Guest Posted January 16, 2014 Posted January 16, 2014 I just now found this and am throwing it in mod manager and just disabling the old SD and its patches and praying that it works. It may be nuts but clean installs are for squares! No just follow the steps unless you wanna ruin your save and or have the mod not working as intended.
Kalaxus Posted January 16, 2014 Posted January 16, 2014 I just now found this and am throwing it in mod manager and just disabling the old SD and its patches and praying that it works. It may be nuts but clean installs are for squares! No just follow the steps unless you wanna ruin your save and or have the mod not working as intended. Didn't see any steps for if you just have old SD installed already, only special steps for installing over old SD+; I did go back and look again though just because I love Harley
Guest Posted January 16, 2014 Posted January 16, 2014 Didn't see any steps for if you just have old SD installed already, only special steps for installing over old SD+; I did go back and look again though just because I love Harley Just don't want you to ruin your game as all I have in the past so I know the frustration and having a cavalier attitude about it isn't the best option, Yay a harley fan
Kalaxus Posted January 16, 2014 Posted January 16, 2014 Works awesome, loving this mod. Flowering Spriggan super psyked about, letting it gestate a few more days for funsies. the whole bandit captureness was interesting but couldn't figure out how to get the chores for gold to get free or what not, could of escaped but I didn't want to lose my awesome stuff and I know she has it all on her cause she's used Sanguine's Rose on me a few times hehe. Sex Addict mod should be added to the list of conflicting mods, just fyi, screws with the animations something feirce.
xboronx Posted January 16, 2014 Posted January 16, 2014 Sanguines Dreamworld is very nice, looks great. Some possible bugs there too though: -To some slaves you can talk, to some you can't -When Sanguine sent me back all bindings were removed expect the collar and gag. Both can be removed at will though in the inventory. At least with hardcore mode enabled imho it would seem more appropriate if you are sent back bound and have to find a npc to help -Under Addons i have enabled frostfall mortality, but the Sanguine No-Death prevents me from freezing to death, i can walk a few seconds again, then frostfall tries to play the freezing to death scene again, but Sanguine saves me and i can walk again. Imho would be better if you are sent back to Sanguines dreamworld when Frostfall tries to kill you.
JahReit Posted January 16, 2014 Posted January 16, 2014 The quest to pay for freedom fails allways because whenever I collect gold the owner removes it immediately although the quest is running. The text option to give money is also not present and after a few minutes the quest fails. There is no way to collect gold. And in the past the bindings was released during the quest - this is also defunct. And I get no option to join owners faction when demerits is below -50 although he notifies it and says that its time to release ownership. So the only way to get free is to kill the owner, steal the key or to flee. I have installed AFT - can this be the reason for problems? I believe you have to remain enslaved for 3 days before you're release as well as have your demerits below -50, the binding aren't released initially because your trust isn't high enough yet later on you'll be released from your bindings. I have the same problem with the money issue as well as not being able to hand items over to owner. My PC was with her master over a week with -167 and the bindings were never released. Must be a mod conflict or bug.
bjornk Posted January 16, 2014 Posted January 16, 2014 The leader of hired thugs seems to be heading towards somewhere (Mistwatch?) once they've captured you, but only as long as you actively follow him, otherwise he returns to you and waits beside you for a bit then heads back to that place again. There's no punishment or anything for not following him. Is this how the quest supposed to work or is there something in what I've told that doesn't seem right?
DeepBlueFrog Posted January 16, 2014 Author Posted January 16, 2014 The leader of hired thugs seems to be heading towards somewhere (Mistwatch?) once they've captured you, but only as long as you actively follow him, otherwise he returns to you and waits beside you for a bit then heads back to that place again. There's no punishment or anything for not following him. Is this how the quest supposed to work or is there something in what I've told that doesn't seem right? That's how it is working right now. I had to disable the forced march because the AI controlled walk had issues with stairs and obstacles. There was also a problem when you were enslaved around Solitude - the thugs would march you to the ocean and just stop there forever. Eventually, I will add things like a count of how many times you stop and whipping or punishments if you stop too often.
DeepBlueFrog Posted January 16, 2014 Author Posted January 16, 2014 I don't have time to answer the rest of the questions yet... I will do that tonight when I have more time.
xboronx Posted January 16, 2014 Posted January 16, 2014 The leader of hired thugs seems to be heading towards somewhere (Mistwatch?) once they've captured you, but only as long as you actively follow him, otherwise he returns to you and waits beside you for a bit then heads back to that place again. There's no punishment or anything for not following him. Is this how the quest supposed to work or is there something in what I've told that doesn't seem right? In original SD this part worked quite well. Skyrimll has implemented an option to speed up the travel iirc, you should be able to talk to the thug for instant travel to the target. Edit: Too slow
Guest Posted January 16, 2014 Posted January 16, 2014 My PC was with her master over a week with -167 and the bindings were never released. Must be a mod conflict or bug. I believe you have to remain enslaved for 3 days before you're release as well as have your demerits below -50, the binding aren't released initially because your trust isn't high enough yet later on you'll be released from your bindings. I have the same problem with the money issue as well as not being able to hand items over to owner. Well personally I haven't tested that theory but people including the mod author informed me of this and if what you say is the case then this is a issue I am experiencing as well. If you find a fix or a certain mod conflicting if that is the cause let me know.
majordespair Posted January 16, 2014 Posted January 16, 2014 dunno if this has been reported or not or whether I got conflict, but when I enter sangs realm ( got in by being really bad to owner) im getting spammed with iron chastity belts and cuffs dropping in front of the character. spawns me there, drops stuff in front of me, fades to black, fades back up drops more stuff, and repeats to inifinity. thought it maybe conflict with devious devices , but I have no restraint from that mod equipped. I tried the dd-sd1 patch but still getting same result. That happened to me once when I had Skyrealism weight control on with automatic drop of overweight items. The new schackles were added automatically, dropped because they put me over my weight limit and were added again and dropped again... and so on. Could it be something like that happening for you? I had to turn off automatic drop to fix it. hmm no don't have any carry weight changing mods...oh w8..i think lovers victim may put a debuff on you after rape that lowers carry w8...will look into it and report back now I got an idea what to look for edit : nope not that, got 3/260 carry weight when sent. would being werewolf break it? not in wolf form obviously. still trying to figure this one out, according to my pap log when i enter realm it gives me item, then removes it, so im wondering what is not letting me carry anything and only thing I can think of is that im still bound in original slave bindings from owner, which don't let u pick any armour items up, or rather it does but instantly removes them again and drops them on floor...could this bit of programming be the source of the error?
bjornk Posted January 16, 2014 Posted January 16, 2014 I've always liked the idea of travelling on foot with thugs, but there are some serious navmesh issues in Skyrim, making the AI controlled NPCs stuck at certain places. It's best to keep the travelling distance somewhat short. For that purpose you could make use of Touring Carriages mod. Let the thugs take the player to the nearest carriage, then once you've reached there, let them hire a carriage to the nearest town to Mistwatch (or to another destination) which in this case is probably Riften, and once there, let them get off the carriage and walk the remaining part of the journey. You don't actually need Touring Carriages to do something like this, but still it would make things more interesting and realistic.
Pinute Posted January 16, 2014 Posted January 16, 2014 I've always liked the idea of travelling on foot with thugs, but there are some serious navmesh issues in Skyrim, making the AI controlled NPCs stuck at certain places. It's best to keep the travelling distance somewhat short. For that purpose you could make use of Touring Carriages mod. Let the thugs take the player to the nearest carriage, then once you've reached there, let them hire a carriage to the nearest town to Mistwatch (or to another destination) which in this case is probably Riften, and once there, let them get off the carriage and walk the remaining part of the journey. You don't actually need Touring Carriages to do something like this, but still it would make things more interesting and realistic. Like this idea a lot. Get the PC to the nearest settlement, then fast travel to destination. Mistwatch itself could be the destination since I don't think Thugs would have a problem intimidating the driver into an unscheduled stop.
DeepBlueFrog Posted January 16, 2014 Author Posted January 16, 2014 I've always liked the idea of travelling on foot with thugs, but there are some serious navmesh issues in Skyrim, making the AI controlled NPCs stuck at certain places. It's best to keep the travelling distance somewhat short. For that purpose you could make use of Touring Carriages mod. Let the thugs take the player to the nearest carriage, then once you've reached there, let them hire a carriage to the nearest town to Mistwatch (or to another destination) which in this case is probably Riften, and once there, let them get off the carriage and walk the remaining part of the journey. You don't actually need Touring Carriages to do something like this, but still it would make things more interesting and realistic. Like this idea a lot. Get the PC to the nearest settlement, then fast travel to destination. Mistwatch itself could be the destination since I don't think Thugs would have a problem intimidating the driver into an unscheduled stop. Nice ideas ... they may fit well with the plans I have for the Thugs.
bjornk Posted January 16, 2014 Posted January 16, 2014 I'm guessing you still use the old slaver_factions formID list to determine whether or not an NPC can enslave the player. If that's the case, NPCs from other mods who don't have any faction (not a "crime" faction!) can not enslave the player, am I right?
DeepBlueFrog Posted January 16, 2014 Author Posted January 16, 2014 I'm guessing you still use the old slaver_factions formID list to determine whether or not an NPC can enslave the player. If that's the case, NPCs from other mods who don't have any faction (not a "crime" faction!) can not enslave the player, am I right? No... I went the other way around. I have an exclusion list. Everybody can enslavement the player except certain factions and individual NPCs. The only exception to factions are the Falmers and Spriggans.
Redflyingmonkey Posted January 16, 2014 Posted January 16, 2014 This is weird then, it should actually work smoothly with all the new NPCs and even the vanilla ones of course. What's going bananas ?
bjornk Posted January 16, 2014 Posted January 16, 2014 I'm guessing you still use the old slaver_factions formID list to determine whether or not an NPC can enslave the player. If that's the case, NPCs from other mods who don't have any faction (not a "crime" faction!) can not enslave the player, am I right? No... I went the other way around. I have an exclusion list. Everybody can enslavement the player except certain factions and individual NPCs. The only exception to factions are the Falmers and Spriggans. Well, then the enslavement doesn't seem to work as intended as I've noticed that some NPCs who aren't a member of a known (vanilla) faction or are a member of a custom faction (such as the ones in *Populated* series) could not enslave the player.
boppo Posted January 16, 2014 Posted January 16, 2014 Okay, I am new to this mod, just got it to trigger a day ago and haven't been able to play around with it too much since. I've been reading through this thread so I think I have a vague understanding of how it works. I just have some questions if someone can answer them. From what I understand, it is currently working as intended that when you are enslaved, you are free to walk wherever, your just chained up doing that. It looks like that it was not always this way, correct? If the former statement was correct, is that something you are looking to put back in? As much as I love the concept of this mod, when I'm given free will to go wherever I want to go, and talk to whoever I want to talk to, that just seems like a lot less servitude, and a lot more like playing dress-up. I'm not meaning that as a criticism at all. You have all done a fantastic job. It is just that the first time I was enslaved, I was shackled, so I just walked the master into the city, and that was that. I feel that if I can turn on an option to be stuck doing what the master wants, and unable to go wherever, that adds a huge level of difficulty. Maybe add a halo to the npc, like 40 ft where if the master does see you leave the halo, then you lose control of your character and the master comes over and beats you or something. I don't know if this is even possible. I don't mod at all. Again, I'm really new to this so if I'm way off base here, then maybe someone can explain exactly what is supposed to happen when you get caught. I can't find any real documentation that describes everything, so I'm just winging it. I just saw something someone said earlier about forced march, and how it was taken out. I'm hoping that something like that is put back in.
DeepBlueFrog Posted January 16, 2014 Author Posted January 16, 2014 I'm guessing you still use the old slaver_factions formID list to determine whether or not an NPC can enslave the player. If that's the case, NPCs from other mods who don't have any faction (not a "crime" faction!) can not enslave the player, am I right? No... I went the other way around. I have an exclusion list. Everybody can enslavement the player except certain factions and individual NPCs. The only exception to factions are the Falmers and Spriggans. Well, then the enslavement doesn't seem to work as intended as I've noticed that some NPCs who aren't a member of a known (vanilla) faction or are a member of a custom faction (such as the ones in *Populated* series) could not enslave the player. I will check the conditions again. I have been enslaved by Alicia by accident for example and I just tried getting enslaved by one of the prostitutes from Inconsequential NPCs - I used 'I need a strong hand' to get her ... maybe there is a difference between the two processes. Edit: I just tried with one of the new Traveling Sisters of Dibella and someone from 3DNPC - both worked well. What is happening when you try?
DeepBlueFrog Posted January 16, 2014 Author Posted January 16, 2014 Okay, I am new to this mod, just got it to trigger a day ago and haven't been able to play around with it too much since. I've been reading through this thread so I think I have a vague understanding of how it works. I just have some questions if someone can answer them. From what I understand, it is currently working as intended that when you are enslaved, you are free to walk wherever, your just chained up doing that. It looks like that it was not always this way, correct? If the former statement was correct, is that something you are looking to put back in? As much as I love the concept of this mod, when I'm given free will to go wherever I want to go, and talk to whoever I want to talk to, that just seems like a lot less servitude, and a lot more like playing dress-up. I'm not meaning that as a criticism at all. You have all done a fantastic job. It is just that the first time I was enslaved, I was shackled, so I just walked the master into the city, and that was that. I feel that if I can turn on an option to be stuck doing what the master wants, and unable to go wherever, that adds a huge level of difficulty. Maybe add a halo to the npc, like 40 ft where if the master does see you leave the halo, then you lose control of your character and the master comes over and beats you or something. I don't know if this is even possible. I don't mod at all. Again, I'm really new to this so if I'm way off base here, then maybe someone can explain exactly what is supposed to happen when you get caught. I can't find any real documentation that describes everything, so I'm just winging it. I just saw something someone said earlier about forced march, and how it was taken out. I'm hoping that something like that is put back in. Original SD used to work like that - you were losing control and walked back to your master by AI or stayed in place until your master reached you. That's great in theory but in practice, you ended up either getting stuck by the AI again a rock or a door frame, the master got stuck on his way to see you and left you in place forever or your master turned out to be a bland NPC with nothing to do. I added penalties to counter free roaming. Your speed is reduced when you try to escape and your master follows you around. Eventually, I will add more punishments but we are not there yet.
bjornk Posted January 16, 2014 Posted January 16, 2014 I will check the conditions again. Could you tell us the conditions you look for and how you do the exclusion? Do you check for "Race" for example? In some levelled NPCs the race can be shown as FoxRace etc. but they actually inherit the race from the template.
DeepBlueFrog Posted January 16, 2014 Author Posted January 16, 2014 I will check the conditions again. Could you tell us the conditions you look for and how you do the exclusion? Do you check for "Race" for example? In some levelled NPCs the race can be shown as FoxRace etc. but they actually inherit the race from the template. I did some tests with other NPCs and edited my original reply above The conditions for enslavement are: HasKeyword( actorTypeNPC ) - Must be some humanoid NPC with a voice (not a creature) GetRace() == falmerRace - Special case of the falmers checkGenderRestrictions( akKiller, kSlave ) - The NPC needs to match your gender restrictions from the SD menu NOT IN actorFactionInList( akKiller, _SDFLP_banned_factions ) - NPC should not be in one of the banned factions . Banned factions are: - Current followers (I added that after getting enslaved by Alicia and Serana from friendly fire... followers masters will need their special handling later... right now having them as masters breaks too many things) - Dismissed Followers (maybe unnecessary but I want to prevent activating them as a follower after being enslaved by one of them) - Potential Follower (same as above) - Guards (to protect bounty and arrest mods) - Ghosts (for obvious reasons) - Captive factions (they have no business being masters since they are already captive )
boppo Posted January 16, 2014 Posted January 16, 2014 Original SD used to work like that - you were losing control and walked back to your master by AI or stayed in place until your master reached you. That's great in theory but in practice, you ended up either getting stuck by the AI again a rock or a door frame, the master got stuck on his way to see you and left you in place forever or your master turned out to be a bland NPC with nothing to do. I added penalties to counter free roaming. Your speed is reduced when you try to escape and your master follows you around. Eventually, I will add more punishments but we are not there yet. I'm really glad to hear that there is more down the pike with this aspect of the mod. Thank you. Another question I meant to ask in my previous post but forgot to.... to get coin for the wicked to work more effectively, do I use all of the recommended mods, or just one or two of them. I already have submit, but I'm not sure about the others. Is there a recommended one? Here is the recommended list: - Recommendation: Use TDF, Working Girl, Radiant Protitution, Submit
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