Zerena Posted June 12, 2016 Posted June 12, 2016 This sound exiting can't wait for the next realease. Do you have a ETA to when you think the update is ready for release or will you reather not tell to not have to disapoint people if you don't manage it in time. Anyways keep up the great work.
Veladarius Posted June 12, 2016 Author Posted June 12, 2016 This sound exiting can't wait for the next realease. Do you have a ETA to when you think the update is ready for release or will you reather not tell to not have to disapoint people if you don't manage it in time. Anyways keep up the great work. I won't give an eta but at this point I don't believe there is anything major that needs fixed. I have not done much with the new addon system yet as I was working on other issues so that is likely my next thing to focus on. The basic scriptwork is there but the current leveled lists need updated to work with it.
Deviljho-san Posted June 13, 2016 Posted June 13, 2016 It would be cool that when your more dominate and have a follower with you. It would be cool if u can make your follower do the master quests and not you; but then make it a double edge sword by making your follower haves a 50% chance of doing it well or not. or have it range on their lvl percentage and how they feel about it.
malvic Posted June 13, 2016 Posted June 13, 2016 Chaste Life is for those that want to remain chaste until they get married, it is primarily for female virgin characters but I have added a male option. The player is put into a belt and only released on occasion to 'relieve some stress', supervised of course. It can;t be removed by the player and will only be removed when you get married. I understand that being unable to remove it is the point, but is this a truly single release condition on marriage that can't be escaped any way other than marriage? I don't really mind so much, but it would be nice as a separate road to roleplay. There could be an association with the Temple of Mara that enforces the oath of chastity, perhaps sending temple enforcers; or even adding bounty to the player(if one makes the leap to assume they have secular influence). Plugs could be added for punishment in these events which would only be removed after awhile and again under supervision. There could(I assume) also be included a check on capture against the player's virginity, which if lost would result in a separate set of punishment devices and even a brand/tattoo marking a player who breaks their oath entirely(rather than just escaping the belt but not having sex). Which would probably add a slavetats dependency so I guess a sub-mod would be the way to go. Just some brainstorming, I hadn't noticed this base feature's inclusion in the next update until now and my brain ran a bit wild. Given that I usually begin roleplaying my female characters as ladies from noble houses who are belted up for insurance before being allowed to go abroad and study at the college/whatever.
Deviljho-san Posted June 14, 2016 Posted June 14, 2016 Huzza i figure out my problem. It was me being an idiot and accidentally downgraded my fnis to 6.2. that cause the zaz animations to not work but now i'm facing a new problem. Problem: same quest the thalmour but the scene now completely stops after they strip me and it fades black but then it leaves me strip and standing. No scene continues. I did do the disable player control from the menu before and after that had happen then unchecked zaz overwrite if possible to see if that was the problem. I'll try to read the conflicts and QnA more thoroughly.
tontoman Posted June 14, 2016 Posted June 14, 2016 Progress looks good. For anyone, just found a texture for Slave Tats that has spanking and cane marks, could come in use http://www.loverslab.com/topic/61955-slavetats-cane-marks/?hl=whip&do=findComment&comment=1561234
Arhon Posted June 14, 2016 Posted June 14, 2016 Current status: Quest Sign-off List These are quests that people feel are working properly. [ ] - Chaste Life - Ready to be checked off [ ] - Chaste Spouse - fixing some final issues, I need to test once more [ ] - Confiscation - Rebuilt but untested [x] - Gods Cursed Items [x] - Customer Assist 01 [ ] - Customer Assist 02 - doing final testing now [ ] - Device Removal - Ready to be checked off [ ] - Quest to Falkreath - Ready to be checked off [ ] - Quest to Embassy Pt 1 - Ready to be checked off [ ] - Quest to Embassy Pt 2 - Ready to be checked off [ ] - Quest to Solitude - Needs refined a bit more [ ] - Quest to Windhelm - Ready to be checked off [ ] - Free Trial - Ready to be checked off [x] - Slavery Start [ ] - Package Delivery - Ready to be checked off [x] - Package Recovery [ ] - Punishments - Ready to be checked off [ ] - Relationship Slave - some content / dialogue [ ] - Property Slave - minor bug fixes [ ] - Voluntary Mining - Ready to be checked off [ ] - Add-on system - being built [ ] - MCM menu - add options [ ] - Dungeon residents - Untested - After Q4 of Property quest or about a week after the Embassy quest you should see some residents in the basement. For an idea of how much has changed no quest has gone untouched, all have been updated in some way. Quests in V3.84 and how they have changed: Confiscation - Rebuilt, all new scripts and dialogue Customer Assist 01 - New opening, closing, start conditions and a bit of dialogue (not much) Device Removal - Completely rebuilt and supports DCUR Expansion - Quests no longer attached to expansion, can be completed instantly in the MCM menu EQ01 Falkreath - Completely Rebuilt EQ02 Embassy Pt 1 - All new start and end as well as some new dialogue, added a repeatable follow-up quest as well EQ03 Solitude - Completely Rebuilt EQ04 Windhelm - Completely Rebuilt Free Trial - Minimal changes, some dialogue additions for other quests Package Delivery - Completely Rebuilt with radiant quest system. Deliveries can now go to any settlement Package Recovery - No changes, is on my list to be rebuilt later Punishments - Completely Rebuilt Slavery Opening - Completely Rebuilt and backwards compatible with current mods that use it. Other things that have changed not listed above: Courier - Rebuilt Nav mesh - has been inserted into Skyrim MCM, npc's should use the road properly now Merchant Services - Can no longer sell CD quest items back to Master, she will not buy them. As you can see, beyond an expansion it has been a complete overhaul of the mod. Awesome progress Veladarius. Looking forward to the update. Since this update is in a way a complete overhaul of the mod do we have to do a clean save ? or can we update it without a problem if we are using the current version? Or did i ask this too early to tell?
Hideyoshi Posted June 14, 2016 Posted June 14, 2016 It was said earlier that you're going to need a fresh game, as pretty much everything has changed from the ground up.
Deviljho-san Posted June 14, 2016 Posted June 14, 2016 I'm just going to have it uninstalled now and wait for the new version. this 3.84 version hates me and i don't know why. It's a good mod just its acting like "water & oil" against me now espicallialy the thalmour episodic quest. then i'm trying to figure out how to get my freak-en papyrus working is agitating me. I read like 5 tutorial and in the end doesn't appear. (don't mind the papyrus part) I'll redownload this mod once the whole zaz problem get fix and such.
Laura Posted June 14, 2016 Posted June 14, 2016 Awesome progress Veladarius. Looking forward to the update. Since this update is in a way a complete overhaul of the mod do we have to do a clean save ? or can we update it without a problem if we are using the current version? Or did i ask this too early to tell? You need a game that never had cds installed. Vel posted about this some time ago. Just a simple question, it had been answered many times but....Is the New Game required all the way? I mean, if I start a new game now, absolutely mod free, and install Captured Dreams when they are released, will it be ok? Or do I have to start a new game WITH Captured Dreams? Thanks for the answer, I hope your health is getting better Vel A game without any previous version of CDS installed i think. The new game is needed because there are things like scripts stored in saves. When the new version tries to load a script and an instance of that script is already present in that save. The wrong thing will start and break alot of things. Uninstalling mods still leaves things in the save. You could try cleaning the save with a savegame cleaner tool, but that is not guaranteed to work. Correct me if i'm wrong. You are correct, there is a lot of stuff that is saved in the save file. Anything that was removed such as quest aliases, scripts and script properties will still be looked for and any script properties that were changed will not update. I won't guarantee a save cleaner will work either. Even during my testing I have points that I have to start a new game because of changes that I have made won't update in my current game. Visually there will be few differences but once you get into the quests and such you will find it has changed quite a bit.
Veladarius Posted June 14, 2016 Author Posted June 14, 2016 Chaste Life is for those that want to remain chaste until they get married, it is primarily for female virgin characters but I have added a male option. The player is put into a belt and only released on occasion to 'relieve some stress', supervised of course. It can;t be removed by the player and will only be removed when you get married. I understand that being unable to remove it is the point, but is this a truly single release condition on marriage that can't be escaped any way other than marriage? I don't really mind so much, but it would be nice as a separate road to roleplay. There could be an association with the Temple of Mara that enforces the oath of chastity, perhaps sending temple enforcers; or even adding bounty to the player(if one makes the leap to assume they have secular influence). Plugs could be added for punishment in these events which would only be removed after awhile and again under supervision. There could(I assume) also be included a check on capture against the player's virginity, which if lost would result in a separate set of punishment devices and even a brand/tattoo marking a player who breaks their oath entirely(rather than just escaping the belt but not having sex). Which would probably add a slavetats dependency so I guess a sub-mod would be the way to go. Just some brainstorming, I hadn't noticed this base feature's inclusion in the next update until now and my brain ran a bit wild. Given that I usually begin roleplaying my female characters as ladies from noble houses who are belted up for insurance before being allowed to go abroad and study at the college/whatever. This scenario was requested from several people that wanted to play a chaste character. I already had the Protector belt but decided to take it up a notch with the Protector Plus which is the one that is on until married. As for plugs being used that would ruin their virginity. I have used this play myself several times with a few different character concepts. Huzza i figure out my problem. It was me being an idiot and accidentally downgraded my fnis to 6.2. that cause the zaz animations to not work but now i'm facing a new problem. Problem: same quest the thalmour but the scene now completely stops after they strip me and it fades black but then it leaves me strip and standing. No scene continues. I did do the disable player control from the menu before and after that had happen then unchecked zaz overwrite if possible to see if that was the problem. I'll try to read the conflicts and QnA more thoroughly. If this was during the opening scene in the entry then use this in the console: setstage cdxexpquest02 150 to advance.
Veladarius Posted June 14, 2016 Author Posted June 14, 2016 For an idea of how much has changed no quest has gone untouched, all have been updated in some way. Quests in V3.84 and how they have changed: Confiscation - Rebuilt, all new scripts and dialogue Customer Assist 01 - New opening, closing, start conditions and a bit of dialogue (not much) Device Removal - Completely rebuilt and supports DCUR Expansion - Quests no longer attached to expansion, can be completed instantly in the MCM menu EQ01 Falkreath - Completely Rebuilt EQ02 Embassy Pt 1 - All new start and end as well as some new dialogue, added a repeatable follow-up quest as well EQ03 Solitude - Completely Rebuilt EQ04 Windhelm - Completely Rebuilt Free Trial - Minimal changes, some dialogue additions for other quests Package Delivery - Completely Rebuilt with radiant quest system. Deliveries can now go to any settlement Package Recovery - No changes, is on my list to be rebuilt later Punishments - Completely Rebuilt Slavery Opening (part of MP03) - Completely Rebuilt and backwards compatible with current mods that use it. Awesome progress Veladarius. Looking forward to the update. Since this update is in a way a complete overhaul of the mod do we have to do a clean save ? or can we update it without a problem if we are using the current version? Or did i ask this too early to tell? Basically everything in Red was either completely stripped of dialogue, scenes and its main script having 99% of it deleted. Quests in Yellow are primarily intact but had enough changes made to them that it would still cause issues. The two in Green are unchanged for the most part except for the triggers which would not be set up in a currently running game.
Cha0s_lord Posted June 14, 2016 Posted June 14, 2016 You need a game that never had cds installed. Vel posted about this some time ago. I take it as a challenge to make it work with save cleaning !
Laura Posted June 14, 2016 Posted June 14, 2016 You need a game that never had cds installed. Vel posted about this some time ago. I take it as a challenge to make it work with save cleaning ! Well, don't be surprised if it all comes crumbling down. Good luck.
Veladarius Posted June 14, 2016 Author Posted June 14, 2016 You need a game that never had cds installed. Vel posted about this some time ago. I take it as a challenge to make it work with save cleaning ! Well, don't be surprised if it all comes crumbling down. Good luck. Anyone asking for support for the mod who updated an existing game to the new version will be told to start a new one, nothing else.
Cha0s_lord Posted June 14, 2016 Posted June 14, 2016 You need a game that never had cds installed. Vel posted about this some time ago. I take it as a challenge to make it work with save cleaning ! Well, don't be surprised if it all comes crumbling down. Good luck. Anyone asking for support for the mod who updated an existing game to the new version will be told to start a new one, nothing else. I know, I'm not expecting support. i know enough of Skyrim modding to debug most common errors and know when it's time to give up and start a new game. But still... I'd have remorse not trying.
SkyrimNorba Posted June 17, 2016 Posted June 17, 2016 I'm more hyped about this mod than the skyrim remastered. Keep up with the good work! After this patch this won't matter, but have solved the issue I had with a new fresh start and an ingame sexlab rebuild. After that, I manated to play through the mod almost without any issue. (I had some crashes, and had to reload some saves, but nothing else really.) So everyone who is having an issue, just go for a clean start [preferably with Alternate Start (I hope it will work with the new patch tho )].
heehatatt Posted June 17, 2016 Posted June 17, 2016 skyrim remastered = bethesda spent about an hour figuring out how to install an enb
davisev5225 Posted June 17, 2016 Posted June 17, 2016 Silly question - is it not possible to write a mod script that cleans the save for you? One that would clear all existing properties, quests, statuses, etc.? As the mod author, you already know (or have easy access and reference to) everything you do to a save. I realize it may be a lot of work, but I have a *LOT* of time invested in my current save, and I'm simply not going to start a new save just for this one mod. I'm sure I'm not the only person who feels that way, either. If the answer is "no", that's fine. I'm just throwing this idea at the wall to see if it sticks.
Cha0s_lord Posted June 17, 2016 Posted June 17, 2016 Silly question - is it not possible to write a mod script that cleans the save for you? One that would clear all existing properties, quests, statuses, etc.? As the mod author, you already know (or have easy access and reference to) everything you do to a save. I realize it may be a lot of work, but I have a *LOT* of time invested in my current save, and I'm simply not going to start a new save just for this one mod. I'm sure I'm not the only person who feels that way, either. If the answer is "no", that's fine. I'm just throwing this idea at the wall to see if it sticks. Save cleaning is hard and unpredictable. Sometimes you just won't be able to do it. Sometimes it can screw up your save for good. And sometimes it works. There are a few tools available if you google them. My personal favorite is http://www.nexusmods.com/skyrim/mods/52363/?. I even managed to clean Maria Eden with this one.
davisev5225 Posted June 17, 2016 Posted June 17, 2016 Silly question - is it not possible to write a mod script that cleans the save for you? One that would clear all existing properties, quests, statuses, etc.? As the mod author, you already know (or have easy access and reference to) everything you do to a save. I realize it may be a lot of work, but I have a *LOT* of time invested in my current save, and I'm simply not going to start a new save just for this one mod. I'm sure I'm not the only person who feels that way, either. If the answer is "no", that's fine. I'm just throwing this idea at the wall to see if it sticks. Save cleaning is hard and unpredictable. Sometimes you just won't be able to do it. Sometimes it can screw up your save for good. And sometimes it works. There are a few tools available if you google them. My personal favorite is http://www.nexusmods.com/skyrim/mods/52363/?. I even managed to clean Maria Eden with this one. I'm aware of what save cleaning is and how to do it. What I was asking is if it's possible for a mod author to write a second mod that would do the same - clean out and uninstall their mod. Essentially an "uninstaller" of sorts. I know some mods already have such functionality built in, but that's because they were designed from the start with such functionality in mind. I'm curious if it's possible to do with a mod that wasn't meant to be uninstalled.
Veladarius Posted June 17, 2016 Author Posted June 17, 2016 Of the 48 quests that make up v3 of CD... 14 have been removed completely (entire quest including dialogue, aliases, scenes and scripts) 4 were stripped of all dialogue, scenes, aliases and the script taken down to nothing and rebuilt so these were in effect deleted and rebuilt. The main framework script was split into 2 parts and all scripts that used the parts that were moved were changed. Several of the remaining quests were changed adding either a new start mechanism or an entirely new start and end to them. The setup of the player's stats is done upon meeting the Master and can not be changed easily. Like I said before: If you ask for assistance with the mod and you did not start a new game the response will be to start a new game and nothing else.
Veladarius Posted June 17, 2016 Author Posted June 17, 2016 Of the 48 quests that make up v3 of CD... 14 have been removed completely (entire quest including dialogue, aliases, scenes and scripts) 4 were stripped of all dialogue, scenes, aliases and the script taken down to nothing and rebuilt so these were in effect deleted and rebuilt. The main framework script was split into 2 parts and all scripts that used the parts that were moved were changed. Several of the remaining quests were changed adding either a new start mechanism or an entirely new start and end to them. The setup of the player's stats is done upon meeting the Master and can not be changed easily. Like I said before: If you ask for assistance with the mod and you did not start a new game the response will be to start a new game and nothing else. Silly question - is it not possible to write a mod script that cleans the save for you? One that would clear all existing properties, quests, statuses, etc.? As the mod author, you already know (or have easy access and reference to) everything you do to a save. I realize it may be a lot of work, but I have a *LOT* of time invested in my current save, and I'm simply not going to start a new save just for this one mod. I'm sure I'm not the only person who feels that way, either. If the answer is "no", that's fine. I'm just throwing this idea at the wall to see if it sticks. Save cleaning is hard and unpredictable. Sometimes you just won't be able to do it. Sometimes it can screw up your save for good. And sometimes it works. There are a few tools available if you google them. My personal favorite is http://www.nexusmods.com/skyrim/mods/52363/?. I even managed to clean Maria Eden with this one. I'm aware of what save cleaning is and how to do it. What I was asking is if it's possible for a mod author to write a second mod that would do the same - clean out and uninstall their mod. Essentially an "uninstaller" of sorts. I know some mods already have such functionality built in, but that's because they were designed from the start with such functionality in mind. I'm curious if it's possible to do with a mod that wasn't meant to be uninstalled. No. The new version has double the number of quests, 5000 more lines of dialogue, 60 more npc's, double the number of scripts (around 1600 now) and most of the core components of the original were removed and/or rewritten. You can try the uninstall option in v3, clean save and install v4 but I still won't support it, there is too much that can go wrong.
Veladarius Posted June 17, 2016 Author Posted June 17, 2016 Between October to now I have 2700+ save files and the longest any have lasted is about 2 weeks before something changes enough that I have to start a new game. There is too much stuff that Skyrim saves. In the weeks that the full beta testing has been going I have made about 26 updates about 4 or 5 of which required a new game for the tester.
krighaur Posted June 17, 2016 Posted June 17, 2016 Anyway CD works better, in term of immersion, with a new game and a weak character: the mighty dragonborn would not fall in such a situation : for example why would you run across Skyrim for some gold, with a locked belt, if you already had more than enough ? So if you roleplay a bit your character, start with a fresh one, it's certainly faster than trying to make a clean save and avoid you to ask yourself when you encounter a bug if it's from the mod, or from your precious clean save.
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