BigOnes69 Posted January 22 Posted January 22 22 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. It's on my to-do list. Reveal hidden 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. 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. I have walked out through the valley without any confrontation. In the past I made the boss a follower through NFF walked out through the valley. No fast travel needed. I did this right before the ending when it has a line about wanting to leave do such and such.
Donuts4me Posted January 23 Author Posted January 23 18 hours ago, killer905 said: Animal Research (unreleased version) has two tasks where fast travel is blocked. Do you know how @Gristle did it? I tried using Game.EnableFastTravel(false) at the beginning of BPQ02 and I did not get any kind of error messages. However, it did not work. I was able to leave and go back and forth even without completing that chapter.
killer905 Posted January 23 Posted January 23 2 hours ago, Donuts4me said: Do you know how @Gristle did it? I tried using Game.EnableFastTravel(false) at the beginning of BPQ02 and I did not get any kind of error messages. However, it did not work. I was able to leave and go back and forth even without completing that chapter. From what I can see, both tasks contain “Game.EnableFastTravel(false),” but I don't know why it's not working. Gristle might be able to say something about this, but I guess you used a new save for testing.
Gristle Posted January 23 Posted January 23 1 hour ago, killer905 said: From what I can see, both tasks contain “Game.EnableFastTravel(false),” but I don't know why it's not working. Gristle might be able to say something about this, but I guess you used a new save for testing. "Game.EnableFastTravel(false)" works, but only until the PC changes cells. One solution might be to set up a trigger box with a "Game.EnableFastTravel(false)" script so that whenever you go outside, you reissue the command. A more complicated solution would be to set a RegisterForSingleUpdate timer so the command is reissued every X seconds. 1
gender65 Posted January 23 Posted January 23 (edited) The description says that this mod cannot be played again or over and over again. Is it possible to make it repeatable when a player enters paradise through an auction? Such a great mod and I want it to be constantly in the game as one of the alternatives after the auction sale. The mod is simply gorgeous!!! Thanks. Edited January 23 by gender65
Donuts4me Posted January 23 Author Posted January 23 12 hours ago, killer905 said: From what I can see, both tasks contain “Game.EnableFastTravel(false),” but I don't know why it's not working. Gristle might be able to say something about this, but I guess you used a new save for testing. 11 hours ago, Gristle said: "Game.EnableFastTravel(false)" works, but only until the PC changes cells. One solution might be to set up a trigger box with a "Game.EnableFastTravel(false)" script so that whenever you go outside, you reissue the command. A more complicated solution would be to set a RegisterForSingleUpdate timer so the command is reissued every X seconds. Thanks! I just found another solution that I think I'm going to go with. There is a trigger box DefaultNoFastTravelTrigger that I put all around my fortress (including the top of the tower). It works good since the player can never get outside the walls/box until escape time anyways. Spoiler I might even extend it to the bridge so the player cannot skip fighting or sneaking by the bandits near the campfire. I'll put a disable script for this box at every ending stage of BPQ00QuickEscape, BPQ04B and BPQ09. Thanks anyways! 3 hours ago, gender65 said: The description says that this mod cannot be played again or over and over again. Is it possible to make it repeatable when a player enters paradise through an auction? Such a great mod and I want it to be constantly in the game as one of the alternatives after the auction sale. The mod is simply gorgeous!!! Thanks. Sorry... the NPCs and the story are too unique for repeats. I cannot bring the bandits back after killing them since they are custom and not random-generated. Also, I want the fortress to be a permanent player home and the freed slaves to be permanent potential followers/spouses. 1
Jack005 Posted January 24 Posted January 24 (edited) Soooo this is happening everytime character is on zaz furniture and gets wipped (not only your mod) Spoiler on heaby blow she start to hammer this iron bar as she is on a blacksmith furniture I see this happening in this mod and the thalmor one, first I though it was for animation object swapper or some animation being on top of the zaz one but I disable the Animation object swapper and on OAR I put the patch to be almost the one with the biggest number on the least, and is still happening so some advice or fix?? (again is not you mod) Edited January 24 by Jack005
Donuts4me Posted January 24 Author Posted January 24 2 hours ago, Jack005 said: Soooo this is happening everytime character is on zaz furniture and gets wipped (not only your mod) Reveal hidden contents on heaby blow she start to hammer this iron bar as she is on a blacksmith furniture I see this happening in this mod and the thalmor one, first I though it was for animation object swapper or some animation being on top of the zaz one but I disable the Animation object swapper and on OAR I put the patch to be almost the one with the biggest number on the least, and is still happening so some advice or fix?? (again is not you mod) Wow! I have never seen that before. I don't know what to tell you...?
Jack005 Posted January 26 Posted January 26 On 1/11/2026 at 3:02 PM, 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 Hide 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! Funny that you mentioned, I made a playthrough with a char really stubborn getting all the punishes posibles, being mouthy and that, and... I'm stuck in the act 09 can't advance at all, act 08 finish and 09 don't start, I already finished the quest on another time line where character is obedient and don't get "nasty" but in this one where is disobedient and nasty can't get to act 09, but in general is a really good mod
Jack005 Posted January 26 Posted January 26 (edited) On 1/24/2026 at 12:17 AM, Donuts4me said: Wow! I have never seen that before. I don't know what to tell you...? Is just a nick pick and something on my end probably and not game breaking, but got a serious one, can't finish the quest on a creature stubborn character decision making path, can't advance to act 09, no startquest bdq09, no setstage 10 or 0 nothing works on console to advance, I'd tried pickpocketing the skeleton key but it seems neither kane has the key or box is under his bed, maybe I just load my working playthrough and just keep going with it at the end is just the same end right? Edit: I loved your mod is really good it's a shame that on my end it's failing but please keep the good work Edited January 26 by Jack005 forgot to give credit/thanks
Donuts4me Posted January 27 Author Posted January 27 (edited) 7 hours ago, Jack005 said: Funny that you mentioned, I made a playthrough with a char really stubborn getting all the punishes posibles, being mouthy and that, and... I'm stuck in the act 09 can't advance at all, act 08 finish and 09 don't start, I already finished the quest on another time line where character is obedient and don't get "nasty" but in this one where is disobedient and nasty can't get to act 09, but in general is a really good mod 7 hours ago, Jack005 said: Is just a nick pick and something on my end probably and not game breaking, but got a serious one, can't finish the quest on a creature stubborn character decision making path, can't advance to act 09, no startquest bdq09, no setstage 10 or 0 nothing works on console to advance, I'd tried pickpocketing the skeleton key but it seems neither kane has the key or box is under his bed, maybe I just load my working playthrough and just keep going with it at the end is just the same end right? Edit: I loved your mod is really good it's a shame that on my end it's failing but please keep the good work Did you do an update while playing BPQ08 (or any earlier chapter)? Like, were you on version 1.2.0 (or whatever version you are using) and then update to 1.2.1? Updating while the story is already going will usually break it. That is why I say in the FAQ section of my page to avoid it. You can go back to an earlier save from before you were ever sent to the fortress (before reading the note OR getting sent here through SS). I have a skip/jump option with Gron the first time he ever talks to you in the dungeon. You can use that to skip to where you are now. Punishments have no effect on quest progression. They are just side scenes. Also, BPQ08 does not have any punishments. Kane does not have a key on him in BPQ08 because I figured the player has come too far to make a quick escape now! Also, from 02-07 & 09, the key always refreshes. He gets a key at the beginning of a chapter and then loses it. Had to do this to make the key a quest item and make the quick escape option possible in each chapter (except 08). The box appears when 09 starts. Myself and anyone else who has had this problem always had it because we made a save where the quest was already active, updated and then loaded that old save. Edited January 27 by Donuts4me
eisheth6z Posted January 29 Posted January 29 Finished my first play, amazing mod. I did starting with the Simple Slavary and did the beast quests. In the final of ques or even in the quest, would be interisting to have more dogs,canines. Spoiler I would ask for more bandit costumers, maybe kind some random ones, to have different people, but might be difficult considering how the quest goes. sorry for the bad english
Donuts4me Posted January 30 Author Posted January 30 17 hours ago, eisheth6z said: Finished my first play, amazing mod. I did starting with the Simple Slavary and did the beast quests. In the final of ques or even in the quest, would be interisting to have more dogs,canines. Reveal hidden contents I would ask for more bandit costumers, maybe kind some random ones, to have different people, but might be difficult considering how the quest goes. sorry for the bad english Are you talking about adding more canines to the fortress so there can be CCF/CCCF action? I have thought about it. I'll probably do it eventually.
rjn Posted January 30 Posted January 30 I enjoyed this mod - well done. The character interactions were especially nice. 1
eisheth6z Posted January 30 Posted January 30 5 hours ago, Donuts4me said: Are you talking about adding more canines to the fortress so there can be CCF/CCCF action? I have thought about it. I'll probably do it eventually. Yes something like that, maybe later as complement when you finish quest, but is up to you. Again amazing mod! 1
99999999910 Posted January 31 Posted January 31 i've been trying to play this mod but it keeps crashing whenever i get sold or get knocked out crashlogger included ofccrash-2026-01-31-20-45-48.log
brewmasterhal Posted January 31 Posted January 31 41 minutes ago, 99999999910 said: i've been trying to play this mod but it keeps crashing whenever i get sold or get knocked out crashlogger included ofccrash-2026-01-31-20-45-48.log Looks like you have a corrupted facegen mesh for a specific character. Try this: Load a save that has BP installed, but it not going to load any BP assets due to some kind of timer; so, not a save made during a SS+ auction or something Open the console Issue the command prid 403695dd and then the command moveto player The game should crash at this point, or upon closing the console Assuming this is accurate, you have a few options. You can download a fresh install archive, delete the mod data and reinstall, and hope that the data doesn't get corrupted again. Or, you can use xEdit to directly modify the mesh associated with this character to point to some other valid mesh. Or, you can attempt to use NifSkope or something to repair the corrupted mesh. 1
Valgo3 Posted February 1 Posted February 1 Well my game (LE Version) doesn't crash but I tried this mod out and (besides the punishments not starting) I have found out that each and every NPC has mismatched faces and all except one are bald. From a glance I haven't seen anyone bring that up in here yet. Don't even know where to start trying to solve that one.
brewmasterhal Posted February 1 Posted February 1 4 hours ago, Valgo3 said: Well my game (LE Version) doesn't crash but I tried this mod out and (besides the punishments not starting) I have found out that each and every NPC has mismatched faces and all except one are bald. From a glance I haven't seen anyone bring that up in here yet. Don't even know where to start trying to solve that one. What does a "mismatched face" look like? When you installed the mod via your mod manager, did you set the install to use the LE version or the SE version? Doing the latter would probably cause the issues you're seeing, as all of the facegen/hair meshes added by the mod would not be real correctly by the LE engine. 1
Valgo3 Posted February 1 Posted February 1 11 hours ago, brewmasterhal said: What does a "mismatched face" look like? When you installed the mod via your mod manager, did you set the install to use the LE version or the SE version? Doing the latter would probably cause the issues you're seeing, as all of the facegen/hair meshes added by the mod would not be real correctly by the LE engine. Yeah it was a little late when I wrote that, my b. I meant mismatched skin between head and bodies. In fact it looked to me like all women had the same face and skin complexion unlike their bodies. Turns out that was fixed by adjusting the load order which I foolishly forgot. Reinstalled KS hair as well so maybe that helped. played a little more today. used the skip to get past the first two punishments during arrival and initiation scene. The sex scenes and conversations etc. all worked flawlessly far as I can tell until my PC misbehaved again and another punishment resulted in nothing happening. From what I read looking through this thread the game should take control and put my character into one of the furnitures. I don't think these ever fire. The animations are otherwise there since I can put the PC in them manually once I recover control. I tried redownloading and reinstalling zaz08+ but not dice. disabling and re-enabling the punisher doesn't work either but since it's the PC who doesn't move where she should I figured as much. Shame, it's a great mod from everything I've seen working (and like, conceptually!). I don't even need to see the punishments necessarily, I'd just like to play a rebellious captive and don't get stuck while doing it. 1
Barbituric Posted February 2 Posted February 2 (edited) Hi Donuts4me I'm really interested to make a males addon for this mod, but, as a male character we can only use the ZAZ 7, (I remember the original ZAZ 8 was made without any body dependency), but, okay, I have sent a message to Pfiffy, I hope to have a response by the original mod author soon. Why this matter? With ZAZ 7, the game crash with your mod, no way to have it working, then maybe you can do a version, with ZAZ 7, where the male can use it, for now it's not the case, unfortunatly. That's great you was thinking about a male character as a victim, finally someone who consider it, but, still this trouble for now, I hope you will find a way to make it working. You can PM too, don't hesitate. Edited February 2 by Barbituric
Jack005 Posted February 2 Posted February 2 On 1/26/2026 at 9:47 PM, Donuts4me said: Did you do an update while playing BPQ08 (or any earlier chapter)? Like, were you on version 1.2.0 (or whatever version you are using) and then update to 1.2.1? Updating while the story is already going will usually break it. That is why I say in the FAQ section of my page to avoid it. You can go back to an earlier save from before you were ever sent to the fortress (before reading the note OR getting sent here through SS). I have a skip/jump option with Gron the first time he ever talks to you in the dungeon. You can use that to skip to where you are now. Punishments have no effect on quest progression. They are just side scenes. Also, BPQ08 does not have any punishments. Kane does not have a key on him in BPQ08 because I figured the player has come too far to make a quick escape now! Also, from 02-07 & 09, the key always refreshes. He gets a key at the beginning of a chapter and then loses it. Had to do this to make the key a quest item and make the quick escape option possible in each chapter (except 08). The box appears when 09 starts. Myself and anyone else who has had this problem always had it because we made a save where the quest was already active, updated and then loaded that old save. nah no update, I just play with the latest at the moment, choosing the dialogues that indicate a revelius character and the critter path, even with the disappearance of the skelleton key I opted to test it further and console command the key and try to continue as an escape attempt but neither the quest progresed or npc change their behavior even they were being attacked, maybe something to do with the gloval values
99999999910 Posted February 2 Posted February 2 On 1/31/2026 at 10:09 PM, brewmasterhal said: Looks like you have a corrupted facegen mesh for a specific character. Try this: Load a save that has BP installed, but it not going to load any BP assets due to some kind of timer; so, not a save made during a SS+ auction or something Open the console Issue the command prid 403695dd and then the command moveto player The game should crash at this point, or upon closing the console Assuming this is accurate, you have a few options. You can download a fresh install archive, delete the mod data and reinstall, and hope that the data doesn't get corrupted again. Or, you can use xEdit to directly modify the mesh associated with this character to point to some other valid mesh. Or, you can attempt to use NifSkope or something to repair the corrupted mesh. yeah no dice, still crashes crash-2026-02-02-21-18-24.log
brewmasterhal Posted February 3 Posted February 3 9 hours ago, 99999999910 said: yeah no dice, still crashes crash-2026-02-02-21-18-24.log 126.45 kB · 0 downloads This time, it's crashing due to a different NPC: Aeris the Punisher, with the formID 0xf53695d8 You should probably not have so many mods running that your formIDs are getting into the 0xf5 range. The game will refuse to load entirely if your mod list gets to 0xfe, which means that you have (at most) address space for nine more mods. The crash is still apparently the result of corrupted facegen data or skin textures. The problem is just worse than it initially seemed, and your data is more fucked than it might have been.
Donuts4me Posted February 3 Author Posted February 3 (edited) On 2/1/2026 at 10:48 PM, Barbituric said: Hi Donuts4me I'm really interested to make a males addon for this mod, but, as a male character we can only use the ZAZ 7, (I remember the original ZAZ 8 was made without any body dependency), but, okay, I have sent a message to Pfiffy, I hope to have a response by the original mod author soon. Why this matter? With ZAZ 7, the game crash with your mod, no way to have it working, then maybe you can do a version, with ZAZ 7, where the male can use it, for now it's not the case, unfortunatly. That's great you was thinking about a male character as a victim, finally someone who consider it, but, still this trouble for now, I hope you will find a way to make it working. You can PM too, don't hesitate. I just gave it a run with a male character and everything worked fine for me? Why can you only use ZAZ 7? I use ZAZ 7 and two other files. They can all be found here. Edited February 3 by Donuts4me 1
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