Gh0sTG0 Posted November 9, 2014 Posted November 9, 2014 Just little idea. I don't know is there any ability to realize it in Skyrim. When player is a full slave, or maybe if player is too concentrated on this mod's quests, Master would send player to make random quest from player questlist. Master can add some accessories as belt and collar and send you to do good things to make her shop more popular. Is there any ability to make quest "Finish quest @quest from questlist@" in Skyrim modding? Or it would need to modify each quest that would be given for player?
Content Consumer Posted November 9, 2014 Posted November 9, 2014 Just little idea. I don't know is there any ability to realize it in Skyrim. When player is a full slave, or maybe if player is too concentrated on this mod's quests, Master would send player to make random quest from player questlist. Master can add some accessories as belt and collar and send you to do good things to make her shop more popular. Is there any ability to make quest "Finish quest @quest from questlist@" in Skyrim modding? Or it would need to modify each quest that would be given for player? I like it... I've got a couple of ideas: a- Check current stage of the following quests: BQ01, BQ02, BQ03, BQ04. If any are open, set that quest as current target, un-set all other quests in journal, and give another quest (master tells me) that updates when this one finishes. Technically it could be done with any quest, I think, but it makes more sense to have the bounty quests be the ones she assigns you to finish because it's more likely she would have heard about them. Also, the dialog for doing most other quests would have to be done individually in order to have it make sense, while the bounty quests can just be done with one generic line of dialog, like what innkeepers use when handing out bounty quests. b- Have her assign you the quest as if she were a standard innkeeper or jarl. You can report to the steward or jarl for payment as normal, she doesn't care about the money, she only cares about the reputation. This is probably a lot easier to do. The only way to make the Master cognizant of all quests you could do in the game would be to give her the ability to check on the status of all quests in the game. I don't think it would have to modify any vanilla quests - just add a single script to the master - but I tend to think it would be irritating to code. No real script load, necessarily... just a whole bunch of if/elif that are called once... but having to track down the quest stages and import the code for each one would be a problem.
big tim Posted November 9, 2014 Posted November 9, 2014 Started over from my completed vanilla game with being the Stormcloaks winning the war. CDxExpQuest01 still does nothing after the Master starts the conversion and ends with no dialog to trigger going to see the Jarl. Have to setstage to 110, then 600 and can only complete it by keep setting the stages, no quest markers. Never get to kill the vampire. I notice the dialog if you are on the dom side that Tavish and Elenwen say I have been naughty lately, this must be because I am not on the submissive side this play through, kind of funny, BAD SLAVE. Is there a faster way to get more delivery quests? I have both checked in the MCM menu, takes days to get more of both quests. I know the delivery is faster than the recovery quests but maybe a slider in the MCM menu would be nice but that is up to you. Thanks for everything, best mod out there.
Slorm Posted November 9, 2014 Posted November 9, 2014 @Vel Noticed a problem with the delivery quest, though I've only tested this in Dawnstar so far. After making the delivery the Boss, Brute and Mage were still there and turned hostile against the Dawnstar guards. I'll try a different location to see if it was just a glitch
Veladarius Posted November 9, 2014 Author Posted November 9, 2014 Started over from my completed vanilla game with being the Stormcloaks winning the war. CDxExpQuest01 still does nothing after the Master starts the conversion and ends with no dialog to trigger going to see the Jarl. Have to setstage to 110, then 600 and can only complete it by keep setting the stages, no quest markers. Never get to kill the vampire. I notice the dialog if you are on the dom side that Tavish and Elenwen say I have been naughty lately, this must be because I am not on the submissive side this play through, kind of funny, BAD SLAVE. Is there a faster way to get more delivery quests? I have both checked in the MCM menu, takes days to get more of both quests. I know the delivery is faster than the recovery quests but maybe a slider in the MCM menu would be nice but that is up to you. Thanks for everything, best mod out there. Post a log, if it is not advancing or anything then something is causing a problem with it. The dialogue for Elenwen and Tavish is determined by your submissiveness, not submissive = naughty. The time frame is a random range, the short one for the deliveries is 1-2 days. I don't want to go any shorter especially with some of the things I have planned for them. @Vel Noticed a problem with the delivery quest, though I've only tested this in Dawnstar so far. After making the delivery the Boss, Brute and Mage were still there and turned hostile against the Dawnstar guards. I'll try a different location to see if it was just a glitch The bandits are set to start moving to one of their hideout locations once you make the delivery and to disable once they are in a cell that is not loaded. The factions they are in are not hostile to anyone, not even the player, combat is started and stopped with scripts.
aqqh Posted November 9, 2014 Posted November 9, 2014 Just little idea. I don't know is there any ability to realize it in Skyrim. When player is a full slave, or maybe if player is too concentrated on this mod's quests, Master would send player to make random quest from player questlist. Master can add some accessories as belt and collar and send you to do good things to make her shop more popular. Is there any ability to make quest "Finish quest @quest from questlist@" in Skyrim modding? Or it would need to modify each quest that would be given for player? If those quests would have no impact on CD story - so it would be just an epic way to keep players busy for hours - then i'm rly not sure. If there would be some more sense behind it - like Master trying to establish connection with thiefs guild for example, or to make you a thane so her influence would grow, or to replace some uncooperative (Stormcloak?) Jarl with another - that would be a different story.
Veladarius Posted November 9, 2014 Author Posted November 9, 2014 Just little idea. I don't know is there any ability to realize it in Skyrim. When player is a full slave, or maybe if player is too concentrated on this mod's quests, Master would send player to make random quest from player questlist. Master can add some accessories as belt and collar and send you to do good things to make her shop more popular. Is there any ability to make quest "Finish quest @quest from questlist@" in Skyrim modding? Or it would need to modify each quest that would be given for player? If those quests would have no impact on CD story - so it would be just an epic way to keep players busy for hours - then i'm rly not sure. If there would be some more sense behind it - like Master trying to establish connection with thiefs guild for example, or to make you a thane so her influence would grow, or to replace some uncooperative (Stormcloak?) Jarl with another - that would be a different story. There are few quests I would tie into. The sorts of things I would look to do is have the player locate some of the unique items around Skyrim and bring them back. The other is to make quests based on the guilds the player is a part of, something that would fit within that guild but has to do with the shop. As it is those would be low on my priorities of things to do.
Slorm Posted November 9, 2014 Posted November 9, 2014 @Vel Noticed a problem with the delivery quest, though I've only tested this in Dawnstar so far. After making the delivery the Boss, Brute and Mage were still there and turned hostile against the Dawnstar guards. I'll try a different location to see if it was just a glitch The bandits are set to start moving to one of their hideout locations once you make the delivery and to disable once they are in a cell that is not loaded. The factions they are in are not hostile to anyone, not even the player, combat is started and stopped with scripts. Well, it's definitely happening, they are friendly to me but are being attacked by the Dawnstar guards. I have a bounty in Dawnstar would that affect it? I'll try with a new game with and without a bounty EDIT: It's not the bounty they stayed hostile to me this time. This was an update from v2.82 so maybe it's my game that has the problem EDIT2: It's some sort of script lag as the Boss still asks for the package after it's delivered and then attacks. Looks like my game's broke EDIT3 - Last one I promise. Fixed issue by cleaning out the old v2.82 scripts from the save game and then reinstalling v3.74 which now works perfectly
aqqh Posted November 9, 2014 Posted November 9, 2014 There are few quests I would tie into. The sorts of things I would look to do is have the player locate some of the unique items around Skyrim and bring them back. The other is to make quests based on the guilds the player is a part of, something that would fit within that guild but has to do with the shop. As it is those would be low on my priorities of things to do. If you're looking for ideas then Thiefs Guild could be needed to get some clues about origin of thiefs that are attacking couriers. Player could be sent to convince them gather and then pass information about them. Sub way could require just a few quests done and then convincing someone to actually bother - for example by agreeing to become Sapphires pet for some time. Dom way could require establishing a decent reputation there, then some additional quest to interrogate someone for example (DD/ZAZ way)? All within time limit given to you by Master. Well, i do think dom way should be more challenging.
Veladarius Posted November 9, 2014 Author Posted November 9, 2014 @Vel Noticed a problem with the delivery quest, though I've only tested this in Dawnstar so far. After making the delivery the Boss, Brute and Mage were still there and turned hostile against the Dawnstar guards. I'll try a different location to see if it was just a glitch The bandits are set to start moving to one of their hideout locations once you make the delivery and to disable once they are in a cell that is not loaded. The factions they are in are not hostile to anyone, not even the player, combat is started and stopped with scripts. Well, it's definitely happening, they are friendly to me but are being attacked by the Dawnstar guards. I have a bounty in Dawnstar would that affect it? I'll try with a new game with and without a bounty EDIT: It's not the bounty they stayed hostile to me this time. This was an update from v2.82 so maybe it's my game that has the problem EDIT2: It's some sort of script lag as the Boss still asks for the package after it's delivered and then attacks. Looks like my game's broke EDIT3 - Last one I promise. Fixed issue by cleaning out the old v2.82 scripts from the save game and then reinstalling v3.74 which now works perfectly There were major changes between the bandit setup's from one to the other, especially on the AI so that may have been lingering.
thingwhatsqueaks Posted November 9, 2014 Posted November 9, 2014 There are few quests I would tie into. The sorts of things I would look to do is have the player locate some of the unique items around Skyrim and bring them back. The other is to make quests based on the guilds the player is a part of, something that would fit within that guild but has to do with the shop. As it is those would be low on my priorities of things to do. If you're looking for ideas then Thiefs Guild could be needed to get some clues about origin of thiefs that are attacking couriers. Player could be sent to convince them gather and then pass information about them. Sub way could require just a few quests done and then convincing someone to actually bother - for example by agreeing to become Sapphires pet for some time. Dom way could require establishing a decent reputation there, then some additional quest to interrogate someone for example (DD/ZAZ way)? All within time limit given to you by Master. Well, i do think dom way should be more challenging. I like the idea of CD integrating into the various guild side quests. An idea that came to mind was for the College of Winterhold would be to do some testing of the magically sensitive plugs. The sub option would have the player as the test subject while the dom option would have the player as the tester. It would be really cool if this quest could have some sort of procedurally generated plug at the end based on various questions asked during the testing and/or how cooperative the test subject (irrelevant if player or NPC) was. For example if the subject was belligerent and uncooperative they might receive an anal plug that frequently edges the wearer, is magically sensitive with a frequent electro-stim effect. Whereas if the subject was polite and helpful with the product testing then they might be able to generate a custom Little Helpers variant. Once the quest is done if sub then the player would have the custom plug inserted and report completion of the task to Master. If Dom the player would receive the item generated, return the item to Master, receive payment and/or some time as a VIP. I also wouldn't mind an anti-Bards College quest line that involves distributing ball gags to all the taverns in Skyrim.
Jayleia Posted November 9, 2014 Posted November 9, 2014 So...I truly hate to say this...but the bandits are, at least on my difficulty setting, fairly easy if I work it right (my setting is kinda haywire, sometimes a bandit mage hits me with shock and I'm in SD before I know what hit me...I have max shock resist and 20% magic resist, but I can stand in front of Elder Dragons and just go to work on them...WITH buffs from Deadly Dragons). Get a few of them lined up for a Fus Ro Dah with the Dragonborn Force perk and I'm gonna win, and I haven't gone crazy on my gear and I'm fighting solo. But its the Fus Ro Dah+Disarm that turns it into easy mode...there is, unfortunately, only one way I can see to make that fight appropriately unfair...gags for one of the couriers...
Deathmaw Posted November 9, 2014 Posted November 9, 2014 I just got the masters "gift" is that if for the expansion quests at the moment? My feedback on the quests so far: I really like the quest in Falkreath and the quest for Elisif. I felt they were both quite well done and didn't clash to hard with the role play aspect. I like how the area around the shop has been modified looks quite good and have not had any issues. I however dislike the premise behind the Elenwen quest. Once again as a guy being forced to wear the chastity belts and vaginal plugs (somehow) ruins that quest for me and breaks the immersion. Having an optional way to not be bound or something would be great. This is the exact same reason I will not do the delivery quests as she keeps trying to lock me up which isn't happening. I have had a couple of issues with quests advancing if you try to speak to the master while she is moving from the shop to her manor. They only seem to trigger properly in the shop, so you might want to add a condition to the quest dialogue so it only shows when she is in the shop. Really dislike how the master just takes my follower off me and tried to lock me up. The follower would then break out after being locked up and carry on as normal. Messing with the followers seems like a great way to break things so not sure if that is a good idea. Just my 2 cents on the mod so far. I am enjoying it and looking forward to what else you add. Also finally Is there a console command to raise the masters like amount? I've been questing for her for a while and I still can't buy keys. It is kind of stupid at this point.
Veladarius Posted November 9, 2014 Author Posted November 9, 2014 Hmm, apparently the shop is haunted now: And no, I didn't do this. This is the first visit for this character and it was there when I walked in. Edit: It is in the basement as well:
Content Consumer Posted November 9, 2014 Posted November 9, 2014 Hmm, apparently the shop is haunted now: Is that an actor, or is it frost magic leftovers? Frequently, I'll cast an ice spike spell and have something that looks a lot like that sitting in midair for a while where it struck... But in that case, it's still a mystery... it's not a ghost, who is casting frost magic in the mansion? Old man Withers?
Veladarius Posted November 9, 2014 Author Posted November 9, 2014 I just got the masters "gift" is that if for the expansion quests at the moment? My feedback on the quests so far: I really like the quest in Falkreath and the quest for Elisif. I felt they were both quite well done and didn't clash to hard with the role play aspect. I like how the area around the shop has been modified looks quite good and have not had any issues. I however dislike the premise behind the Elenwen quest. Once again as a guy being forced to wear the chastity belts and vaginal plugs (somehow) ruins that quest for me and breaks the immersion. Having an optional way to not be bound or something would be great. This is the exact same reason I will not do the delivery quests as she keeps trying to lock me up which isn't happening. I have had a couple of issues with quests advancing if you try to speak to the master while she is moving from the shop to her manor. They only seem to trigger properly in the shop, so you might want to add a condition to the quest dialogue so it only shows when she is in the shop. Really dislike how the master just takes my follower off me and tried to lock me up. The follower would then break out after being locked up and carry on as normal. Messing with the followers seems like a great way to break things so not sure if that is a good idea. Just my 2 cents on the mod so far. I am enjoying it and looking forward to what else you add. Also finally Is there a console command to raise the masters like amount? I've been questing for her for a while and I still can't buy keys. It is kind of stupid at this point. I have not had any issues with the quests outside of the shop, the only things that would have an issue is the merchant abilities since she needs to be in the same cell as the merchant chest (dialogue is st to only work in the shop). The only quests where the Master takes the followers are those where the follower can screw things up, primarily those with scenes in them where the player is the main focus. Pretty much every time I have had a follower with me during those it caused problems. The added problem is how AFT / UFO handle followers, Skyrim itself is bad enough with everything that has to be done to add them. To change the Rank with the Master: setvalue CDxRankMaster to <xx> value to buy keys starts at 13 but the max for the stat is 20.
Veladarius Posted November 9, 2014 Author Posted November 9, 2014 Hmm, apparently the shop is haunted now: Is that an actor, or is it frost magic leftovers? Frequently, I'll cast an ice spike spell and have something that looks a lot like that sitting in midair for a while where it struck... But in that case, it's still a mystery... it's not a ghost, who is casting frost magic in the mansion? Old man Withers? I don't think it is frost magic, when I returned from the basement it was still there.
Deathmaw Posted November 9, 2014 Posted November 9, 2014 I just got the masters "gift" is that if for the expansion quests at the moment? My feedback on the quests so far: I really like the quest in Falkreath and the quest for Elisif. I felt they were both quite well done and didn't clash to hard with the role play aspect. I like how the area around the shop has been modified looks quite good and have not had any issues. I however dislike the premise behind the Elenwen quest. Once again as a guy being forced to wear the chastity belts and vaginal plugs (somehow) ruins that quest for me and breaks the immersion. Having an optional way to not be bound or something would be great. This is the exact same reason I will not do the delivery quests as she keeps trying to lock me up which isn't happening. I have had a couple of issues with quests advancing if you try to speak to the master while she is moving from the shop to her manor. They only seem to trigger properly in the shop, so you might want to add a condition to the quest dialogue so it only shows when she is in the shop. Really dislike how the master just takes my follower off me and tried to lock me up. The follower would then break out after being locked up and carry on as normal. Messing with the followers seems like a great way to break things so not sure if that is a good idea. Just my 2 cents on the mod so far. I am enjoying it and looking forward to what else you add. Also finally Is there a console command to raise the masters like amount? I've been questing for her for a while and I still can't buy keys. It is kind of stupid at this point. I have not had any issues with the quests outside of the shop, the only things that would have an issue is the merchant abilities since she needs to be in the same cell as the merchant chest (dialogue is st to only work in the shop). The only quests where the Master takes the followers are those where the follower can screw things up, primarily those with scenes in them where the player is the main focus. Pretty much every time I have had a follower with me during those it caused problems. The added problem is how AFT / UFO handle followers, Skyrim itself is bad enough with everything that has to be done to add them. To change the Rank with the Master: setvalue CDxRankMaster to <xx> value to buy keys starts at 13 but the max for the stat is 20. I tried that command but I get setvalue script command not found.
Veladarius Posted November 9, 2014 Author Posted November 9, 2014 I just got the masters "gift" is that if for the expansion quests at the moment? My feedback on the quests so far: I really like the quest in Falkreath and the quest for Elisif. I felt they were both quite well done and didn't clash to hard with the role play aspect. I like how the area around the shop has been modified looks quite good and have not had any issues. I however dislike the premise behind the Elenwen quest. Once again as a guy being forced to wear the chastity belts and vaginal plugs (somehow) ruins that quest for me and breaks the immersion. Having an optional way to not be bound or something would be great. This is the exact same reason I will not do the delivery quests as she keeps trying to lock me up which isn't happening. I have had a couple of issues with quests advancing if you try to speak to the master while she is moving from the shop to her manor. They only seem to trigger properly in the shop, so you might want to add a condition to the quest dialogue so it only shows when she is in the shop. Really dislike how the master just takes my follower off me and tried to lock me up. The follower would then break out after being locked up and carry on as normal. Messing with the followers seems like a great way to break things so not sure if that is a good idea. Just my 2 cents on the mod so far. I am enjoying it and looking forward to what else you add. Also finally Is there a console command to raise the masters like amount? I've been questing for her for a while and I still can't buy keys. It is kind of stupid at this point. I have not had any issues with the quests outside of the shop, the only things that would have an issue is the merchant abilities since she needs to be in the same cell as the merchant chest (dialogue is st to only work in the shop). The only quests where the Master takes the followers are those where the follower can screw things up, primarily those with scenes in them where the player is the main focus. Pretty much every time I have had a follower with me during those it caused problems. The added problem is how AFT / UFO handle followers, Skyrim itself is bad enough with everything that has to be done to add them. To change the Rank with the Master: setvalue CDxRankMaster to <xx> value to buy keys starts at 13 but the max for the stat is 20. I tried that command but I get setvalue script command not found. Sorry, it is 'Set' not 'Setvalue' and make sure the 'to' is there as well.
Slorm Posted November 9, 2014 Posted November 9, 2014 There were major changes between the bandit setup's from one to the other, especially on the AI so that may have been lingering. This whole thing's been a bit of a red herring. Out of curiosity I rolled back to v2.82 and it was doing it there as well, but the strange thing is it's only in Dawnstar. Went back to an uncleaned save with v3.74 and tested a couple of different location and they all worked perfectly. It doesn't make sense but then this is skyrim I guess
Veladarius Posted November 9, 2014 Author Posted November 9, 2014 There were major changes between the bandit setup's from one to the other, especially on the AI so that may have been lingering. This whole thing's been a bit of a red herring. Out of curiosity I rolled back to v2.82 and it was doing it there as well, but the strange thing is it's only in Dawnstar. Went back to an uncleaned save with v3.74 and tested a couple of different location and they all worked perfectly. It doesn't make sense but then this is skyrim I guess While there is only one set of bandit npc's each city has their own group of them, something may have happened at Dawnstar at some point and they were added to the enemies faction for the guards. The bandits in the new and old versions are set up this way but how they are handled are rather different.
aqqh Posted November 9, 2014 Posted November 9, 2014 Hmm, apparently the shop is haunted now: 2014-11-09_00001.jpg And no, I didn't do this. This is the first visit for this character and it was there when I walked in. Edit: It is in the basement as well: 2014-11-09_00002.jpg This is Skyrim after all ... anything can happen here no matter how dumb it is...
Slorm Posted November 9, 2014 Posted November 9, 2014 While there is only one set of bandit npc's each city has their own group of them, something may have happened at Dawnstar at some point and they were added to the enemies faction for the guards. The bandits in the new and old versions are set up this way but how they are handled are rather different. That would make sense. The reason I tried a rollback was because on the second cleaned game I tried it happened again, so something must be sparking it in Dawnstar.
big tim Posted November 9, 2014 Posted November 9, 2014 I will generate a log next play through for the Expansion Quest 01 as to what is happening. On this play through I had Lydia as a follower just to see how it works, first time with a follower. Master takes them away on Expansion Quests 2 and 3. I go out the door and there is Lydia, can't talk because she will get in trouble. She was at the Embassy(not all scenes) and the Blue Palace(all the way through). It did not cause a problem and after getting Herran to release her, dialog was fine. I have kuertee simple multiple followers and the kuertee simple multiple followers MCM mods as the only followers mods installed. Thanks. P.S. How's the job prospects look? Hopefully things are progressing for you.
Veladarius Posted November 10, 2014 Author Posted November 10, 2014 I will generate a log next play through for the Expansion Quest 01 as to what is happening. On this play through I had Lydia as a follower just to see how it works, first time with a follower. Master takes them away on Expansion Quests 2 and 3. I go out the door and there is Lydia, can't talk because she will get in trouble. She was at the Embassy(not all scenes) and the Blue Palace(all the way through). It did not cause a problem and after getting Herran to release her, dialog was fine. I have kuertee simple multiple followers and the kuertee simple multiple followers MCM mods as the only followers mods installed. Thanks. P.S. How's the job prospects look? Hopefully things are progressing for you. That follower mod likely handles followers in its own way. What I have set up uses commands from the standard follower quest so I can dismiss and keep the follower there. AFT uses a variation on it but has aliases for up to 5 followers, not entirely sure how it handles the dismissal though but it works fine with the one in the original alias. That follower mod is beating out the AI packages from mine so they won't stay in the shop. The follower may be what is causing the scenes to not move forward. When I was testing the follower capture system I had Lydia follow me to the Embassy and I ended up stuck as soon as I got inside, brought the entire scene to a halt as I would not move forward. Job prospects are still somewhat slow. I have some money coming from some stock options that I received from a job some time ago that will hold me over for several months if needed but I would rather use it to pay off some bills. I have to call one of the recruiters tomorrow though so hopefully they will have something.
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