh, what happened??").

Being a "bandit-friend" has no effect on these guys, Which is why I'm saying "fake" (I prolly should say "special").

Also they have no clothes on after they're defeated the first time, and sometimes they hang around like naked beggars.

I've got a decrepit batch-file that stops combat and makes them passive, which I usually only use on the Mage-bandit.

 On a cheerier note, I like that Herran took the PC to the basement instead of locking them in a cage on some hill, but it only happened once (yesterday).

I'm avoiding any Texan flak about being too whiny ("I whine because I care", or something).

---

The following is a wish for the future mod, that the dialogue for Master could be changed slightly to two or more possible answers in regards to wearing the belt on delivery missions

("Am I going to have to wear the belt like last time?"

A. "Yes (you enjoy it  Yada)"

B. "Yes (It is Good Advertisement yada)"

C. "Yes (You Look so adorable, you epithet, you)"

---

Bug or no, "Do You have anything for Sale?" terminates unexpectedly right after "The best we've got, just for you".

Master never gets to actually opening up the inventory.

I suspect Sanguine's daedric artifact my PC is secretly hoarding might be a reason, but schlepping it home to the castle to store it in a safe seems extreme, and what if I'm wrong (what if it's just some glitch-of-the-day thing).

 ---

The final thingy is way too technical for me to even mention intelligently, but be kind and translate:

For example, (Just as an example) Random-attack and Sanguine use Zaz Animations adequately, just about perfectly, on my system.

  When one or more of the characters is wearing a binding item though, odd choices can happen.

Gagged people want to kiss, chastity-belted people want to do stuff they couldn't possibly do.

But The alignments get terribly screwed up (OK I'll get back to you on this, I forgot most of the details.)

 

 

@ master's  "Do You have anything for Sale?" dialog - i've found this to be a "business hours" bug, where most npc's either won't have the dialog option or will give the response of "have you seen what time it is, come back in the morning"...some exceptions to that rule are barkeeps, spouses and lucan at the riverwood trader if you haven't finished his quest yet

 

 

Her dialogue on that is getting an overhaul as it is so I will fix that as well.

Posted

I finished the long scene I was building, just need to test the last 1/3rd of it still.

 

Here is a bit of a preview of the arrival back at the shop from the CK:

attachicon.gifArrival.jpg

 

It isn't animated, if I can figure out how to make it all move together I might sometime later.

 

 

The quest has:

87 quest stages

14 acts made up of 58 scenes with a total of 375 phases.

 

It is far bigger than the scene with Mr Tavish, it takes 4 days in game.

 

Finally ran through the long scene start to finish without pausing to do other things, total time to complete was 1 hour 20 minutes.

Posted

 

I finished the long scene I was building, just need to test the last 1/3rd of it still.

 

Here is a bit of a preview of the arrival back at the shop from the CK:

attachicon.gifArrival.jpg

 

It isn't animated, if I can figure out how to make it all move together I might sometime later.

 

 

The quest has:

87 quest stages

14 acts made up of 58 scenes with a total of 375 phases.

 

It is far bigger than the scene with Mr Tavish, it takes 4 days in game.

 

Finally ran through the long scene start to finish without pausing to do other things, total time to complete was 1 hour 20 minutes.

 

 

Absolutely amazing.  Keep up the great work!

 

Posted

First I would like to praise your great mod, I believe the focus in bdsm and not just in slavery/prostitution is what makes it so unique and awesome (and which combines perfectly with Devious Devices).

I just have a small question, not necessarily associated with the mod, I'm just curious about what you think: do you believe the player who voluntarily submits to be a lovely submissive sex slave, things like bondage and whipping ceases to be a punishment and turn out to be (to some extent) a reward? I ask this because one of the first answers you can choose is "I like the feeling of being whipped" but it never changes the fact that it is a punishment.

Thank you for your attention and I'm looking forward for your next great update! :heart:

PS.: I secretly hope you make good use of the gagged system that was included in DDi, particularly the global variables zadGagExpertise and zadPlayerMasochism.

Posted

 

I finished the long scene I was building, just need to test the last 1/3rd of it still.

 

Here is a bit of a preview of the arrival back at the shop from the CK:

attachicon.gifArrival.jpg

 

It isn't animated, if I can figure out how to make it all move together I might sometime later.

 

 

The quest has:

87 quest stages

14 acts made up of 58 scenes with a total of 375 phases.

 

It is far bigger than the scene with Mr Tavish, it takes 4 days in game.

 

Finally ran through the long scene start to finish without pausing to do other things, total time to complete was 1 hour 20 minutes.

 

 

Awesome, thanks for such good work.

 

So looking forward to the new release.

 

Posted

First I would like to praise your great mod, I believe the focus in bdsm and not just in slavery/prostitution is what makes it so unique and awesome (and which combines perfectly with Devious Devices).

 

I just have a small question, not necessarily associated with the mod, I'm just curious about what you think: do you believe the player who voluntarily submits to be a lovely submissive sex slave, things like bondage and whipping ceases to be a punishment and turn out to be (to some extent) a reward? I ask this because one of the first answers you can choose is "I like the feeling of being whipped" but it never changes the fact that it is a punishment.

 

Thank you for your attention and I'm looking forward for your next great update! :heart:

 

PS.: I secretly hope you make good use of the gagged system that was included in DDi, particularly the global variables zadGagExpertise and zadPlayerMasochism.

 

As I expand things I will make additional punishments other than whipping. As for the variables in DDi, I have not gotten very far into the workings of it but I will use whatever I can.

 

 

 

 

I finished the long scene I was building, just need to test the last 1/3rd of it still.

 

Here is a bit of a preview of the arrival back at the shop from the CK:

attachicon.gifArrival.jpg

 

It isn't animated, if I can figure out how to make it all move together I might sometime later.

 

 

The quest has:

87 quest stages

14 acts made up of 58 scenes with a total of 375 phases.

 

It is far bigger than the scene with Mr Tavish, it takes 4 days in game.

 

Finally ran through the long scene start to finish without pausing to do other things, total time to complete was 1 hour 20 minutes.

 

 

Awesome, thanks for such good work.

 

So looking forward to the new release.

 

 

 

I have finished the 3rd quest of the 4, this has some elements for the dominant people in it. It took 2 days to make and 3 days to debug (lots of back and forth between dialogue and scenes). I am working on the 4th quest now, most of the dialogue is already in the CK and a number of the items are already made as well. The scenes are simple so should not take long at all but the follow up to this quest will be the hard part.

Posted

First I would like to praise your great mod, I believe the focus in bdsm and not just in slavery/prostitution is what makes it so unique and awesome (and which combines perfectly with Devious Devices).

 

I just have a small question, not necessarily associated with the mod, I'm just curious about what you think: do you believe the player who voluntarily submits to be a lovely submissive sex slave, things like bondage and whipping ceases to be a punishment and turn out to be (to some extent) a reward? I ask this because one of the first answers you can choose is "I like the feeling of being whipped" but it never changes the fact that it is a punishment.

 

Thank you for your attention and I'm looking forward for your next great update! :heart:

 

PS.: I secretly hope you make good use of the gagged system that was included in DDi, particularly the global variables zadGagExpertise and zadPlayerMasochism.

 actually i can answer your question from knowledge of a true life "pain slut" (from her own words even) - They crave it (the pain), but more than that, they crave it from mistress/master, But that's a 2-part question now - the pain is a reward to them, But at the same time the punishment itself: having displeased Master/Mistress is to them the real punishment as the goal is still to please Master/Mistress, Except in the case of unruly slaves, but those are a different story altogether, usually unhappy with their Master/Mistress

 

as for the new gagged system you refer to, it may not be possible to work as Both a gag removal station still attempt a gag lingistics system: many still come here especially for that after nobody else has understood them

Posted

I have finished the 3rd quest of the 4, this has some elements for the dominant people in it. It took 2 days to make and 3 days to debug (lots of back and forth between dialogue and scenes). I am working on the 4th quest now, most of the dialogue is already in the CK and a number of the items are already made as well. The scenes are simple so should not take long at all but the follow up to this quest will be the hard part.

 

Ooh, the hard part, you say? Well, as they say in Skyrim, I love a challenge! Sounds interesting, could it possibly be related to the surprise you mentioned before, or is that something different altogether?

 

It's also really impressive to hear that Part 2 is going to be nearly an hour and a half long. Now that is a proper quest. Although I wonder if my poor girl can handle being in Elenwen's "captive audience" for that long (not to mention my poor follower working in those mines and getting punished)... well, I can't wait to find out!  :P

Posted

Veladarius, mind if I ask you a question? I'm trying to setup a whipping scene similar to yours, but I can't for the life of me figure out what's wrong. The AI package (UseWeaponAlreadyHeld) just doesn't work. The NPC draws the weapons and just stands there. Even when I don't touch the camera. I peeked into your mod and am certain that I set the package up just like you did. I also tried various other settings (e.g. one thread on nexus mentioned that the trigger ref should always be the same as the target to attack or it wouldn't work, although it obviously does for you). I tried having the NPC attack the playerref or just the marker that the player is standing on or even a random other object in the scene. I set radius to obscenely large or small amounts and I think I tried every combination of settings that makes sense. I tried it in a vanilla cell in case my navmesh sucked. Nothing works.

 

Is there some secret ritual I'm supposed to perform? How did you get it to work?

Posted

Veladarius, mind if I ask you a question? I'm trying to setup a whipping scene similar to yours, but I can't for the life of me figure out what's wrong. The AI package (UseWeaponAlreadyHeld) just doesn't work. The NPC draws the weapons and just stands there. Even when I don't touch the camera. I peeked into your mod and am certain that I set the package up just like you did. I also tried various other settings (e.g. one thread on nexus mentioned that the trigger ref should always be the same as the target to attack or it wouldn't work, although it obviously does for you). I tried having the NPC attack the playerref or just the marker that the player is standing on or even a random other object in the scene. I set radius to obscenely large or small amounts and I think I tried every combination of settings that makes sense. I tried it in a vanilla cell in case my navmesh sucked. Nothing works.

 

Is there some secret ritual I'm supposed to perform? How did you get it to work?

 

I had the same problems trying to get mine to work and for me it was because of something I think is stupid: the number of times you get hit. It was the Number of Barrages, pause, Min attacks and max attacks per barrage and max time spent attacking. 

 

What I have for these:

Pause Between Barrages - False

End After This Many Barrages - 8

Min pause / max pause - 0

Min Attacks per barrage - 2

Max Attacks per barrage - 4

 

Varying much from these usually resulted in either it not working or it would actually crash to desktop on me.

 

 

Edit: The End after this many barrages I have 10 in some places as well but the min and max attacks don't change on mine.

 

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