parolles Posted April 29, 2016 Posted April 29, 2016 Having an issue someone else posted about a while back with quest 01, delivering the package to the Jarl of Falkreath. He takes the package and calls for Nenya, who replies in the subtitle, and then nothing happens. Tried disabling player controls via both the CD MCM and the ZaZ MCM. ZaZ is 6.11. Tried resetting idle, dismissing followers. The quest is stalled in stage 200 and manually changing it to any other stage doesn't do anything. I purposefully waited about two minutes after loading to initiate the dialogue and then waited another couple minutes after that to see if Papyrus would log anything. it didn't (that I can see) - nothing at all appears in the logs. Haven't seen any other issues with CD or related mods. The regular 'deliver the package' quests seem to work fine.
Veladarius Posted April 29, 2016 Author Posted April 29, 2016 Having an issue someone else posted about a while back with quest 01, delivering the package to the Jarl of Falkreath. He takes the package and calls for Nenya, who replies in the subtitle, and then nothing happens. Tried disabling player controls via both the CD MCM and the ZaZ MCM. ZaZ is 6.11. Tried resetting idle, dismissing followers. The quest is stalled in stage 200 and manually changing it to any other stage doesn't do anything. I purposefully waited about two minutes after loading to initiate the dialogue and then waited another couple minutes after that to see if Papyrus would log anything. it didn't (that I can see) - nothing at all appears in the logs. Haven't seen any other issues with CD or related mods. The regular 'deliver the package' quests seem to work fine. If she has not made it down to where you and Siddgeir are select her in the console and use moveto player If she has then likely the scene has stalled and is stuck, setting a new stage won't always advance it. Try the following: In the console: Find out the load order position of the mod (search for anything with CDx in it, the first 2 digits of the id is what you want) use the command issceneplaying XX0E1146 If so use the command stopscene XX0E1146 then setstage CDxExpQuest01 250 That should allow the new stage to start the next scene properly.
parolles Posted April 29, 2016 Posted April 29, 2016 That did the trick, but now the same thing happens at the end of the next short scene, where the Jarl says 'let's get down to business.' Controls are disabled but it just sits there. The only thing I have that I can think of that is new and interferes with Falkreath is the 'holds of Skyrim' mod (can't link to it here) - a bunch of NPCs and cells added. Not sure if that matters. Any way to find a list of scenes so I can manually stop whatever is running and advance things?
oblivionfs Posted April 30, 2016 Posted April 30, 2016 I'm having an issue with some devices not locking or displaying when worn. I have assets, expansion, integration and Captured Dreams running. I have an MCM for Integration and CD. Items like the open chastity belt display and lock just fine, where the bronze chastity bra neither displays nor locks despite having a model in the inventory. None of the items you get from CD are displaying or functioning when worn. Even stranger is the 'custom harness' that will lock but not display. I've tried reinstalling assets and CD both through MO and manually, and no change. Any help would be appreciated.
Veladarius Posted April 30, 2016 Author Posted April 30, 2016 I'm having an issue with some devices not locking or displaying when worn. I have assets, expansion, integration and Captured Dreams running. I have an MCM for Integration and CD. Items like the open chastity belt display and lock just fine, where the bronze chastity bra neither displays nor locks despite having a model in the inventory. None of the items you get from CD are displaying or functioning when worn. Even stranger is the 'custom harness' that will lock but not display. I've tried reinstalling assets and CD both through MO and manually, and no change. Any help would be appreciated. If you can see the item images in your inventory then the textures and models are installed correctly. All of the devices sold in the shop use the standard scripts from DD Integration and the harness (I guess it is the one with no collar?) is an item from the Expansion. Try equipping some items, exit the game then upload the papyrus log so I can see what is going on with the scripts.
oblivionfs Posted April 30, 2016 Posted April 30, 2016 I'm having an issue with some devices not locking or displaying when worn. I have assets, expansion, integration and Captured Dreams running. I have an MCM for Integration and CD. Items like the open chastity belt display and lock just fine, where the bronze chastity bra neither displays nor locks despite having a model in the inventory. None of the items you get from CD are displaying or functioning when worn. Even stranger is the 'custom harness' that will lock but not display. I've tried reinstalling assets and CD both through MO and manually, and no change. Any help would be appreciated. If you can see the item images in your inventory then the textures and models are installed correctly. All of the devices sold in the shop use the standard scripts from DD Integration and the harness (I guess it is the one with no collar?) is an item from the Expansion. Try equipping some items, exit the game then upload the papyrus log so I can see what is going on with the scripts. After a little good old fashioned trial and error I believe my issue came down to the compatibility patch for devious devices for him. I'm a little disappointed, but now that I've got it working I'm not going to loose any sleep over it. Thanks anyway!
dagar000 Posted April 30, 2016 Posted April 30, 2016 Wow, in 2 days, it's going to be a full year since the last version came out. Love your work, Vel, please don't let the "Duke Nukem Forever syndrome" get to you!
Reaper121 Posted April 30, 2016 Posted April 30, 2016 I am completely unable to save after accepting the second expansion quest. One character I used setstage to skip that one, and the courier disappeared and hasn't been heard from since. Are there any obvious problems that would cause that effect? I've got the newest FNIS, CD shop, ZAZ, etc. Tried uninstalling/reinstalling, and that didn't fix anything.
gollum007 Posted April 30, 2016 Posted April 30, 2016 That did the trick, but now the same thing happens at the end of the next short scene, where the Jarl says 'let's get down to business.' Controls are disabled but it just sits there. The only thing I have that I can think of that is new and interferes with Falkreath is the 'holds of Skyrim' mod (can't link to it here) - a bunch of NPCs and cells added. Not sure if that matters. Any way to find a list of scenes so I can manually stop whatever is running and advance things? Long shot- Is the PC wearing a clitoral piercing? I found that seemed to completely break this scene.
parolles Posted April 30, 2016 Posted April 30, 2016 No - PC doesn't have any CD gear equipped. I even removed all of CD and DD, cleaned everything, and restarted the whole mod...same issue.
Veladarius Posted April 30, 2016 Author Posted April 30, 2016 I am completely unable to save after accepting the second expansion quest. One character I used setstage to skip that one, and the courier disappeared and hasn't been heard from since. Are there any obvious problems that would cause that effect? I've got the newest FNIS, CD shop, ZAZ, etc. Tried uninstalling/reinstalling, and that didn't fix anything. Because the WICourier quest was started but not ended (is the Skyrim quest that controls the courier). Setstage WICourier 200 will reset it. That did the trick, but now the same thing happens at the end of the next short scene, where the Jarl says 'let's get down to business.' Controls are disabled but it just sits there. The only thing I have that I can think of that is new and interferes with Falkreath is the 'holds of Skyrim' mod (can't link to it here) - a bunch of NPCs and cells added. Not sure if that matters. Any way to find a list of scenes so I can manually stop whatever is running and advance things? Long shot- Is the PC wearing a clitoral piercing? I found that seemed to completely break this scene. Double check that you have ZAZ Animation Pack v6.11 and ran FNIS after installing it. ZAP v6.10 caused idle animations in scenes not to end like they should so scenes would not continue when they changed. The spot you said it is stopping is where 1 player package stops and another starts and there are no scripts or anything else happening there. This is the last scene I recommend using the stop scene trick in this quest as the rest all end in a force greet and move to dialogue. XX0E1160 Wow, in 2 days, it's going to be a full year since the last version came out. Love your work, Vel, please don't let the "Duke Nukem Forever syndrome" get to you! Actually it is getting ready for a larger group beta. I have to resolve some AI issues with the bandits before I do though. AI packages tend to not change once a game has been started so it makes it difficult to test properly. I am close to having it resolved though (I think).
parolles Posted April 30, 2016 Posted April 30, 2016 I installed ZaZ 6.1 and then the 6.11 patch over top of it. In-game, the version shows as 6.1 - is it supposed to show 6.11 instead? EDIT: FNIS shows 6.11 so I assume it's fine.
Sammielfa Posted April 30, 2016 Posted April 30, 2016 Have you added more devices in the same vein as Little Helper's/Little Devils? I really liked those as I felt they made DD have a gameplay effect which is something I look for. Also in the current version should I be getting to keep the plugs that I am equipped with after completing a delivery? This mod makes me so hype.
parolles Posted April 30, 2016 Posted April 30, 2016 Double check that you have ZAZ Animation Pack v6.11 and ran FNIS after installing it. ZAP v6.10 caused idle animations in scenes not to end like they should so scenes would not continue when they changed. The spot you said it is stopping is where 1 player package stops and another starts and there are no scripts or anything else happening there. This is the last scene I recommend using the stop scene trick in this quest as the rest all end in a force greet and move to dialogue. XX0E1160 I used stopscene for XX0E1160 and setstage to move on, but nothing happened. I setstage'd all the way through the quest and got to the next quest, and the same thing happened at the gates of the Thalmor Embassy. The guard approaches the gate, the controls get disabled, and then nothing. Nothing in Papyrus either. This is with ZaZ 6.11.
Veladarius Posted April 30, 2016 Author Posted April 30, 2016 I installed ZaZ 6.1 and then the 6.11 patch over top of it. In-game, the version shows as 6.1 - is it supposed to show 6.11 instead? EDIT: FNIS shows 6.11 so I assume it's fine. Mine shows v6.1 in game so that likely was not updated in the patch. Use the stopscene on the last one I gave you, hopefully it will continue to run properly after that. Also, make sure any mods that may interrupt the scenes with animations and such are temporarily disabled as they can disrupt them. I have my scenes set to pause when those happen but if it is disruptive enough they won't recover. If it continues after that you may have to skip to the quest ending. Have you added more devices in the same vein as Little Helper's/Little Devils? I really liked those as I felt they made DD have a gameplay effect which is something I look for. Also in the current version should I be getting to keep the plugs that I am equipped with after completing a delivery? This mod makes me so hype. I am making some adjustments on the existing ones and have some ideas for others, it is just a matter of getting them to work as I want. V3 left the plugs as the system I had in place to take back quest items would not be able to tell between what CD plugs were equipped for the quest and what you already had in inventory. V4 removes the items from your inventory as it unequips them so it will take back the plugs.
Veladarius Posted April 30, 2016 Author Posted April 30, 2016 Double check that you have ZAZ Animation Pack v6.11 and ran FNIS after installing it. ZAP v6.10 caused idle animations in scenes not to end like they should so scenes would not continue when they changed. The spot you said it is stopping is where 1 player package stops and another starts and there are no scripts or anything else happening there. This is the last scene I recommend using the stop scene trick in this quest as the rest all end in a force greet and move to dialogue. XX0E1160 I used stopscene for XX0E1160 and setstage to move on, but nothing happened. I setstage'd all the way through the quest and got to the next quest, and the same thing happened at the gates of the Thalmor Embassy. The guard approaches the gate, the controls get disabled, and then nothing. Nothing in Papyrus either. This is with ZaZ 6.11. Some last things to try: Use the idle reset in the MCM menu Change from third person to first person Enable your controls and move closer to the guard, he may be just out of the forcegreet distance Rerun FNIS, generally the only time this happened this much was with v6.10 of ZAP Post a log of when it happens even if you don't see anything, I want to see what else is going on as it may give me an idea of the issue.
parolles Posted April 30, 2016 Posted April 30, 2016 Idle reset - no change. 3rd to 1st person - no change. "Move closer to the guard" -- which guard? Is there a specific NPC here? If so, maybe the Holds of Skyrim mod I mentioned earlier is causing a problem since it redoes the hold entirely? Which mods in particular were you thinking of that might interrupt a scene with animations? I tried disabling as many things as I could temporarily but no effect. Log and load order attached. No dirty ESMs, LOOT is happy. Log Timeline: 10:53 loaded in 10:54 initiated conversation with Jarl Siddegir waited a minute exited edit: FNIS re-run (def says 6.11) Papyrus.0.log loadOrder.log
Veladarius Posted April 30, 2016 Author Posted April 30, 2016 Idle reset - no change. 3rd to 1st person - no change. "Move closer to the guard" -- which guard? Is there a specific NPC here? If so, maybe the Holds of Skyrim mod I mentioned earlier is causing a problem since it redoes the hold entirely? Which mods in particular were you thinking of that might interrupt a scene with animations? I tried disabling as many things as I could temporarily but no effect. Log and load order attached. No dirty ESMs, LOOT is happy. Log Timeline: 10:53 loaded in 10:54 initiated conversation with Jarl Siddegir waited a minute exited edit: FNIS re-run (def says 6.11) The only way that Holds of Skyrim would interfere is if it replaced the interior of he Jarl's residence with an entirely new cell or rearranged it enough that the markers used in the scene no longer match up with the interior locations. I don't use the mod so I don't know how much it changes things. Typically the mods that interrupt scenes are any that cause sex scenes or for npc's to come up to the player and interact with them or one of the other npc's involved in the scene. Truthfuly, there should be little that would stop a scene midway through other than a script issue but these scenes have only a few in them, most things that require scripts are handled in the dialogue so what scripts there are usually just advance the quest stages. The guard was for the Embassy quest opening not this one.
Sammielfa Posted April 30, 2016 Posted April 30, 2016 Have you added more devices in the same vein as Little Helper's/Little Devils? I really liked those as I felt they made DD have a gameplay effect which is something I look for. Also in the current version should I be getting to keep the plugs that I am equipped with after completing a delivery? This mod makes me so hype. I am making some adjustments on the existing ones and have some ideas for others, it is just a matter of getting them to work as I want. V3 left the plugs as the system I had in place to take back quest items would not be able to tell between what CD plugs were equipped for the quest and what you already had in inventory. V4 removes the items from your inventory as it unequips them so it will take back the plugs. Cool. I was concerned before because the plugs are obviously expensive/not cheap and so for a character who doesnt abuse gold gathering methods, it seems quite weird to be given something so pricey and so beneficial that I ended up dropping it as it didn't seem appropriate. Good to know that got changed. Not that it really matters too much but ya know... Like the idea of more plugs. Is there a benefit to wear the belts with plugs that are not the enchanted kind? I've always liked the plugs and their effects but never saw any benefit to voluntarily wearing them.
Veladarius Posted April 30, 2016 Author Posted April 30, 2016 Have you added more devices in the same vein as Little Helper's/Little Devils? I really liked those as I felt they made DD have a gameplay effect which is something I look for. Also in the current version should I be getting to keep the plugs that I am equipped with after completing a delivery? This mod makes me so hype. I am making some adjustments on the existing ones and have some ideas for others, it is just a matter of getting them to work as I want. V3 left the plugs as the system I had in place to take back quest items would not be able to tell between what CD plugs were equipped for the quest and what you already had in inventory. V4 removes the items from your inventory as it unequips them so it will take back the plugs. Cool. I was concerned before because the plugs are obviously expensive/not cheap and so for a character who doesnt abuse gold gathering methods, it seems quite weird to be given something so pricey and so beneficial that I ended up dropping it as it didn't seem appropriate. Good to know that got changed. Not that it really matters too much but ya know... Like the idea of more plugs. Is there a benefit to wear the belts with plugs that are not the enchanted kind? I've always liked the plugs and their effects but never saw any benefit to voluntarily wearing them. Unenchanted plugs don't really have a benefit to wearing them, the only difference between using an iron or primitive plug over no plug is that the character's Arousal increases faster when plugs are used. Integration is set to increase arousal at 1.5x normal with no plugs and 3x normal with plugs (default values). Plugs can now be equipped by scripts without removing the belt so having an inactive plug in place could keep an enchanted one from being equipped.
Sammielfa Posted April 30, 2016 Posted April 30, 2016 Have you added more devices in the same vein as Little Helper's/Little Devils? I really liked those as I felt they made DD have a gameplay effect which is something I look for. Also in the current version should I be getting to keep the plugs that I am equipped with after completing a delivery? This mod makes me so hype. I am making some adjustments on the existing ones and have some ideas for others, it is just a matter of getting them to work as I want. V3 left the plugs as the system I had in place to take back quest items would not be able to tell between what CD plugs were equipped for the quest and what you already had in inventory. V4 removes the items from your inventory as it unequips them so it will take back the plugs. Cool. I was concerned before because the plugs are obviously expensive/not cheap and so for a character who doesnt abuse gold gathering methods, it seems quite weird to be given something so pricey and so beneficial that I ended up dropping it as it didn't seem appropriate. Good to know that got changed. Not that it really matters too much but ya know... Like the idea of more plugs. Is there a benefit to wear the belts with plugs that are not the enchanted kind? I've always liked the plugs and their effects but never saw any benefit to voluntarily wearing them. Unenchanted plugs don't really have a benefit to wearing them, the only difference between using an iron or primitive plug over no plug is that the character's Arousal increases faster when plugs are used. Integration is set to increase arousal at 1.5x normal with no plugs and 3x normal with plugs (default values). Plugs can now be equipped by scripts without removing the belt so having an inactive plug in place could keep an enchanted one from being equipped. Is it possible that the master should encourage the use of plugs for characters that use belts? As an idea to encourage the use of plugs?. Also is the Free Trial quest remaining the same? Playing a submissive character had it be very hard to get out of it. EDIT: I feel kinda bad suggesting things when you're close to happy with the current version. I'm sorry. Maybe now is not the time.
Veladarius Posted April 30, 2016 Author Posted April 30, 2016 Have you added more devices in the same vein as Little Helper's/Little Devils? I really liked those as I felt they made DD have a gameplay effect which is something I look for. Also in the current version should I be getting to keep the plugs that I am equipped with after completing a delivery? This mod makes me so hype. I am making some adjustments on the existing ones and have some ideas for others, it is just a matter of getting them to work as I want. V3 left the plugs as the system I had in place to take back quest items would not be able to tell between what CD plugs were equipped for the quest and what you already had in inventory. V4 removes the items from your inventory as it unequips them so it will take back the plugs. Cool. I was concerned before because the plugs are obviously expensive/not cheap and so for a character who doesnt abuse gold gathering methods, it seems quite weird to be given something so pricey and so beneficial that I ended up dropping it as it didn't seem appropriate. Good to know that got changed. Not that it really matters too much but ya know... Like the idea of more plugs. Is there a benefit to wear the belts with plugs that are not the enchanted kind? I've always liked the plugs and their effects but never saw any benefit to voluntarily wearing them. Unenchanted plugs don't really have a benefit to wearing them, the only difference between using an iron or primitive plug over no plug is that the character's Arousal increases faster when plugs are used. Integration is set to increase arousal at 1.5x normal with no plugs and 3x normal with plugs (default values). Plugs can now be equipped by scripts without removing the belt so having an inactive plug in place could keep an enchanted one from being equipped. Is it possible that the master should encourage the use of plugs for characters that use belts? As an idea to encourage the use of plugs?. Also is the Free Trial quest remaining the same? Playing a submissive character had it be very hard to get out of it. EDIT: I feel kinda bad suggesting things when you're close to happy with the current version. I'm sorry. Maybe now is not the time. Well, the changes I have made to the Little Helper plugs removes the detrimental effects, all that should remain is an occasional vibration effect to keep your arousal high and the bonuses from the plugs. I will take any suggestions on plugs that are along the same lines as the Little Helper or Little Devil plugs so long as they are not overly complex. The Free Trial quest isn't changing as of yet though the release timer and requirements are changing. The change is in part due to the way I was tracking time for quests was rather crude and prone to issues (Cust Assist 01 especially) but all timer functions have been moved to a single Task Manager system that handles the timing and availability of all quests now. Eventually I want to add additional 'phases' to the free trial with additional levels of items used. Overall, pretty much any quests that are getting changed have already been done, most of what is left is cleaning up details (some larger than others).
sfeile Posted April 30, 2016 Posted April 30, 2016 I was wondering, probably a bit late at this point, but is there a way to add more and more frequent customer assists? Possibly configurable in mcm for those that don't want it. Or is that too big a step at this point considering how close it is to testing? Either way, I'm excited for the new release and have a clean game ready for it! Thanks for all the work you are doing!
parolles Posted April 30, 2016 Posted April 30, 2016 The only way that Holds of Skyrim would interfere is if it replaced the interior of he Jarl's residence with an entirely new cell or rearranged it enough that the markers used in the scene no longer match up with the interior locations. I don't use the mod so I don't know how much it changes things. Typically the mods that interrupt scenes are any that cause sex scenes or for npc's to come up to the player and interact with them or one of the other npc's involved in the scene. Truthfuly, there should be little that would stop a scene midway through other than a script issue but these scenes have only a few in them, most things that require scripts are handled in the dialogue so what scripts there are usually just advance the quest stages. The guard was for the Embassy quest opening not this one. I think Holds of Skyrim does do exactly that. It's been a while since my last game but I think the whole of Falkreath and the Jarl's hall are totally different. I don't think the Thalmor Embassy is different, though, so maybe it's a red herring. I don't have any mods running that cause npcs to come up and interact as you describe that I can think of.
Veladarius Posted April 30, 2016 Author Posted April 30, 2016 The only way that Holds of Skyrim would interfere is if it replaced the interior of he Jarl's residence with an entirely new cell or rearranged it enough that the markers used in the scene no longer match up with the interior locations. I don't use the mod so I don't know how much it changes things. Typically the mods that interrupt scenes are any that cause sex scenes or for npc's to come up to the player and interact with them or one of the other npc's involved in the scene. Truthfuly, there should be little that would stop a scene midway through other than a script issue but these scenes have only a few in them, most things that require scripts are handled in the dialogue so what scripts there are usually just advance the quest stages. The guard was for the Embassy quest opening not this one. I think Holds of Skyrim does do exactly that. It's been a while since my last game but I think the whole of Falkreath and the Jarl's hall are totally different. I don't think the Thalmor Embassy is different, though, so maybe it's a red herring. I don't have any mods running that cause npcs to come up and interact as you describe that I can think of. Use help FalkreathjarlsLonghouse and see if there are multiple cells for it, there should only be 1 with an ID of 00013A79. I was wondering, probably a bit late at this point, but is there a way to add more and more frequent customer assists? Possibly configurable in mcm for those that don't want it. Or is that too big a step at this point considering how close it is to testing? Either way, I'm excited for the new release and have a clean game ready for it! Thanks for all the work you are doing! The customer assist 01 with Tavish will have a different timing system. Instead of just appearing as he does now he will stay in VIP suite 2 in the VIP house. While he is there the quest will be available but it has to be unoccupied for him to arrive. I can probably change the current slider that sets how often he comes to one that sets how often it checks for the room to be available. Also, there is the Customer Assist 02 quest that is available whenever a customer is staying is VIP suite 1 in the VIP house.
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