Veladarius Posted February 4, 2018 Author Posted February 4, 2018 21 minutes ago, Lupine00 said: 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. 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. I have no problems helping out when asked, I got a lot of assistance when I started making CD so I look at it as paying it forward so if I can help I will, if I can't I will try and direct you to someone who may know. Customer Assist 02 is available as a normal quest just as the deliveries are. They are available once per guest who stays in the proper room (there are 2 rooms). Most of it is set up when a customer comes to the VIP house, that is when everything is set up and is just ready for you to begin the quest. There isn't much by the way of stages, it is mainly script driven. Many of the tasks were intended to be somewhat boring since life as a slave isn't exactly exciting. The plugs going off are a DD effect and not something I had control of though I could use the system I made for when you were there being punished that would shock you if you stood around not working for too long. As for the Manor, the way it is laid out the interior and exterior do not match in size but the space where the platform is on the rear of the Manor (side facing the street) is the first floor area where the kitchen and slaves sleep. For the water filling, I have cut the requirements to 1/3 of what it was in the new version and sweeping is 3 separate tasks, 1 for each floor. I could put a sort of larger storage barrel outside that could technically be connected to the inside though.
mangalo Posted February 4, 2018 Posted February 4, 2018 I hate to be that guy asking questions all the time but sorry here it goes - I'm playing in French, and I see there are translation files in the file structure. However, I never managed to get a functional MCM in v4. Does anyone play in another language and can confirm his/her MCM is working ? There could be various causes to this so I want to make sure I'm not the only one. - Even though I set "Open chastity belts" as preferred, I still got a full one on my character after enslavement. Could I switch it somehow to an open one without breaking the arrays etc ? - Could it be possible to use the well to get regular water for needs mods ? Last time I checked, nothing happened when using it.
Veladarius Posted February 4, 2018 Author Posted February 4, 2018 1 hour ago, mangalo said: I hate to be that guy asking questions all the time but sorry here it goes - I'm playing in French, and I see there are translation files in the file structure. However, I never managed to get a functional MCM in v4. Does anyone play in another language and can confirm his/her MCM is working ? There could be various causes to this so I want to make sure I'm not the only one. - Even though I set "Open chastity belts" as preferred, I still got a full one on my character after enslavement. Could I switch it somehow to an open one without breaking the arrays etc ? The only actual translated dialogue is German, the rest have English dialogue in them. The MCM translation is in the Interface folder and I just checked it and it has English dialogue. As for why you are not getting an MCM menu working I am not sure. Is there a French translation file for the version of CD you are using? If not then you may be better off installing the non-regionalized version. If you are playing in French you may want to see if the person who did the translation can coordinate with CGi so we can supply the regionalized version of the esp and I would be happy to add it to CD directly. Same goes with any other translators out there. Yes, you can but it will take a bit of looking a few things up in the console. First, use the showinventory command on yourself, find the CD Collar that is equipped and note its ID. Then use Help Chastity and look for the items CD Chastity Belt Padded Open <material you want> and note its ID. If you have the CD MCM menu operating you can use the 'Remove Quest Devices' option on the player page. If not then do the following: If you are using v3 of DDi: You will want to be able to see the belt on yourself while you do this. - Use the showinventory on yourself again, find the belt you currently have and note the ID then look for an unnamed item with an ID that matches it pretty closely. - If you find an item ending in 40f0c and does not start with the same 2 digits as the other CD items ignore it, it is the device hider. - Once you find the ID, use it with player.Removeitem <id> 1 you should see the belt removed from your character. - Go into the normal inventory menu and unequip the belt, do not remove it via the console or it will trigger the 'removeall' failsafe and put the belt back on. Once unequipped you can dispose of the belt - Use player.additem <ID of wanted Belt> 1 and equip the belt. - If you use the MCM menu to remove the devices it likely also remove the collar, use the same command as above but use the ID for the collar and equip it. If you are using v4 of DD: Use the "escape option" to remove all DD items, you may want to go and look up the ID's of the plugs you wanted as well. Use Player.additem <ID> 1 with all of the items you want if they were removed from your inventory. Equip the plugs then belt and collar. So I know, what device was it you wanted (material and such) and what version of CD are you using? There is a mod on the Nexus called Jaxonz MCM Kicker that can start stalled MCM menu's. You can try that to get the menu working but if you do use it once you save and exit the game disable the mod as it will go through all the menu's and restart them and may reset them in the process. I have only used it once and it worked but don't remember what effect it had on existing MCM menu's.
mangalo Posted February 4, 2018 Posted February 4, 2018 First of all, thanks for your answer. I'm using the latest version (CD Part 1 - Esp and Scripts - v4.15.7z) plus meshes etc. I'm absolutely fine with having an English MCM (as you said, the french file currently has english lines) but I'm still seeing variables names ($stuff...) which left me wondering if there was maybe a mismatch in the file name that makes it not load or some syntax error in the file itself. Is the non-regionalized version up to date ? As for the device I would have wanted, I use the Pee & Fart mod, which detects what kind of belt is used to allow or not defecation (it probably checks its keywords). I like to have back-open belts on my characters so they can still poop (yeah that kind of immersion), so instead of the default steel belt, I would have liked an open padded one I'll try to change it right now and will edit with the results. Edit : The inventory model on the following picture looks like what I'm looking for but once worn, it doesn't have the same textures and looks like a default rusty belt. Edit 2 : I put an open belt on my character but Pee and fart still fails to detect it as open, it only happened with CD so far for me, might it be a missing keyword on the CD belts ?
Veladarius Posted February 4, 2018 Author Posted February 4, 2018 2 hours ago, mangalo said: First of all, thanks for your answer. I'm using the latest version (CD Part 1 - Esp and Scripts - v4.15.7z) plus meshes etc. I'm absolutely fine with having an English MCM (as you said, the french file currently has english lines) but I'm still seeing variables names ($stuff...) which left me wondering if there was maybe a mismatch in the file name that makes it not load or some syntax error in the file itself. Is the non-regionalized version up to date ? As for the device I would have wanted, I use the Pee & Fart mod, which detects what kind of belt is used to allow or not defecation (it probably checks its keywords). I like to have back-open belts on my characters so they can still poop (yeah that kind of immersion), so instead of the default steel belt, I would have liked an open padded one I'll try to change it right now and will edit with the results. Edit : The inventory model on the following picture looks like what I'm looking for but once worn, it doesn't have the same textures and looks like a default rusty belt. Edit 2 : I put an open belt on my character but Pee and fart still fails to detect it as open, it only happened with CD so far for me, might it be a missing keyword on the CD belts ? In the data/interface/translations folder is where the MCM menu translations are at. Remove the French one and copy and rename the English on to replace it, that still may be picking up on something from the game settings. As far as the belt, that image is incorrect, that is the Silver belt. I checked the keywords on both the Steel and Silver open back belts and both have the permit anal keywords on them.
mangalo Posted February 4, 2018 Posted February 4, 2018 34 minutes ago, Veladarius said: In the data/interface/translations folder is where the MCM menu translations are at. Remove the French one and copy and rename the English on to replace it, that still may be picking up on something from the game settings. As far as the belt, that image is incorrect, that is the Silver belt. I checked the keywords on both the Steel and Silver open back belts and both have the permit anal keywords on them. I had to double-check and I reinstalled the meshes and textures to be sure and there definitively something strange with the inventory models textures vs their real appearance ingame. When I said "the default chastity belt", I was thinking of the "CD Chastity Belt Padded Silver" (first picture), which goes with the "CD Padded Collar Silver". Those two items have similar textures, with a bright grey metal and the red CD logo. So I looked for the open version of that belt, the "CD Chastity Belt Padded Open Silver", which has the same texture and correct model in the inventory, but doesn't look like it ingame (see second picture in the spoiler). The metal is way darker and the logo is white. Spoiler Using the AddItemMenu mod, I got the following list of belts, which have all the same inventory texture but a different display when worn. As you said in your post, the image is wrong, all those belt except the Silver ones should have different inventory textures. In the picture in my previous post, you can see that the correct texture of the "CD Chastity Belt Padded Open Steel" is applied when worn. Spoiler The same goes for those two collars, the Silver one has both a correct texture in the inventory and ingame, but the steel one has the same inventory texture than the Silver one.
Veladarius Posted February 4, 2018 Author Posted February 4, 2018 1 hour ago, mangalo said: I had to double-check and I reinstalled the meshes and textures to be sure and there definitively something strange with the inventory models textures vs their real appearance ingame. When I said "the default chastity belt", I was thinking of the "CD Chastity Belt Padded Silver" (first picture), which goes with the "CD Padded Collar Silver". Those two items have similar textures, with a bright grey metal and the red CD logo. So I looked for the open version of that belt, the "CD Chastity Belt Padded Open Silver", which has the same texture and correct model in the inventory, but doesn't look like it ingame (see second picture in the spoiler). The metal is way darker and the logo is white. Reveal hidden contents Using the AddItemMenu mod, I got the following list of belts, which have all the same inventory texture but a different display when worn. As you said in your post, the image is wrong, all those belt except the Silver ones should have different inventory textures. In the picture in my previous post, you can see that the correct texture of the "CD Chastity Belt Padded Open Steel" is applied when worn. Reveal hidden contents The same goes for those two collars, the Silver one has both a correct texture in the inventory and ingame, but the steel one has the same inventory texture than the Silver one. The darker one is the black one I believe. I will check the different textures and see that they are added properly since they are added as a modification to the model in the CK. It may be some may have gotten switched or I just didn't set the correct ones.
Vuzzar Posted February 4, 2018 Posted February 4, 2018 I have another problem with Erani, I managed to get her to follow me to my home after resetting her alias and then I dismissed her and went adventuring. When I returned, she was nowhere to be found, so I moved myself to her using the console wondering where she went and found myself falling into the void into an empty house with a chest called "Box of Binding Materials". So I went back to my home, I moved her to me and reset her alias using the mcm menu, then I told her it's here she would live and set where she would sleep, cook, wait, etc. It was working fine, she would do her things, so I saved the game. But when I reload it, she just walks straight to the door and exit. If I talk to her and tell her to do something she doesn't do it and keeps walking towards the door and then exit. The only dialogue option that works is the one where I ask her to please me, after which, you guessed it, she keeps walking toward the door and exit. If I follow her outside, she just keeps walking, if I wait a couple of hours and then move myself to her, I end up in the empty house in the void again. Having to reset her alias, move her to me and set all her task every time I reload a save is gonna get annoying...
DevilFIN Posted February 5, 2018 Posted February 5, 2018 I'm having some trouble with Markus. I completed the first two duties in manor (VIP and wood chopping) and went to get the next assignments, but he only gives me the "Ah, there you are" greeting. I tried waiting, but that only resulted in him being mad at me for not reporting to him in time and then he sent me back to my room for the night and tells me he will see me in the morning. After sleeping in my bed he still wants to send me to my room and tells me he will see me the next morning. Please help!
Veladarius Posted February 5, 2018 Author Posted February 5, 2018 1 hour ago, Antaufein said: I have another problem with Erani, I managed to get her to follow me to my home after resetting her alias and then I dismissed her and went adventuring. When I returned, she was nowhere to be found, so I moved myself to her using the console wondering where she went and found myself falling into the void into an empty house with a chest called "Box of Binding Materials". So I went back to my home, I moved her to me and reset her alias using the mcm menu, then I told her it's here she would live and set where she would sleep, cook, wait, etc. It was working fine, she would do her things, so I saved the game. But when I reload it, she just walks straight to the door and exit. If I talk to her and tell her to do something she doesn't do it and keeps walking towards the door and then exit. The only dialogue option that works is the one where I ask her to please me, after which, you guessed it, she keeps walking toward the door and exit. If I follow her outside, she just keeps walking, if I wait a couple of hours and then move myself to her, I end up in the empty house in the void again. Having to reset her alias, move her to me and set all her task every time I reload a save is gonna get annoying... Use sqv CDxDiaErani before resetting her and make sure that it is on stage 10, her alias is filled as is yours. Also check the value of CDxEraniMode (it is a global variable so just use help with the variable name and it will tell you what it is. Once you have told her to start work after you went through and showed her where to do what (that moves the idle markers for that action to your location) it should be 3 or maybe higher. A value of 1 should set her to follow you and a value of 2 will tell her to wait where she is for you (used in the opening portion of obtaining her). Why she would not be doing what she should I am not sure, her dialogue quest that handles all of this is set to a priority of 99 and her dialogue where you speak with her had its opening part set to 96 to 100 depending on the dialogue. So, make sure you have told her that is her home using her dialogue system, every behavior is set (even if you may not use it) and when done with that tell her to start her work. Save it at this point so you can come back to this to check some things below. If it persists check that her mode variable is a 3 and if she persists on leaving use prid xx141b53 then player.moveto and this should move you to her 'home' marker (set when you told her where home is). If it isn't in the house then go back to the save you made and try it again, if it is not in the house where you told her and is either in the manor or the house in the void then something has reset her quest. You can do the same with the other markers using sqv cdxdiaerani and look for the markers (they are clearly labeled) and try moving to them and see if they are set properly. Also, watch her for a day and see if it happens at a specific time, that could narrow it down to a particular behavior as she has a set schedule of when she uses what markers. If it does continue to reset it may be remnants of the previous quest still running and is resetting her. You can check CDxExpQuest04 and stop it if necessary as that is the lead in to her dialogue quest.
Veladarius Posted February 5, 2018 Author Posted February 5, 2018 42 minutes ago, DevilFIN said: I'm having some trouble with Markus. I completed the first two duties in manor (VIP and wood chopping) and went to get the next assignments, but he only gives me the "Ah, there you are" greeting. I tried waiting, but that only resulted in him being mad at me for not reporting to him in time and then he sent me back to my room for the night and tells me he will see me in the morning. After sleeping in my bed he still wants to send me to my room and tells me he will see me the next morning. Please help! It sounds like the variable for the DutiesAssigned may not be set to 1 or more and is still 0 as he should ask "How are your assignments coming along?" after the initial tasks have been set. Since you are just getting his initial dialogue you won't get the additional quests or the end of day dialogue which will set things for the next day. Use SQV CDxSlavery_Prop_Manor and look up the value DutiesAssigned after he has given you your first two duties. There are some holes in the system (one reason I am rebuilding it) so if you never report in it never properly resets, it skips around that part. If you find it is 0 after getting the duties you can set it to 1 using the following command: SetPQV CDxSlavery_Prop_Manor DutiesAssigned 1 Let me know if that works and if the variable was not set as it is part of task B being set.
Vuzzar Posted February 5, 2018 Posted February 5, 2018 53 minutes ago, Veladarius said: Use sqv CDxDiaErani before resetting her and make sure that it is on stage 10, her alias is filled as is yours. Also check the value of CDxEraniMode (it is a global variable so just use help with the variable name and it will tell you what it is. Once you have told her to start work after you went through and showed her where to do what (that moves the idle markers for that action to your location) it should be 3 or maybe higher. A value of 1 should set her to follow you and a value of 2 will tell her to wait where she is for you (used in the opening portion of obtaining her). Why she would not be doing what she should I am not sure, her dialogue quest that handles all of this is set to a priority of 99 and her dialogue where you speak with her had its opening part set to 96 to 100 depending on the dialogue. CDxDiaErani stage is 10 and priority is 99 before resetting, CDxEraniMode is 3 before resetting 1 hour ago, Veladarius said: So, make sure you have told her that is her home using her dialogue system, every behavior is set (even if you may not use it) and when done with that tell her to start her work. Save it at this point so you can come back to this to check some things below. If it persists check that her mode variable is a 3 and if she persists on leaving use prid xx141b53 then player.moveto and this should move you to her 'home' marker (set when you told her where home is). If it isn't in the house then go back to the save you made and try it again, if it is not in the house where you told her and is either in the manor or the house in the void then something has reset her quest. You can do the same with the other markers using sqv cdxdiaerani and look for the markers (they are clearly labeled) and try moving to them and see if they are set properly. Also, watch her for a day and see if it happens at a specific time, that could narrow it down to a particular behavior as she has a set schedule of when she uses what markers. I told her it was her home and set all her markers again, I moved to them and they seemed to work. But when I move Erani to home marker through the mcm menu, she goes into the void. 1 hour ago, Veladarius said: If it does continue to reset it may be remnants of the previous quest still running and is resetting her. You can check CDxExpQuest04 and stop it if necessary as that is the lead in to her dialogue quest When I sqv CDxExpQuest04 it says it is running and that it is at stage 900. Could that be it?
Veladarius Posted February 5, 2018 Author Posted February 5, 2018 1 hour ago, Antaufein said: CDxDiaErani stage is 10 and priority is 99 before resetting, CDxEraniMode is 3 before resetting I told her it was her home and set all her markers again, I moved to them and they seemed to work. But when I move Erani to home marker through the mcm menu, she goes into the void. When I sqv CDxExpQuest04 it says it is running and that it is at stage 900. Could that be it? If you use the moveto and go to the home marker or any others does it take you there as well? I have had issues in the past with npc's that ignored their AI setup and returned to their original location (that cell has about 4 rooms full of npc's and stuff). I had the bandits from the delivery quest going there instead of staying where they were or moving towards the target location and would just go back there. You can try using stopquest on it and see if that helps.
animeace Posted February 5, 2018 Posted February 5, 2018 On 12/10/2013 at 7:05 PM, Veladarius said: As for selling or buying keys the merchant functions will not handle keys, they must be done using scripts. I have seen examples of how to do it and who I want to sell them but my scripting ability is non-existent but I will continue to work on it. Has there been any update on how to buy keys? or a way to craft them?
bicobus Posted February 5, 2018 Posted February 5, 2018 25 minutes ago, animeace said: Has there been any update on how to buy keys? or a way to craft them? That's a 5 years old post you're quoting there mate. Keys are sold by the Master if you are free of all device.
Veladarius Posted February 5, 2018 Author Posted February 5, 2018 47 minutes ago, animeace said: Has there been any update on how to buy keys? or a way to craft them? 21 minutes ago, bicobus said: That's a 5 years old post you're quoting there mate. Keys are sold by the Master if you are free of all device. Master does not sell keys anymore, has not for some time. She will get you out of devices, for a fee of course.
bicobus Posted February 5, 2018 Posted February 5, 2018 9 minutes ago, Veladarius said: Master does not sell keys anymore, has not for some time. She will get you out of devices, for a fee of course. Well, I haven't needed one in a long time either. Out of curiosity, why did you chose to remove that ability altogether?
Veladarius Posted February 5, 2018 Author Posted February 5, 2018 5 hours ago, bicobus said: Well, I haven't needed one in a long time either. Out of curiosity, why did you chose to remove that ability altogether? At the start there were few ways to get keys, now there are quite a few. I have been considering adding an npc to the world somewhere known as 'The Locksmith' and isn't part of the Thieves Guild (may be ex-Guild). He would be related to the overall story of the Master and her background and would likely sell them.
DevilFIN Posted February 5, 2018 Posted February 5, 2018 16 hours ago, Veladarius said: It sounds like the variable for the DutiesAssigned may not be set to 1 or more and is still 0 as he should ask "How are your assignments coming along?" after the initial tasks have been set. Since you are just getting his initial dialogue you won't get the additional quests or the end of day dialogue which will set things for the next day. Use SQV CDxSlavery_Prop_Manor and look up the value DutiesAssigned after he has given you your first two duties. There are some holes in the system (one reason I am rebuilding it) so if you never report in it never properly resets, it skips around that part. If you find it is 0 after getting the duties you can set it to 1 using the following command: SetPQV CDxSlavery_Prop_Manor DutiesAssigned 1 Let me know if that works and if the variable was not set as it is part of task B being set. It was already set as 1. I loaded earlier save and was able to continue forward... until I got to VIP session again. I had to make multiple saves and reloads because the guest would just get stuck or not be able to decide what to do with me or even tie himself up when he was supposed to tie me up! When he would not talk to me (just greet me with "slave...") I just picked up the crop whip and gave it to him and was able to continue, until he wanted to have sex with me and then immediately change his mind when we were about to start. The whole VIP session is a mess and big source of frustration for me. Also, I don't know if this is intended but the guests always strike just once with the whip...
Vuzzar Posted February 5, 2018 Posted February 5, 2018 17 hours ago, Veladarius said: If you use the moveto and go to the home marker or any others does it take you there as well? I have had issues in the past with npc's that ignored their AI setup and returned to their original location (that cell has about 4 rooms full of npc's and stuff). I had the bandits from the delivery quest going there instead of staying where they were or moving towards the target location and would just go back there. You can try using stopquest on it and see if that helps. I stopped the quest CDxExpQuest04 then reset Erani's alias moved her to me and set all her markers again. I then told her to start working, waited a whole day to see if she would still be there. She was, so I set the timescale to 100 and followed her around for a full day. She was doing her things as intended, so I went out for a bit and came back and she was still there. So it was working as intended (or so I thought), so I moved myself to her markers. MarkerBed_var (xx12d19d): into the void MarkerClean01_var (xx12d19e): work as intended MarkerClean02_var (xx12d19f): work as intended MarkerClean03_var (xx12d1a0): work as intended MarkerClean04_var (xx12d1a1): work as intended MarkerCook_var (xx12d199): work as intended MarkerHome_var (xx116540): work as intended MarkerRelax_var (xx12d19a): work as intended MarkerRest_var (xx12d19b): work as intended MarkerReturn_var (xx12d1ae): into the void MarkerSleep_var (xx12d19c): work as intended MarkerWait_var (xx12d198): work as intended As all seemed to be ok, so I saved the game. But when I reload it, I get the same problem. All her markers are still as above. I noticed that CDxEraniMode was set to 0 though and setting it manually to 1 or 3 using the console doesn't help. It gets set, but she keeps leaving me. So the problem seems to be related to loading the save or maybe those 2 markers that stay in the void (and I did use all her dialogue option to set her markers).
GreatCroco Posted February 5, 2018 Posted February 5, 2018 On 1.2.2018 at 9:23 PM, Kimy said: -snip- To remain in the shooter analogy: Most of them have a difficulty slider. But have you have seen a shooter that has individual controls for - adjusting your ammo amount - adjusting trash mob ammo amount - adjusting boss ammo amount - adjusting your ammo caliber -... No? Not me either. -snip- I tactfully raise you Thief, not exactly a shooter, but hey, close enough! On 2.2.2018 at 1:03 AM, Veladarius said: 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. But Kimy is absolutely right in that regard. Adjustments never should've been in the framework in the first place. All of that should've been a separate mod which controls that from the outside. Of course people now start complaining about that stuff because they are accustomed to it. One could even argue, that the split into DDa, DDx, and DDi isn't even properly made, as assets are in DDi and not purely in DDa (correct me if I'm wrong) and why is DDx still existing? However, fixing that would be a far greater breaking change. If there's one thing I learned over the last -- what is it now? -- 17 years of programming and modding, is that, people are too lazy for their own good and because of that have to work more instead of less. Of course those people won't admit that, for... various reasons. Does this sound like preaching from a high horse? Probably yes. But I've also learned that you can't get to people in any other way. I know that Papyrus can be a pain in the ass, that's why I never even bothered to start any meaningful Skyrim mod I couldn't implement in pure C++. And that's also the reason why coding with hundreds of mods isn't the beast way. At first it might seem like the better way, since you are already testing for compatibility and you don't have to switch out your data folder every time. But in fact, you're going to have more work with it, as you can't properly single out errors that might happen (delayed scripts can be very finicky to debug). Back to DD and CD: Is the current difficulty setting to coarse and should there be more options? Yes, most definitely! Should those options be in DD? Under no circumstances. Make another mod for that. That said: On 2.2.2018 at 1:03 AM, Veladarius said: 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. It's not whining, but being stubborn. You made a public mod, you have to live with people making demands. Other people/developers aren't going to wait for you, so you either have to stay on an old version forever or bite into the sour apple and make the move. I for once will gladly take any version of CD that is going to be compatible with v4, but I won't keep an inferior version of a mod on my disk only to play CD. If you keep on insisting on "My mod, my rules", I'll be taking my leave.
Veladarius Posted February 6, 2018 Author Posted February 6, 2018 1 hour ago, Techpriest said: I tactfully raise you Thief, not exactly a shooter, but hey, close enough! But Kimy is absolutely right in that regard. Adjustments never should've been in the framework in the first place. All of that should've been a separate mod which controls that from the outside. Of course people now start complaining about that stuff because they are accustomed to it. The adjustments were there from the start so people could adjust their play style and use what they did and didn't want. As a framework it is there to provide options for the player especially in the case of standard devices which are NOT governed by ANY mod at all. Other mods are free to make custom items and make adjustments to them as they see fit but splitting the adjustments into another mod adds yet another mod for them to use if they want customization for standard items. It is far easier to incorporate these into the framework where they can be placed and not interfere with the entire process. My issue with removing the options was that I was forced to use options I never liked (I was part of the dev team when they were rolled out as options, I voiced my dislike of them then too) and options that I do use are disabled as default. 1 hour ago, Techpriest said: One could even argue, that the split into DDa, DDx, and DDi isn't even properly made, as assets are in DDi and not purely in DDa (correct me if I'm wrong) and why is DDx still existing? However, fixing that would be a far greater breaking change. DDa was made by Zadil and existed before DDi. DDa was his mod and he made it clear that no items other than his were to be added to it, ever. His mod his decision. DDi was the framework created by Min and was JUST a framework that provided functionality for items from DDa (and later DDx). DDi has no models of its own and was intended to be this way to keep it versatile and usable however anyone wanted. DDx was where everything else was added that was not made by Zadil whether it was retextured versions of his items or new devices. The only scripting contained within DDx is the registering of tags for the devices and adding properties for the generic equip functions. 1 hour ago, Techpriest said: If there's one thing I learned over the last -- what is it now? -- 17 years of programming and modding, is that, people are too lazy for their own good and because of that have to work more instead of less. Of course those people won't admit that, for... various reasons. Does this sound like preaching from a high horse? Probably yes. But I've also learned that you can't get to people in any other way. I know that Papyrus can be a pain in the ass, that's why I never even bothered to start any meaningful Skyrim mod I couldn't implement in pure C++. And that's also the reason why coding with hundreds of mods isn't the beast way. At first it might seem like the better way, since you are already testing for compatibility and you don't have to switch out your data folder every time. But in fact, you're going to have more work with it, as you can't properly single out errors that might happen (delayed scripts can be very finicky to debug). DDi was very solid and produced few if any errors, most could be attributed to modders not equipping or setting up custom devices properly. I stress tested initial versions of DDi using For the Masses with it set to add items to everyone even though Min had not added npc specific support yet but it allowed him to make it more reliable. There is still a check in DDi and shows up in the logs as a check for the 'For the Masses bug' which was items being duplicated on npc's. 1 hour ago, Techpriest said: Back to DD and CD: Is the current difficulty setting to coarse and should there be more options? Yes, most definitely! Should those options be in DD? Under no circumstances. Make another mod for that. That said: It's not whining, but being stubborn. You made a public mod, you have to live with people making demands. Other people/developers aren't going to wait for you, so you either have to stay on an old version forever or bite into the sour apple and make the move. I for once will gladly take any version of CD that is going to be compatible with v4, but I won't keep an inferior version of a mod on my disk only to play CD. If you keep on insisting on "My mod, my rules", I'll be taking my leave. Am i being stubborn, yes. The changes to v4 have made my playing experience in DD using standard devices unenjoyable. I am forced to use mechanics that I never wanted in the first place and the ones I do want to use are disabled. I don't expect other developers to wait for me, they are free to do as they please. Due to disabilities I can't work on mods as much as I used to or want to so updates will be out when they are out. All of the options could have very easily been kept and also allow for customization by modders at the same time. I will be building a mod (already have worked out the details) that will add ALL of the options back to standard items, sliders and all. It does not overwrite or replace any of DD's scripts or files so it complies with the permissions set by DD and it will not affect the operation of DD (all scripts are still used) and will not affect any custom devices whatsoever. As for the My mod, My rules thing Kimy is doing the same thing with DD. Chastising me for it and not Kimy for the way she has acted as well is hypocritical. I have said I will bring CD up to v4 standards but only enough for CD to operate as it is intended. If you can't wait then goodbye.
Veladarius Posted February 6, 2018 Author Posted February 6, 2018 3 hours ago, Antaufein said: I stopped the quest CDxExpQuest04 then reset Erani's alias moved her to me and set all her markers again. I then told her to start working, waited a whole day to see if she would still be there. She was, so I set the timescale to 100 and followed her around for a full day. She was doing her things as intended, so I went out for a bit and came back and she was still there. So it was working as intended (or so I thought), so I moved myself to her markers. MarkerBed_var (xx12d19d): into the void MarkerClean01_var (xx12d19e): work as intended MarkerClean02_var (xx12d19f): work as intended MarkerClean03_var (xx12d1a0): work as intended MarkerClean04_var (xx12d1a1): work as intended MarkerCook_var (xx12d199): work as intended MarkerHome_var (xx116540): work as intended MarkerRelax_var (xx12d19a): work as intended MarkerRest_var (xx12d19b): work as intended MarkerReturn_var (xx12d1ae): into the void MarkerSleep_var (xx12d19c): work as intended MarkerWait_var (xx12d198): work as intended As all seemed to be ok, so I saved the game. But when I reload it, I get the same problem. All her markers are still as above. I noticed that CDxEraniMode was set to 0 though and setting it manually to 1 or 3 using the console doesn't help. It gets set, but she keeps leaving me. So the problem seems to be related to loading the save or maybe those 2 markers that stay in the void (and I did use all her dialogue option to set her markers). You can try using prid <marker ID> then moveto player as it may be an issue with it not wanting to move the markers in question. Her going to mode 0 is odd though, there shouldn't be anything that would set it back to that. Can you upload a log of when this happens so I can look for errors concerning this?
shadowwolf2k7 Posted February 6, 2018 Posted February 6, 2018 this maybe a weird question to ask here but since your mod uses the pony boots almost exclusively for the slaves it made me wonder, is there a mod that, while wearing pony boots your follower (master/mistress) can ride the player as if they were a horse? and when i say ride the player, i mean that they player gives them a piggyback ride.
Veladarius Posted February 6, 2018 Author Posted February 6, 2018 25 minutes ago, shadowwolf2k7 said: this maybe a weird question to ask here but since your mod uses the pony boots almost exclusively for the slaves it made me wonder, is there a mod that, while wearing pony boots your follower (master/mistress) can ride the player as if they were a horse? and when i say ride the player, i mean that they player gives them a piggyback ride. I have not seen one myself. A lot of it would depend on how horses are set up with the saddles and if that can be applied to a person. There may be other ways around it but an animator or someone that makes furniture (parts of carriages are furniture) may have a better idea on it.
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