Endrush Posted February 1, 2018 Posted February 1, 2018 *Sneaks out the window while mommy and daddy keep fighting.* Seriously tho, I never thought I'd see my 2 favorite mod authors fight. It's not exactly a competition. *shrugs* 1
davisev5225 Posted February 1, 2018 Posted February 1, 2018 58 minutes ago, Kimy said: <snip> Holy crap, I had no idea such an argument was taking place! I have some quick thoughts to direct to both of you, after which I will not attempt to continue this pointless argument. Kimy: Do you not understand that people NEVER like having choices taken away from them? That's what you did with the 4.0 framework changes - you removed player choices and customization. You may feel it was a better decision from a development standpoint, but you seem to be deliberately ignoring the inherent negativity of taking things away. You've enabled yourself to deliver a carefully crafted experience, but at the expense of forcing that experience upon everyone rather than allowing them to tailor things to the experience they would prefer. --- Veladarius: The new framework works fine, there's no reason to cry over it. Yes, it means you have to re-factor some code here-and-there just like every other DD mod author (including myself), but overall the new framework is faster and more efficient than it was before. That's a good thing for heavily-modded installs. You should be grateful that it only affected hand/arm bindings, rather than the entire suite of device types. That said, you do have a point that the change was abrupt, didn't include a "legacy system" to make transitions easier, and seems generally overbearing. Here's the thing, though: you can either be a stick-in-the-mud and refuse to update, whining the entire time, or you can adapt. I know from personal experience, with a MUCH smaller user-base, that people will consistently request anything that you haven't already implemented. New bindings require the new framework, so unless you feel like alienating a large chunk of your (potential) user-base by not including the shiny new bindings that they want, you will need to adapt. Your whining is not going to change DD back to what it was before, so I do not understand why you persist in denigrating it so much. --- Both of you: It's stupid to argue. You both made your points a long time ago, so why persist? Just grow up and move on. 6
Laura Posted February 1, 2018 Posted February 1, 2018 22 minutes ago, davisev5225 said: Holy crap, I had no idea such an argument was taking place! I have some quick thoughts to direct to both of you, after which I will not attempt to continue this pointless argument. Kimy: Do you not understand that people NEVER like having choices taken away from them? That's what you did with the 4.0 framework changes - you removed player choices and customization. You may feel it was a better decision from a development standpoint, but you seem to be deliberately ignoring the inherent negativity of taking things away. You've enabled yourself to deliver a carefully crafted experience, but at the expense of forcing that experience upon everyone rather than allowing them to tailor things to the experience they would prefer. --- Veladarius: The new framework works fine, there's no reason to cry over it. Yes, it means you have to re-factor some code here-and-there just like every other DD mod author (including myself), but overall the new framework is faster and more efficient than it was before. That's a good thing for heavily-modded installs. You should be grateful that it only affected hand/arm bindings, rather than the entire suite of device types. That said, you do have a point that the change was abrupt, didn't include a "legacy system" to make transitions easier, and seems generally overbearing. Here's the thing, though: you can either be a stick-in-the-mud and refuse to update, whining the entire time, or you can adapt. I know from personal experience, with a MUCH smaller user-base, that people will consistently request anything that you haven't already implemented. New bindings require the new framework, so unless you feel like alienating a large chunk of your (potential) user-base by not including the shiny new bindings that they want, you will need to adapt. Your whining is not going to change DD back to what it was before, so I do not understand why you persist in denigrating it so much. --- Both of you: It's stupid to argue. You both made your points a long time ago, so why persist? Just grow up and move on. I completely agree. I respect both sides. But this is just getting stupid. I've seen this unfold and escalate to a childish degree. Yes, I like DD4 and the new devices and animations it brings. But I don't like how it took some customisation away. I always thought of keys a guaranteed escape and I can't do that now. I would have prefered differently, but I can live with it. But somehow this different preference, turned into hate for some people. If you two can just stop repeating the same things and help each other out. Give people back their choice and make both mods not only compatible, but complementary. I love you both. Please calm down. 1
Veladarius Posted February 2, 2018 Author Posted February 2, 2018 11 minutes ago, davisev5225 said: Veladarius: The new framework works fine, there's no reason to cry over it. Yes, it means you have to re-factor some code here-and-there just like every other DD mod author (including myself), but overall the new framework is faster and more efficient than it was before. That's a good thing for heavily-modded installs. You should be grateful that it only affected hand/arm bindings, rather than the entire suite of device types. That said, you do have a point that the change was abrupt, didn't include a "legacy system" to make transitions easier, and seems generally overbearing. My issue is and always has been the loss of adjustments. I was part of the dev team when this was optional, I didn't like it then and I don't like it now. As for anything else in the new version I have not said anything other than the fact that devices are stored and it seems that events and such are being polled from there so removing a broken item via console will no longer work as the effect will still happen. I care about the game play aspect of it more than anything else and as far as I am concerned that has been ruined for me. When I play I use 1 option, key breakage set to 5%, everything else is off. This is how I prefer it when I play and now if I update to v4 I am stuck with standard devices with options I don't want and not the one I do. I said I would try it, I did and the experience made me to not want to use any DD mods at all. I also said I would look for ways to change it, I still have not given up on that as of yet. Updating isn't an issue, never has been and will be easier than updating to use the questitem keyword / removal function and future releases will be able to handle both v3 and v4 armbinders, yokes and similar devices in the same release. The only thing that will require any major change is the quest armbinder and I plan on just releasing a patch to replace the v3 version with a v4 version for people that want to use v4. Truthfully the change to HeavyBondage was a good move considering all the added items that are of the same class as the armbinders and yokes and eliminates the need to look for a lot of different device keywords when removing them. Creating new devices was never an issue either as I have made hundreds of them, even quest devices. I made devices that did not even have a classification in DD at the time (I made catsuits and hoods before they were ever added to DD officially and requested keywords be included in Assets for them). I have made a lot of devices for other mods, once the first one is made it is pretty much just copy/paste/adjust. My quest items required some scripting to modify the menu and add functions when those options are attempted to be used, that still would require scripting in v4. If I really wanted to add items from v4 I could simply use the assets and make my own version (except for items requiring the new animations). 11 minutes ago, davisev5225 said: Here's the thing, though: you can either be a stick-in-the-mud and refuse to update, whining the entire time, or you can adapt. I know from personal experience, with a MUCH smaller user-base, that people will consistently request anything that you haven't already implemented. New bindings require the new framework, so unless you feel like alienating a large chunk of your (potential) user-base by not including the shiny new bindings that they want, you will need to adapt. Your whining is not going to change DD back to what it was before, so I do not understand why you persist in denigrating it so much. I have said what I am willing to do, besides a lot of what was added to v4 is from other mods. I do not plan on doing a full update to v4 and use its items, why should I use something in my mod that I find unenjoyable? I will make enough changes so CD operates under v4 and that is it. If you positively have to have the shiny new items look elsewhere, I believe my player base uses my mod for the quests, and other content and if not using the new devices is a deal breaker then so long. First priority in making CD is what I want it to be, second is player requests but if it does not fit with what I want then I won't do it. If people get bent out of shape over not having the new items in CD then I will halt development and lock it down and set permissions that it can't be altered in any way shape or form. If people liken this to whining and taking my ball and leaving then so be it, when it comes to CD it is my game and if you don't like the rules I set out then don't play. v4 for me makes for a poor playing experience and I won't continue to mod if I can't enjoy the game. And again, I denigrate it because I find the playability of it to be unenjoyable and annoying at a minimum. My Skyrim setup uses the old NMM so everything is in my data folder, no profiles and I don't plan on changing. I playtest CD with all of my mods in place and have no issues with my game or CD, if I do find issues with CD I work to fix them (I have a page of items currently that needs addressing that I have found through casual play with most being minor. This is the mod stats of what I have in NMM: Many of the active mods have been in place since 2015 or earlier, I have no reason to update a mod if what I have works. I only update mods if it has new features I want to use (v4 certainly doesn't) or makes it work better with other mods I have. The next release for CD will work as intended whether you use v3 or v4. 1
shadowwolf2k7 Posted February 2, 2018 Posted February 2, 2018 not to change the subject but i do have a question. during the embassy quest "party favors" on the third day while talking to the guests, did elenwyn almost give away the masters real name? or was that just my imagination? on to what you were saying about your mod. i do play the quests from your mod as a normal part of game play, i also use CRDE to improve follower interactions, coupled with SLD and SD+ for sub/dom interactions with my favorite follower, which makes my game play the way i want to. not sure if i asked you @Veladarius if it would be possible outside of the Chaste spouse to have that same type of play with only CD or not. i know it would help lower my mod load order having just one mod that can do what now takes 3 mods to do. IMO your mod and the items in it would make the follower wanting to go and see if the special plugs are on sale mean something, seeing as i could RP it as a gift from the follower to their sub, or as a way of asking to have them put in as a sub follower.
Veladarius Posted February 2, 2018 Author Posted February 2, 2018 18 minutes ago, shadowwolf2k7 said: not to change the subject but i do have a question. during the embassy quest "party favors" on the third day while talking to the guests, did elenwyn almost give away the masters real name? or was that just my imagination? Yes and I believe you are the first person to ever say something about it since the quest was made. 18 minutes ago, shadowwolf2k7 said: on to what you were saying about your mod. i do play the quests from your mod as a normal part of game play, i also use CRDE to improve follower interactions, coupled with SLD and SD+ for sub/dom interactions with my favorite follower, which makes my game play the way i want to. not sure if i asked you @Veladarius if it would be possible outside of the Chaste spouse to have that same type of play with only CD or not. i know it would help lower my mod load order having just one mod that can do what now takes 3 mods to do. IMO your mod and the items in it would make the follower wanting to go and see if the special plugs are on sale mean something, seeing as i could RP it as a gift from the follower to their sub, or as a way of asking to have them put in as a sub follower. It is something I have considered lately, especially if I do something with Milk Mod Economy as both would go well together (MME would be optional of course). Currently the Chaste Spouse system uses an Alias with the different AI behaviors to get them to use and stay on the furniture. I would just have to build an alternate that could use much of the functionality of Chaste Spouse but with followers. There would be a set number of slots that could be used as each requires its own alias to govern behavior.
Vuzzar Posted February 2, 2018 Posted February 2, 2018 6 hours ago, Veladarius said: Use SQV CDxDiaErani and check the stage, it should be 10 at this point. If not then use setstage to set it to 5, it will do a few things then set it to 10. It it is sitting at 5 then set it to 10 yourself. I believe there are some option in the Slavery page for her. If you see the "Reset Erani Alias" use that, it only shows up if her alias is not filled. Otherwise use the main reset for Erani, it will remove and restore everything and should fix any alias issues as well. These essentially do the same actions as above so you can use either. If you have a follower management mod of some sort you can make her a follower and tell her to follow you with that. I have used AFT to do it and there are no issues and it is easier to change her outfits with it. Tried both Reset Erani Alias and Main reset and both failed, she just keeps staring at me with her arms crossed and when I get at a certain distance from her she keeps initiating the dialogue starting with "I am happy you are giving me the chance to serve you, I will do whatever I can to make you happy." I do have AFT but I can't make her follow me and if I move her to me, she will walk back to the same spot in the VIP house. Could it be another endscene issue?
Veladarius Posted February 2, 2018 Author Posted February 2, 2018 42 minutes ago, Antaufein said: Tried both Reset Erani Alias and Main reset and both failed, she just keeps staring at me with her arms crossed and when I get at a certain distance from her she keeps initiating the dialogue starting with "I am happy you are giving me the chance to serve you, I will do whatever I can to make you happy." I do have AFT but I can't make her follow me and if I move her to me, she will walk back to the same spot in the VIP house. Could it be another endscene issue? 1 - check the status of the following quest: SQV CDxExpQuest04 This is the quest the scene is from, if the quest is not at stage 900 or is not shown as completed in the quest journal let me know. Use the above command to find out what the stage is and tell me and I can direct you from there. 2 - If the quest is done or at stage 900 (or both) then the scene you want to end is xx07643d using stopscene <id> 3 - make sure that the CDxDiaErani quest is at stage 10, if not then reset it again.
Vuzzar Posted February 2, 2018 Posted February 2, 2018 11 minutes ago, Veladarius said: 2 - If the quest is done or at stage 900 (or both) then the scene you want to end is xx07643d using stopscene <id> Yup, that was it! Thanks!
Lupine00 Posted February 2, 2018 Posted February 2, 2018 I managed to get through manor slavery. Apart from the blocking point I had before, the only further dust-pile issues I had were caused by double assignment of the sweeping task in one day. That definitely does happen, and it definitely does break. Everything appears populated in the variables, but nothing gets spawned. I never got a trip to the VIP house. Did I miss something? Is there some criteria you have to fulfil to get sent there? Too late for me now, but would have been nice to know. Also, the planter boxes thing had me baffled. I'd be asked to check the planters, but even though I planted every soil spot the first time I got this, nothing ever happened after that. Was there another thing I needed to do? And if I did, what difference would it have made. I managed to pass the task anyway when it came up again, and again, even though there was nothing left to do. So, I accepted Relationship Slavery as the outcome. Is there much content there? It sounds like there are lots more quests now. What is the process to access them? Do I need to ask for a job, or should I be trying different dialog options? How often can I ask? Does it make a difference? Does time have to pass? All that stuff... Now, I remember, almost a year back, relationship slavery amounted to that quest where you get ganked by forcegreeting bandits, and another where you do regular bandit murdering and retrieve a package. That, and punishments for failing the delivery quest, which I always did, though DCL wasn't making things easy for me on most of those trips From what I'm reading now, there's much more possible, or going on, but like with the VIP house, it seems really easy to miss. Any hints on what I should do, generally? Not massive spoilers though.
Lupine00 Posted February 2, 2018 Posted February 2, 2018 I had one major bug in finishing the manor quest. In the morning, when you greet Markus, and the first two task quest assignments scroll past, if you Esc out of answering Markus instead of saying "Yes sir" or "Get fapped jackass", Markus goes into a stuck state. He continues to greet you as if it's the first time he's seen you that day, but doesn't offer any other dialogue, it's just a brush off with no entry into a topic. And it persists. There is no way out of that state. You can do the tasks, or fail them, or sleep and see him the next day. He remains broken. Once you are late for the quests, he will get mad at you, take away your progress points, and tell you that you'll be punished, but the next morning you'll just get the brush off again, no punishment, no forgiveness. Basically he remains in that broken state forever. While it's possible this is a rare bug, and usually if the player quits out of the morning task dialog without answering this doesn't happen. But if it does... the consequences when it happens are quite extreme. The game is perma-broken, and you really must quit and reload. I think, maybe it would be possible to code the conditions defensively, so that if things go sideways, the worst is that you fail only one day and then it unsticks. But the root cause is clearly tracking multiple states, when there should probably only be one state and one way to determine status. If there is only one status test, you're either in one state or another, and can never be in two conflicting states. Quest stages are made for this, they can be tested directly in dialog conditions, and they are essentially atomic. While that would probably limit things to tracking one task at a time, instead of two, it would be safer. Just saying. But putting the issues aside, CD does a huge amount of stuff without breaking that lots of other mods always seem to get broken trying to do. Just a thought, is it developed under Win 7, or Win 10? Because my CK is the most fragile, crashy, crap-producing POS I've ever come across ... on Win 10. I can make a vanilla quest with nothing in it but a few lines of dialogue - with no conditions at all - and seven times out of ten, the dialog doesn't show up, though other parts of the quest work. Quit and restart the CK a few times (which takes forever) and it saves out a working one. Magic! I'm seriously considering setting up a PC with 7, if it will actually make the CK usable.
Veladarius Posted February 2, 2018 Author Posted February 2, 2018 2 hours ago, Lupine00 said: I had one major bug in finishing the manor quest. In the morning, when you greet Markus, and the first two task quest assignments scroll past, if you Esc out of answering Markus instead of saying "Yes sir" or "Get fapped jackass", Markus goes into a stuck state. He continues to greet you as if it's the first time he's seen you that day, but doesn't offer any other dialogue, it's just a brush off with no entry into a topic. And it persists. There is no way out of that state. You can do the tasks, or fail them, or sleep and see him the next day. He remains broken. Once you are late for the quests, he will get mad at you, take away your progress points, and tell you that you'll be punished, but the next morning you'll just get the brush off again, no punishment, no forgiveness. Basically he remains in that broken state forever. While it's possible this is a rare bug, and usually if the player quits out of the morning task dialog without answering this doesn't happen. But if it does... the consequences when it happens are quite extreme. The game is perma-broken, and you really must quit and reload. I think, maybe it would be possible to code the conditions defensively, so that if things go sideways, the worst is that you fail only one day and then it unsticks. But the root cause is clearly tracking multiple states, when there should probably only be one state and one way to determine status. If there is only one status test, you're either in one state or another, and can never be in two conflicting states. Quest stages are made for this, they can be tested directly in dialog conditions, and they are essentially atomic. While that would probably limit things to tracking one task at a time, instead of two, it would be safer. Just saying. But putting the issues aside, CD does a huge amount of stuff without breaking that lots of other mods always seem to get broken trying to do. Just a thought, is it developed under Win 7, or Win 10? Because my CK is the most fragile, crashy, crap-producing POS I've ever come across ... on Win 10. I can make a vanilla quest with nothing in it but a few lines of dialogue - with no conditions at all - and seven times out of ten, the dialog doesn't show up, though other parts of the quest work. Quit and restart the CK a few times (which takes forever) and it saves out a working one. Magic! I'm seriously considering setting up a PC with 7, if it will actually make the CK usable. Manor Slave is being rebuilt, I am getting close to finishing it but still have the new tasks that have just been built are still need built to add to scripting as of yet, dialogue is already there. All of Markus's opening and closing dialogue has been rebuilt so hopefully this issue will not happen again. I am working in Win 10 and I understand your plight with the CK and dialogue after updating from Win 10 (my pc did it without asking). Mine has had issues off and on but here are some things I have learned since my pc updated and have worked with the CK in win 10: - 90% of the time if I try moving dialogue to another topic it crashes instantly. - Another issue I have is that the line where you would enter the player dialogue is grayed out and nothing can be entered there and no dialogue can be created for the npc, only fix for this is to save, close the CK and reopen it. - Another thing is sometimes I do some scripting on a stage or something and tell it to close and it starts to but the quest window never closes fully, all the tabs and such are gone but it still has the 'close' button. I figured out that you should just close it with the 'X' in the upper corner instead of hitting the close button or it will likely crash. - Be patient and don't hit the close button multiple times or things like that either for the quest or dialogue boxes, it will be more likely to freak out and crash. When closing the quest and you have made any new Aliases or changes to scripting in a stage it will compile the script again before closing. My settings for it in the file properties for the CK is NOT to use compatibility mode or run as administrator as I found these made it worse. Also, if the quest you have made is new and is set to run at startup (basically it is active when the game starts even if you are not using it yet) you need to make a SEQ file for it or the dialogue for the quest probably won't show up in game at all, basically the file tells the game that the quest exists and to enable its dialogue (another bug of the game engine). You can make one via TESVEdit and it is fairly easy but is something that a new modder may not know about. Hopefully some of this is useful and I understand your pain as I have gone and created the same dialogue multiple times myself.
Lupine00 Posted February 2, 2018 Posted February 2, 2018 1 hour ago, Veladarius said: Also, if the quest you have made is new and is set to run at startup (basically it is active when the game starts even if you are not using it yet) you need to make a SEQ file for it or the dialogue for the quest probably won't show up in game at all, basically the file tells the game that the quest exists and to enable its dialogue (another bug of the game engine). You can make one via TESVEdit and it is fairly easy but is something that a new modder may not know about. That's the first thing that came up in google. But making it work without restarting the CK, in MO, turned out to be tricky. What nobody seemed to be saying, was whether you need to re-run this whenever you change dialogue? Is that the case? The description generally given is that SEQ starts quests that start at game start-up. So if your quest starts later, perhaps from a script, it's not needed, and you shouldn't have to re-run it every time you alter dialogue. But I'm not sure that story is true... For testing, I made my dialogue container quest start from an activation item. (I found that if I put any aliases in the same quest as the one with the dialogue, it stopped the dialogue showing, though others seem to get away with it, it's the magic of my CK). This didn't make the dialogue show up. OTOH, making a new NPC magically made dialogue show up. For everyone! It's so broken it's hard to even discern a pattern. I have a feeling that in some cases the CK and MO aren't entirely compatible.
Veladarius Posted February 2, 2018 Author Posted February 2, 2018 40 minutes ago, Lupine00 said: That's the first thing that came up in google. But making it work without restarting the CK, in MO, turned out to be tricky. What nobody seemed to be saying, was whether you need to re-run this whenever you change dialogue? Is that the case? The description generally given is that SEQ starts quests that start at game start-up. So if your quest starts later, perhaps from a script, it's not needed, and you shouldn't have to re-run it every time you alter dialogue. But I'm not sure that story is true... For testing, I made my dialogue container quest start from an activation item. (I found that if I put any aliases in the same quest as the one with the dialogue, it stopped the dialogue showing, though others seem to get away with it, it's the magic of my CK). This didn't make the dialogue show up. OTOH, making a new NPC magically made dialogue show up. For everyone! It's so broken it's hard to even discern a pattern. I have a feeling that in some cases the CK and MO aren't entirely compatible. The only time you need to generate a new SEQ file is when you create a new quest with dialogue that is set to run from startup. If the quest does not start until a script or something else starts it and it is inactive until then then updating the SEQ file is not necessary. As for the dialogue not showing up on correct people it is likely a condition issue. Also, use sqv <quest name> and check the aliases and make sure they have filled, if you have the dialogue set to look for the npc via the alias and it isn't filled then it won't show. If it is showing up on everyone except the npc you specify then you may have it set so if the speaker is actor x and set to = 0 then it will show for everyone but them. Not setting any sort of condition on who can see it will cause it to show up on everyone (I have forgotten that condition a number of times). Dialogue should generally be set to Top Level if you want it to show up in their initial list of dialogue, Blocking if you want it to show up by itself (increase the priority of the quest and starting dialogue to about 80 if you want to bypass things like DCUR dialogue. Normal is if the starting dialogue is linked to by other dialogue or is started by a force greet and won't show up otherwise. When I make a new quest once I make the aliases I create a quest stage of 0 and put a ; in it and compile it. This will generate a quest that is linked directly to the aliases. You will then need to close the quest, reopen it, go to stage 0 and the advanced tab and rename it, usually I just take off the prefix and added stuff at the end so it has the same name as the quest. I use this quest for everything that goes in the quest such as common functions and such. Also, all of the quest stage script fragments will be placed in this script so if you have any functions that would need called by the stage you don't have to go and set up another quest script as a property and can call it directly. The only issue with this is that you can't set it to conditional from the start, you can add the conditional flag to the script but any changes to scripts on stages or adding / removing aliases will remove the conditional flag so you will have to add it back in. Here is an example of it: ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 4 Scriptname CDxSlavery_Prop_Manor Extends Quest Hidden conditional It is a pain when you forget to put it back as any properties set as conditional (goes after the 'auto' part of the property) will not longer be linked but putting the conditional flag back on the script will let conditions see them again. Here is a link to what all of the conditions do: Condition Functions
AdorableDeviant Posted February 3, 2018 Posted February 3, 2018 I'm running into an odd issue with the Master. I'm trying to take a delivery quest from her, and she goes through her normal spiel about needing to put restraints on me, the popup shows up in the middle, and then I get some scrolling upper left corner text: Device type to use 9 Device type to use 10 Device type to use 1 Setting Belt: 2 Belt Material: 0 Equip CD Device And then no item gets placed on me, Master yells "Hey!" which interrupts the conversation, and then back to gameplay. I've tried a couple reset settings in the MCM without any effect. Any suggestions?
valcon767 Posted February 3, 2018 Posted February 3, 2018 On 2/1/2018 at 7:52 AM, Veladarius said: I am still hoping for some sort of change where I can update and the new DD would be enjoyable to use, v4 as it is gets annoying quickly (CD is the only mod I use that uses quest devices, everything else uses standard devices) and can set off a bipolar reaction and ends up frustrating me even more and I can't play it for a day or two let alone work on CD. saw a post you may be interested in https://www.loverslab.com/topic/33986-deviously-cursed-loot-v63-2018-01-19/?do=findComment&comment=2137520 i have requested a copy for myself already. just an FYI
mangalo Posted February 3, 2018 Posted February 3, 2018 I'm looking forward to the manor rework as I'm slowly getting there in my playthrough
Veladarius Posted February 3, 2018 Author Posted February 3, 2018 4 hours ago, valcon767 said: saw a post you may be interested in https://www.loverslab.com/topic/33986-deviously-cursed-loot-v63-2018-01-19/?do=findComment&comment=2137520 i have requested a copy for myself already. just an FYI I already have plans for something that will do pretty much the same thing and release it publicly.
Veladarius Posted February 3, 2018 Author Posted February 3, 2018 8 hours ago, AdorableDeviant said: I'm running into an odd issue with the Master. I'm trying to take a delivery quest from her, and she goes through her normal spiel about needing to put restraints on me, the popup shows up in the middle, and then I get some scrolling upper left corner text: Device type to use 9 Device type to use 10 Device type to use 1 Setting Belt: 2 Belt Material: 0 Equip CD Device And then no item gets placed on me, Master yells "Hey!" which interrupts the conversation, and then back to gameplay. I've tried a couple reset settings in the MCM without any effect. Any suggestions? Belt Material 0 is the issue, should be a 1, 2 or 3. Go into the MCM menu and on the Devices page set the preferred materials. The thing is there are checks in the script when adding the belt to make sure it isn't 0, if it find that it is then it adjusts it to fit the belt type. Belt Type 2 is the Harness so the material should be 2 or 3. It is supposed to use a preset if it is 0 (randomly determined) but it looks like the preset isn't being generated.
Veladarius Posted February 3, 2018 Author Posted February 3, 2018 4 hours ago, mangalo said: I'm looking forward to the manor rework as I'm slowly getting there in my playthrough I think I have finished all the dialogue and such for it, I need to go back through and check that I am not missing any scripts or dialogue links and I can start testing it while I finish the last of the quests.
Lupine00 Posted February 3, 2018 Posted February 3, 2018 10 hours ago, Veladarius said: As for the dialogue not showing up on correct people it is likely a condition issue. My problem is much more basic than that. After seeing issues once, I built the dialog quest with no conditions in it at all. That quest had no aliases in it. Despite a new SEQ the dialog didn't appear on anyone. Then I created a new NPC, and magically, dialog appeared on everyone as it should. It's almost as if the edit that made the NPC caused some internal table to get rebuilt in the esp. 10 hours ago, Veladarius said: When I make a new quest once I make the aliases I create a quest stage of 0 and put a ; in it and compile it. This will generate a quest that is linked directly to the aliases. You will then need to close the quest, reopen it, go to stage 0 and the advanced tab and rename it, usually I just take off the prefix and added stuff at the end so it has the same name as the quest. I use this quest for everything that goes in the quest such as common functions and such. Also, all of the quest stage script fragments will be placed in this script so if you have any functions that would need called by the stage you don't have to go and set up another quest script as a property and can call it directly. This is interesting, I have seen it in several mods and wondered how it came about.
Lupine00 Posted February 3, 2018 Posted February 3, 2018 So, does requesting jobs from the master ultimately open up all the other quests and such? Also, any ideas why I never got sent to the VIP House during Manor Slavery? Or does that not actually happen? (Though I think Markus says it may).
Veladarius Posted February 3, 2018 Author Posted February 3, 2018 1 hour ago, Lupine00 said: So, does requesting jobs from the master ultimately open up all the other quests and such? Also, any ideas why I never got sent to the VIP House during Manor Slavery? Or does that not actually happen? (Though I think Markus says it may). Yes if: 1 - You have enabled the quests in the MCM menu, if they are not enabled they will not be offered. The one exception to this is the Free Trial. If enabled the Master will try to push you into doing it, the more submissive you are the mire insistent she is until she will not take no for an answer. If disabled you can do it once if you have the first advertisement which mentions the Free Trial but you must ask for it. 2 - You meet the conditions of the quest. The 4 special quests have minimum requirements on your rank with Master and a disposition above or below a certain value (depends on the quest as to the rank and disposition requirement). The Embassy quest also has some tendency requirements for it to be offered, one or more of the following: sex >= 5, control <= 3, masochist >= 5. If the Embassy quest is used as a punishment then the requirements are ignored. As you successfully complete the delivery tasks your rank with her increases, it starts at 10 and goes up 0.5 per success (or down 0.5 per failure). Generally the other quests have a minimum requirement of 12 or 15. Reasons why you did not get sent to the VIP House may be: 1 - it was not enabled 2 - the system was giving you an extra sweeping task instead of it or some other task 3 - It was never chosen when available (is can be assigned so long as a guest is there) There will be a better chance of getting it in the next release since you will have more than 4 tasks a day (as many as you can do though some are only available before a certain time of the day).
Veladarius Posted February 3, 2018 Author Posted February 3, 2018 2 hours ago, Lupine00 said: My problem is much more basic than that. After seeing issues once, I built the dialog quest with no conditions in it at all. That quest had no aliases in it. Despite a new SEQ the dialog didn't appear on anyone. Then I created a new NPC, and magically, dialog appeared on everyone as it should. It's almost as if the edit that made the NPC caused some internal table to get rebuilt in the esp. I can't say I have seen this before but I had custom npc's from the start. 2 hours ago, Lupine00 said: This is interesting, I have seen it in several mods and wondered how it came about. I build all of my quests this way. If you make a new script and start adding functions to it then go and start adding scripting to quest stages you will end up with 2 scripts for the quest. The script with the stage scripts will also contain the alias properties as well.
Lupine00 Posted February 4, 2018 Posted February 4, 2018 18 hours ago, Veladarius said: I can't say I have seen this before but I had custom npc's from the start. I already had some. But, for me, adding new ones seems to unstick not-appearing dialog. Odd. Thanks very much for the continuing responses. It's quite rare to get such forthcoming and pleasant assistance, and I can assure you it is appreciated. 19 hours ago, Veladarius said: Reasons why you did not get sent to the VIP House may be: 1 - it was not enabled 2 - the system was giving you an extra sweeping task instead of it or some other task 3 - It was never chosen when available (is can be assigned so long as a guest is there) I believe it simply wasn't enabled. I mistook the tick boxes to enable them as indicators that the quest was running or not running (as some mods do). It was the word "Active" rather than "Enabled" that threw me off. I'm guessing there is no practical way to go back and do it once you missed it, because it's part of manor slavery? Or can it just be cheatingly activated with set-stage? It might be harmless for it to set properties on a completed quest, but running scripts from it... might be bad I guess I might play this again when it's updated, but I'm not the sort of person that finds those long repetitive tasks particularly appealing. The mining, and water-barrel filling, in particular, bored me considerably, and I have limited time to play. Spending it watching the pickaxe animation seems a waste. If the mining was a lot more dominated by devices going off, or story incidents where other miners gang up on you, or just about anything other than moving your character to the next spot once the ore runs out, I'd be more tempted to replay it. The front-page suggests that the quests adjust for game speed, but that isn't so. Rather, I found you can use game speed to adjust the difficulty. Make the speed slower, you spend more time getting bored but you can easily complete the tasks. Speed the game up too much, and you have very little chance of completing the tasks at all, and it doesn't matter how hard you try, you can't possible do it. I'm guessing this is by design, but the documentation is a little confusing on this point. Personally, I'd redesign the manor kitchen, so it has a larger pantry, with stairs down into an underground room with a well. Then the player can do the water barrel filling without having to pass through a load gate fifty to a hundred times to fill the barrel. Navigating the switchback stairs would still be slow and awkward enough to drag out the task, and if that weren't enough you could always make filling the jugs take longer. Loading is always a chancy business in skyrim. Even with the load crash fix in, sometimes a load fails for me due to some script issue, and it happens occasionally even with CD, which is pretty well behaved in this respect. It struck me as odd that the manor has no back door. Servants should never be using the front door, let alone slave maids. The external design makes adding a back door awkward, but I think there are ways to fit one in. Then it could be instant punishment for using the front door if you're a maid. But I guess there are more fun things to add. I guess you can develop some weird fixations when you're filling that barrel for hours on end.
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