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Posted (edited)

@Donuts4meFinished the mod yesterday and great work! I played it with MCO knowing the potential issues but I thought I'd share how I got around them in case other people in the future are using it and struggling to get through whipping scenes:

 

Spoiler

First install this mod, it's a bit outdated for the current zaz so the animation conditions will have to be adjusted once in game.

 

Once in game, open OAR's condition menu and find the folder for the mod linked above. By default it's priority 3000021 in the Legacy drop down menu of OAR. Then all you need to do is enter User Mode and update the ID of zaz's whipping crop in the Conditions section. The default ID is outdated and should be changed to the ID highlighted in red in my screenshot:
 

20260104140241_1.thumb.jpg.41a1c493aeadd8a809f38e27b6646ae1.jpg

 

That's it! Just make sure to press the Save submod config (User) button too to save your changes! Now all light attacks with the crop should now keep the person with the whip stationary so they're not jumping around due to MCO attacks. The only exception is when they heavy attack, then they'll still charge forward and need to walk back into position before attacking again, which they reliably did each time in my experience.

 

The punishment scenes can still go a bit long even with this fix, but I didn't get stuck a single time using it. Hopefully this helps anyone else who might not want to remove MCO!

Edited by H Bof
Posted
1 hour ago, H Bof said:

@Donuts4meFinished the mod yesterday and great work! I played it with MCO knowing the potential issues but I thought I'd share how I got around them in case other people in the future are using it and struggling to get through whipping scenes:

 

  Reveal hidden contents

First install this mod, it's a bit outdated for the current zaz so the animation conditions will have to be adjusted once in game.

 

Once in game, open OAR's condition menu and find the folder for the mod linked above. By default it's priority 3000021 in the Legacy drop down menu of OAR. Then all you need to do is enter User Mode and update the ID of zaz's whipping crop in the Conditions section. The default ID is outdated and should be changed to the ID highlighted in red in my screenshot:
 

20260104140241_1.thumb.jpg.41a1c493aeadd8a809f38e27b6646ae1.jpg

 

That's it! Just make sure to press the Save submod config (User) button too to save your changes! Now all light attacks with the crop should now keep the person with the whip stationary so they're not jumping around due to MCO attacks. The only exception is when they heavy attack, then they'll still charge forward and need to walk back into position before attacking again, which they reliably did each time in my experience.

 

The punishment scenes can still go a bit long even with this fix, but I didn't get stuck a single time using it. Hopefully this helps anyone else who might not want to remove MCO!

 

Thanks! I'll post a link to this page on my description page right under the MCO incompatibility warning so others can see your instructions.

Posted

does this use just the meshes from Zaz? or does it use the scripts too? I ask because I use sexlab P+ and it's partially incompatible with Zaz. the gist tracker for sexlab P+ says Zaz scripts are incompatible, most mods requiring Zaz require the meshes. I'd love to play this mod, even though I also use DD and unforgiving devices which could be a partial incompatibility. but if the sexlab P+ partial incompatibility with Zaz is an issue then I won't be able to.

Posted (edited)
1 hour ago, deathtome1998 said:

does this use just the meshes from Zaz? or does it use the scripts too? I ask because I use sexlab P+ and it's partially incompatible with Zaz. the gist tracker for sexlab P+ says Zaz scripts are incompatible, most mods requiring Zaz require the meshes. I'd love to play this mod, even though I also use DD and unforgiving devices which could be a partial incompatibility. but if the sexlab P+ partial incompatibility with Zaz is an issue then I won't be able to.

 

It uses ZAZ tools like the torture pole, pillory and XCross. Also a ZAZ crop is used for whipping scenes.

 

I do not have any SL activities relating to these tools. Like the player never gets used in the pillory or the XCross like some other mods do. They are just for punishment/whipping scenes. So, I ASSUME there shouldn't be any ZAZ problems relating to Sexlab P+.

 

However, I have heard of P+ sometimes not properly processing certain Sexlab scripts. I think with creatures in particular? I still use the classic SL, so I am not sure. Someone else who actually uses P+ might need to confirm.

 

 

1 hour ago, Seeker999 said:

I finished playing this as a Simple Slavery outcome, and really enjoyed it. And, fyi, I did not play the beast route. Nice job!

 

Thanks! The beast route is MUCH longer. I am probably going to extend the non-beast route somewhere in the future since it is so much shorter. It could use some extending.

Edited by Donuts4me
Posted

@Donuts4me I don't know if you will help after my stupid comment the other day but..... I keep getting stuck at the scene where the chick buys firsties with you in the bidding war at the beggining, she initiates sex, has sex, then the dialogue appears but that is where she hangs up for me, must be something in my load order conflicting somehow, I have tried this on several new games, only got past her one time to be able to play the mod, would like to see the changes since the update.

Thanks for a great mod.    :cool:

Posted
19 hours ago, Caveman 74 said:

@Donuts4me I don't know if you will help after my stupid comment the other day but..... I keep getting stuck at the scene where the chick buys firsties with you in the bidding war at the beggining, she initiates sex, has sex, then the dialogue appears but that is where she hangs up for me, must be something in my load order conflicting somehow, I have tried this on several new games, only got past her one time to be able to play the mod, would like to see the changes since the update.

Thanks for a great mod.    :cool:

 

Lilliana should make a comment after her action ends that should progress things forward. Sometimes the player bumps into her and interrupts what she is saying, but the quest should still proceed and the next scene should start anyways.

 

The scene should start with her saying "All yours now. Enjoy!" and then Gorty should say "Oh... we will! Heh heh." Gorty's line starts the sex and progresses the quest.

 

If Lilliana never says her "All yours now." line as she walks back to her standing spot. The scene is not starting for some reason. Not sure why that would happen since the prior scenes were definitely working if you got this far?

 

If she says her line, the scene is definitely active. Is Gorty there to say his line? If not, you need to make sure he is there to say it. Otherwise the sex will not start AND the quest will not progress.

 

If Gorty is there and says his line but the sex does not start, check if Keeliann is present to join you two for the threesome. When a SL script starts but one of the required participants is not there, nothing will happen. However... the quest should still progress because Gorty will make some comments to you. If the SL animation works, he should approach you when the animation ends. If the animation does not work for some reason (like Keeliann is missing), he should just make comments immediately and that ends the show.

 

If you can't get the scene to work, just setstage bpq02 115. That should make it possible to talk to Gorty and move the quest forward. You'll miss the threeway, but you already saw that in the earlier version. Nothing new.

Posted (edited)
1 hour ago, Donuts4me said:

 

If you can't get the scene to work,

I think I will have to use the setstage, is Gorty sitting on the bench with the Khajiit? It usually is only the Girl standing there after sex, states her line, then the dialogue never disappears which would lead to the next scene. I noticed standing too close to the guy who whipped the PC at first broke his dialogue and had to repeat that but the girl, Lilliana is my main issue.

Only made it through this mod one time, would like it to remain in my modlist permanently! 

Thank you for the Support!  :cool:

Gonna try this mod I have used before, No More Standing Too Close SSE, to see if it helps.

https://www.nexusmods.com/skyrimspecialedition/mods/4784?tab=description

Edited by Caveman 74
Posted (edited)

I just finished my second playthrough and had ... absolutely zero problems.

 

I never initiated a punishment scene with Aeris. I had to disable/enable NPC's once or twice but nothing like the first time when scenes just wouldn't start. The biggest problem I had, other than the guards not going aggro when they should have, was

 

when you ambush Gron, the whole entourage got stuck in the tunnel. I solved by using free camera and recycleactor/resurrect on a couple of NPC's that were blocking Gron's path. [/spoiler]

 

Anyway. next time I'll try with punishment scenes and see if they were the problem. Thanks again for this!

Edited by GeorgiaCav
Posted

I recently finished my 2nd pt as well. 5 followers came with me - none were enslaved and sent elsewhere and I have both Captive Followers and Follower Slavery Mod. It wasn't a huge problem like you might think. The followers were Bjorn, Kaidan, a little dog and 2 mice. One mouse went into the slave cell next to me. The others I saw on the way to my initiation. I just told them to wait where they were (happened to be in the tavern) and they hung out until I broke out. I said 'follow me' and they helped fight.

It was kind of funny, actually.

Posted (edited)
5 hours ago, GeorgiaCav said:

I just finished my second playthrough and had ... absolutely zero problems.

 

I never initiated a punishment scene with Aeris. I had to disable/enable NPC's once or twice but nothing like the first time when scenes just wouldn't start. The biggest problem I had, other than the guards not going aggro when they should have, was

  Reveal hidden contents

when you ambush Gron, the whole entourage got stuck in the tunnel. I solved by using free camera and recycleactor/resurrect on a couple of NPC's that were blocking Gron's path. [/spoiler]

 

Anyway. next time I'll try with punishment scenes and see if they were the problem. Thanks again for this!

 

Spoiler

I've seen that before. You probably went behind the throne IMMEDIATELY after Aeris told you to? Sometimes if you do it too fast, Gron won't be where he needs to be when the scene starts and he will get stuck with all the other bandits in the way.

 

I just made an adjustment that will make Aeris force-greet the player from a further distance. This should make it take a few seconds longer for the player to get behind the throne and decrease the chances of the scene starting too soon.

 

 

2 hours ago, Seeker999 said:

I recently finished my 2nd pt as well. 5 followers came with me - none were enslaved and sent elsewhere and I have both Captive Followers and Follower Slavery Mod. It wasn't a huge problem like you might think. The followers were Bjorn, Kaidan, a little dog and 2 mice. One mouse went into the slave cell next to me. The others I saw on the way to my initiation. I just told them to wait where they were (happened to be in the tavern) and they hung out until I broke out. I said 'follow me' and they helped fight.

It was kind of funny, actually.

 

I'm not surprised about the special mod followers. They don't listen to CurrentFollower faction demands. Even if they do, only one follower will automatically go to the cell when they are part of a multi-follower framework like NFF.

 

I don't know anything about Captive Followers, but I know Follower Slavery Mod doesn't process these special followers either...

 

I have special dialogue that can teleport anyone with a positive relationship to the cell (not just followers). Telling them to wait while in the cell helps keep them out of the way. I do this with Serana.

 

In my next version I am going to have points in chapters where a certain amount of hours pass to make it seem like the player was spending time working or resting. This will make it so the player will surely be around more than just a day or two. This will probably effect those waiting followers. They get dismissed and go home after a few days. Players might want to talk to them and make them wait again every now and then.

Edited by Donuts4me
Posted

Hi everyone,

I'm experiencing a consistent CTD during the "Bandit Paradise" (v1.2.1) introduction scene, specifically at the point where I have to introduce myself to the Captain.

My Setup:

  • Skyrim Version: 1.6.1170 (AE)

  • SKSE Version: Latest for 1.6.1170

  • SexLab Version: Latest SexLab+ (p-p) for AE

  • Key Plugins: SSE Engine Fixes (configured for 1.6.1170), Community Shaders, OAR, Behavior Data Injector.

The Crash: According to my Crash Log, the culprit is SexLabUtil.dll. The exception is an EXCEPTION_ACCESS_VIOLATION (Tried to read memory at 0x000000000000).

Relevant Call Stack info:

  • Faulting Module: SexLabUtil.dll+0180DE0

  • Function: Registry::Expression::~Expression

  • Location: BPQRelaxArea (from Bandit Paradise.esp)

  • Character involved: Player ("Bella")

It seems to happen when the game tries to handle expressions or registry data during the scripted sequence in the Relax Area. I have already ensured that all my SKSE plugins and the Address Library are up to date.

Has anyone encountered this specific Nullpointer crash with SexLabUtil in this scene or with this specific setup? Any help or advice on how to fix the registry/expression conflict would be greatly appreciated!

crash-2026-01-12-11-39-03.log

Posted
5 hours ago, BeppoBlonski said:

Hi everyone,

I'm experiencing a consistent CTD during the "Bandit Paradise" (v1.2.1) introduction scene, specifically at the point where I have to introduce myself to the Captain.

My Setup:

  • Skyrim Version: 1.6.1170 (AE)

  • SKSE Version: Latest for 1.6.1170

  • SexLab Version: Latest SexLab+ (p-p) for AE

  • Key Plugins: SSE Engine Fixes (configured for 1.6.1170), Community Shaders, OAR, Behavior Data Injector.

The Crash: According to my Crash Log, the culprit is SexLabUtil.dll. The exception is an EXCEPTION_ACCESS_VIOLATION (Tried to read memory at 0x000000000000).

Relevant Call Stack info:

  • Faulting Module: SexLabUtil.dll+0180DE0

  • Function: Registry::Expression::~Expression

  • Location: BPQRelaxArea (from Bandit Paradise.esp)

  • Character involved: Player ("Bella")

It seems to happen when the game tries to handle expressions or registry data during the scripted sequence in the Relax Area. I have already ensured that all my SKSE plugins and the Address Library are up to date.

Has anyone encountered this specific Nullpointer crash with SexLabUtil in this scene or with this specific setup? Any help or advice on how to fix the registry/expression conflict would be greatly appreciated!

 

An attempt to read memory at 0x0000... is called a null pointer exception.  It seems like you've already figured out the problem: SexlabUtil is attempting to compare two vector structs and determine if they are equivalent (all values the same), but it's passing them as references to the function and one of the pointers is not getting initialized.  If I had to guess, it's vectorizing character expressions and attempting to compare them, e.g. player has current expression defined as A[] and we want to apply an expression defined as B[], let's first check to see if A[] = B[] so we don't do a costly function call if it's unnecessary.

There are two reasons (as far as I know) why a null ptr like this could occur: either it's attempting to get an expression vector from some library call that is failing, e.g. it calls mfg to get the current expression but mfg is not installed; or it's trying to look up an expression vector from a table, but for whatever reason the table is corrupt or the entry is simply missing.  Either way, I'm shocked that nullity is not being checked on either side of the function call to vpcmpeqq(), as doing a check is one line of code and is standard "good practice" in any language.

Anyway, make sure that you have all of the requirements for your version of SexlabUtil - read the list carefully, as it may require specific versions of things.  If you're sure you've got all the reqs, then the next thing I'd check is re-download Util and the requirements, and use something like a file diffing application (WinMerge if you're on windows) to check that the new copies of the mod archives match the old; it's common for files to become corrupted due to bit errors during download or being copied from one drive to another.  If you find that you have every requirement and there is no corruption, then disable Util and anything that depends on it.

Posted
On 1/7/2026 at 9:09 PM, Donuts4me said:

 

Lilliana should make a comment after her action ends that should progress things forward. Sometimes the player bumps into her and interrupts what she is saying, but the quest should still proceed and the next scene should start anyways.

 

The scene should start with her saying "All yours now. Enjoy!" and then Gorty should say "Oh... we will! Heh heh." Gorty's line starts the sex and progresses the quest.

 

If Lilliana never says her "All yours now." line as she walks back to her standing spot. The scene is not starting for some reason. Not sure why that would happen since the prior scenes were definitely working if you got this far?

 

If she says her line, the scene is definitely active. Is Gorty there to say his line? If not, you need to make sure he is there to say it. Otherwise the sex will not start AND the quest will not progress.

 

If Gorty is there and says his line but the sex does not start, check if Keeliann is present to join you two for the threesome. When a SL script starts but one of the required participants is not there, nothing will happen. However... the quest should still progress because Gorty will make some comments to you. If the SL animation works, he should approach you when the animation ends. If the animation does not work for some reason (like Keeliann is missing), he should just make comments immediately and that ends the show.

 

If you can't get the scene to work, just setstage bpq02 115. That should make it possible to talk to Gorty and move the quest forward. You'll miss the threeway, but you already saw that in the earlier version. Nothing new.

yeah i'm also having the same problem with the chick scene. After she's done she says something about the sex not being worth 1100 and that's it. It doesn't progress further and nobody else seems to say anything. She actually  approaches me to initiate dialogue but none of the dialogue options are the ones for the quest progression

Posted
23 minutes ago, JohnConquest12 said:

yeah i'm also having the same problem with the chick scene. After she's done she says something about the sex not being worth 1100 and that's it. It doesn't progress further and nobody else seems to say anything. She actually  approaches me to initiate dialogue but none of the dialogue options are the ones for the quest progression

 

You're on stage 110 of bpq02 when having sex with Lilliana and her scene is playing. Her comment at the end progresses the stage to 112 and starts the next scene. Gorty's comments during the scene starts the sex and progresses the stage to 115.

 

Enter the following ~ command:

 

sqv bpq02

 

If it says the current stage is 112, the script definitely went through, but the scene is not firing for some reason.

 

This script also brings an end to the earlier Lilliana scene that makes NPCs make comments and keep their eyes towards the player. This was made just in case the player rushes the sex and talks to Lilliana before the other bandits have all made their comments. You cannot have two scenes going at once.

 

The NPCs are also set to keep their eyes on the player for 60 more seconds after the last comment. That should be Duate saying "I could watch this all day!" If all the NPCs eyes are no longer following you and you are at stage 112, that scene is definitely over and the next one should work.

 

If you cannot get it to work, you too should use setstage bpq02 115 which will let you talk to Gorty and proceed.

 

Not sure why only the two of you have seen this? Although everyone who has reported issues always seem to report them at different stages. Everyone has different setups and sadly you never know when things might not install properly...

Posted
1 hour ago, Donuts4me said:

 

You're on stage 110 of bpq02 when having sex with Lilliana and her scene is playing. Her comment at the end progresses the stage to 112 and starts the next scene. Gorty's comments during the scene starts the sex and progresses the stage to 115.

 

Enter the following ~ command:

 

sqv bpq02

 

If it says the current stage is 112, the script definitely went through, but the scene is not firing for some reason.

 

This script also brings an end to the earlier Lilliana scene that makes NPCs make comments and keep their eyes towards the player. This was made just in case the player rushes the sex and talks to Lilliana before the other bandits have all made their comments. You cannot have two scenes going at once.

 

The NPCs are also set to keep their eyes on the player for 60 more seconds after the last comment. That should be Duate saying "I could watch this all day!" If all the NPCs eyes are no longer following you and you are at stage 112, that scene is definitely over and the next one should work.

 

If you cannot get it to work, you too should use setstage bpq02 115 which will let you talk to Gorty and proceed.

 

Not sure why only the two of you have seen this? Although everyone who has reported issues always seem to report them at different stages. Everyone has different setups and sadly you never know when things might not install properly...

console says i'm still on stage 110 even after sex with Liliana has ended and she's still approaching me trying to speak to me. Oh well, I'll just use that setstage command to skip some parts

Posted (edited)

Great mod, although I'd argue MCO needs to be updated to pretty much a hard incompatibility unless you use the patch the user above recommended: having it active inevitably breaks all the torture scenes and makes them take a million years to the point where I can't see anyone deriving enjoyment from watching a guy hit your player in 3rd-person for 15 real life uninterrupted minutes with vanilla attack animations.

 

I'm just glad that it's at least mentioned in the description and you're only forced to see one scene, I've had two other lewd mods just jump the whole "wait while dude hits you with vanilla attack animation" thing on me and it was a really frustrating experience dealing with it, especially since torture does absolutely nothing for me at all.

Edited by Dankbeast-66
Posted

I saw the ending yesterday. It was interesting because the narrative between npcs was revealed. The reward afterwards was fine. I think it's a decent reward.

I don't know if it's just me, but I can teleport from the outer map after the ending to the fortress, but I can't teleport from the fortress to the outer map. I get a message here saying teleportation is impossible. Is it just me?

Posted

I'm trying this mod out for the first time and may have encountered a possible bug. I'm using the 1.1.1 version, for clarity.

 

When sent to the quest via SS, the initial punishment scene doesn't play out. After talking to Gorn and choosing the defiant dialogue choice, I immediately regain control of my character and the scene with Aeris doesn't fire.

 

It works fine when I launch the quest through the flyer, however.

 

Anyway, can't wait to see what the mod has in store! Thanks for your hard work.

Posted

@Donuts4me

 

I finally got around to playing this, and I just finished.

 

Some thoughts:

Spoiler

I'd suggest putting Gron a touch closer in the very first fortress scene. I had to pixel hunt to tag him for the convo to start everything.

 

I'm sure I skipped quite a bit in bypassing the creature content, but I very much did like what was there. If you ever have the urge to expand it, having to please the bandits while doing little quests to gain trust with the slaves and Gordy/Aeris would fit well and not completely break the quest progression. e.g.: side quests 1, 2, and 3 gets Maeve to trust you and are conditions for her sending you to Aeris, who has side quests 4 and 5, etc.

 

Katz and Purrelle, lol.

 

Nice Guns n' Roses reference.

 

Thanks for spending what was probably dozens and dozens and dozens more hours learning how to make this and then making it. :classic_smile:

Posted
On 1/16/2026 at 1:31 AM, Dehabe said:

I saw the ending yesterday. It was interesting because the narrative between npcs was revealed. The reward afterwards was fine. I think it's a decent reward.

I don't know if it's just me, but I can teleport from the outer map after the ending to the fortress, but I can't teleport from the fortress to the outer map. I get a message here saying teleportation is impossible. Is it just me?

 

You cannot fast travel out of the fortress because you are supposed to be imprisoned during the quest. I needed to make sure the player cannot leave before they are supposed to.

 

I'm pretty sure there is a way to disable fast travel and then enable it again later through quest scripts, I just need to figure it out.

 

It's on my to-do list.

 

On 1/18/2026 at 11:07 PM, DarthCheney said:

I'm trying this mod out for the first time and may have encountered a possible bug. I'm using the 1.1.1 version, for clarity.

 

When sent to the quest via SS, the initial punishment scene doesn't play out. After talking to Gorn and choosing the defiant dialogue choice, I immediately regain control of my character and the scene with Aeris doesn't fire.

 

It works fine when I launch the quest through the flyer, however.

 

Anyway, can't wait to see what the mod has in store! Thanks for your hard work.

 

That was a bug I fixed in version 1.2.0. Simple Slavery disables player controls during the auction and then enables them again after sending the player to the outcome. My quest has already started when SS ends and enables the player controls before they are supposed to. No big deal if you avoid the punishment. I added another disable script to the end of Gron's dialogue that starts the punishment.

 

But yeah., try a newer version and the bug should be fixed. I'll probably release my latest version (1.3.0) by the end of the month.

 

8 hours ago, SkyAddiction said:

@Donuts4me

 

I finally got around to playing this, and I just finished.

 

Thanks for spending what was probably dozens and dozens and dozens more hours learning how to make this and then making it. :classic_smile:

 

Thanks for playing!

 

8 hours ago, SkyAddiction said:

 

  Hide contents

I'd suggest putting Gron a touch closer in the very first fortress scene. I had to pixel hunt to tag him for the convo to start everything.

 

I'm sure I skipped quite a bit in bypassing the creature content, but I very much did like what was there. If you ever have the urge to expand it, having to please the bandits while doing little quests to gain trust with the slaves and Gordy/Aeris would fit well and not completely break the quest progression. e.g.: side quests 1, 2, and 3 gets Maeve to trust you and are conditions for her sending you to Aeris, who has side quests 4 and 5, etc.

 

Katz and Purrelle, lol.

 

Nice Guns n' Roses reference.

 

 

Spoiler

What do you mean you had to pixel hunt Gron? He's in a pretty clear spot and has a quest marker attached to him? Also, you don't talk to him to start everything. You talk to Eleia and then Kane. You only talk to Gron when the show ends and he automatically starts talking when you approach him. I don't want him too close because then he will make his comments before the show is even over.

 

Yeah, the creature route is more than twice as long. I did kind of rush the non-creature route because I was pretty exhausted and just wanted to release it already. The ending/fighting is the same. Just the activities that take place beforehand are different (obviously). I'm working on expanding it now. I think Maeva already trusts the player enough because you are trying to avoid the creature action (which she finds disgusting). I'll see what I can do about all the others.

 

LOL. Yeah Katz I named after an evil villain character from a cartoon I grew up loving (still love it). Purrelle I just made up on the spot.

 

Ha ha. I was wondering if anyone would notice that GNR reference.

 

Posted
12 hours ago, Donuts4me said:

 

  Hide contents

What do you mean you had to pixel hunt Gron? He's in a pretty clear spot and has a quest marker attached to him? Also, you don't talk to him to start everything. You talk to Eleia and then Kane. You only talk to Gron when the show ends and he automatically starts talking when you approach him. I don't want him too close because then he will make his comments before the show is even over.

 

Spoiler

After the encounter outside Riften, just after you're teleported to the fortress dungeon. I thought something was fundamentally broken because Gron, Aeris, and my PC were just all standing there doing nothing. For like five minutes. I eventually moved into first person and found I could just barely activate a convo with Gron if I looked at the exact right spot, which got everything going. Past that, nothing failed and everything ran as expected.

 

Posted
2 hours ago, SkyAddiction said:

 

  Hide contents

After the encounter outside Riften, just after you're teleported to the fortress dungeon. I thought something was fundamentally broken because Gron, Aeris, and my PC were just all standing there doing nothing. For like five minutes. I eventually moved into first person and found I could just barely activate a convo with Gron if I looked at the exact right spot, which got everything going. Past that, nothing failed and everything ran as expected.

 

 

Never seen that before...? No one else has reported it either. He starts in the hallway and walks into the room to force-greet you. If he walked in there, the FG package was definitely working. You might have somehow exited the conversation just as it started...?

Posted
27 minutes ago, Donuts4me said:

Never seen that before...? No one else has reported it either. He starts in the hallway and walks into the room to force-greet you. If he walked in there, the FG package was definitely working. You might have somehow exited the conversation just as it started...?

 

Possibly? I'm not sure what to say. When the black screen cleared, he was just standing there. Regardless, I could just barely "reach" him, and that got it going.

Posted
21 hours ago, Donuts4me said:

You cannot fast travel out of the fortress because you are supposed to be imprisoned during the quest. I needed to make sure the player cannot leave before they are supposed to.

 

I'm pretty sure there is a way to disable fast travel and then enable it again later through quest scripts, I just need to figure it out.

Animal Research (unreleased version) has two tasks where fast travel is blocked.

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