greyspammer Posted September 21, 2014 Posted September 21, 2014 Hmm... I photochopped my current package config into one picture: Still doesn't work. Whether it's 8 or 10 barrages. I tried some other values as well (though obviously not all) but it didn't seem to do anything. I don't want to keep you from your work on your own mod, so if you don't see anything else at first glance, don't sweat it. Then I'll have to think of some other punishment. Preferably one that doesn't need any <bleep>ing AI packages.
Veladarius Posted September 21, 2014 Author Posted September 21, 2014 Hmm... I photochopped my current package config into one picture: packagenotworking.png Still doesn't work. Whether it's 8 or 10 barrages. I tried some other values as well (though obviously not all) but it didn't seem to do anything. I don't want to keep you from your work on your own mod, so if you don't see anything else at first glance, don't sweat it. Then I'll have to think of some other punishment. Preferably one that doesn't need any <bleep>ing AI packages. Check the flags I had on the package as well. Also, if you are telling the person to draw their weapon do it in the phase before the whipping starts. Edit: also, make sure everyone is set to pause in the Edit Actor Behavior window (button at the top of the Scenes tab).
greyspammer Posted September 21, 2014 Posted September 21, 2014 Yep. Everything exactly like in your Herran package. Only that it doesn't work. *sigh* I guess I'll have to write around it...
Veladarius Posted September 21, 2014 Author Posted September 21, 2014 Yep. Everything exactly like in your Herran package. Only that it doesn't work. *sigh* I guess I'll have to write around it... There is an idle called IdlePrisonerBeat, you can use that until you can get it sorted out, just set it as the idle for the package.
Kendo 2 Posted September 22, 2014 Posted September 22, 2014 @Vel 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. I spent about 4 hrs yesterday reinstalling everything. From meshes and textures, to skeletons and esps/esm. After that was done I reinstalled the mods 'I can't live without' and I decided to fore go the Unofficial Skyrim Patch. Not installing it resolved the pathing issue above. My mistake was looking in the CK for conflicts when I should have just used TES5Edit to begin with. For whatever reason the version of the Patch I used changed the nav mesh as the same exterior as the CD, along with added critter butterfly/moth spawns. As a test I ran the mods individually. Your edits work and so do his, they just don't work together. His esm changes the cell and I didn't know that. Just thought I should clear that up.
Veladarius Posted September 22, 2014 Author Posted September 22, 2014 @Vel 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. I spent about 4 hrs yesterday reinstalling everything. From meshes and textures, to skeletons and esps/esm. After that was done I reinstalled the mods 'I can't live without' and I decided to fore go the Unofficial Skyrim Patch. Not installing it resolved the pathing issue above. My mistake was looking in the CK for conflicts when I should have just used TES5Edit to begin with. For whatever reason the version of the Patch I used changed the nav mesh as the same exterior as the CD, along with added critter butterfly/moth spawns. As a test I ran the mods individually. Your edits work and so do his, they just don't work together. His esm changes the cell and I didn't know that. Just thought I should clear that up. I will have to see what they changed and if I can make mine compatible with it.
greyspammer Posted September 22, 2014 Posted September 22, 2014 There is an idle called IdlePrisonerBeat, you can use that until you can get it sorted out, just set it as the idle for the package. Further experiments revealed that the problem seems to be specific to this one single NPC that was supposed to do the whipping. Any other NPC works fine, even with different barrage settings and whatnot. I still don't know why this one actor is so stubborn (I checked the settings and can't find any difference) but now that I've narrowed it down this far, I'll be able to just use another NPC for this scene. Thanks for your help!
Veladarius Posted September 22, 2014 Author Posted September 22, 2014 There is an idle called IdlePrisonerBeat, you can use that until you can get it sorted out, just set it as the idle for the package. Further experiments revealed that the problem seems to be specific to this one single NPC that was supposed to do the whipping. Any other NPC works fine, even with different barrage settings and whatnot. I still don't know why this one actor is so stubborn (I checked the settings and can't find any difference) but now that I've narrowed it down this far, I'll be able to just use another NPC for this scene. Thanks for your help! try it with a different save that was made before that mod or questline was made. I have seen numerous times where an AI package is changed but the changes don't take place in an existing save, I believe one of my testers is having the same problem with a quest now. An example I saw in testing the large scene I recently made was I had the player moved to a stairway when changing locations and it had issues with getting up the steps so I moved it but the location would not change in that game, it took a new game to see the change.
Veladarius Posted September 24, 2014 Author Posted September 24, 2014 Update time: I have completed the majority of the 4 quests that goes into the overall expansion quest and am testing the assembled Main Expansion quest currently. The Main Expansion quest controls the entire process and takes about 17 days in game to complete, depending on how fast you complete some quests it can take longer (not a good idea to waste time). Starts automatically once you hit level 8 or higher (either at level up or upon entering the shop) I am making use of SexLab in a few scenes, ok, a lot in one of them. The only issue I have had with it is a random crash at the start of a scene. There are a number of places to save during that quest so saving will be suggested. I rarely had an issue on reloading and have made it through the rest of the quest with no issues. Little immersion thing I made, once the stables have been built you can ride your horse up to it, dismount and walk away and the stable hand will walk your horse into the stable. I do have a surprise which will come at the end of the expansion, which if it works correctly will be expanded upon later. I built a system to keep followers while you go on some quests and during punishments but I have not tested it as of yet. It should handle 3 to 8 followers depending on how far the expansion has progressed. Naaitsab has made a quick retexture for me: Things to do still: Testing!!!!! Dialogue and dialogue adjustments Items to make Overhaul the two delivery quests and the scene with Tavish MCM Menu additions More Testing!!!!!
CliftonJD Posted September 24, 2014 Posted September 24, 2014 Update time: I have completed the majority of the 4 quests that goes into the overall expansion quest and am testing the assembled Main Expansion quest currently. The Main Expansion quest controls the entire process and takes about 17 days in game to complete, depending on how fast you complete some quests it can take longer (not a good idea to waste time). Starts automatically once you hit level 8 or higher (either at level up or upon entering the shop) I am making use of SexLab in a few scenes, ok, a lot in one of them. The only issue I have had with it is a random crash at the start of a scene. There are a number of places to save during that quest so saving will be suggested. I rarely had an issue on reloading and have made it through the rest of the quest with no issues. Little immersion thing I made, once the stables have been built you can ride your horse up to it, dismount and walk away and the stable hand will walk your horse into the stable. I do have a surprise which will come at the end of the expansion, which if it works correctly will be expanded upon later. I built a system to keep followers while you go on some quests and during punishments but I have not tested it as of yet. It should handle 3 to 8 followers depending on how far the expansion has progressed. Naaitsab has made a quick retexture for me: 2014-09-23_00002.jpg Things to do still: Testing!!!!! Dialogue and dialogue adjustments Items to make Overhaul the two delivery quests and the scene with Tavish MCM Menu additions More Testing!!!!! sounds good, gettin close then
mendalion Posted September 24, 2014 Posted September 24, 2014 Update time: I have completed the majority of the 4 quests that goes into the overall expansion quest and am testing the assembled Main Expansion quest currently. The Main Expansion quest controls the entire process and takes about 17 days in game to complete When I read 4 quest, my thought was: "Kind of a little amount of quests"; but then I read 17 days and thought: "Shit, does it really mean a lot of quest time?". I counted about 1000 lines of dialogue in current Dreams Shop release. How big is this update compared to what is released?
Veladarius Posted September 24, 2014 Author Posted September 24, 2014 Update time: I have completed the majority of the 4 quests that goes into the overall expansion quest and am testing the assembled Main Expansion quest currently. The Main Expansion quest controls the entire process and takes about 17 days in game to complete When I read 4 quest, my thought was: "Kind of a little amount of quests"; but then I read 17 days and thought: "Shit, does it really mean a lot of quest time?". I counted about 1000 lines of dialogue in current Dreams Shop release. How big is this update compared to what is released? Compared to what is already out? Dialogue has not increased much as of yet and most of it is in scenes and not between the player and npc's. There are a number of new npc's (from 12 to about 40 residents) with 4 that I consider major and will eventually have dialogue on par with the Master's. There are more scenes in this release and is a large increase in the number of phases (see http://www.creationkit.com/Bethesda_Tutorial_Scenes for an idea of what it takes to make) with about 275 in the current release (typically 3 actors max) where the new content adds 503 phases with the most actors at once being 9. There are also a number of mechanics added to this release to control a number of things with setup for upcoming releases. While there isn't as many quests as I had originally planned (building the interiors took far longer than expected) that means that the next release will be primarily quest content (and the player made a slave).
SullenMan Posted September 24, 2014 Posted September 24, 2014 It seems that the update will not be in the near future?
Veladarius Posted September 24, 2014 Author Posted September 24, 2014 It seems that the update will not be in the near future? My current list of things to do: To build: Make adjustments to the delivery and recovery punishments (make them stand alone) Remake the delivery quest Overhaul the recovery quest Finish up Surprise Dialogue and dialogue changes To Test: Test the expansion quest start to finish (working on that) Test the system to hold on to followers during some quests / scenes Test the above None of these require building any interiors or scenes (which take the longest to make / test) and I can make quests fairly quickly. The first 3 on the build list I hope to have completed in the next day or two.
Quis Posted September 24, 2014 Posted September 24, 2014 So I've tried installing the latest version via ModOrganiser, installing the devious devices mods beforehand. For some reason with this version the textures of the chains are missing.
ichigo0987 Posted September 24, 2014 Posted September 24, 2014 So I've tried installing the latest version via ModOrganiser, installing the devious devices mods beforehand. For some reason with this version the textures of the chains are missing. The latest version of zap has its textures in a separate download, you need to install those
magicrealm Posted September 25, 2014 Posted September 25, 2014 i have a short question about the couriers. the dead ones. they are shattered all around skyrims dungoens. usually looting them or only come near them ruins the quest in tes vanilla (if you dont have the quest for that courier). i hope this is not the case here.
aqqh Posted September 25, 2014 Posted September 25, 2014 i have a short question about the couriers. the dead ones. they are shattered all around skyrims dungoens. usually looting them or only come near them ruins the quest in tes vanilla (if you dont have the quest for that courier). i hope this is not the case here. Should not be the issue. These are not vanilla courier type NPCs. Basically these are just containers, that look humanlike and are called "Courier". Harsh. But this is how CK works
HarpTheHopeless Posted September 25, 2014 Posted September 25, 2014 Absolutely loving this mod! I can't wait till you can become the master's slave
Veladarius Posted September 25, 2014 Author Posted September 25, 2014 i have a short question about the couriers. the dead ones. they are shattered all around skyrims dungoens. usually looting them or only come near them ruins the quest in tes vanilla (if you dont have the quest for that courier). i hope this is not the case here. i have a short question about the couriers. the dead ones. they are shattered all around skyrims dungoens. usually looting them or only come near them ruins the quest in tes vanilla (if you dont have the quest for that courier). i hope this is not the case here. Should not be the issue. These are not vanilla courier type NPCs. Basically these are just containers, that look humanlike and are called "Courier". Harsh. But this is how CK works The couriers I placed are all made specifically for that quest. I will be remaking it and will be enabling/disabling them as needed instead of leaving them sitting around.
Trash Metal Barbie Posted September 25, 2014 Posted September 25, 2014 Soooo cant wait for this update :3 This mod is one of a kind Veladarius, keep up the amazing work :')
Morferous Posted September 25, 2014 Posted September 25, 2014 I know that this isn't something that Vealdrius can change, but I think it is still worth of mentioning. If you play the game with SkyTEST, the front of the shop will get manned by a herd of boars. I forgot them being there while my character was bound and caught by Frostfall, so she ran to "safety" toward the shop... ... and then she screamed and ran all the way around the mountains at north, with those damn boars after her. Heh, at least characters don't get more cold during combat. Anyway, wandering around the shop while bound with all sorts of devious devices is a bad idea (with SkyTEST), if you haven't recently thinned out the boar population from that area...
vipermagi Posted September 25, 2014 Posted September 25, 2014 The couriers I placed are all made specifically for that quest. I will be remaking it and will be enabling/disabling them as needed instead of leaving them sitting around. In Morrowind, I used to use the charm humanoid spell on all the Silt Strider guys and lead them back to my house (read: I killed the previous occupants and put my stuff inside), use the mark spell there and then when I needed to go anywhere I would simply recall back to my house and try and find the right guy to fast travel. Skyrim doesn't let you carry dead bodies threw a loading screen or else I might have done something like this with all those dead couriers... Being this lazy is a lot of hard work.
RavenLynnNeverMore Posted September 26, 2014 Posted September 26, 2014 I have been having a hard time trying to get the quests to work, I have all the stuff tat is needed, and when I try and talk to the master all she does is tell me to look around, I ran into some gear from the Deviously Cursed Loot and she still wont do anything when i talk to the org in the basment she tells me I need to talk to the master first. So I can't get the stuff unlocked by them either. Any ideas?
Veladarius Posted September 26, 2014 Author Posted September 26, 2014 I have been having a hard time trying to get the quests to work, I have all the stuff tat is needed, and when I try and talk to the master all she does is tell me to look around, I ran into some gear from the Deviously Cursed Loot and she still wont do anything when i talk to the org in the basment she tells me I need to talk to the master first. So I can't get the stuff unlocked by them either. Any ideas? The Master will only sell keys to you if she likes you and you have shown you are a dom. Find the slave named Kara, she will tell you who to talk to to get items removed.
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