Stuker Posted September 5, 2018 Posted September 5, 2018 37 minutes ago, JuliusXX said: Do you have mods that add something in the proximity of the Captured Dreams Shop? I know that at least the mod called SMUT Books will cause such a gap. You mean Devious Manual? Because that one is causing a gap in the floor texture right in front of the shop entrance too. Not game breaking but annoying as hell if you are a regular visitor of the shop.
JuliusXX Posted September 5, 2018 Posted September 5, 2018 1 minute ago, Stuker said: You mean Devious Manual? Because that one is causing a gap in the floor texture right in front of the shop entrance too. Not game breaking but annoying as hell if you are a regular visitor of the shop. Yep. That's it.
JuliusXX Posted September 5, 2018 Posted September 5, 2018 Now when we are talking about that gap in front of the Captured Dreams shop. Does anybody know are there any problems with the CD and Night Mistress Mansion mods? The Night Mistress Mansion is located just on the other side of the road and I have never played a game with both mods installed.
Stuker Posted September 5, 2018 Posted September 5, 2018 10 minutes ago, JuliusXX said: Now when we are talking about that gap in front of the Captured Dreams shop. Does anybody know are there any problems with the CD and Night Mistress Mansion mods? The Night Mistress Mansion is located just on the other side of the road and I have never played a game with both mods installed. As far as I remember, there were conflicts too. NMM was in an early stage then, very unstable and buggy in itself. But I think I recall increased cases of CTD's in that area when this mod was installed.
Shaddranat Posted September 5, 2018 Posted September 5, 2018 5 hours ago, Veladarius said: v4.15 is set up to only give out up to 4 quests a day and not to repeat them, giving out the sweeping quest is a bug. Manor Slave is undergoing redevelopment currently. If you have already done the task that day to get past this do the following: setpqv CDxslavery_prop_manor currentdustpile 35 then sweep a pile and it should end the task To give credit for completing it you need to do the following once the above is done but before speaking to Markus do the following: setpqv CDxslavery_prop_manor <task #> 2 Task # is as follows: 2nd task = Task_B_Status 3rd task = Task_C_Status 4th task = Task_D_Status That should let you finish things out. The rebuild will use a much simpler system than the current one and allow for more tasks per day. It is slow going as the mechanics of the task system needed rebuilding and much of Markus's dialogue needed redone as well. Thanks, this did the trick! [Side Note: This is off the original topic, and is really more of a minor quibble than an actual "issue" (and it's pretty silly too). Basically, is there a way you can add more lines of dialogue to the "random passing comments" from some of the NPC's (Herran, Slave Mila, etc.)? Like I said, it's a little thing...but I swear, if Herran says "You better behave while you are here, Slave" to me one more time, I'ma stop behaving and Fus-Ro-Da his irritating ass through the wall. ? ]
Veladarius Posted September 5, 2018 Author Posted September 5, 2018 1 hour ago, Shaddranat said: Thanks, this did the trick! [Side Note: This is off the original topic, and is really more of a minor quibble than an actual "issue" (and it's pretty silly too). Basically, is there a way you can add more lines of dialogue to the "random passing comments" from some of the NPC's (Herran, Slave Mila, etc.)? Like I said, it's a little thing...but I swear, if Herran says "You better behave while you are here, Slave" to me one more time, I'ma stop behaving and Fus-Ro-Da his irritating ass through the wall. ? ] More dialogue has been on my list forever but always seems to get pushed back to 'next release'.
Veladarius Posted September 5, 2018 Author Posted September 5, 2018 2 hours ago, JuliusXX said: Now when we are talking about that gap in front of the Captured Dreams shop. Does anybody know are there any problems with the CD and Night Mistress Mansion mods? The Night Mistress Mansion is located just on the other side of the road and I have never played a game with both mods installed. Depends on if theirs tries to modify the 2 cells where the road is that runs alongside the shop. I don't touch any of the items on the other side of the road but the nav mesh for those cells have been modified by CD so if there is a door or other object that attaches to the nav mesh then it may cause a ctd at worst or npc's in the affected cells won't be able to use the doors at a minimum (for whichever mod is loaded first).
Veladarius Posted September 5, 2018 Author Posted September 5, 2018 2 hours ago, Stuker said: As far as I remember, there were conflicts too. NMM was in an early stage then, very unstable and buggy in itself. But I think I recall increased cases of CTD's in that area when this mod was installed. I changed the way the nav meshes are modified so the game thinks they are the standard nav mesh from Skyrim. Also, if the expansion was done all of the devices on npc's were full DD items and I reduced that down to just the belts with the other items being cosmetic only so less scripts running when the cell loads. I also adjusted the lighting and removed the shadowed lights.
Stuker Posted September 5, 2018 Posted September 5, 2018 2 hours ago, Veladarius said: I changed the way the nav meshes are modified so the game thinks they are the standard nav mesh from Skyrim. Also, if the expansion was done all of the devices on npc's were full DD items and I reduced that down to just the belts with the other items being cosmetic only so less scripts running when the cell loads. I also adjusted the lighting and removed the shadowed lights. This is not a fault of CD at all. These mods came in much later than yours and it was a poor choice to place the buildings there, if there is a very popular mod blocking this area to begin with. If anyone hast to do something about those minor flaws, it's the authors of Night Mistress Mansion and Devious Manual. Those both even occupy the same space in their cell.
Shaddranat Posted September 5, 2018 Posted September 5, 2018 2 hours ago, Veladarius said: More dialogue has been on my list forever but always seems to get pushed back to 'next release'. That's cool. Like I said, it was a (very) minor quibble, not actually a problem. I definitely understand that there are matters much more pressing that adding a couple lines of dialogue to a tertiary NPC. You just keep doing what you're doing and I'm sure it'll come out right in the end. ?
Shaddranat Posted September 6, 2018 Posted September 6, 2018 *sigh* Yup, got another one. I've gotten through the Manor Slave bit and was offered a position as a Relationship Slave (which, of course, I accepted). So the master asks me what new and intriguing devices I want affixed to my nethers and then takes me upstairs. Ariasha has her fun, then we move to the (for lack of a better word) "belting ceremony." Problem is, it keeps getting stuck in the middle. Right after the part where she says to turn around and bend over so she can put the plug in (which, as irony would have it, is not the one I chose) I don't actually do any moving - not sure if there is actually an anim there for the bending over bit or not - and we all just stand there. I still get the plug, but the scene hangs up there. The belt doesn't get added, and everyone just stands there. I've done the usual "wait an hour" trick to see if that fixes it, but the only thing that happens is Master makes the "giving something" motion and that's it. Any ideas? EDIT: Disregard this, I fixed it! I enabled player controls, reset the idle, walked a step away and then disabled the player controls again. Everything played out as it should have at that point. We're good now EDIT 2: FML. Now, for whatever reason, whenever I try to get out of the manor I CTD. I coc'd myself away from there and it worked fine, but when I fast-traveled back to the CD shop, I CTD again. So something about the external area of the shop is now crashing me every time I get close to it. The only thing I can think that might be causing an issue is the fact that, despite the fact that I am no longer a property/manor slave, I still have the quest for Property Slave active in the journal. Could it be something in one of it's related scripts that's doing it? (for instance, the one that makes the guards chase after you if you leave the grounds?) I dunno though, that's really just a shot in the dark. EDIT 3: Welp...I forced completion on the property slave quest ( player.completequest - so the really rough version ) and tried to fast-travel back to the shop. Still got the CTD, so I'm officially at a loss. Guess I won't be visiting the Master for a while. ? EDIT 4: Ok, now I'm really confused. If I exit from the shop itself, I can make it onto the grounds without issue, but if I try to exit from any of the other buildings (mine, smithy, barracks, manor or VIP house), if I approach the location on foot (for example, coming from Half Moon Mill), or if I fast-travel directly to the location, I get the CTD. This one's a real stumper....
Veladarius Posted September 6, 2018 Author Posted September 6, 2018 9 hours ago, Shaddranat said: *sigh* Yup, got another one. I've gotten through the Manor Slave bit and was offered a position as a Relationship Slave (which, of course, I accepted). So the master asks me what new and intriguing devices I want affixed to my nethers and then takes me upstairs. Ariasha has her fun, then we move to the (for lack of a better word) "belting ceremony." Problem is, it keeps getting stuck in the middle. Right after the part where she says to turn around and bend over so she can put the plug in (which, as irony would have it, is not the one I chose) I don't actually do any moving - not sure if there is actually an anim there for the bending over bit or not - and we all just stand there. I still get the plug, but the scene hangs up there. The belt doesn't get added, and everyone just stands there. I've done the usual "wait an hour" trick to see if that fixes it, but the only thing that happens is Master makes the "giving something" motion and that's it. Any ideas? EDIT: Disregard this, I fixed it! I enabled player controls, reset the idle, walked a step away and then disabled the player controls again. Everything played out as it should have at that point. We're good now EDIT 2: FML. Now, for whatever reason, whenever I try to get out of the manor I CTD. I coc'd myself away from there and it worked fine, but when I fast-traveled back to the CD shop, I CTD again. So something about the external area of the shop is now crashing me every time I get close to it. The only thing I can think that might be causing an issue is the fact that, despite the fact that I am no longer a property/manor slave, I still have the quest for Property Slave active in the journal. Could it be something in one of it's related scripts that's doing it? (for instance, the one that makes the guards chase after you if you leave the grounds?) I dunno though, that's really just a shot in the dark. EDIT 3: Welp...I forced completion on the property slave quest ( player.completequest - so the really rough version ) and tried to fast-travel back to the shop. Still got the CTD, so I'm officially at a loss. Guess I won't be visiting the Master for a while. ? EDIT 4: Ok, now I'm really confused. If I exit from the shop itself, I can make it onto the grounds without issue, but if I try to exit from any of the other buildings (mine, smithy, barracks, manor or VIP house), if I approach the location on foot (for example, coming from Half Moon Mill), or if I fast-travel directly to the location, I get the CTD. This one's a real stumper.... The only reason I can think of is if you are using a mod like we have been discussing that adds another building to the area and has reset the nav meshes of the shop area and the doors are no longer connected to it. Beyond that there is nothing running, I use very few scripts that constantly run and they generally only update once per day.
Veladarius Posted September 6, 2018 Author Posted September 6, 2018 12 hours ago, Stuker said: This is not a fault of CD at all. These mods came in much later than yours and it was a poor choice to place the buildings there, if there is a very popular mod blocking this area to begin with. If anyone hast to do something about those minor flaws, it's the authors of Night Mistress Mansion and Devious Manual. Those both even occupy the same space in their cell. Most likely figure they will put theirs near mine but don't check to see what cells I modify as they do go into the forest on the other side a short distance. Further north up the road, south across the bridge or across the road next to the lake would be the best places to place anything if they want to coexist with CD.
Stuker Posted September 6, 2018 Posted September 6, 2018 14 minutes ago, Veladarius said: Most likely figure they will put theirs near mine but don't check to see what cells I modify as they do go into the forest on the other side a short distance. Further north up the road, south across the bridge or across the road next to the lake would be the best places to place anything if they want to coexist with CD. They are directly opposite to the shop on the other side of the road (Night Mistress Mansion) and an edit to the Half Moon Mill (Devious Manual). The later just messes with the texture geometry in front of the CD shop door, but nothing serious. It's just a visual thing. Night Mistress Mansion was a buggy mess when I tried it month ago. CTD's around the whole area as long as it was installed.
Veladarius Posted September 6, 2018 Author Posted September 6, 2018 3 minutes ago, Stuker said: They are directly opposite to the shop on the other side of the road (Night Mistress Mansion) and an edit to the Half Moon Mill (Devious Manual). The later just messes with the texture geometry in front of the CD shop door, but nothing serious. It's just a visual thing. Night Mistress Mansion was a buggy mess when I tried it month ago. CTD's around the whole area as long as it was installed. One of the cells the road goes half way through it so half of the cell I modified is part of the woods so anything just across the road is likely to cause issues. Skyrim does not handle 2 mods altering the same piece of nav mesh and one overwrites the other. This causes the losing mod's doors to not be connected and any npc exiting the building can cause a crash, has no effect on the pc unless they are under AI control as they are effectively an npc as far as limitations with nav mesh go. Once the expansion is done the Guard Captain has a routine of going from building to building checking on things.
Lady Victoria Posted September 6, 2018 Posted September 6, 2018 23 hours ago, Veladarius said: Use help CDxSlavePropQ1Done The value should be -1 or -2 for the dialogue, I believe that the script sets the incorrect value if you are to return. I will give it a try when I’m done with work this week. Hopefully I won’t have to bother you again ?
Shaddranat Posted September 6, 2018 Posted September 6, 2018 7 hours ago, Veladarius said: The only reason I can think of is if you are using a mod like we have been discussing that adds another building to the area and has reset the nav meshes of the shop area and the doors are no longer connected to it. Beyond that there is nothing running, I use very few scripts that constantly run and they generally only update once per day. Nope, I don't have any mods that change that area at all. Also, everything worked fine up until I was made a relationship slave (I went in and out of the manor many times fetching wood and water), so I have no idea what the issue is. At least I can get there via the shop, so I'm not gonna complain too much at this point. This IS Skyrim, after all...bugs are just a way of life, lol.
JuliusXX Posted September 6, 2018 Posted September 6, 2018 7 hours ago, Veladarius said: One of the cells the road goes half way through it so half of the cell I modified is part of the woods so anything just across the road is likely to cause issues. Skyrim does not handle 2 mods altering the same piece of nav mesh and one overwrites the other. This causes the losing mod's doors to not be connected and any npc exiting the building can cause a crash, has no effect on the pc unless they are under AI control as they are effectively an npc as far as limitations with nav mesh go. Once the expansion is done the Guard Captain has a routine of going from building to building checking on things. I made some tests with the current versions of both mods installed and couldn't produce any problems. There were no visual glitches and when I made some NPCs (Herran of CD and Alice of NMM) walk from inside one place into the other, I couldn't produce any CTDs. The NPCs also found their way from place to place, except the usual glitch that the Night Mistress Mansion has even without CD. The NPCs often seem to stuck into the railing near the door, but some small pushing always helps. I'm using the Mod Organizer and in my test setup CD was loaded after the NMM (both the esp and the mod in the "left window"). This looks quite promising and I might have both of these mods installed for my next setup.
t.ara Posted September 6, 2018 Posted September 6, 2018 Also the vanilla navmesh can destroy a new quest which is set to the game. Followers don´t follow continuously and maybe a force-greet is not working correctly. Most bad thing which happens is a quest, which simply stops to work (NPC´s look boring around and the player can´t exit this scene any more without the console). It´s a good descission, to check specially the borders of a navmesh, where your mod´s questing runns "over" such borders (those green teritory-borders, and (also if those borders look fine from their distance !!!), you may want to put the dedicated navmesh-verticles onto each other and put them as congruent as possible and store this together with the mod....only some thoughts about some nonsence-effects, which could be harming a quest-mod. The game tester(s) tested the game related to the bethesda quests and nothing else. New quests can lead to recover new additional errors of the navmesh simply, which can depend on the personal player´s position on the open-world-map. (One example: on the way from the whiterun stables up to the whiterun city, there are 3 navmesh-error-gaps, which hinder the game to work error-free inside of that region) [sorry: most of my "writing errors" are a result of an auto text correction]
Veladarius Posted September 7, 2018 Author Posted September 7, 2018 9 hours ago, t.ara said: Also the vanilla navmesh can destroy a new quest which is set to the game. Followers don´t follow continuously and maybe a force-greet is not working correctly. Most bad thing which happens is a quest, which simply stops to work (NPC´s look boring around and the player can´t exit this scene any more without the console). It´s a good descission, to check specially the borders of a navmesh, where your mod´s questing runns "over" such borders (those green teritory-borders, and (also if those borders look fine from their distance !!!), you may want to put the dedicated navmesh-verticles onto each other and put them as congruent as possible and store this together with the mod....only some thoughts about some nonsence-effects, which could be harming a quest-mod. The game tester(s) tested the game related to the bethesda quests and nothing else. New quests can lead to recover new additional errors of the navmesh simply, which can depend on the personal player´s position on the open-world-map. (One example: on the way from the whiterun stables up to the whiterun city, there are 3 navmesh-error-gaps, which hinder the game to work error-free inside of that region) [sorry: most of my "writing errors" are a result of an auto text correction] You are correct, if the nav mesh borders between cells are not aligned correctly (especially if there is a gap) then npc's won't be able to cross it. I spent a lot of time going over them and making adjustments, usually small ones but enough to interfere with npc's. As for npc's getting stuck on the corners of objects it is due to the navmesh being too close to the object so the npc and item's collision boxes overlap and it stops the npc as it believes it is hung up on them. I had a lot of areas that I had to adjust in CD to keep this from happening.
Joshmel Posted September 7, 2018 Posted September 7, 2018 On 9/5/2018 at 11:58 AM, Veladarius said: Use help CDxSlavePropQ1Done The value should be -1 or -2 for the dialogue, I believe that the script sets the incorrect value if you are to return. I have been meaning to request help on this for some time. I just didn't want to pony up the effort of getting papyrus logs and my load order. So I just want to say thank you and if someone would tell me how to quite a whole post I would greatly appreciate it.
Veladarius Posted September 7, 2018 Author Posted September 7, 2018 5 hours ago, Joshmel said: I have been meaning to request help on this for some time. I just didn't want to pony up the effort of getting papyrus logs and my load order. So I just want to say thank you and if someone would tell me how to quite a whole post I would greatly appreciate it. Leave it there, if someone has the same issue they can read it and the response further down and hopefully it helps others and I don't have to repeat it (though this has come up before but search sucks just like every other forum out there).
Anni-kat Posted September 7, 2018 Posted September 7, 2018 Hi guys, i'm newbie to this mod and have several questions about it: 1. I got to stage 03 in property slave way and stucked, is it possible to check which progress i have, or skip it? Cause it took pretty much time without any visible changes 2. Which is most optimized way to play this mod as sub, to see more interesting content in short time? Thanks in advance upd. actually found description of bad ending and decided that don't need it , still need some advices in which way better to start playing.
Shaddranat Posted September 8, 2018 Posted September 8, 2018 Ok, so I picked up a set of the chastity rings because I find them more aesthetically appealing than the belts, as well as the lock bar with the shield and bell. Everything is working fine with them except for one minor hiccup...there's no textures for them (not for the rings or the shield/bell piece). At first I thought it was just a texture load issue, but the texture was never loading no matter what I did. So, I then decided to see if the textures existed - can't find anything - so I checked the .nif to see what textures it was linked to. The directory where the textures are supposed to be doesn't even exist. I also went into the .7z for the "meshes and textures" to see if maybe it just failed to get installed properly. Nope, it's not there either. Anyone know where I can get the appropriate textures for this item?
Lady Victoria Posted September 8, 2018 Posted September 8, 2018 On 9/5/2018 at 12:58 PM, Veladarius said: Use help CDxSlavePropQ1Done The value should be -1 or -2 for the dialogue, I believe that the script sets the incorrect value if you are to return. I tryed it and it seems it was correct. Am I doing something wrong perhaps?
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