Xatos Posted July 28, 2016 Posted July 28, 2016 I have a different problem than the recent posts. I put a male follower as guard for my female pc, set the sliders to make it very easy for the follower to turn on me, and put female only victims on the MCM as well as making the attackers male only. However, when I woke up the attacker was male, and was fucking my guard follower, who is again, also male. This confused me as I put female victims only. I'd swear I used the fix posted above, but I've tried a few times now at the Broken Oar Grotto after clearing the cave out first, and my follower doesn't do anything and all I get are "We're under attack!" but nothing shows up. I've played around with the settings on the follower to guard or not guard, but it's all the same in the end. Also got the same issue as King-Typo #1124
cyrusknight Posted August 3, 2016 Posted August 3, 2016 How can I edit the mod to add skeevers, dogs, boars, etc? Is it possible to do that in tes5edit?
Raistlin_ Posted August 4, 2016 Posted August 4, 2016 Hello, thank you for your mod. I have a little problem : the bandits or creatures are always aggressive and i have ti fight. There is Something to adjust to that attackers use sex rather than their weapons ? (sorry for my bad English) I have this issue as well. I don't have a log but I figured id let you know that it started right after I told my follower to guard for the night.it worked fine before that for many nights, no alarm given and we both got raped. the next night I told her not to guard but she still did. I dismissed her after multiple times that happened and someone still gives the alarm when im woken and it goes hostile. I never have checked the remember guard toggle in the mcm. just for further info. also ty for this mod im loving it in spite of the above issue. I just talk to them and initiate sex and pretend they are raping me. I just set my followers chance to join in on the rape to 100% figure ill pretend they are forcing her to do it. not sure if that works yet or if the alarm will still be given. just tested that method alarm still given and hostility after. LoadOrder_Skyrim_2016-08-04T00-21-05.txt
crayne Posted August 14, 2016 Posted August 14, 2016 I've set to "scan only" and my screen stays black after sleeping? There's also a message: "You wake up from sudden noise but there's nothing to see."
kira_shadowstep Posted August 14, 2016 Posted August 14, 2016 Having issues with scan only. I've had the dead bandit raised up after clearing a hide out and sleeping. No followers. No guards set or anything like that. Doesn't happen at all often though. The main issue I have is that with scan only on, if I sleep in a place I've cleared out or if there are no actors in range for the scan, DN will wake me up but will say "You will hear a noise but nothing is there" which is fine. However it leaves me with heavily blurred vision that cannot be gotten rid of either by sleeping again or with a script cleanup on the save. This only occurs when scan only is on. Tried it with no scan and everything works fine. Great mod otherwise. But would love for scan only to be worked on.
Hypnotik Posted August 14, 2016 Posted August 14, 2016 Hello. I have a small issue. I had a follower as guard but he's now dead. It seems the mod still has him registered as the guard. I still get alerted during the night. Is there a script command that could solve this?
astor Posted August 15, 2016 Posted August 15, 2016 Doesn't seem to be working correctly. PC wakes up to various ambushes, but the bandits, draugr, etc. always just stand there. There's a few second before Lydia and Sofia finally notice and attack them, but the enemies don't fight back.
Xatos Posted August 17, 2016 Posted August 17, 2016 Doesn't seem to be working correctly. PC wakes up to various ambushes, but the bandits, draugr, etc. always just stand there. There's a few second before Lydia and Sofia finally notice and attack them, but the enemies don't fight back. I think it only works properly without followers, and possibly only for spawn only judging from the various comments about issues. Until the author or others can figure out what's the problem that is.
Bottlesoldier Posted September 7, 2016 Posted September 7, 2016 I have been using 2.0, so I can't tell if the latest bug I have encountered is still present on the mod. Basicaly my character would deliberately remove herself from crafting stations. At first it seemed like a random animation problem as I've been told that if certain actions get interrupted, the game doesn't register that animation as over, and this can happen. Around that time I had instaled "Go to Bed" and uppon attempting to sleep, my character would instead walk away from bed and try to move out of wherever it is that I was. In the end I tried to follow the path my PC was trying to reach on her own and that path ended up next to the "Abandoned Shack" between Morthal and Solitude. Curiously enough, the place was filled with thieves and 2 fisherman, none of which were hostile. To me that made no sense whatsoever, and after spending some time trying to troubleshot... disabling Dangerous Nights from mod list made both the "Sleep-walking behavior AND the craft-stations-abort" stop. My guess is that, at some point, somehow the mod registered my PC as the "night rapist" and from that momment on every attempt the game made to use AI to trigger animations, would also trigger Dangeous Nights' post rape behavior, that should only have be given to NPCs (which is, to run away from the victim after the attack). Maybe it's just a conflict between Dangerous Nights and Go to Bed, maybe the bug isn't even around on 2.2. But then again, If it's not too much to ask, could OP take a look at it? And this is more of a request: Have the encounter also provide a chance to happen during "waits". I mean... it kinda feels a bit forced that the player HAS to go to sleep in a situation when that IS propitious os happening.
admolo Posted September 12, 2016 Posted September 12, 2016 I modified scripts. Now, I am attacker and "attackers" are victims. When I wake up, womens come to me and I fuck them.
Xatos Posted September 12, 2016 Posted September 12, 2016 I have been using 2.0, so I can't tell if the latest bug I have encountered is still present on the mod. Basicaly my character would deliberately remove herself from crafting stations. At first it seemed like a random animation problem as I've been told that if certain actions get interrupted, the game doesn't register that animation as over, and this can happen. Around that time I had instaled "Go to Bed" and uppon attempting to sleep, my character would instead walk away from bed and try to move out of wherever it is that I was. In the end I tried to follow the path my PC was trying to reach on her own and that path ended up next to the "Abandoned Shack" between Morthal and Solitude. Curiously enough, the place was filled with thieves and 2 fisherman, none of which were hostile. To me that made no sense whatsoever, and after spending some time trying to troubleshot... disabling Dangerous Nights from mod list made both the "Sleep-walking behavior AND the craft-stations-abort" stop. My guess is that, at some point, somehow the mod registered my PC as the "night rapist" and from that momment on every attempt the game made to use AI to trigger animations, would also trigger Dangeous Nights' post rape behavior, that should only have be given to NPCs (which is, to run away from the victim after the attack). Maybe it's just a conflict between Dangerous Nights and Go to Bed, maybe the bug isn't even around on 2.2. But then again, If it's not too much to ask, could OP take a look at it? And this is more of a request: Have the encounter also provide a chance to happen during "waits". I mean... it kinda feels a bit forced that the player HAS to go to sleep in a situation when that IS propitious os happening. Oh that sucks, hope it does work with 2.2 since Go to Bed is a requirement for a mod I want to use.
NitroPolaris2020 Posted September 19, 2016 Posted September 19, 2016 i was wondering for your next update when that maybe if you could add immersive creatures to your creature list and dlc like riekling and creatures as night attackers as well...
Guffel Posted September 19, 2016 Author Posted September 19, 2016 i was wondering for your next update when that maybe if you could add immersive creatures to your creature list and dlc like riekling and creatures as night attackers as well... There propably will be no next update. Unfortunately, i don't really have the time anymore to work on mods...
Nightinggale Posted September 22, 2016 Posted September 22, 2016 Toggling spiders off isnt working. Which, is a problem because A: that seems to be the only thing that attacks me. B: How the hell did a giant frostbite spider get into my house/inn with no one noticing. and C: I really dont like spiders. I've tried toggling it on and off, and tried just outright toggling off creatures all together.
hamthe3rd Posted September 22, 2016 Posted September 22, 2016 Hey, Guffel, I am sad to hear that your not working on things. I do think there are some tweeks that need fixing in the mod for the "next release" at some point, but I was hoping with the new coding you had that you already knew there would be some hiccups. Some things that are happening. - The discusisons (which I set to 0 and turn off) happen, but no sex and bandit like NPC's go hostile. - The Follower is not being included in the rapings. - Follower is laying down and doesn't follow until either a lot of space is between player and him/her or the player goes into a new area (like going outside or the like) - Inn rapes are still happening way to often. (I think my newer games is because my character has to be naked, either from the harness she has on or being in a city with Slaverun Nudity laws) - Spawned dudes are not leaving area after they are done. (still there after having been gone for three days) I know some of this is a continuation of what was bugged before. Thank you for a good mod.
JahReit Posted September 22, 2016 Posted September 22, 2016 Guffel, of course I hope you get time for all of us who enjoy you mod(s), but if you don't then I am thankful for all your hard work and providing us with some great content. I wish you the best either way.
Hypnotik Posted September 24, 2016 Posted September 24, 2016 Hello, thank you for your mod. I have a little problem : the bandits or creatures are always aggressive and i have ti fight. There is Something to adjust to that attackers use sex rather than their weapons ? (sorry for my bad English) I have this issue as well. I don't have a log but I figured id let you know that it started right after I told my follower to guard for the night.it worked fine before that for many nights, no alarm given and we both got raped. the next night I told her not to guard but she still did. I dismissed her after multiple times that happened and someone still gives the alarm when im woken and it goes hostile. I never have checked the remember guard toggle in the mcm. just for further info. also ty for this mod im loving it in spite of the above issue. I just talk to them and initiate sex and pretend they are raping me. I just set my followers chance to join in on the rape to 100% figure ill pretend they are forcing her to do it. not sure if that works yet or if the alarm will still be given. just tested that method alarm still given and hostility after. I have the same problem and I think I found the bug in the script SLDN2_upkeep, but I'm not 100% certain. Apparently it's the property iWeHaveNightGuard which is not reinitialized to false. It could also be changed to a simple variable in the method it's used instead of being a global property. Problem is that until now I was not able to have the right base script library to recompile this script. I will try to work on this when I have the time. I used a save tool to change the value of the property in my save and I will see if next time it works as intended. It's a shame this mod will not be worked on anymore as it is very good, but that's life. Thanks for all the work on this.
Lynche Posted September 25, 2016 Posted September 25, 2016 So this mod worked for a while, but now when the wakeup animation plays and the screen fades in, it just makes the spawned npcs sit there for a moment and then turn hostile and attack with no dialogue whatsoever. I have the "chance" of an aggressor talking to me set to 100%. So it should work. Everything else is default.Please help me out with this and don't leave me hanging. This mod is completely useless to me as of now until I get help with this.
anonymous9393 Posted October 9, 2016 Posted October 9, 2016 threesome didn't work for me, two thief spawn but the pc has sex with only one while the other one do nothing
minibw Posted October 16, 2016 Posted October 16, 2016 So this mod worked for a while, but now when the wakeup animation plays and the screen fades in, it just makes the spawned npcs sit there for a moment and then turn hostile and attack with no dialogue whatsoever. I have the "chance" of an aggressor talking to me set to 100%. So it should work. Everything else is default. Please help me out with this and don't leave me hanging. This mod is completely useless to me as of now until I get help with this. I've run into this issue too, and unfortunately I would recommend just uninstalling the mod, doing a clean save, then reinstalling it. As far as I can tell there's some issue with the follower guard causing this; if you have a guard set up then the "Alarm! We're under attack!" message, with subsequent aggro, is supposed to happen. But after for some reason this will start happening even if you turn the follower guard off, or even if you don't have a follower at all. Again, no way I could find to fix without reinstalling.
Lynche Posted October 24, 2016 Posted October 24, 2016 So this mod worked for a while, but now when the wakeup animation plays and the screen fades in, it just makes the spawned npcs sit there for a moment and then turn hostile and attack with no dialogue whatsoever. I have the "chance" of an aggressor talking to me set to 100%. So it should work. Everything else is default. Please help me out with this and don't leave me hanging. This mod is completely useless to me as of now until I get help with this. I've run into this issue too, and unfortunately I would recommend just uninstalling the mod, doing a clean save, then reinstalling it. As far as I can tell there's some issue with the follower guard causing this; if you have a guard set up then the "Alarm! We're under attack!" message, with subsequent aggro, is supposed to happen. But after for some reason this will start happening even if you turn the follower guard off, or even if you don't have a follower at all. Again, no way I could find to fix without reinstalling. Yeah, from what other people were saying I suspected as much. Thank you very much. I'll try that right now.
Xatos Posted October 24, 2016 Posted October 24, 2016 So this mod worked for a while, but now when the wakeup animation plays and the screen fades in, it just makes the spawned npcs sit there for a moment and then turn hostile and attack with no dialogue whatsoever. I have the "chance" of an aggressor talking to me set to 100%. So it should work. Everything else is default. Please help me out with this and don't leave me hanging. This mod is completely useless to me as of now until I get help with this. I've run into this issue too, and unfortunately I would recommend just uninstalling the mod, doing a clean save, then reinstalling it. As far as I can tell there's some issue with the follower guard causing this; if you have a guard set up then the "Alarm! We're under attack!" message, with subsequent aggro, is supposed to happen. But after for some reason this will start happening even if you turn the follower guard off, or even if you don't have a follower at all. Again, no way I could find to fix without reinstalling. Does this mean that so long as your follower is not guarding you, the mod won't break? What about the scan first option? Does that work or does scan only work or is is only spawn only working? We really need to get a consolidated list on how to make the most out of this mod cause I really do enjoy it. EDIT: Upon initial testing using these parameters and a follower recruited through EFF, it seems spawn only works, and strangely enough scan only also works but I can't believe it's actually scanning given even with 100% follower attack mode it never ever lets the follower attack, the follower merely gets stuck in a sleeping posture until I draw my weapon. Then the more annoying part is assuming the attacker comes in numbers, then early on it works perfectly fine since it plays the proper animations. However, whether it's because having a follower still breaks the mod eventually, or the fact that I changed to scan only, when 2 people pop up to attack only one of them will go into sex mode and you can no longer select any 3p animations or whatever. Worse yet, even without ticking the box that makes the attacker leave, after the 1 attacker assaults the victim while the other stands around doing nothing, they don't leave, or get hostile, they just stand around and do nothing as if waiting for perhaps multiple turn rounds or something like that, but it never happens anyways. Just putting this here in case I forget, but someone (probably me) needs to test if the spawn->scan thing is the issue or whether it's simply having a follower. As pointed out, I simply have not found a way to have the follower attack even stacking the odds to 100% for the follower to attack.
Hypnotik Posted October 25, 2016 Posted October 25, 2016 Hello.In attachment I added a fixed version of the sldn2_upkeep script. It should fix the bug that prevents the "guarded" status to be correctly disabled. I didn't test it in many different situations yet. I just tested that after telling the follower he does not need to guard you, there is effectively no guard anymore. The file must be copied to /data/scripts folder. sldn2_upkeep.pex
Bane Master Posted October 26, 2016 Posted October 26, 2016 Hello. In attachment I added a fixed version of the sldn2_upkeep script. It should fix the bug that prevents the "guarded" status to be correctly disabled. I didn't test it in many different situations yet. I just tested that after telling the follower he does not need to guard you, there is effectively no guard anymore. The file must be copied to /data/scripts folder. Thanks - please post the updated source code also
Hypnotik Posted October 26, 2016 Posted October 26, 2016 Here is the source code. The change is very small. sldn2_upkeep.psc
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now