Guffel Posted September 3, 2014 Author Posted September 3, 2014 How should we upgrade the mod? You can just deinstall the old and install the new version.
Slorm Posted September 3, 2014 Posted September 3, 2014 Just done some brief testing both with human and creature and it's looking good. Everything seems to work and the human/creature leave afterwards. Â I like the new intro blur it gives a good sense of disorientation and leaving the pc in a state of undress at the end is great as well. Â Only thing I noticed and it may be intentional, the small commentaries in the top left of the screen no longer appear, with the starting blur effect I'm not sure they wouldn't detract in any case. Â Haven't tested with followers as I don't use them or the resist mode as I don't use that either. Â Brilliant update, thanks for all your work on this
Mecha_Face Posted September 3, 2014 Posted September 3, 2014 I'm having a bit of a problem. Dangerous Nights has an MCM entry, but the only tab in it is Settings, which is completely blank.
Guffel Posted September 3, 2014 Author Posted September 3, 2014 I'm having a bit of a problem. Dangerous Nights has an MCM entry, but the only tab in it is Settings, which is completely blank. This can happen after upgrading, the engine try to load the old mcm which doesn´t exists any more. This should solve itself after some minutes. If the problem persists open the console and type: setstage ski_configmanagerinstance 1 This makes the game to load all MCMs again.
Mecha_Face Posted September 4, 2014 Posted September 4, 2014  This can happen after upgrading, the engine try to load the old mcm which doesn´t exists any more. This should solve itself after some minutes. If the problem persists open the console and type: setstage ski_configmanagerinstance 1 This makes the game to load all MCMs again.   That didn't work, unfortunately. I let the game sit for a few minutes, then tried that console command, and tried playing for a few minutes, nothing changed. It loaded all the mod menus but the Dangerous Nights one was the same. Furthermore, when I tried to activate it, hoping that the menu would fix itself, it spawned an Argonian who immediately ran away, acting like I'd assaulted them.
ITNW1993 Posted September 4, 2014 Posted September 4, 2014 I too seem to be getting the MCM issue. I've tried waiting a couple minutes and by using the setstage command, yet nothing helped. I uninstalled 1.6 and reinstalled 1.5 and it worked just fine.
Guffel Posted September 4, 2014 Author Posted September 4, 2014 Ok it seems better to do a clean safe. Deinstall the old version Start you game, wait a minute (the "Dangerous Nights" entry in the MCM should disappear shortly after) Make a new safe and close the game Install the new version Start the new safe This always works for me.
Teruke Posted September 4, 2014 Posted September 4, 2014 I started a new game to test this and everyone just flees afterwards while spouting that they submit, cannot best me... and the no spider toggle did nothing, spiders still spawned.
Mecha_Face Posted September 4, 2014 Posted September 4, 2014 Ok it seems better to do a clean safe. Deinstall the old version Start you game, wait a minute (the "Dangerous Nights" entry in the MCM should disappear shortly after) Make a new safe and close the game Install the new version Start the new safe This always works for me. Â Problem solved! Thank you.
badbat111 Posted September 4, 2014 Posted September 4, 2014 any chance you could make a option to have what comes in and how many a tick option for the actors like orc or redgaurd or horse or dog or wolf and a slider bar to pick how many comes to the player and follower when sleeping so you can have say like 4 nords or any other combination maybe a gender picker for rapist
pihwht Posted September 4, 2014 Posted September 4, 2014 I started a new game to test this and everyone just flees afterwards while spouting that they submit, cannot best me... and the no spider toggle did nothing, spiders still spawned. Â Had these happen as well.
Zlatan Karol Posted September 4, 2014 Posted September 4, 2014 Hi, conceptually the updates sound like a good idea, but a variety of issues .. Â 1) Spawned NPCs cannot be killed. 2) They just stand there waiting for me to initiate dialog. 3) While getting up, if i go to free camera, I still see myself lying there 3) I have to get up with "E" button to be able to draw sword fight, etc. if I get up with WASD I can't fight 4) Nobody spawned in IN and oustide of white run right next to guard station even with everything set to 100% 5) Dev Avezza airship is a player home, but counts as wilderness, so getting raped in my own personal airship, lol ... Â etc. Â Keep up the good work ...
Guffel Posted September 4, 2014 Author Posted September 4, 2014 As usual, the fixed version 1.6.1 is up.  The no spiders option was indeed broken and the stangers are now killable, too.
Monoman1 Posted September 4, 2014 Posted September 4, 2014 Hi, I have an idea for a feature but it might be outside of the scope of this mod. The player is abducted while sleeping and wakes up in a random dungeon, in a 'safe' zone but at the back/end of the dungeon and must make their way out. Perhaps equipping random devious devices in the process and /or stealing the players equipment. Not sure how doable it would be and would probably be another mod in itself. Most difficult part I think would be identifying dungeons that wouldn't break quests or where there's a shortcut exit at the end.
badbat111 Posted September 4, 2014 Posted September 4, 2014 Hi, I have an idea for a feature but it might be outside of the scope of this mod. The player is abducted while sleeping and wakes up in a random dungeon, in a 'safe' zone but at the back/end of the dungeon and must make their way out. Perhaps equipping random devious devices in the process and /or stealing the players equipment. Not sure how doable it would be and would probably be another mod in itself. Most difficult part I think would be identifying dungeons that wouldn't break quests or where there's a shortcut exit at the end.  you could make a dungeon from scratch as for devices use the devious traps mod  http://www.loverslab.com/topic/35841-devious-traps-wip/  hide the traps to make it difficult for your dungeon
Plaguetard Posted September 4, 2014 Posted September 4, 2014 I love this mod and the update appears to be working seamlessly for me. A side note, this mod would go fantastic along with ZF Primary Needs. I have managed to get the two to work together as best as possible by loading DN before ZF but I wasn't sure if you could take a look and make it any more combatable somehow. It appears the occasional issue is because ZF has a minor wake animation. The reason the two mods compliment each other so well is that ZF is a needs mod that requires the player to sleep. In addition, when you go to sleep in ZF, the player undresses before laying down in the bed and the player sleeps naked which of course adds to this mod with the naked option checked. I know it may not be the MOST popular needs mod out there, but I have tried them all and ZF works wonders without numerous compatibility patches like RND has. Just a suggestion to look into.  Thanks for the great mod! I will advise if I get any bugs, which after trying it a few times I have not thus far even with ZF installed (again as long as DN is installed before ZF it appears to work. LOOT will put DN way at the bottom of the Load Order).
Plaguetard Posted September 4, 2014 Posted September 4, 2014 Â Â I started a new game to test this and everyone just flees afterwards while spouting that they submit, cannot best me... and the no spider toggle did nothing, spiders still spawned. Had these happen as well. If this persists even after doing what was already advised check to see if you have a patcher that uses DN such as Everybody's Different. If you do, uninstall old version, run patcher, load game and wait a minute, MCM will now vanish, install new version, run patcher again. Done. This goes with any MCM that hangs after attempting to install a new version. At least in my experience.
Mdy Posted September 4, 2014 Posted September 4, 2014 Btw, are the spawned enemies leveled ones? When I've checked v1.4 they were level10 (and my char close to 60).
JuliusXX Posted September 4, 2014 Posted September 4, 2014 A question about V1.6.1. It has a script ski_playerloadgamealias.pex which conflicts with SkyUI. Which one should be used?  EDIT: Mod Organizer says that the SkyUI one should be used.
Guffel Posted September 4, 2014 Author Posted September 4, 2014 A question about V1.6.1. It has a script ski_playerloadgamealias.pex which conflicts with SkyUI. Which one should be used?  EDIT: Mod Organizer says that the SkyUI one should be used. Doesn´t matter which you use, it´s the same script. I packed it by accident.Â
JuliusXX Posted September 4, 2014 Posted September 4, 2014  A question about V1.6.1. It has a script ski_playerloadgamealias.pex which conflicts with SkyUI. Which one should be used?  EDIT: Mod Organizer says that the SkyUI one should be used. Doesn´t matter which you use, it´s the same script. I packed it by accident.   Thanks. I just remove it then from my MO's Dangerous Nights folder and use the SkyUI one. Â
Slorm Posted September 4, 2014 Posted September 4, 2014 @Guffel  1.6.1 isn't working again, the spawned strangers just stand around then drop to one knee in submission (this was installed on a clean save). The messages in the top left are back again though  I'll rollback to 1.6  Papyrus log attached  Papyrus.0.zip  EDIT:  A few more tests. Rolled back to 1.6 and stranger works fine. The reason the commentary didn't show on the first test was a Whiterun Guard rather than a Stranger raped my pc.  Cleaned and tried 1.6.1 and Stranger just stands there and goes into submit again, so something between 1.6 and 1.6.1 seems to have gone amiss  It does seem essential to use a clean save. I also tried testing with an uncleaned 1.6.1 with 1.6 and it had the same problem so the scripts do need to be cleaned out but it may be that 1.6.1 may appear to work if dropped in over 1.6 without cleaning as the underlying 1.6 scripts are still working (though I'm only surmising here)
Guffel Posted September 5, 2014 Author Posted September 5, 2014 And the next fix is online. Now this should make the stangers work properly. Â Thanks for your patience.
Skull Tyrant Posted September 5, 2014 Posted September 5, 2014 is there any special way to update this? i cant get the MCM menu to work when trying to use any version other than 1.5.
Trickle Posted September 5, 2014 Posted September 5, 2014 This mod wants to overwrite a skyUI 4.1 script. Is this necessary?
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