Veladarius Posted May 7, 2016 Author Posted May 7, 2016 I just woke up. Is the line real long, or do I have a chance? I'm familiar with CD I can use the console (I cheat heavily) I know how to go to the logs section to pull a log, stick it in a zip file with other logs. My game just started today, and I'm still setting it up (takes me a couple hours to set up MCM) Playing with it (Bad, bad, ew) No immersiveness, I promise I'm no modder but I actually have a mod on file here (yeah, me, who'da thought) If you have CD v3.84 installed you will need to start another new game, it is not backwards compatible at all.
Guest Posted May 7, 2016 Posted May 7, 2016 I just woke up. Is the line real long, or do I have a chance? I'm familiar with CD I can use the console (I cheat heavily) I know how to go to the logs section to pull a log, stick it in a zip file with other logs. My game just started today, and I'm still setting it up (takes me a couple hours to set up MCM) Playing with it (Bad, bad, ew) No immersiveness, I promise I'm no modder but I actually have a mod on file here (yeah, me, who'da thought) If you have CD v3.84 installed you will need to start another new game, it is not backwards compatible at all. OK.
Farmthat Posted May 7, 2016 Posted May 7, 2016 I'd volunteer to help test. Only thing on your list I'm less familiar with is papyrus logs... But I'll chalk that up to my mod list historically being very stable and rarely needing troubleshooting.
Veladarius Posted May 7, 2016 Author Posted May 7, 2016 Ok, I think I have enough people at this point for testing.
Laura Posted May 7, 2016 Posted May 7, 2016 Ok, I am looking to recruit some testers for v4, there is a lot to test and I would like to have several people be able to cover different parts at the same time. I have some requirements though if you want to do this: 1- Be familiar with the current version of CD. Even though things have changed I do want some feedback on the changes made as most everything have changed and it is possible that some may change again. 2- You are familiar with the console and how to use it. If there are issues I will ask for screen shots of specific things from it or have you look things up. 3- You know how to pull a papyrus log and can post it, bonus if you can actually read it. 4- Are not just wanting to get in on this to play with it. There are parts that are unfinished and untested so there may be times that you will have to start a new game. 5- Your game is currently stable and does not crash all the time. If you have issues in testing and send me a log with errors all over the place I will tell you to fix those first. 6- Unless you have not used Captured Dreams with a current character you will have to start a new game. I suggest starting a new game anyways as you may have to restart (last 3 versions required restarts). There have been 8 versions in 2 weeks at this point. 7- Mod building experience is a plus. I will say now some of the testers have been having issues that I can't replicate, adding more will give me an idea if it is a mod issue or something on their end of things. I have several sections that have not had their initial testing done yet so I want to concentrate on testing those and fixing issues. It is pretty much feature locked though a few of those features are in a rather basic state. There are 2 primary play types I want tested - Property Slave and General Play There is still a lot of dialogue that could use improvement so suggestions on that are welcome as well. I hope i'm not to late. I used CDS since the first one. I'm familiar with the console. I can almost read papyrus logs. I would really like to help and my game is stable. I have a fresh game and have a general understanding of games and scripts.
Cha0s_lord Posted May 7, 2016 Posted May 7, 2016 I'm also interested in testing if you still need help. Been using CDS since it came out. Very familiar with the console, I've used it to get past broken quests in trapped in rubber and slaverun reloaded before the author fixed them for example. Logs enabled. New game OK. I love trying to break stuff in mods anyways No crashes but a few harmless error messages in my logs though that may clutter them a bit. I used to mod oblivion and i have above average CK knowledge for Skyrim (understand, modify and compile a few scripts, create and add a few new NPCs and read quest stages to understand how they work when I'm stuck with a cryptic mod for example)
Veladarius Posted May 7, 2016 Author Posted May 7, 2016 Currently I have 18 people set as testers so at this point I have enough.
kaytavo Posted May 8, 2016 Posted May 8, 2016 Shame there is no more room for testers, on the bright side that means the update is coming soon!
slvsaris Posted May 8, 2016 Posted May 8, 2016 Hey Veladarius, have you seen this? It is an AI framework. Looks interesting. It is also a WIP, but something to keep an eye one.
Hideyoshi Posted May 8, 2016 Posted May 8, 2016 I'd also point out the Handcart mod. When dressed up properly the Handcart makes a fine ponycart for transporting things. Would be an interesting addition to say a "Deliver a Large Order" quest or something of the like.
Plumber Posted May 9, 2016 Posted May 9, 2016 Shhh, people. Don't give him any ideas. I want to see this update thingy before sun blows up.
d4079925 Posted May 9, 2016 Posted May 9, 2016 A bit belated, but HAPPY first year anniversary of patch v 3.84 ! *Toasts*
Veladarius Posted May 10, 2016 Author Posted May 10, 2016 About as expected, lots of things to fix though we are making progress on it. Most of the things are little issues that can cause the quests from advancing or things like that. I have gotten through the issues with the regular quests and am now concentrating on the slavery parts. Edit: Of course I have done 10 updates to the beta since it started a little over 2 weeks ago with another likely tonight or at the latest tomorrow.
_Waltz Posted May 10, 2016 Posted May 10, 2016 Glad it's coming along. It's been around a year of hard work. Good job Vel.
Veladarius Posted May 10, 2016 Author Posted May 10, 2016 If I did not have the health and medication issues it would have been out long before now, at least by 6 months. There were several months that progress was minimal at best because of them but the last several months has been pretty productive.
enchiwhatever Posted May 11, 2016 Posted May 11, 2016 I'd have a question... Since i cannot complete the quests being nt compatible with zaz....anyone who has the full shop built and uses legendary cities could tell me if highcastle conflicts with this mod? ty a lot. Hi, I reckon you mean this mod, TES Arena - Legendary Cities? If so, then its full version does conflict badly with the Captured Dreams store. I don't have CD installed at the moment (waiting patiently for the update), but from memory the Legendary City of North Keep sits right where the shop expansion takes place. The modular installation option should be a good workaround though (and from what I can tell, those separate ESP's can be merged, so you won't have to waste so many valuable load order slots.) Yes, both the North Keep and the CD shop sit in the same location and the only solution we came to was for one of us to move (which neither of us wants to do). It will remain incompatible. That locations pretty tricky though with the 4-cell intersection outside the front door.
Veladarius Posted May 11, 2016 Author Posted May 11, 2016 I'd have a question... Since i cannot complete the quests being nt compatible with zaz....anyone who has the full shop built and uses legendary cities could tell me if highcastle conflicts with this mod? ty a lot. Hi, I reckon you mean this mod, TES Arena - Legendary Cities? If so, then its full version does conflict badly with the Captured Dreams store. I don't have CD installed at the moment (waiting patiently for the update), but from memory the Legendary City of North Keep sits right where the shop expansion takes place. The modular installation option should be a good workaround though (and from what I can tell, those separate ESP's can be merged, so you won't have to waste so many valuable load order slots.) Yes, both the North Keep and the CD shop sit in the same location and the only solution we came to was for one of us to move (which neither of us wants to do). It will remain incompatible. That locations pretty tricky though with the 4-cell intersection outside the front door. Nav meshes are not hard to deal with, they are just tedious especially in uneven terrain or stairs. Probably the biggest issue with them is the auto generator for them sucks big time and is not even worth the time to try to use. I will say that the optimizer tool works pretty well though but still needs some adjusting afterwards. The nav meshes made for Skyrim suck as they made the triangles too large in a number of areas so the AI has issues getting around an occupied triangle.
WaxenFigure Posted May 12, 2016 Posted May 12, 2016 I'd have a question... Since i cannot complete the quests being nt compatible with zaz....anyone who has the full shop built and uses legendary cities could tell me if highcastle conflicts with this mod? ty a lot. Hi, I reckon you mean this mod, TES Arena - Legendary Cities? If so, then its full version does conflict badly with the Captured Dreams store. I don't have CD installed at the moment (waiting patiently for the update), but from memory the Legendary City of North Keep sits right where the shop expansion takes place. The modular installation option should be a good workaround though (and from what I can tell, those separate ESP's can be merged, so you won't have to waste so many valuable load order slots.) Yes, both the North Keep and the CD shop sit in the same location and the only solution we came to was for one of us to move (which neither of us wants to do). It will remain incompatible. That locations pretty tricky though with the 4-cell intersection outside the front door. Nav meshes are not hard to deal with, they are just tedious especially in uneven terrain or stairs. Probably the biggest issue with them is the auto generator for them sucks big time and is not even worth the time to try to use. I will say that the optimizer tool works pretty well though but still needs some adjusting afterwards. The nav meshes made for Skyrim suck as they made the triangles too large in a number of areas so the AI has issues getting around an occupied triangle. They are supposed to walk around you? They usually just walk right into me then complain like I bumped them. Whoever worked on that at Bethesda needs to be sent back to programming school.
Content Consumer Posted May 12, 2016 Posted May 12, 2016 And here I was complaining that the triangles are too small. Not because it causes problems, necessarily, just that it seems unnecessary a lot of the time to have a big, empty room divided up into dozens of sections. I hadn't considered the problem of multiple NPCs walking into you. About the autogeneration - recast-based generation is quick and easy, but full of problems, particularly on stairs. I tried a different one once, IIRC it was something like object-based, that took about ten minutes to do a medium-sized cell, but the resulting navmesh looked really solid.
Veladarius Posted May 14, 2016 Author Posted May 14, 2016 Doing a bit of a redesign on the displays, only partially done but it will show off the items better (not as well as on the slaves though).
Cha0s_lord Posted May 14, 2016 Posted May 14, 2016 I'm amazed that havok doesn't send the items flying through the room...
GreatCroco Posted May 14, 2016 Posted May 14, 2016 I'm amazed that havok doesn't send the items flying through the room... You can disable Havoc for items, and thus "freeze" them in space.
Veladarius Posted May 14, 2016 Author Posted May 14, 2016 I'm amazed that havok doesn't send the items flying through the room... You can disable Havoc for items, and thus "freeze" them in space. They are all static versions of the items. Disabling havoc will not always keep things in place, especially when they overlap. If they were all normal items I am sure at some point someone would come in and that end of the room would explode.
Elick320 Posted May 15, 2016 Posted May 15, 2016 (edited) Hey, so im enjoying the mod so far, although I have a problem. The master asked me to deliver something to the yarl of falkreath and when I put the items on the stewardess when the payer is locked in a location, the yarl stops talking, I cant move, and I cant do anything. Is there any way to get past this? or do I have to disable the quest. also where can i find the papyrus log file? i cant seem to find it through the search function on the file manager Edited May 15, 2016 by Elick320
Recommended Posts