parolles Posted April 30, 2016 Posted April 30, 2016 I got: CELL: AAFalkreathJarlsLonghouseNorthWing (31769E73) CELL: FalkreathJarlsLonghouse (00013A79) I don't think the Jarl or Nenya ever go to the North Wing though.
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! 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. So you're already ahead of me. Sounds good! Thank you!
Veladarius Posted April 30, 2016 Author Posted April 30, 2016 I am not sure what the issue is, the only thing that has caused such an issue is what we have already gone over. I don't see anything in your load order that should be an issue either. Typically the only reason for a scene to stop in the middle is either a script has gotten stuck (none in the log) or another mod is trying to use one of the actors in use. If you feel you have to you can skip to the end of the scene with the Jarl: setstage cdxexpquest01 500
Veladarius Posted April 30, 2016 Author Posted April 30, 2016 I have built the concept for the addon management system, it looks like it will work pretty well. Test screenshot of MCM menu: Slot script example: ; -------------------------------------------------------------------------------------------------- ; Check for Mod ; -------------------------------------------------------------------------------------------------- Function ModCheckSlotA01() ModSlotA01Present = game.getformfromfile(0x010028b8, "TERAArmors_CBBE.esp") if ModSlotA01Present == true && Modactive != "Active" modname = "Tera Armor for CBBE" Modactive = "Available" else modname = "None" Modactive = "Unavailable" endif Endfunction Function ActivateMod() ; set lists and add to existing lists Modactive = "Active" Endfunction Function DeactivateMod() ; clear lists so it can be uninstalled if needed Modactive = "Available" Endfunction ; -------------------------------------------------------------------------------------------------- ; Set Lists ; -------------------------------------------------------------------------------------------------- ; outfits Function SetMasterOutfits() Outfit_M_01.addform(game.getformfromfile(0x0902A66f, "TERAArmors_CBBE.esp"), 1, 1) Outfit_M_01.addform(game.getformfromfile(0x0902A670, "TERAArmors_CBBE.esp"), 1, 1) Outfit_M_01.addform(game.getformfromfile(0x0902A671, "TERAArmors_CBBE.esp"), 1, 1) endfunction The limit to the number of slots I can set up for use is the MCM page itself, I figure there is room for about 60 active slots. Active slots are ones where you have the esp for that slot script, any slot scripts that you don't have the esp for will not show up. There are 2 script types for this: The Controller script is the interface between the MCM menu and the slots and relays information between the slot scripts and the MCM menu. It makes things easier for me in setting up the MCM menu. The Slot script (example above) is what handles the info for a specific esp file. Each of the slot scripts is made for a specific slot and esp so slot 1 = x mod, slot 2 = y mod and so on. - Note: The max number of slot scripts is not 60, it can be higher than that but only 60 can be active due to the MCM menu limits. I am looking to set up slots for 'Official' setups as well as leaving available slots for 'Unofficial' ones so people can create their own.
Guest Posted May 1, 2016 Posted May 1, 2016 The whole "customer assist" for me was difficult, maybe because I was playing wrong: Player has to guess what the slave wants. Metal vs leather, specific collars. Master seems unhappy if you guess wrong. It's been months of playthroughs since I played it, but my general impression was, there was a bad side but not much of a good side (like a tip). Curs-ed loot lets me pick up items free so there isn't much thrill serving the fat pig and his bullish assistant. Um, "free trial" is Much, much more immersive, thank you, I only wish you'd adjust the time-limit.
WaxenFigure Posted May 1, 2016 Posted May 1, 2016 I have built the concept for the addon management system, it looks like it will work pretty well. Test screenshot of MCM menu: 20160430125728_1.jpg Slot script example: ; -------------------------------------------------------------------------------------------------- ; Check for Mod ; -------------------------------------------------------------------------------------------------- Function ModCheckSlotA01() if game.getmodbyname("TERAArmors_CBBE.esp") != 255 ModSlotA01Present = game.getformfromfile(0x010028b8, "TERAArmors_CBBE.esp") if ModSlotA01Present == true && Modactive != "Active" modname = "Tera Armor for CBBE" Modactive = "Available" endif else modname = "None" Modactive = "Unavailable" endif Endfunction Function ActivateMod() ; set lists and add to existing lists Modactive = "Active" Endfunction Function DeactivateMod() ; clear lists so it can be uninstalled if needed Modactive = "Available" Endfunction ; -------------------------------------------------------------------------------------------------- ; Set Lists ; -------------------------------------------------------------------------------------------------- ; outfits Function SetMasterOutfits() Outfit_M_01.addform(game.getformfromfile(0x0902A66f, "TERAArmors_CBBE.esp"), 1, 1) Outfit_M_01.addform(game.getformfromfile(0x0902A670, "TERAArmors_CBBE.esp"), 1, 1) Outfit_M_01.addform(game.getformfromfile(0x0902A671, "TERAArmors_CBBE.esp"), 1, 1) endfunction The limit to the number of slots I can set up for use is the MCM page itself, I figure there is room for about 60 active slots. Active slots are ones where you have the esp for that slot script, any slot scripts that you don't have the esp for will not show up. There are 2 script types for this: The Controller script is the interface between the MCM menu and the slots and relays information between the slot scripts and the MCM menu. It makes things easier for me in setting up the MCM menu. The Slot script (example above) is what handles the info for a specific esp file. Each of the slot scripts is made for a specific slot and esp so slot 1 = x mod, slot 2 = y mod and so on. - Note: The max number of slot scripts is not 60, it can be higher than that but only 60 can be active due to the MCM menu limits. I am looking to set up slots for 'Official' setups as well as leaving available slots for 'Unofficial' ones so people can create their own. Made a correction to the example code which eliminates the Papyrus errors in the log from the getformfromfile call for when the optional mod is not present. It shouldn't need to be added to the other function using those call since that function shouldn't be called if the mod isn't present.
Veladarius Posted May 1, 2016 Author Posted May 1, 2016 I have built the concept for the addon management system, it looks like it will work pretty well. Test screenshot of MCM menu: 20160430125728_1.jpg Slot script example: ; -------------------------------------------------------------------------------------------------- ; Check for Mod ; -------------------------------------------------------------------------------------------------- Function ModCheckSlotA01() if game.getmodbyname("TERAArmors_CBBE.esp") != 255 ModSlotA01Present = game.getformfromfile(0x010028b8, "TERAArmors_CBBE.esp") if ModSlotA01Present == true && Modactive != "Active" modname = "Tera Armor for CBBE" Modactive = "Available" endif else modname = "None" Modactive = "Unavailable" endif Endfunction Function ActivateMod() ; set lists and add to existing lists Modactive = "Active" Endfunction Function DeactivateMod() ; clear lists so it can be uninstalled if needed Modactive = "Available" Endfunction ; -------------------------------------------------------------------------------------------------- ; Set Lists ; -------------------------------------------------------------------------------------------------- ; outfits Function SetMasterOutfits() Outfit_M_01.addform(game.getformfromfile(0x0902A66f, "TERAArmors_CBBE.esp"), 1, 1) Outfit_M_01.addform(game.getformfromfile(0x0902A670, "TERAArmors_CBBE.esp"), 1, 1) Outfit_M_01.addform(game.getformfromfile(0x0902A671, "TERAArmors_CBBE.esp"), 1, 1) endfunction The limit to the number of slots I can set up for use is the MCM page itself, I figure there is room for about 60 active slots. Active slots are ones where you have the esp for that slot script, any slot scripts that you don't have the esp for will not show up. There are 2 script types for this: The Controller script is the interface between the MCM menu and the slots and relays information between the slot scripts and the MCM menu. It makes things easier for me in setting up the MCM menu. The Slot script (example above) is what handles the info for a specific esp file. Each of the slot scripts is made for a specific slot and esp so slot 1 = x mod, slot 2 = y mod and so on. - Note: The max number of slot scripts is not 60, it can be higher than that but only 60 can be active due to the MCM menu limits. I am looking to set up slots for 'Official' setups as well as leaving available slots for 'Unofficial' ones so people can create their own. Made a correction to the example code which eliminates the Papyrus errors in the log from the getformfromfile call for when the optional mod is not present. It shouldn't need to be added to the other function using those call since that function shouldn't be called if the mod isn't present. Should if game.getmodbyname("TERAArmors_CBBE.esp") != 255 be <= instead? To me that says the mod needs to be #255 unless I am reading it wrong (I have not used that command before so I am not sure). Thanks for that by the way. The whole "customer assist" for me was difficult, maybe because I was playing wrong: Player has to guess what the slave wants. Metal vs leather, specific collars. Master seems unhappy if you guess wrong. It's been months of playthroughs since I played it, but my general impression was, there was a bad side but not much of a good side (like a tip). Curs-ed loot lets me pick up items free so there isn't much thrill serving the fat pig and his bullish assistant. Um, "free trial" is Much, much more immersive, thank you, I only wish you'd adjust the time-limit. I can add an option to set a base time though the actual time would vary +/- by a few days depending on some other things.
Verstort Posted May 1, 2016 Posted May 1, 2016 I didn't realize you could add forms to an outfit through papyrus, I thought that was why formlists existed. That should make things a lot easier
Veladarius Posted May 1, 2016 Author Posted May 1, 2016 I didn't realize you could add forms to an outfit through papyrus, I thought that was why formlists existed. That should make things a lot easier What I am doing is adding a master leveled list to the outfit and each individual outfit is added to that list, that is how it is currently set up. The addon's that are currently available modify one of the leveled lists already in the master list, with this I will just add them as needed.
prm339 Posted May 1, 2016 Posted May 1, 2016 The whole "customer assist" for me was difficult, maybe because I was playing wrong: Player has to guess what the slave wants. Metal vs leather, specific collars. Master seems unhappy if you guess wrong. It's been months of playthroughs since I played it, but my general impression was, there was a bad side but not much of a good side (like a tip). Curs-ed loot lets me pick up items free so there isn't much thrill serving the fat pig and his bullish assistant. Um, "free trial" is Much, much more immersive, thank you, I only wish you'd adjust the time-limit. Spoiler-Alarm, may affect your game play !! Just have a look at Tavish's slave girl to get the correct answers
Veladarius Posted May 1, 2016 Author Posted May 1, 2016 I have finished the changes to the Package Delivery quest, here are the changes: - Customers can be in any sort of settlement in Skyrim (no bandit camps or anything like that). - If the delivery is not going to one of the capital cities as it did before it will determine which hold the customer is in and dispatch those bandits to the customer's location. - The system is set so that if it picks a location and no npc's meet the requirements (there are a number of them) then it will pick a new one. - If the location is not within one of Skyrim's 9 holds it will pick a new location (no trips to Solstheim or anything like that). - Time given to make the delivery is based on the time given to get to the hold capital.
gooberboy9999 Posted May 1, 2016 Posted May 1, 2016 So not just the big cities anymore, it can even have you going to dragons bridge and other small "towns" ?
Veladarius Posted May 1, 2016 Author Posted May 1, 2016 So not just the big cities anymore, it can even have you going to dragons bridge and other small "towns" ? Yes, including farms and other settlements like that. If you have the bandits set to a random chance then you have to wonder if there are bandits and will they get there before you do.
kronnos44 Posted May 1, 2016 Posted May 1, 2016 So not just the big cities anymore, it can even have you going to dragons bridge and other small "towns" ? Yes, including farms and other settlements like that. If you have the bandits set to a random chance then you have to wonder if there are bandits and will they get there before you do. you must be getting really close to Beta release right?
heehatatt Posted May 1, 2016 Posted May 1, 2016 - Time given to make the delivery is based on the time given to get to the hold capital. Could you perhaps elaborate on how much time it takes to get where? When I played the current version I recall I had to make a delivery to Dawnstar. I left immediately, walked (ran) straight there and still delivered it too late.
Veladarius Posted May 1, 2016 Author Posted May 1, 2016 - Time given to make the delivery is based on the time given to get to the hold capital. Could you perhaps elaborate on how much time it takes to get where? When I played the current version I recall I had to make a delivery to Dawnstar. I left immediately, walked (ran) straight there and still delivered it too late. The time allowed for each city is (in hours) Dawnstar 8 - 24 Falkreath 3 - 9 Markarth 3 - 9 Morthal 4.5 - 13.5 Riften 8 - 24 Solitude 6 - 18 Whiterun 3 - 9 Windhelm 6 - 18 Winterhold 8 - 24 Get there under the first number and you are early, between the first and second number and you are on time, after the second number and you are late. If you are running on a time scale other than 20 it will take that into consideration and adjust the times appropriately so you have the same amount of real time to get there. When I decided these numbers I traveled back and forth between each city several times both on foot and on horseback but you should be able to make it to each city within the early time on foot.
Storms of Superior Posted May 1, 2016 Posted May 1, 2016 Wow. That's some dedicated work, just to test time frames. Keeping the anticipation alive, I see. Thanks.
goldeneye009 Posted May 1, 2016 Posted May 1, 2016 I'm having a bit of a problem where the bandits will not attack even if my character refuse to hand over the goods. The convo goes something like this: "Hand over the goods from that store!" My character: "No, you'll have to take it from me!", Bandit: "Fine, my pleasure" and then he walks off. No attacks or anything, just walks off and sits down somewhere taking a drink. My character can just go and deliver the goods, no problems. I assume it might have to do with me using both Inconsequential NPCs and ETaC, but I have set the capture dreams.esp below the main files from those two mods, so it shouldn't be a problem, right? Any idea what I can do to fix it, since I assume the bandit should be attacking
Veladarius Posted May 1, 2016 Author Posted May 1, 2016 I'm having a bit of a problem where the bandits will not attack even if my character refuse to hand over the goods. The convo goes something like this: "Hand over the goods from that store!" My character: "No, you'll have to take it from me!", Bandit: "Fine, my pleasure" and then he walks off. No attacks or anything, just walks off and sits down somewhere taking a drink. My character can just go and deliver the goods, no problems. I assume it might have to do with me using both Inconsequential NPCs and ETaC, but I have set the capture dreams.esp below the main files from those two mods, so it shouldn't be a problem, right? Any idea what I can do to fix it, since I assume the bandit should be attacking Sometimes the command to set them to hostile does not get set off, I believe it is dropping from the dialogue before the script is set off. I have changed the way it works in v4 to ensure that it is.
goldeneye009 Posted May 1, 2016 Posted May 1, 2016 I'm having a bit of a problem where the bandits will not attack even if my character refuse to hand over the goods. The convo goes something like this: "Hand over the goods from that store!" My character: "No, you'll have to take it from me!", Bandit: "Fine, my pleasure" and then he walks off. No attacks or anything, just walks off and sits down somewhere taking a drink. My character can just go and deliver the goods, no problems. I assume it might have to do with me using both Inconsequential NPCs and ETaC, but I have set the capture dreams.esp below the main files from those two mods, so it shouldn't be a problem, right? Any idea what I can do to fix it, since I assume the bandit should be attacking Sometimes the command to set them to hostile does not get set off, I believe it is dropping from the dialogue before the script is set off. I have changed the way it works in v4 to ensure that it is. Oh alright, that's actually a bit of a relief that it's not just me. Thanks man, for the great mod
WaxenFigure Posted May 1, 2016 Posted May 1, 2016 ... Should if game.getmodbyname("TERAArmors_CBBE.esp") != 255 be <= instead? To me that says the mod needs to be #255 unless I am reading it wrong (I have not used that command before so I am not sure). Thanks for that by the way. ... That would work with just "<" but not "<=" since the default result if the mod is not found is to place 255 as the returned index value. The check that it is not equal to 255 will work i.e. "!=" is "Not Equal". All those mods spewing "ignore error messages in the following" could be using that same code to avoid those error messages (as long as they require SKSE or another mod they require has SKSE as a requirement) entirely and keep already bloated logs cleaner.
Guest Posted May 2, 2016 Posted May 2, 2016 I'm having a bit of a problem where the bandits will not attack even if my character refuse to hand over the goods. The convo goes something like this: "Hand over the goods from that store!" My character: "No, you'll have to take it from me!", Bandit: "Fine, my pleasure" and then he walks off. No attacks or anything, just walks off and sits down somewhere taking a drink. My character can just go and deliver the goods, no problems. I assume it might have to do with me using both Inconsequential NPCs and ETaC, but I have set the capture dreams.esp below the main files from those two mods, so it shouldn't be a problem, right? Any idea what I can do to fix it, since I assume the bandit should be attacking Sometimes the command to set them to hostile does not get set off, I believe it is dropping from the dialogue before the script is set off. I have changed the way it works in v4 to ensure that it is. This is sort of mumbling, but a person cannot mumble a post, it's engraved for all time. uhhmm, a biggie part of one of my mods is that the Player is friends with everyone, including Bandits. When she shows up they sing. The forsworn are intractable assholes who always attack no matter what. OK I'm hoping your fix does not involve making Player enemies with bandits, or if you have to, at least make them forsworn bandits.
Majin Buu Posted May 2, 2016 Posted May 2, 2016 I'm having a bit of a problem where the bandits will not attack even if my character refuse to hand over the goods. The convo goes something like this: "Hand over the goods from that store!" My character: "No, you'll have to take it from me!", Bandit: "Fine, my pleasure" and then he walks off. No attacks or anything, just walks off and sits down somewhere taking a drink. My character can just go and deliver the goods, no problems. I assume it might have to do with me using both Inconsequential NPCs and ETaC, but I have set the capture dreams.esp below the main files from those two mods, so it shouldn't be a problem, right? Any idea what I can do to fix it, since I assume the bandit should be attacking Sometimes the command to set them to hostile does not get set off, I believe it is dropping from the dialogue before the script is set off. I have changed the way it works in v4 to ensure that it is. This is sort of mumbling, but a person cannot mumble a post, it's engraved for all time. uhhmm, a biggie part of one of my mods is that the Player is friends with everyone, including Bandits. When she shows up they sing. The forsworn are intractable assholes who always attack no matter what. OK I'm hoping your fix does not involve making Player enemies with bandits, or if you have to, at least make them forsworn bandits. I'm sorry but that really sounds like a personal problem. But currently Veladarius uses a custom bandit, not the regular garden variety. Dunno about 4.0's bandits though.
Guest Posted May 2, 2016 Posted May 2, 2016 I'm having a bit of a problem where the bandits will not attack even if my character refuse to hand over the goods. The convo goes something like this: "Hand over the goods from that store!" My character: "No, you'll have to take it from me!", Bandit: "Fine, my pleasure" and then he walks off. No attacks or anything, just walks off and sits down somewhere taking a drink. My character can just go and deliver the goods, no problems. I assume it might have to do with me using both Inconsequential NPCs and ETaC, but I have set the capture dreams.esp below the main files from those two mods, so it shouldn't be a problem, right? Any idea what I can do to fix it, since I assume the bandit should be attacking Sometimes the command to set them to hostile does not get set off, I believe it is dropping from the dialogue before the script is set off. I have changed the way it works in v4 to ensure that it is. This is sort of mumbling, but a person cannot mumble a post, it's engraved for all time. uhhmm, a biggie part of one of my mods is that the Player is friends with everyone, including Bandits. When she shows up they sing. The forsworn are intractable assholes who always attack no matter what. OK I'm hoping your fix does not involve making Player enemies with bandits, or if you have to, at least make them forsworn bandits. I'm sorry but that really sounds like a personal problem. But currently Veladarius uses a custom bandit, not the regular garden variety. Dunno about 4.0's bandits though. @bomb-faced-avatar-guy:(Thamorian?) Not sure I'm supposed to reply. I did two wrong things: I did not put an @ sign, and I did not use spoilers. I've been here a year but I never use them and the menu item for them is hard to see (So I just type it). I wasn't supposed to talk to you, and it's in a publicly available mod so it isn't personal.
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