heehatatt Posted March 30, 2016 Posted March 30, 2016 A patch has been posted to the ZAP thread and it works (it was what I used to help determine the issue). There will still be some hiccups here and there (same places as before v6.1 came out) but at least everything else will work properly. Thanks to xaz, fore and min for helping me get this sorted out. So v4 is back on track? Yay!
Veladarius Posted March 30, 2016 Author Posted March 30, 2016 A patch has been posted to the ZAP thread and it works (it was what I used to help determine the issue). There will still be some hiccups here and there (same places as before v6.1 came out) but at least everything else will work properly. Thanks to xaz, fore and min for helping me get this sorted out. So v4 is back on track? Yay! Yes, I won't have to rework and retest all of the scenes already made.
WaxenFigure Posted March 30, 2016 Posted March 30, 2016 Has anyone approached Fore and asked him about what could be causing the problem between the versions and how it could be fixed so it will work with the current version of FNIS? Not Likely. I have no idea how FNIS works and could not explain it or where it happened since ZAP was on v5.5 and the current version of FNIS is 6.2. I just asked Fore: zenetx wrote: Dear fore, Please let me give you an insight about a sensitive subject involving various frameworks and their dependencies, being FNIS the very first one. Keep in mind that I'm in the very low ending of the dependency tree, so my explanation may not be the most technically accurate but I will try my best. Furthermore maybe there's nothing you can do, but given your good helpfulness, I think it's worth at least a try. Any advice is very welcome. That's the deal: There is this animation resource pack, "Zaz Animation Pack" to be precise, which was recently updated; old version was built using FNIS v5.5 version and now with the new FNIS v6.2. Up to this point there are no problems, everything works, but a peculiarity occurred; given the way the new FNIS works, the way how to use the animations of this resource pack has also changed. The implications: Since the release of this resource pack's new version, other mods that depended on it began to have problems; every scene using animations of this resource pack now are "getting stuck". The reason for this (I gonna borrow the words of another more experienced modder): "the new zaz animation pack has added AI elements that take over and try to police when multiple mods are trying to control the same actor and will put them on hold during the animation and will interfere with the end of the scene phase where the script to advance is located..The hold is keeping scene phases from ending and will keep the scene from ending as the script function to advance is typically in the endinf of the last phase". The author of this animation resource pack when questioned, with the objective of create some backward compatibility solution, said he couldn't do much because this is what is needed to work with the FNIS new version. So that's the delicacy of the situation: the mod which depends directly on FNIS has no problems, but, on the other hand, mods in the lower end of the dependency tree are now forced to redo all their scenes (in some cases hundreds of them). And modders in this low level of dependency tree have no knowledge of how FNIS works internally or how to mediate the situation. In short; too many people involved, dependency chain too long, no one has any idea how to mediate a solution that involves so many people with so many different technical expertises. Thank you for your attention. Any suggestion is very welcome. His asnwer: "The default switch was with FNIS 5.3, almost exactly 1 year ago, and it was well communicated at that time. But the fix is VERY easy: a simple additional parameter in the FNIS definition of each animation involved. I'm in contact with xaz and the others, and they know what to do." Today(29/03/2016), 08:01 PM. A patch has been posted to the ZAP thread and it works (it was what I used to help determine the issue). There will still be some hiccups here and there (same places as before v6.1 came out) but at least everything else will work properly. Thanks to xaz, fore and min for helping me get this sorted out. Yes, Fore has been absolutely one of the best modders EVER! Without him and his unmatched dedication most of what this site provides probably would not have ever become possible.
DonQuiWho Posted March 30, 2016 Posted March 30, 2016 Has anyone approached Fore and asked him about what could be causing the problem between the versions and how it could be fixed so it will work with the current version of FNIS? Not Likely. I have no idea how FNIS works and could not explain it or where it happened since ZAP was on v5.5 and the current version of FNIS is 6.2. I just asked Fore: zenetx wrote: Dear fore, Please let me give you an insight about a sensitive subject involving various frameworks and their dependencies, being FNIS the very first one. Keep in mind that I'm in the very low ending of the dependency tree, so my explanation may not be the most technically accurate but I will try my best. Furthermore maybe there's nothing you can do, but given your good helpfulness, I think it's worth at least a try. Any advice is very welcome. That's the deal: There is this animation resource pack, "Zaz Animation Pack" to be precise, which was recently updated; old version was built using FNIS v5.5 version and now with the new FNIS v6.2. Up to this point there are no problems, everything works, but a peculiarity occurred; given the way the new FNIS works, the way how to use the animations of this resource pack has also changed. The implications: Since the release of this resource pack's new version, other mods that depended on it began to have problems; every scene using animations of this resource pack now are "getting stuck". The reason for this (I gonna borrow the words of another more experienced modder): "the new zaz animation pack has added AI elements that take over and try to police when multiple mods are trying to control the same actor and will put them on hold during the animation and will interfere with the end of the scene phase where the script to advance is located..The hold is keeping scene phases from ending and will keep the scene from ending as the script function to advance is typically in the endinf of the last phase". The author of this animation resource pack when questioned, with the objective of create some backward compatibility solution, said he couldn't do much because this is what is needed to work with the FNIS new version. So that's the delicacy of the situation: the mod which depends directly on FNIS has no problems, but, on the other hand, mods in the lower end of the dependency tree are now forced to redo all their scenes (in some cases hundreds of them). And modders in this low level of dependency tree have no knowledge of how FNIS works internally or how to mediate the situation. In short; too many people involved, dependency chain too long, no one has any idea how to mediate a solution that involves so many people with so many different technical expertises. Thank you for your attention. Any suggestion is very welcome. His asnwer: "The default switch was with FNIS 5.3, almost exactly 1 year ago, and it was well communicated at that time. But the fix is VERY easy: a simple additional parameter in the FNIS definition of each animation involved. I'm in contact with xaz and the others, and they know what to do." Today(29/03/2016), 08:01 PM. Ever thought on a career in the Diplomatic Corps? You'd go far Ty
DonQuiWho Posted March 30, 2016 Posted March 30, 2016 Has anyone approached Fore and asked him about what could be causing the problem between the versions and how it could be fixed so it will work with the current version of FNIS? Not Likely. I have no idea how FNIS works and could not explain it or where it happened since ZAP was on v5.5 and the current version of FNIS is 6.2. I just asked Fore: zenetx wrote: Dear fore, Please let me give you an insight about a sensitive subject involving various frameworks and their dependencies, being FNIS the very first one. Keep in mind that I'm in the very low ending of the dependency tree, so my explanation may not be the most technically accurate but I will try my best. Furthermore maybe there's nothing you can do, but given your good helpfulness, I think it's worth at least a try. Any advice is very welcome. That's the deal: There is this animation resource pack, "Zaz Animation Pack" to be precise, which was recently updated; old version was built using FNIS v5.5 version and now with the new FNIS v6.2. Up to this point there are no problems, everything works, but a peculiarity occurred; given the way the new FNIS works, the way how to use the animations of this resource pack has also changed. The implications: Since the release of this resource pack's new version, other mods that depended on it began to have problems; every scene using animations of this resource pack now are "getting stuck". The reason for this (I gonna borrow the words of another more experienced modder): "the new zaz animation pack has added AI elements that take over and try to police when multiple mods are trying to control the same actor and will put them on hold during the animation and will interfere with the end of the scene phase where the script to advance is located..The hold is keeping scene phases from ending and will keep the scene from ending as the script function to advance is typically in the endinf of the last phase". The author of this animation resource pack when questioned, with the objective of create some backward compatibility solution, said he couldn't do much because this is what is needed to work with the FNIS new version. So that's the delicacy of the situation: the mod which depends directly on FNIS has no problems, but, on the other hand, mods in the lower end of the dependency tree are now forced to redo all their scenes (in some cases hundreds of them). And modders in this low level of dependency tree have no knowledge of how FNIS works internally or how to mediate the situation. In short; too many people involved, dependency chain too long, no one has any idea how to mediate a solution that involves so many people with so many different technical expertises. Thank you for your attention. Any suggestion is very welcome. His asnwer: "The default switch was with FNIS 5.3, almost exactly 1 year ago, and it was well communicated at that time. But the fix is VERY easy: a simple additional parameter in the FNIS definition of each animation involved. I'm in contact with xaz and the others, and they know what to do." Today(29/03/2016), 08:01 PM. Ever thought on a career in the Diplomatic Corps? You'd go far Ty
DonQuiWho Posted March 30, 2016 Posted March 30, 2016 Has anyone approached Fore and asked him about what could be causing the problem between the versions and how it could be fixed so it will work with the current version of FNIS? Not Likely. I have no idea how FNIS works and could not explain it or where it happened since ZAP was on v5.5 and the current version of FNIS is 6.2. I just asked Fore: zenetx wrote: Dear fore, Please let me give you an insight about a sensitive subject involving various frameworks and their dependencies, being FNIS the very first one. Keep in mind that I'm in the very low ending of the dependency tree, so my explanation may not be the most technically accurate but I will try my best. Furthermore maybe there's nothing you can do, but given your good helpfulness, I think it's worth at least a try. Any advice is very welcome. That's the deal: There is this animation resource pack, "Zaz Animation Pack" to be precise, which was recently updated; old version was built using FNIS v5.5 version and now with the new FNIS v6.2. Up to this point there are no problems, everything works, but a peculiarity occurred; given the way the new FNIS works, the way how to use the animations of this resource pack has also changed. The implications: Since the release of this resource pack's new version, other mods that depended on it began to have problems; every scene using animations of this resource pack now are "getting stuck". The reason for this (I gonna borrow the words of another more experienced modder): "the new zaz animation pack has added AI elements that take over and try to police when multiple mods are trying to control the same actor and will put them on hold during the animation and will interfere with the end of the scene phase where the script to advance is located..The hold is keeping scene phases from ending and will keep the scene from ending as the script function to advance is typically in the endinf of the last phase". The author of this animation resource pack when questioned, with the objective of create some backward compatibility solution, said he couldn't do much because this is what is needed to work with the FNIS new version. So that's the delicacy of the situation: the mod which depends directly on FNIS has no problems, but, on the other hand, mods in the lower end of the dependency tree are now forced to redo all their scenes (in some cases hundreds of them). And modders in this low level of dependency tree have no knowledge of how FNIS works internally or how to mediate the situation. In short; too many people involved, dependency chain too long, no one has any idea how to mediate a solution that involves so many people with so many different technical expertises. Thank you for your attention. Any suggestion is very welcome. His asnwer: "The default switch was with FNIS 5.3, almost exactly 1 year ago, and it was well communicated at that time. But the fix is VERY easy: a simple additional parameter in the FNIS definition of each animation involved. I'm in contact with xaz and the others, and they know what to do." Today(29/03/2016), 08:01 PM. Ever thought on a career in the Diplomatic Corps? You'd go far Ty
DonQuiWho Posted March 30, 2016 Posted March 30, 2016 Has anyone approached Fore and asked him about what could be causing the problem between the versions and how it could be fixed so it will work with the current version of FNIS? Not Likely. I have no idea how FNIS works and could not explain it or where it happened since ZAP was on v5.5 and the current version of FNIS is 6.2. I just asked Fore: zenetx wrote: Dear fore, Please let me give you an insight about a sensitive subject involving various frameworks and their dependencies, being FNIS the very first one. Keep in mind that I'm in the very low ending of the dependency tree, so my explanation may not be the most technically accurate but I will try my best. Furthermore maybe there's nothing you can do, but given your good helpfulness, I think it's worth at least a try. Any advice is very welcome. That's the deal: There is this animation resource pack, "Zaz Animation Pack" to be precise, which was recently updated; old version was built using FNIS v5.5 version and now with the new FNIS v6.2. Up to this point there are no problems, everything works, but a peculiarity occurred; given the way the new FNIS works, the way how to use the animations of this resource pack has also changed. The implications: Since the release of this resource pack's new version, other mods that depended on it began to have problems; every scene using animations of this resource pack now are "getting stuck". The reason for this (I gonna borrow the words of another more experienced modder): "the new zaz animation pack has added AI elements that take over and try to police when multiple mods are trying to control the same actor and will put them on hold during the animation and will interfere with the end of the scene phase where the script to advance is located..The hold is keeping scene phases from ending and will keep the scene from ending as the script function to advance is typically in the endinf of the last phase". The author of this animation resource pack when questioned, with the objective of create some backward compatibility solution, said he couldn't do much because this is what is needed to work with the FNIS new version. So that's the delicacy of the situation: the mod which depends directly on FNIS has no problems, but, on the other hand, mods in the lower end of the dependency tree are now forced to redo all their scenes (in some cases hundreds of them). And modders in this low level of dependency tree have no knowledge of how FNIS works internally or how to mediate the situation. In short; too many people involved, dependency chain too long, no one has any idea how to mediate a solution that involves so many people with so many different technical expertises. Thank you for your attention. Any suggestion is very welcome. His asnwer: "The default switch was with FNIS 5.3, almost exactly 1 year ago, and it was well communicated at that time. But the fix is VERY easy: a simple additional parameter in the FNIS definition of each animation involved. I'm in contact with xaz and the others, and they know what to do." Today(29/03/2016), 08:01 PM. Ever thought on a career in the Diplomatic Corps? You'd go far Ty
DevotedGynoid Posted March 31, 2016 Posted March 31, 2016 I was going to post about the animation freeze issue, but thank goddess I learned how to read, and read it was a bug in ZaZ. Good looking out, everybody.
Veladarius Posted March 31, 2016 Author Posted March 31, 2016 Has anyone approached Fore and asked him about what could be causing the problem between the versions and how it could be fixed so it will work with the current version of FNIS? Not Likely. I have no idea how FNIS works and could not explain it or where it happened since ZAP was on v5.5 and the current version of FNIS is 6.2. I just asked Fore: zenetx wrote: Dear fore, Please let me give you an insight about a sensitive subject involving various frameworks and their dependencies, being FNIS the very first one. Keep in mind that I'm in the very low ending of the dependency tree, so my explanation may not be the most technically accurate but I will try my best. Furthermore maybe there's nothing you can do, but given your good helpfulness, I think it's worth at least a try. Any advice is very welcome. That's the deal: There is this animation resource pack, "Zaz Animation Pack" to be precise, which was recently updated; old version was built using FNIS v5.5 version and now with the new FNIS v6.2. Up to this point there are no problems, everything works, but a peculiarity occurred; given the way the new FNIS works, the way how to use the animations of this resource pack has also changed. The implications: Since the release of this resource pack's new version, other mods that depended on it began to have problems; every scene using animations of this resource pack now are "getting stuck". The reason for this (I gonna borrow the words of another more experienced modder): "the new zaz animation pack has added AI elements that take over and try to police when multiple mods are trying to control the same actor and will put them on hold during the animation and will interfere with the end of the scene phase where the script to advance is located..The hold is keeping scene phases from ending and will keep the scene from ending as the script function to advance is typically in the endinf of the last phase". The author of this animation resource pack when questioned, with the objective of create some backward compatibility solution, said he couldn't do much because this is what is needed to work with the FNIS new version. So that's the delicacy of the situation: the mod which depends directly on FNIS has no problems, but, on the other hand, mods in the lower end of the dependency tree are now forced to redo all their scenes (in some cases hundreds of them). And modders in this low level of dependency tree have no knowledge of how FNIS works internally or how to mediate the situation. In short; too many people involved, dependency chain too long, no one has any idea how to mediate a solution that involves so many people with so many different technical expertises. Thank you for your attention. Any suggestion is very welcome. His asnwer: "The default switch was with FNIS 5.3, almost exactly 1 year ago, and it was well communicated at that time. But the fix is VERY easy: a simple additional parameter in the FNIS definition of each animation involved. I'm in contact with xaz and the others, and they know what to do." Today(29/03/2016), 08:01 PM. Ever thought on a career in the Diplomatic Corps? You'd go far Ty It was Min's suggestion to add fore and himself to the conversation between xaz and myself. Being a diplomat may work though I doubt most people I would deal with would like me, I won't suck up to anyone or sugar coat anything, I had a supervisor that when I told him there was a problem he jokingly said "I wasn't supposed to bring him problems" and I seriously said "That wasn't in my job description so fix this.". I had done similar things to upper level VP's within the bank I worked at, I was a peon but I was a peon with the knowledge of what was going on and what needed to be done to fix it but needed them to say I could.
zenetx Posted March 31, 2016 Posted March 31, 2016 Ever thought on a career in the Diplomatic Corps? You'd go far Ty Thanks man. Despite the fact that I can't take credit for the solution (since others high profile modders were already working together), taking into account the fact that English isn't my first language and it's self-learned, your statement make me smile.
DevotedGynoid Posted March 31, 2016 Posted March 31, 2016 Okay, hopefully I'm on the right path. I've installed the patch. I use Immerslave with the LAL plugin and the option to set owner as Captured Dreams Master. The scene just halts. I stand there, I've waited 24 hours, and nothing progresses. Can somebody help me see what I'm doing wrong here?
Veladarius Posted March 31, 2016 Author Posted March 31, 2016 Okay, hopefully I'm on the right path. I've installed the patch. I use Immerslave with the LAL plugin and the option to set owner as Captured Dreams Master. The scene just halts. I stand there, I've waited 24 hours, and nothing progresses. Can somebody help me see what I'm doing wrong here? At what point is is sitting at? SQV CDxMP03 in the console and tell me the stage number
Guest Posted March 31, 2016 Posted March 31, 2016 Has anyone approached Fore and asked him about what could be causing the problem between the versions and how it could be fixed so it will work with the current version of FNIS? Not Likely. I have no idea how FNIS works and could not explain it or where it happened since ZAP was on v5.5 and the current version of FNIS is 6.2. I just asked Fore: zenetx wrote: Dear fore, Please let me give you an insight about a sensitive subject involving various frameworks and their dependencies, being FNIS the very first one. Keep in mind that I'm in the very low ending of the dependency tree, so my explanation may not be the most technically accurate but I will try my best. Furthermore maybe there's nothing you can do, but given your good helpfulness, I think it's worth at least a try. Any advice is very welcome. That's the deal: There is this animation resource pack, "Zaz Animation Pack" to be precise, which was recently updated; old version was built using FNIS v5.5 version and now with the new FNIS v6.2. Up to this point there are no problems, everything works, but a peculiarity occurred; given the way the new FNIS works, the way how to use the animations of this resource pack has also changed. The implications: Since the release of this resource pack's new version, other mods that depended on it began to have problems; every scene using animations of this resource pack now are "getting stuck". The reason for this (I gonna borrow the words of another more experienced modder): "the new zaz animation pack has added AI elements that take over and try to police when multiple mods are trying to control the same actor and will put them on hold during the animation and will interfere with the end of the scene phase where the script to advance is located..The hold is keeping scene phases from ending and will keep the scene from ending as the script function to advance is typically in the endinf of the last phase". The author of this animation resource pack when questioned, with the objective of create some backward compatibility solution, said he couldn't do much because this is what is needed to work with the FNIS new version. So that's the delicacy of the situation: the mod which depends directly on FNIS has no problems, but, on the other hand, mods in the lower end of the dependency tree are now forced to redo all their scenes (in some cases hundreds of them). And modders in this low level of dependency tree have no knowledge of how FNIS works internally or how to mediate the situation. In short; too many people involved, dependency chain too long, no one has any idea how to mediate a solution that involves so many people with so many different technical expertises. Thank you for your attention. Any suggestion is very welcome. His asnwer: "The default switch was with FNIS 5.3, almost exactly 1 year ago, and it was well communicated at that time. But the fix is VERY easy: a simple additional parameter in the FNIS definition of each animation involved. I'm in contact with xaz and the others, and they know what to do." Today(29/03/2016), 08:01 PM. Ever thought on a career in the Diplomatic Corps? You'd go far Ty It was Min's suggestion to add fore and himself to the conversation between xaz and myself. Being a diplomat may work though I doubt most people I would deal with would like me, I won't suck up to anyone or sugar coat anything, I had a supervisor that when I told him there was a problem he jokingly said "I wasn't supposed to bring him problems" and I seriously said "That wasn't in my job description so fix this.". I had done similar things to upper level VP's within the bank I worked at, I was a peon but I was a peon with the knowledge of what was going on and what needed to be done to fix it but needed them to say I could. I learned long ago peons like me better be talented as hell or shut up, although I never did, to my sorrow and despair. So (for example) Pissing off the secretary(Boss's girlfriend) is a biggie nono. I hit a Plexiglas ceiling so hard I sued (Long story). So nevermind all my rants and suggestions, I love the mod, always will (can't say I always did, but that was my fault mostly)
Veladarius Posted March 31, 2016 Author Posted March 31, 2016 Has anyone approached Fore and asked him about what could be causing the problem between the versions and how it could be fixed so it will work with the current version of FNIS? Not Likely. I have no idea how FNIS works and could not explain it or where it happened since ZAP was on v5.5 and the current version of FNIS is 6.2. I just asked Fore: zenetx wrote: Dear fore, Please let me give you an insight about a sensitive subject involving various frameworks and their dependencies, being FNIS the very first one. Keep in mind that I'm in the very low ending of the dependency tree, so my explanation may not be the most technically accurate but I will try my best. Furthermore maybe there's nothing you can do, but given your good helpfulness, I think it's worth at least a try. Any advice is very welcome. That's the deal: There is this animation resource pack, "Zaz Animation Pack" to be precise, which was recently updated; old version was built using FNIS v5.5 version and now with the new FNIS v6.2. Up to this point there are no problems, everything works, but a peculiarity occurred; given the way the new FNIS works, the way how to use the animations of this resource pack has also changed. The implications: Since the release of this resource pack's new version, other mods that depended on it began to have problems; every scene using animations of this resource pack now are "getting stuck". The reason for this (I gonna borrow the words of another more experienced modder): "the new zaz animation pack has added AI elements that take over and try to police when multiple mods are trying to control the same actor and will put them on hold during the animation and will interfere with the end of the scene phase where the script to advance is located..The hold is keeping scene phases from ending and will keep the scene from ending as the script function to advance is typically in the endinf of the last phase". The author of this animation resource pack when questioned, with the objective of create some backward compatibility solution, said he couldn't do much because this is what is needed to work with the FNIS new version. So that's the delicacy of the situation: the mod which depends directly on FNIS has no problems, but, on the other hand, mods in the lower end of the dependency tree are now forced to redo all their scenes (in some cases hundreds of them). And modders in this low level of dependency tree have no knowledge of how FNIS works internally or how to mediate the situation. In short; too many people involved, dependency chain too long, no one has any idea how to mediate a solution that involves so many people with so many different technical expertises. Thank you for your attention. Any suggestion is very welcome. His asnwer: "The default switch was with FNIS 5.3, almost exactly 1 year ago, and it was well communicated at that time. But the fix is VERY easy: a simple additional parameter in the FNIS definition of each animation involved. I'm in contact with xaz and the others, and they know what to do." Today(29/03/2016), 08:01 PM. Ever thought on a career in the Diplomatic Corps? You'd go far Ty It was Min's suggestion to add fore and himself to the conversation between xaz and myself. Being a diplomat may work though I doubt most people I would deal with would like me, I won't suck up to anyone or sugar coat anything, I had a supervisor that when I told him there was a problem he jokingly said "I wasn't supposed to bring him problems" and I seriously said "That wasn't in my job description so fix this.". I had done similar things to upper level VP's within the bank I worked at, I was a peon but I was a peon with the knowledge of what was going on and what needed to be done to fix it but needed them to say I could. I learned long ago peons like me better be talented as hell or shut up, although I never did, to my sorrow and despair. So (for example) Pissing off the secretary(Boss's girlfriend) is a biggie nono. I hit a Plexiglas ceiling so hard I sued (Long story). So nevermind all my rants and suggestions, I love the mod, always will (can't say I always did, but that was my fault mostly) When I started at that job (involved lease vehicles) there were a lot of functions that were separate departments, ours handled from the point the vehicle was returned to us. As leasing slowed down they started consolidating the different departments, cross train people then cut half of them. I survived this 3 times and in the end when they stopped leasing I was the only person left. Also during those cross training times I took over another persons job and added it to what I was already doing - each time. When I went on vacation only about 10% of my job was covered so I always came back to a mountain of work. By the time I transferred to another department I had a different boss who had no idea of what I even did so he panicked when I gave him a list of everything I handled. I would still be at the job I transferred in to except my health conditions forced me out.
DevotedGynoid Posted March 31, 2016 Posted March 31, 2016 Okay, hopefully I'm on the right path. I've installed the patch. I use Immerslave with the LAL plugin and the option to set owner as Captured Dreams Master. The scene just halts. I stand there, I've waited 24 hours, and nothing progresses. Can somebody help me see what I'm doing wrong here? At what point is is sitting at? SQV CDxMP03 in the console and tell me the stage number Stage is 400.
Veladarius Posted March 31, 2016 Author Posted March 31, 2016 Okay, hopefully I'm on the right path. I've installed the patch. I use Immerslave with the LAL plugin and the option to set owner as Captured Dreams Master. The scene just halts. I stand there, I've waited 24 hours, and nothing progresses. Can somebody help me see what I'm doing wrong here? At what point is is sitting at? SQV CDxMP03 in the console and tell me the stage number Stage is 400. Likely either Herran or the Master are not in their position. Herran should be standing next to you (guy in armor) and the Master should be standing outside the cell (high elf female), of the two it is usually the Master that is missing when it happens. To move them do the following: Note who is missing use SQV CDxMP03 and get their ID which is next to - REF Master or REF Herran PRID <ID from above> MoveTo Player That will move them to you and the scene should start. If they are there and you are not moving, go into the MCM menu and use the player idle reset on my menu. SQV CDxMP03
AvAcyn Posted March 31, 2016 Posted March 31, 2016 @Veladarius, So there's a new ZAZ patch out. 6.11. It included some workarounds for modders. Maybe they will help you with CD 4.0 Bugs! You mentioned problems because of the new 6.1 zaz update.
Veladarius Posted March 31, 2016 Author Posted March 31, 2016 @Veladarius, So there's a new ZAZ patch out. 6.11. It included some workarounds for modders. Maybe they will help you with CD 4.0 Bugs! You mentioned problems because of the new 6.1 zaz update. There is. In a conversation between Xaz, Min, Fore and myself we determined the issue and I tested an animation patch which corrected the issue (was posted by xaz in ZAP unofficially). V6.11 should be built the same way as the patch and let things run as normal. I am testing the v6.11 update now to make sure everything works properly. I am nearly done with reworking the quest to Solitude to see Elisif. There is new content that happens between first speaking with her and actually putting the items on her. Most of what is left of it is scripting and setting up some final quest stages.
Bricks Posted April 1, 2016 Posted April 1, 2016 So glad v4 is back on track. Excited about the ability to bypass the original EXP quests as, while they are very well done, I never liked the embassy one (Non-Consensual content isn't my particular Cup of tea, I prefer quests where, should my char be submitting, its out of choice). Plus, lets face it, that quest is super buggy ATM. Heck I had to abandon it this run through because evertime the two guards try to "take her together" I get a runtime error Crash. Pretty sure thats actually sexlab, not CD directly, since I've seen those crashes in other sexlab scenes, but still. So yeah, excited about the new and improved version.
PassingByPosts Posted April 1, 2016 Posted April 1, 2016 Trying my first run through of the expansion and the embassy quest is throwing me out after the 3rd sex scene. IS this due to the ZAP/ZAZ conflict? am i worth waiitng for v4 ?
Veladarius Posted April 1, 2016 Author Posted April 1, 2016 Trying my first run through of the expansion and the embassy quest is throwing me out after the 3rd sex scene. IS this due to the ZAP/ZAZ conflict? am i worth waiitng for v4 ? It is not due to ZAP, there has always been a crash issue with SexLab during the quest. The crash happens after CD hands control over to SexLab and usually at a certain point but there isn't much I can do since it does not happen at the same place for everyone. There is a bit of a work around though: 1- After being sent to Elenwen's room for the first time save the game (quick save or normal, does not matter), you can save during any scene except when in direct dialogue with an npc or during a sex scene and it will load and continue fine. 2- Do a save (as above) after each sex scene until you hit the crash. It is usually during one of the scenes with Elenwen or the guards in the basement. 3- Reload from the last save and it will typically finish out without crashing (has always for me). As an alternate: If you want, you can make the first save once you get to Elenwen's room before the first sex scene, quit the game and reload. This method has worked for me and 99% of the time it was crash free. My theory is that there is something in the opening scene that is causing the issue, I suspect it is the removal of the harness but can't see why that would be the problem or it would be seen more often.
UnEvenSteven Posted April 1, 2016 Posted April 1, 2016 So glad v4 is back on track. Excited about the ability to bypass the original EXP quests as, while they are very well done, I never liked the embassy one (Non-Consensual content isn't my particular Cup of tea, I prefer quests where, should my char be submitting, its out of choice). I didn't mind the Embassy quest except for the part where the PC is thrown into a room full of Thalmor and gang-raped a dozen times. With all the other content in the mod that part felt like it really didn't fit, IMO. I know the PC gets sent there to be used as whatever Elenwen sees fit but still, it didn't seem to fit very well although v4 seems like it's going to have more sex than the current version so it may fit better then. A way to bypass that scene would be great, perhaps a MCM option or something the PC could activate while they're in the cell. The PC would still get used by the two guards washing you up but a fade-to-black scene would occur afterwards. Instead of being teleported to the room with the Thalmor you'd get a message box detailing the events that happened followed by a scene where the PC is being escorted back their cell.
Veladarius Posted April 1, 2016 Author Posted April 1, 2016 So glad v4 is back on track. Excited about the ability to bypass the original EXP quests as, while they are very well done, I never liked the embassy one (Non-Consensual content isn't my particular Cup of tea, I prefer quests where, should my char be submitting, its out of choice). I didn't mind the Embassy quest except for the part where the PC is thrown into a room full of Thalmor and gang-raped a dozen times. With all the other content in the mod that part felt like it really didn't fit, IMO. I know the PC gets sent there to be used as whatever Elenwen sees fit but still, it didn't seem to fit very well although v4 seems like it's going to have more sex than the current version so it may fit better then. A way to bypass that scene would be great, perhaps a MCM option or something the PC could activate while they're in the cell. The PC would still get used by the two guards washing you up but a fade-to-black scene would occur afterwards. Instead of being teleported to the room with the Thalmor you'd get a message box detailing the events that happened followed by a scene where the PC is being escorted back their cell. The 4 quests that are currently part of the expansion are being disconnected from the expansion itself. This ha brought on some other changes: - The expansion of the shop grounds can either happen at a set level or be completed instantly via MCM. - The 4 quests are being changed and will be entirely optional (can be disabled) - The quest to Falkreath has been rewritten - The quest to the Embassy will be primarily be used as a punishment with a separate follow up quest that is repeatable ----- The Embassy quest will be offered to those that meet certain qualifications though but is not manditory - The quest to Solitude has been rewritten, primarily expanded upon. - The quest to Windhelm will be rewritten to tie into some other things. Except for the quests that you have to ask for (delivery quest and such), all other quests are optional and can be disabled entirely. Anything that can have a major effect on the game's playability will be disabled as a default including: - Player Slavery - Chaste Life - Chaste Spouse Note that disabling them once they have started will not stop them. If you enable it and it starts then you need to deal with the repercussions.
Guest Posted April 1, 2016 Posted April 1, 2016 So glad v4 is back on track. Excited about the ability to bypass the original EXP quests as, while they are very well done, I never liked the embassy one (Non-Consensual content isn't my particular Cup of tea, I prefer quests where, should my char be submitting, its out of choice). I didn't mind the Embassy quest except for the part where the PC is thrown into a room full of Thalmor and gang-raped a dozen times. With all the other content in the mod that part felt like it really didn't fit, IMO. I know the PC gets sent there to be used as whatever Elenwen sees fit but still, it didn't seem to fit very well although v4 seems like it's going to have more sex than the current version so it may fit better then. A way to bypass that scene would be great, perhaps a MCM option or something the PC could activate while they're in the cell. The PC would still get used by the two guards washing you up but a fade-to-black scene would occur afterwards. Instead of being teleported to the room with the Thalmor you'd get a message box detailing the events that happened followed by a scene where the PC is being escorted back their cell. I have a batch file called "skipelenwen.txt" that parrots whatever veladarius wrote a couple months ago. A person would read the letter telling the sub about another task for Master, and then run the batch file. It's very immersive (well, it is for me anyway). Task Done!! veledarius...veladarius...i before e except after c
UnEvenSteven Posted April 1, 2016 Posted April 1, 2016 So glad v4 is back on track. Excited about the ability to bypass the original EXP quests as, while they are very well done, I never liked the embassy one (Non-Consensual content isn't my particular Cup of tea, I prefer quests where, should my char be submitting, its out of choice). I didn't mind the Embassy quest except for the part where the PC is thrown into a room full of Thalmor and gang-raped a dozen times. With all the other content in the mod that part felt like it really didn't fit, IMO. I know the PC gets sent there to be used as whatever Elenwen sees fit but still, it didn't seem to fit very well although v4 seems like it's going to have more sex than the current version so it may fit better then. A way to bypass that scene would be great, perhaps a MCM option or something the PC could activate while they're in the cell. The PC would still get used by the two guards washing you up but a fade-to-black scene would occur afterwards. Instead of being teleported to the room with the Thalmor you'd get a message box detailing the events that happened followed by a scene where the PC is being escorted back their cell. I have a batch file called "skipelenwen.txt" that parrots whatever veladarius wrote a couple months ago. A person would read the letter telling the sub about another task for Master, and then run the batch file. It's very immersive (well, it is for me anyway). Task Done!! veledarius...veladarius...i before e except after c What would be an interesting alternative is that instead of being sent to the group of Thalmor guards you go to the party Elenwen is throwing. The PC would be there as a server, handing out drinks and food to the guests. Of course there could be a some forms of humiliation while at the party. Eventually a guest there would find you tantalizing and asks Elenwen if they could take you away from the party and have their way with you. Elenwen agrees and if you behave yourself with the guest while you're away you'll go back to the party and perhaps another guest or guests want a piece of the action. If you misbehave or are rude with a guest or at any other time at the party Elenwen will send you off to the room with all the Thalmor guards where you get used and abused as before. You may also be sent to the guards instead of the party if you've been misbehaving or mouthing off to Elenwen ever since you arrived at the Embassy as she just wouldn't want to deal with your behavior at the party. You could also be sent to the guards after the party depending on the new attributes that are being introduced in v4.
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