a_random_user Posted January 22 Author Posted January 22 4 hours ago, Foxterr said: For some reason, when I pick one of the Slaver starts (For example, i choose to be a slaver in whiterun as a heavy with the argonian maid,) once I sleep in the prison cell, I wake up naked in the same cell and mara is gone. I tried uninstalling and reinstalling the patch, setting the rule to make sure the patch loads last, and I saved, quit, and reloaded while at the beginning to see if that helped. But every time, the Slaver option does not work for me in LAL If the dialogue options showed up, then the quest started as expected. And if you were able to sleep, then the LAL script in the dialogue worked as well. But the move, equipment, and the enslavement script failed. There are a couple of things to try. First, it's possible that your papyrus engine was still overloaded from starting. The startup of papyrus often takes longer than you would expect based on quest and MCM starts. It could be fixed by waiting in the start cell for longer. Papyrus Tweaks is a mod that can drastically reduce these kinds of problems, I haven't had any since I've installed it. (I did increase the Max Operations Per Task even further to 1666) Secondly, try to use the console to see if the quests are at the expected stage. More Informative Console makes it a bit more readable. sqv LALDOMStartQuest and sqv LALDOMNPCManager check which stage they are in, and if they are still running. If they are, check if their properties and aliases are filled or None. Lastly, a Papyrus log could point in the direction of the problem.
TrollAutokill Posted January 26 Posted January 26 Hi @a_random_user in LALDOMscript.psc, you have: Faction PqCapturedJailFaction = PO3_SKSEFunctions.GetFormFromEditorID("PqCapturedJailFaction") as Faction This faction doesn't seem to exist (anymore?) in your Enthralled NPC mod. But PqJailedFaction does exist. For the moment this throws a bunch of errors in my papyrus log, and I hate papyrus errors 🫤 1
a_random_user Posted January 26 Author Posted January 26 1 hour ago, TrollAutokill said: Hi @a_random_user in LALDOMscript.psc, you have: Faction PqCapturedJailFaction = PO3_SKSEFunctions.GetFormFromEditorID("PqCapturedJailFaction") as Faction This faction doesn't seem to exist (anymore?) in your Enthralled NPC mod. But PqJailedFaction does exist. For the moment this throws a bunch of errors in my papyrus log, and I hate papyrus errors 🫤 Thanks for the report, you're right, that's a typo I hadn't noticed yet. It was supposed to be PqJailedFaction so that Calden and Nireli go to the jail. I've uploaded a new version that should fix this. 2
Coom Nation Posted January 26 Posted January 26 So in previous versions we were unable to buy Nireli and Calden from jails? Is it possible to update mid playthrough?
a_random_user Posted January 26 Author Posted January 26 (edited) 8 minutes ago, Coom Nation said: So in previous versions we were unable to buy Nireli and Calden from jails? Is it possible to update mid playthrough? Yes, but I don't think the update will carry over. As a fix, you could make a SPID ini file (or add it to an existing file) with the line Faction= PqJailedFaction|LALDOMHusbandCalden, LALDOMWifeNireli|DOM Slaver Start - NPC.esp This will make sure those two will have the needed faction. It also won't break anything if you ever start a new save, so you can just add it and forget about it. Edited January 26 by a_random_user Typo in spid faction name 1
a_random_user Posted January 26 Author Posted January 26 I've uploaded version 1.2.1a, because the version uploaded in 1.2.1 still contained a typo, the fix works now. Calden's and Nireli's dialogue will also differ a bit if you buy them from the jail, depending on who is bought first. This was already in the previous version, but now it's actually available. 1
randy1990 Posted January 27 Posted January 27 (edited) DOM Slaver Start High Poly Head KSHairdos Patch doesn't work because Main Mod has a new name. Edited January 27 by randy1990
a_random_user Posted January 27 Author Posted January 27 1 hour ago, randy1990 said: DOM Slaver Start High Poly Head KSHairdos Patch doesn't work because Main Mod has a new name. That's the old patch. The updated version of the HPH KSHairdos patch should work with the new name. It's plugin name has changed to DOM Slaver Start HPH KSHairdos Patch.esp Make sure you're using the latest version.
vanas_1111 Posted January 29 Posted January 29 I am unable to get the slaves to spawn in using the alternate perspective patch
a_random_user Posted January 29 Author Posted January 29 (edited) 11 hours ago, vanas_1111 said: I am unable to get the slaves to spawn in using the alternate perspective patch I'll need more info here. Was DOM fully initialised (with save/reload)? Which version of DOM are you using? How many notes did you have in your inventory when AP moved you away? Were the notes still in your inventory after moving? What start option did you pick in AP? Have you tried this on another start? Sometimes, especially with large load orders, Skyrim fails to properly load a quest. If the notes were still in your inventory, there is a fail save that you can use. Try to move to a different location, preferably a city. The quest can detect this and force the spawning. A papyrus log can also help if the problem is scripting related. Edited January 29 by a_random_user
vanas_1111 Posted January 29 Posted January 29 (edited) 8 hours ago, a_random_user said: I'll need more info here. Was DOM fully initialised (with save/reload)? Which version of DOM are you using? How many notes did you have in your inventory when AP moved you away? Were the notes still in your inventory after moving? What start option did you pick in AP? Have you tried this on another start? Sometimes, especially with large load orders, Skyrim fails to properly load a quest. If the notes were still in your inventory, there is a fail save that you can use. Try to move to a different location, preferably a city. The quest can detect this and force the spawning. A papyrus log can also help if the problem is scripting related. Using DOM v7.12 which claimed to have fully initialized, the notes were still in my inventory, and I have quite a large load order. Going to try the fallback you mentioned. I have tried multiple starts, ones that I've added and ones that are default with AP. The latest start I have tried is the "property owner" start of AP. Edited January 29 by vanas_1111
a_random_user Posted January 29 Author Posted January 29 3 minutes ago, vanas_1111 said: Using DOM v7.12 which claimed to have fully initialized, the notes were still in my inventory, and I have quite a large load order. Going to try the fallback you mentioned. I have tried multiple starts, ones that I've added and ones that are default with AP. The latest start I have tried is the "property owner" start of AP. If the fallback doesn't work, there might be a problem with the quest. See if it's running and its stage with sqv LALDOMStartAP If it's running, check if there are empty/None Alias Properties. The stages are: 0: start stage, quest hasn't done anything yet and is waiting for the player to travel or to activate the AP door activator 100: Checks which notes the player has in their inventory, and activates them and moves them. 1000: quest has closed after spawning all NPC
vanas_1111 Posted January 29 Posted January 29 The fallback did not seem to work. (tried leaving cell and fast travelling back)
vanas_1111 Posted January 29 Posted January 29 (edited) its stage 1000, not enabled, and stopped. I am using quickloot IE if that would affect anything Edited January 29 by vanas_1111
a_random_user Posted January 29 Author Posted January 29 18 minutes ago, vanas_1111 said: its stage 1000, not enabled, and stopped. I am using quickloot IE if that would affect anything Just to be sure, is it also 1000 before you exit the starting cell? Because if so, that failsafe might have triggered too soon somehow, before you picked up the notes. And as it only runs once, it can't reactivate. If that's the case, I'll have to put an extra check in there, or change the quest starting condition a bit.
vanas_1111 Posted January 29 Posted January 29 It is in fact 1000 immediately after entering the starting cell.
a_random_user Posted January 29 Author Posted January 29 Just now, vanas_1111 said: It is in fact 1000 immediately after entering the starting cell. Then that fallback activated too soon. Odd that it never did on my game, but load orders can do weird things. I'll try to get a fix out this weekend. Worst case scenario, I'll turn the fallback off, but maybe I can find a way to keep it without the risk of it breaking. 1
a_random_user Posted January 30 Author Posted January 30 (edited) 1.2.2 Only for Alternate Perspective users Safe to update, only update the Alternate Perspective Patch, other files are unchanged *The fallback option for the NPC spawning could trigger too soon for some users, resulting in the start quest finishing before the player had the chance to select NPC. The fallback will now only activate if at least 0.4 in game days have passed. The game starts at a time of 0.29, so the fallback is activated after about two and a half hours in game time (real time would be 7.5 minutes unless you changed the game speed, time in menus does not count) I was unable to replicate the original issue, possibly because my current load order is quite light. I hope @vanas_1111 can check if the problem was fixed. I introduced a simple time check on the fallback option. If not enough time has passed, the location change event is ignored. It will require a fully new save (or at least a save where LALDOMStartAP is still at stage 0). Updating on an existing save won't break anything. Edited January 30 by a_random_user
a_random_user Posted February 15 Author Posted February 15 8 hours ago, SnakeHawk said: how to make them with clear faces without warpaint? If you're seeing warpaint on the NPC, there is a problem in your load order. Which patches are you using? Do you have Face Discoloration Fix? Make sure that the botox or HPH+KSHairdos patch fully overwrite the NPC file. Make sure you're only using one of them. If you're using the HPH+KSHairdos patch, make sure that that esp file is loaded after the NPC.esp file. Make sure you have the requirements of the botox or HPH+KSHairdos patch. If you have the Face Discoloration Fix mod, you'll need to reinstall the NPC and patch file after fixing the load order (no need for a new download, just reinstall from the record you already downloaded). Technical explanation: Each NPC has a texture (.dds), a mesh (.nif) and a record in the esp file. But the mesh and the esp record need to match exactly for the texture to be applied. If there is a mismatch, like the mesh from the NPC file but the esp record from the patch, the texture isn't applied and the NPC will have the Dark Face Bug. If you have the Face Discoloration Fix mod installed, this mod will try to fix it. It tries to do so by generating a new texture and mesh file based on the esp record. By doing so it will remove the existing texture and mesh file. This "fixes" the Dark Face Bug, but as you can see, it doesn't do it right. The Face Discoloration Fix doesn't know overlays like freckles, eyeshadow, or lipstick which I've used to touch up the faces, and will instead layer vanilla warpaints on the texture. The only way to restore the texture files is to reinstall both the main NPC file and the appearance patch. The patch files must all overwrite the NPC files. This can be done on an existing save. While testing, it's best to turn off Face Discoloration Fix or it might break something again.
fred200 Posted February 26 Posted February 26 Having trouble with the mod file names: DOM Slaver Start LAL AP v1.2.1.a_.7z Is that file for LAL - or AP - or both? Does it replace the previous separate LAL and AP patches? Do you recommend LAL over AP - or vice versa? Both equal? Trying to set this up on the Steam Deck...
a_random_user Posted February 26 Author Posted February 26 1 hour ago, fred200 said: Having trouble with the mod file names: DOM Slaver Start LAL AP v1.2.1.a_.7z Is that file for LAL - or AP - or both? Does it replace the previous separate LAL and AP patches? Do you recommend LAL over AP - or vice versa? Both equal? Trying to set this up on the Steam Deck... That's the NPC resource file, needed for both versions. I think I forgot to rename the filename when I uploaded it. I think both LAL and AP are valid starting systems. I've always used LAL for my larger playthroughs, and I've only recently moved over to AP. AP gives a bit more freedom at the start in general, and I've liked the ability to visit a non destroyed Helgen. Patch wise, the LAL patch has a number of fixed starts that allow starting with gear+slaves, while the AP patch allows you to pick the gear and slaves in the starting cell and use them on any AP start. AP also allows you to pick as many slaves as you want to start with. 1
tonitrulupus Posted March 14 Posted March 14 Hey @a_random_user On my last test play through/startup, I think I have my issue pinned down of the fps drop and freezing, removed immersive creatures and patrols, when starting out as a slave, 2 option show up in the list, one puts you where ever you choose naked and no slave, this I do not believe is related, but slim possibility they may be, all the slaves and slavers seemed to have duplicated, if is have Dom capture option for health up so the dialog option shows, rather interesting, though you can just play it of like they are all twins LOL 1
a_random_user Posted March 15 Author Posted March 15 2 hours ago, tonitrulupus said: Hey @a_random_user On my last test play through/startup, I think I have my issue pinned down of the fps drop and freezing, removed immersive creatures and patrols, when starting out as a slave, 2 option show up in the list, one puts you where ever you choose naked and no slave, this I do not believe is related, but slim possibility they may be, all the slaves and slavers seemed to have duplicated, if is have Dom capture option for health up so the dialog option shows, rather interesting, though you can just play it of like they are all twins LOL Getting a bunch of twins isn't a bad deal. Not sure what would cause that, is the old plugin still loaded? Version 1.1 (DOMLALStart.esp) and 1.2 (DOM Slaver Start -NPC.esp + patches) have different plugin names, so if both are loaded, you'd get the npc from both plugins. Not sure if it would be harmful for the game, but I'd expect some scripts to be wonky.
tonitrulupus Posted March 15 Posted March 15 6 minutes ago, a_random_user said: Getting a bunch of twins isn't a bad deal. Not sure what would cause that, is the old plugin still loaded? Version 1.1 (DOMLALStart.esp) and 1.2 (DOM Slaver Start -NPC.esp + patches) have different plugin names, so if both are loaded, you'd get the npc from both plugins. Not sure if it would be harmful for the game, but I'd expect some scripts to be wonky. I don't think it will hurt the game, but 2 plug ins with different names would cause that, but I thought I uninstalled the old version. I will check it out and see if it messes up anything
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