Veladarius Posted March 15, 2016 Author Posted March 15, 2016 @ Veladarius Apologies if asked before, but will the new version require any/all of the 'addons' to be acquired seperately? Some things come and go from the Nexus... :-) And if so, will you have tested that they can be merged into one esp without any problems? - I appreciate the niceties involved in not necessarily being able/having permissions to do that yourself for us My recollections are that the current ones all merged OK with one exception which, when merged, seemed to result in an unrelenting CTD at the main Solitude Approach Road and also the slope up past Katla's Farm. Took me days to track down that as the root cause and sort it TIA Unless the author gives permission to include the items with other peoples mods they will be required. The addon's can be merged with no issues, they only have leveled lists in them. If you are going to merge them I would recommend merging them with the original mod. The I am betting the addon in question used items from the mod that added a store near there that sold a number of things from other mods, it is the only mod I can think of that did anything in that area. Thanks very much for taking the trouble to reply If you had been able to place a bet on that, the bookmaker would have lost his shirt! LOL For sake of clarity, does..... 'If you are going to merge them I would recommend merging them with the original mod' ....mean that the new, forthcoming, version of Captured Dreams Shop will, in this context, be 'the original mod' into which they should be merged? Or will the 'new version' be a 'patch' for the latest version of the current mod, that being 'the original' mod? I'm sorry for the pedantry, but I was brought up to be too precise for my own good, and probably that of others too! The upcoming version of the mod will handle the items from other mods in a completely different way. I still have to make a test of it so I will wait until then before saying how it will work, no sense saying I will do it one way when it won't work.
DonQuiWho Posted March 15, 2016 Posted March 15, 2016 The upcoming version of the mod will handle the items from other mods in a completely different way. I still have to make a test of it so I will wait until then before saying how it will work, no sense saying I will do it one way when it won't work. Thanks. Appreciate the straightforward, honest answer! But, FWIW, you'll never make it as a politician...
Veladarius Posted March 16, 2016 Author Posted March 16, 2016 I have made some changes to how the Customer Assist 01 quest is triggered along with some other aspects: - Visits are no longer tied to a specific date of the month, instead you can set the number of weeks between visits (1-4) - Tavish and his slave will stay in the VIP house for several days instead of just standing in the shop. - You will be notified by courier when he has arrived, she will tell you as well as give you a letter as to what is expected of you - You are no longer required to show up every time he is there but Master can order you to come if you are a slave - You can make a commitment to show up at the next visit at the end of the current one for a better reward, just don't miss it. - You have until he leaves to show up (several days) - When Tavish visits when you are a Manor Slave the Customer Assist 01 quest may be one of your tasks for the day - Tavish may randomly show up outside of his timed interval - If the Non Scene Guest room is occupied then Tavish's visit will be delayed until it is empty Believe it or not this actually simplified things on the quest as the new features are handled by the Task Manager (availability of all quests) system and Guest Control (npc's used in VIP house and some other places). The upcoming version of the mod will handle the items from other mods in a completely different way. I still have to make a test of it so I will wait until then before saying how it will work, no sense saying I will do it one way when it won't work. Thanks. Appreciate the straightforward, honest answer! But, FWIW, you'll never make it as a politician... Supreme Dictator or nothing! You can see how that is going...
fred200 Posted March 16, 2016 Posted March 16, 2016 I have made some changes to how the Customer Assist 01 quest is triggered along with some other aspects: - Visits are no longer tied to a specific date of the month, instead you can set the number of weeks between visits (1-4) - Tavish and his slave will stay in the VIP house for several days instead of just standing in the shop. - You will be notified by courier when he has arrived, she will tell you as well as give you a letter as to what is expected of you - You are no longer required to show up every time he is there but Master can order you to come if you are a slave - You can make a commitment to show up at the next visit at the end of the current one for a better reward, just don't miss it. - You have until he leaves to show up (several days) - When Tavish visits when you are a Manor Slave the Customer Assist 01 quest may be one of your tasks for the day - Tavish may randomly show up outside of his timed interval - If the Non Scene Guest room is occupied then Tavish's visit will be delayed until it is empty Believe it or not this actually simplified things on the quest as the new features are handled by the Task Manager (availability of all quests) system and Guest Control (npc's used in VIP house and some other places). The upcoming version of the mod will handle the items from other mods in a completely different way. I still have to make a test of it so I will wait until then before saying how it will work, no sense saying I will do it one way when it won't work. Thanks. Appreciate the straightforward, honest answer! But, FWIW, you'll never make it as a politician... Supreme Dictator or nothing! You can see how that is going... All things being equal - I would pick you over any of the current candidates. Slavery items might get Congress under control.
Laura Posted March 17, 2016 Posted March 17, 2016 I have made some changes to how the Customer Assist 01 quest is triggered along with some other aspects: - Visits are no longer tied to a specific date of the month, instead you can set the number of weeks between visits (1-4) - Tavish and his slave will stay in the VIP house for several days instead of just standing in the shop. - You will be notified by courier when he has arrived, she will tell you as well as give you a letter as to what is expected of you - You are no longer required to show up every time he is there but Master can order you to come if you are a slave - You can make a commitment to show up at the next visit at the end of the current one for a better reward, just don't miss it. - You have until he leaves to show up (several days) - When Tavish visits when you are a Manor Slave the Customer Assist 01 quest may be one of your tasks for the day - Tavish may randomly show up outside of his timed interval - If the Non Scene Guest room is occupied then Tavish's visit will be delayed until it is empty Believe it or not this actually simplified things on the quest as the new features are handled by the Task Manager (availability of all quests) system and Guest Control (npc's used in VIP house and some other places). It keeps getting better and better. I don't think it can better any better than this. Can't wait for the update.
nymphaspect Posted March 17, 2016 Posted March 17, 2016 So, I have a question/request. When I went through the mod to completion, I found that I was curious about what sorts of punishments the Master would inflict upon my if I fell from grace. It was odd having to work at getting punished. It would be nice if, as a slave, I could experience similar content without having to break the rules, go into debt, etc. Thoughts?
Veladarius Posted March 17, 2016 Author Posted March 17, 2016 So, I have a question/request. When I went through the mod to completion, I found that I was curious about what sorts of punishments the Master would inflict upon my if I fell from grace. It was odd having to work at getting punished. It would be nice if, as a slave, I could experience similar content without having to break the rules, go into debt, etc. Thoughts? What would be considered slavery in v3 is nothing like what is in v4. If you don;t want to go the full slave route there will be opportunities for things in the Customer assist 02 quest which can have you in either the Master or Slave position and is quite different from the session with Tavish.
nymphaspect Posted March 17, 2016 Posted March 17, 2016 Well, honestly, my favorite part of the mod was the Thalmor quest - so much so I hold it up as an example of what proper slavery mods should strive to be.
drazil Posted March 17, 2016 Posted March 17, 2016 So, I have a question/request. When I went through the mod to completion, I found that I was curious about what sorts of punishments the Master would inflict upon my if I fell from grace. It was odd having to work at getting punished. It would be nice if, as a slave, I could experience similar content without having to break the rules, go into debt, etc. Thoughts? I have to admit the thought had occurred to me too. The ability for a submissive character to recieve punishments simply by begging for them could be nice.
Reigor Posted March 17, 2016 Posted March 17, 2016 Alternatively, there could be a 'Cruel Owner' setting. Where on a high setting the Master/owner is more likely to punish the player for no particular reason other than they want to.
heehatatt Posted March 17, 2016 Posted March 17, 2016 Alternatively, there could be a 'Cruel Owner' setting. Where on a high setting the Master/owner is more likely to punish the player for no particular reason other than they want to. ^ this
abeman Posted March 17, 2016 Posted March 17, 2016 So, I have a question/request. When I went through the mod to completion, I found that I was curious about what sorts of punishments the Master would inflict upon my if I fell from grace. It was odd having to work at getting punished. It would be nice if, as a slave, I could experience similar content without having to break the rules, go into debt, etc. Thoughts? I was also thinking this. With a new system and all. If my character likes the whip and master showing her subby-slave her proper place: -would being a good slave get reward of light "motivational-whipping"... "your work was good but i still think you need some encouragement" -would being a bad slave get punishment of not being whipped!? "you are worthless and i wont waste time on you, ill have someone else to deal with you" So for the next version, should i set it up so that my character likes little pain and then she would get "rewarded" accordingly? Or would it be better to dislike pain and then behave badly to get the "right" punishment? Ugh the hype!!! and no more screenshots! My heart rate spikes through the roof when i see something new posted
Nixea Posted March 17, 2016 Posted March 17, 2016 I would like to know if slavery will have sexual situations and whether or not they'll be optional. My favorite upcoming feature is the chastity route, but non chaste would be fun unless it has uncomfortable "rapey" scenarios like the thalmor part.
Veladarius Posted March 17, 2016 Author Posted March 17, 2016 So, I have a question/request. When I went through the mod to completion, I found that I was curious about what sorts of punishments the Master would inflict upon my if I fell from grace. It was odd having to work at getting punished. It would be nice if, as a slave, I could experience similar content without having to break the rules, go into debt, etc. Thoughts? I have to admit the thought had occurred to me too. The ability for a submissive character to recieve punishments simply by begging for them could be nice. I plan on offering more services for players, it was something I wanted to do in v4 but pulled it for now. Currently the Customer Assist 02 quest gives the player the option of being in a scene with a VIP as either a slave or master (depending on the player's tendencies) and will likely make it so the player can be the VIP and have another slave serve them (or punish them, whichever they want). Alternatively, there could be a 'Cruel Owner' setting. Where on a high setting the Master/owner is more likely to punish the player for no particular reason other than they want to. ^ this Master isn't a cruel owner but there are some in the Manor that like to play rough with their toys. So, I have a question/request. When I went through the mod to completion, I found that I was curious about what sorts of punishments the Master would inflict upon my if I fell from grace. It was odd having to work at getting punished. It would be nice if, as a slave, I could experience similar content without having to break the rules, go into debt, etc. Thoughts? I was also thinking this. With a new system and all. If my character likes the whip and master showing her subby-slave her proper place: -would being a good slave get reward of light "motivational-whipping"... "your work was good but i still think you need some encouragement" -would being a bad slave get punishment of not being whipped!? "you are worthless and i wont waste time on you, ill have someone else to deal with you" So for the next version, should i set it up so that my character likes little pain and then she would get "rewarded" accordingly? Or would it be better to dislike pain and then behave badly to get the "right" punishment? Ugh the hype!!! and no more screenshots! My heart rate spikes through the roof when i see something new posted I don't have a reward system like that in place... yet. Currently the main thing different tendencies do is direct dialogue but there are a few spots where they can influence the direction of things. I would like to know if slavery will have sexual situations and whether or not they'll be optional. My favorite upcoming feature is the chastity route, but non chaste would be fun unless it has uncomfortable "rapey" scenarios like the thalmor part. The only thing close to the level of abuse to the Embassy quest is the follow up visits (you are sent to the embassy guard barracks and serve as their toy) these are used primarily as a punishment instead of a quest. Also, 2 of the task levels in the property slave have you taken out by the road and offered to service anyone who passes by. Any other sex scenes are a bit more on the level of a prostitute and not set as a rape scene. The Embassy quests can be disabled in the MCM menu entirely as can most all of the other quests in the mod.
Tehguymon Posted March 17, 2016 Posted March 17, 2016 Just a simple question, it had been answered many times but....Is the New Game required all the way? I mean, if I start a new game now, absolutely mod free, and install Captured Dreams when they are released, will it be ok? Or do I have to start a new game WITH Captured Dreams? Thanks for the answer, I hope your health is getting better Vel
Laura Posted March 17, 2016 Posted March 17, 2016 Just a simple question, it had been answered many times but....Is the New Game required all the way? I mean, if I start a new game now, absolutely mod free, and install Captured Dreams when they are released, will it be ok? Or do I have to start a new game WITH Captured Dreams? Thanks for the answer, I hope your health is getting better Vel A game without any previous version of CDS installed i think. The new game is needed because there are things like scripts stored in saves. When the new version tries to load a script and an instance of that script is already present in that save. The wrong thing will start and break alot of things. Uninstalling mods still leaves things in the save. You could try cleaning the save with a savegame cleaner tool, but that is not guaranteed to work. Correct me if i'm wrong.
Veladarius Posted March 17, 2016 Author Posted March 17, 2016 Just a simple question, it had been answered many times but....Is the New Game required all the way? I mean, if I start a new game now, absolutely mod free, and install Captured Dreams when they are released, will it be ok? Or do I have to start a new game WITH Captured Dreams? Thanks for the answer, I hope your health is getting better Vel If the game has not had Captured Dreams installed since it was started you are fine to install, if the game already has CD on it then it must be abandoned and restarted as most all quests have been changed to some degree.
Veladarius Posted March 17, 2016 Author Posted March 17, 2016 Just a simple question, it had been answered many times but....Is the New Game required all the way? I mean, if I start a new game now, absolutely mod free, and install Captured Dreams when they are released, will it be ok? Or do I have to start a new game WITH Captured Dreams? Thanks for the answer, I hope your health is getting better Vel A game without any previous version of CDS installed i think. The new game is needed because there are things like scripts stored in saves. When the new version tries to load a script and an instance of that script is already present in that save. The wrong thing will start and break alot of things. Uninstalling mods still leaves things in the save. You could try cleaning the save with a savegame cleaner tool, but that is not guaranteed to work. Correct me if i'm wrong. You are correct, there is a lot of stuff that is saved in the save file. Anything that was removed such as quest aliases, scripts and script properties will still be looked for and any script properties that were changed will not update. I won't guarantee a save cleaner will work either. Even during my testing I have points that I have to start a new game because of changes that I have made won't update in my current game. Visually there will be few differences but once you get into the quests and such you will find it has changed quite a bit.
Plumber Posted March 18, 2016 Posted March 18, 2016 From my experience, all those "clean save procedures" are main game-breakers. Don't deactivate or uninstall anything. Skyrim doesn't like when you try to steal back things. They are already became parts of one huge bug-ridden superstructure. Very often the best way to update your mods (if possible) is just dump new stuff in the game folder and cross your fingers. Sometimes it works. Sometimes... well, it's always nice to start something new, like new game. P.S. Sorry for my English.
Majin Buu Posted March 18, 2016 Posted March 18, 2016 From my experience, all those "clean save procedures" are main game-breakers. Don't deactivate or uninstall anything. Skyrim doesn't like when you try to steal back things. They are already became parts of one huge bug-ridden superstructure. Very often the best way to update your mods (if possible) is just dump new stuff in the game folder and cross your fingers. Sometimes it works. Sometimes... well, it's always nice to start something new, like new game. P.S. Sorry for my English. Sounds like you need to get Mod Organizer.
Guest Posted March 18, 2016 Posted March 18, 2016 From my experience, all those "clean save procedures" are main game-breakers. Don't deactivate or uninstall anything. Skyrim doesn't like when you try to steal back things. They are already became parts of one huge bug-ridden superstructure. Very often the best way to update your mods (if possible) is just dump new stuff in the game folder and cross your fingers. Sometimes it works. Sometimes... well, it's always nice to start something new, like new game. P.S. Sorry for my English. its only fun when your savegame crys: stop it please i breake!!!^^
Veladarius Posted March 18, 2016 Author Posted March 18, 2016 From my experience, all those "clean save procedures" are main game-breakers. Don't deactivate or uninstall anything. Skyrim doesn't like when you try to steal back things. They are already became parts of one huge bug-ridden superstructure. Very often the best way to update your mods (if possible) is just dump new stuff in the game folder and cross your fingers. Sometimes it works. Sometimes... well, it's always nice to start something new, like new game. P.S. Sorry for my English. Sounds like you need to get Mod Organizer. I still use an older version of NMM and usually end up installing over the last version unless the mod's update instructions give specific instructions on what to do.
Majin Buu Posted March 19, 2016 Posted March 19, 2016 From my experience, all those "clean save procedures" are main game-breakers. Don't deactivate or uninstall anything. Skyrim doesn't like when you try to steal back things. They are already became parts of one huge bug-ridden superstructure. Very often the best way to update your mods (if possible) is just dump new stuff in the game folder and cross your fingers. Sometimes it works. Sometimes... well, it's always nice to start something new, like new game. P.S. Sorry for my English. Sounds like you need to get Mod Organizer. I still use an older version of NMM and usually end up installing over the last version unless the mod's update instructions give specific instructions on what to do. Sounds like Plumber isn't even using NMM though. Dumps mods straight into Skyrim's data folder.
gooberboy9999 Posted March 19, 2016 Posted March 19, 2016 How is update going Mr.Vel? I know you said you were mostly just testing how quests were interlocking with each other. And stuff.
Veladarius Posted March 19, 2016 Author Posted March 19, 2016 There are still a few quests that need modified and others still need tested for the first time: -- Manor Slave -------- adding Customer Assist 01 and 02 as possible tasks -------- Still need to test a few of the punishments -------- Still needs good ending made -- Customer Assist 01 - changed scheduling, start and end of quest. ------- Schedule is no longer based on date and is handled by the Task Manager system. Time between visits is 1-4 weeks ------- Tavish and his slave will stay in the VIP house, he will start visiting as soon as it is built ------- Being there every time Tavish is there is no longer required though there are circumstances when you must attend ------- Tavish may show up randomly between his scheduled visits ------- If the Non Scene Room is not available in the VIP house (one on right) then his visit will be delayed until it is. ------- This is still being finished, most of it is done but still needs some scripting and making sure it flows properly -- Quests that were part of the Expansion are being changed: ------- Falkreath quest is 98% done but untested ------- Thalmor Embassy quest is done but untested ------- Thalmor Embassy return quest is done but untested ------- Solitude quest needs changed, will be extended somewhat to increase interaction with Elisif ------- Windhelm quest will be redone quite a bit. Basic plot is the same and Erani is still in it but much of everything else will change -- Slavery start used by other mods needs redone ------- Will give choice between current result (fined and belted) or made an actual slave -- Punishment Controller is working but needs the link to the Embassy quest tested -- Package Delivery needs changed to use radiant quest system to pick possible customers -- Confiscation needs updated (script mainly) -- Free Trial needs updating -- Master's dialogue has been resorted so it is less confusing (for me in the CK as well) The hardest thing is going into some of these quests and figuring out where to break things apart to change them. Testing is the most time consuming part, typically I have the CK open and start the game, run it until it breaks, exit the game, adjust it in the CK and repeat (and repeat and repeat).
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