Strec Posted January 1, 2014 Author Posted January 1, 2014 I'm just begining working on births and for now I had no problems at birth, child transform and adult transform but as I'll do many and many of each I'll may reproduce the problem if caused by me
dr4cos Posted January 1, 2014 Posted January 1, 2014 So now I know thats your mod which is causing the talk-bug in some way (if it not you then Sry²). Here the thing I seen. Barton Thorn, the guy who is trying to trick you in killing the geckos in Goodsprings, so he can get the loot. He has different text if he bumps me and if i tlak normal to him. See the Screenshot and the load order to see what is loaded. Edit is only an idea from my side will look if it the fault of the "Mod Organizer" but that shouldn't cause anything like this. I don't have any Smalltalk mods active
Strec Posted January 1, 2014 Author Posted January 1, 2014 The bump text is which you may have by activating the key to force dialog ( key D by default ) Could you change the key used (by McM) and look if problem persists ? Perhaps the 'D' key is also used by an other mod.
dr4cos Posted January 1, 2014 Posted January 1, 2014 Oh god. so Its not a bug . the D key is a Problem as a Standard key. If you are using the WASD controling of your char, every time i try turn right it force the dialog xD. but I have change it now it looks like not "bug" there. long way to find the cause . Thank your for the help. The vanishing baby and mother is I think not a cause form the slave mod, if I remember correct I had the same thing ones with the breeder mod but that I turned over as a bug with project nevada. will look into it. Spawning the offsprings is the problem I think. and the non-pregnant mother. A question is it normal that the women and baby-makers hat the insect part on the body or did I install something wrong?
Strec Posted January 1, 2014 Author Posted January 1, 2014 Training women and babymakers wears two different symbiote (déactivable by McM) but it's only RP, no effect Men have not cause there are not symbiote in SCR a man can wear.
dr4cos Posted January 1, 2014 Posted January 1, 2014 Lost 2 bloatflys Message 2 times slave invalid. Edit: Same happend with a Big scorpion
Strec Posted January 1, 2014 Author Posted January 1, 2014 I got one and it is a male Bad luck, try another elsewhere, it seems many animal don't support cell changing.
paksen09 Posted January 1, 2014 Posted January 1, 2014 (edited) I have managed to make progress. This is what I've seen so far. I tried to enslave an entire group of 10 vipers using the drugout sleep darts and then moving in to mezz and enslave. Managed to enslave all 10 successfully and move to the training area. After about 3-4 game hours 7 bugged and 3 remained. I repeated the process to make sure it's not an isolated incident and lost 6 and kept 4. After that I ramped down to 3 at a time and 1 would bug every time. I then tried 2 at a time and was successful 9 of 10 times. Noticed that about 1 in 4 times accessing the beacon used to store items caused guards to become hostile. Also noticed that every 8-10 game hours all enslaved npcs will respawn armor/clothing items and caps no matter what settings I use. Not noticing any abnormal ctd events, so seems stable in that area. Happy New Year everyone. Edited January 1, 2014 by paksen09
dr4cos Posted January 1, 2014 Posted January 1, 2014 Found a Bug. If you inject a bloat fly and its dies before it is messed. The corpse in on the floor then it resurrects, BUT its is strange it try to fly and be a corpse at the same time. Flying around an glitching around.
dr4cos Posted January 2, 2014 Posted January 2, 2014 At my side if you try to enslave an bloatfly and kill it (at my case a follower) it is dead on the ground. Some time later the message pop up that it is mezed and if you know enslave it every few seconds it tries to dead havoc but only some part of the bloatflys body.
roseandthegun94 Posted January 2, 2014 Posted January 2, 2014 Strec, this mod is great keep up the good work. Hunting animals now has a point because of the harvester. One maybe problem i am having is that every npc seems to have distaste to slavery. I understand wastelanders, ncr, and settlers but vipers and jackels also have a dislike for slavery when asked in the dialogue.
matt612 Posted January 2, 2014 Posted January 2, 2014 When I enslave a member of the the jackal gang any time I take them in to a town the people kill them. Am I doing something wrong or are other people having this problem.
Strec Posted January 2, 2014 Author Posted January 2, 2014 Strec, this mod is great keep up the good work. Hunting animals now has a point because of the harvester. One maybe problem i am having is that every npc seems to have distaste to slavery. I understand wastelanders, ncr, and settlers but vipers and jackels also have a dislike for slavery when asked in the dialogue. This part concerning factions and slavery like/dislike is not finished. Try to speak to powder gangers and White Glove Society When I enslave a member of the the jackal gang any time I take them in to a town the people kill them. Am I doing something wrong or are other people having this problem. Corrected. Will be in next version I thing. For now, agressive NPC inititate combat even if enslaved. At my side if you try to enslave an bloatfly and kill it (at my case a follower) it is dead on the ground. Some time later the message pop up that it is mezed and if you know enslave it every few seconds it tries to dead havoc but only some part of the bloatflys body. I'll look at that.
roseandthegun94 Posted January 2, 2014 Posted January 2, 2014 strec thanks for the quick reply i got me some customers now. Another thing i noticed, which was quite funny, is that when the player fast travels to the slave camp the dog goes aggressive to the attendant and your slaves. the dog just bites the attendant while the attendant just stands there. a quick work around was to just kill the dog because the attendant and your slaves would not start dialogue while fighting the dog.
Strec Posted January 2, 2014 Author Posted January 2, 2014 Yes, I detected a problem with the attendant package, but not priority so didn't debug. Normally it patrols. Dog and BigHorner are here to be enslaved when player need, I'll make then non aggressive if I can. Soon to come a new version with quest to establish a trade agreement with White Glove Society and receive regularly some orders.
Strec Posted January 2, 2014 Author Posted January 2, 2014 SexoutSlavers version Beta 1-1-0-0 : attached at this thread at the first post Fixes : slaves don't initiate combat anymore (enslaved before this patch can) corrected position of the geeding wheel and of a plant flotting in the air at camp debug choice removed from slaver tool dog and Bighorn in camp may not attack on sight anymore oiled the attendant but he don't want to walk New features : babymakers produce milk bottle added a nursery at camp, only decorative quest with White Gloves Society permits you to gain a trade agreement when you have trade agreement with White Gloves Society you'll regularly receive orders from them (20% chance/day) detail of order can be seen on terminal number of orders can be seen by equipping slaver tool Bad news : I can't do what I would with Sexout Pregnancy and don't want to modify any script of an other mod (especially while a new version is in dev) so : natural pregnancy on slaves will remain as currently and you will be able to enslave adult offsprings as any NPC I'll implement an alternative way to produce at least human slaves, based on genetic manipulations and cloning but it may be longer than I hoped
matt612 Posted January 2, 2014 Posted January 2, 2014 Dose that part about pregnancy mean that i can't make a slave a baby maker? If i still can do that how do I do it. I just started playing with your mod and love it BTW awesome work wish i was good enough at modding to actually help with the testing.
Strec Posted January 2, 2014 Author Posted January 2, 2014 You can have baby-makers, no problem with pregnancy I do no modification on it, I just automatically add sperm in female slaves at some point, Sexout Pregnancy do his job fine after that. Finish the starting camp and terminal gives you all information you need on how to affect jobs to slaves. Speaking with employees will help too
roseandthegun94 Posted January 3, 2014 Posted January 3, 2014 I am getting a controller number 9 problem and every save states the problem is there. Even a save i made for backup which only had the activated camp, any solutions or do i have to start a new game. Thanks for your help.
Strec Posted January 3, 2014 Author Posted January 3, 2014 Controller 9 manages harvesters. Do you use the version 1-1-0-0 ? I verify the controller. To help me you can : (XX is the load order of the mod you can see it in FOOM for example) open console (²) and type : set "XX0086EA".bDebugControllers to 1 [+enter] close console When the next box pop, open console and send me a screenshot
Strec Posted January 3, 2014 Author Posted January 3, 2014 SexoutSlavers version Beta 1-1-0-1 : attached at this thread at the first post Fixes : corrected a major bug blocking production of sperm sometimes corrected the entry of terminal : 'Sperms and babies stocks' -> 'Frozen ova, sperm and babies in stock' a few other minor corrections New feature : player can have sex with employees when a slave ovulate when at camp, Doctor get some clones of the ova and freeze them Doctor can now produce fertilized ova if stock of frozen sperm and ova is sufficient This version permits you to stock frozen sperm and ova which will be important in the next versions for producing final new slaves. Ova are cloned when a slave ovulate in the camp area. Sex of fertilized ova produced depends of the value you set in McM for SexoutPregnancy. Doctor can produce 5 fertilized ova each 12 hours.
roseandthegun94 Posted January 3, 2014 Posted January 3, 2014 Strec sorry i jumped the gun and deleted the effected saves. I used version 1-1-0-0. My backup save ended up being good after a restart of the game. Does it have to do with the fact that i hired two corpse harvesters because before i hired the second harvester everything worked fine. Also i would harvest corpses that were dead on contact like *spoilers* The burned bodies at the tribal village. *end spoilers* Other than that the mod is going good.
Strec Posted January 3, 2014 Author Posted January 3, 2014 The number of harvesters has no inportance, it just determines the number of corpses handled by each pass. The error came from a function called on an invalid reference so I surely forgotten to verify a ref before acting on it. I've done minor corrections in version v1-1-0-1, to see if it corrects. I suspect the burned bodies but not sure.
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