HereBeTentacles Posted Monday at 08:04 PM Author Posted Monday at 08:04 PM 3 hours ago, AtomicGrimDark said: Got to the end of the first term, I'm frankly amazed that I didn't run into more bugs or skyrim.. being skyrim. The only noteworthy thing; during the first day during the freeroam, the adrienne (I hope I remember the name right, it's the missing letter one) quest was a bit wonky. Specifically after being called over and told to assume the position - it repeatedly failed to acknowledge that I had done so and immediately went into failure mode, I believe the global wasn't set for some mysterious reason no matter how I timed it. I suspect this might be a case of Todd.. but just in case it is significant that it happened during the first full day, because I decided to not do that particular quest and then when it came up the next day, it worked no problems. Beats me wtf happened. Also a bunch of typos and tildes in the dialogue but that's really tedious to go through, only slightly easier to fix via xedit. All in all, really great work, I particularly appreciate the posing and leashing mechanics, cleanly done and I wish I had thought of it There's a chance the invisible trigger box that detects your pose got slightly skewed out of place and so it couldn't detect the pose properly. Youre also sure you did exactly what they said? Pose and the direction you face can matter. The typos I will always fix if people point them out and the tildes are actually intentional to indicate a playful sort of tone. Makes it easier if I ever want to generate voice lines to know what the intention of them is. 54 minutes ago, xtro334 said: Tried that on a save I had before entering the inn. Entered exited and made a new save. Exited the game to main menu. Loaded the new save. Entered again, and still no force greeting. I assume that something in my over 1200 mod list collide with this mod (perhaps AI overhaul or the causal conversation mod I have, since I can see that he is under influence in his action from them), even though I have it as a late loader. Conflicts are a problem from time to time when one have very long mod lists. Oh well, I guess I will have to try it in next version again. Force greetings and forced follow has been a bit wonky in a few mods. Might be good to have normal conversation option, to start quest, as fallback for handling misfire in force greetings. I can add a way to bypass the forcegreet at the start but the bigger issue is if there really is a mod that pulled him out of the forcegreet package then you are probably going to encounter similar bugs in other places too. You're sure the intro quest properly started? If he still isnt forcegreeting you can type save 'zzranchintroquest' to see if it is running or not. If all the aliases show as empty something went big wrong.
AtomicGrimDark Posted Monday at 08:22 PM Posted Monday at 08:22 PM (edited) 27 minutes ago, HereBeTentacles said: There's a chance the invisible trigger box that detects your pose got slightly skewed out of place and so it couldn't detect the pose properly. Youre also sure you did exactly what they said? Pose and the direction you face can matter. Yup, I reran the sequence a dozen times - and for some reason it worked without a hitch the following day. I'll see if I can get similar behaviour as I've already lost the save point right before it happened. I can take a deeper looksie in the CK if it does - is the trigger box disabled by default and then enabled via scripting? 27 minutes ago, HereBeTentacles said: The typos I will always fix if people point them out and the tildes are actually intentional to indicate a playful sort of tone. Makes it easier if I ever want to generate voice lines to know what the intention of them is. Ah, got you - makes sense, I didn't bother writing them down because referring to them from gameplay and finding them in the CK is a pain after a certain amount. The table format in xedit makes making a proof reading easier with walls of text... and then there's the pascal scripting to use for mass edits etc. I'm trying to say, I might take a gander at proofreading at some point - can't figure out a good way of handing fixes over to you though Edited Monday at 08:32 PM by AtomicGrimDark
HereBeTentacles Posted Monday at 09:30 PM Author Posted Monday at 09:30 PM 1 hour ago, AtomicGrimDark said: Yup, I reran the sequence a dozen times - and for some reason it worked without a hitch the following day. I'll see if I can get similar behaviour as I've already lost the save point right before it happened. I can take a deeper looksie in the CK if it does - is the trigger box disabled by default and then enabled via scripting? Ah, got you - makes sense, I didn't bother writing them down because referring to them from gameplay and finding them in the CK is a pain after a certain amount. The table format in xedit makes making a proof reading easier with walls of text... and then there's the pascal scripting to use for mass edits etc. I'm trying to say, I might take a gander at proofreading at some point - can't figure out a good way of handing fixes over to you though Its just a trigger box that gets moved around if an npc ever needs you to pose in a non-static area. Its always enabled and sits out if bounds in one of the interiors usually. Same with some of the leash FX. It uses the heading of the npc it is being moved to so if the npc hasn't fully turned around yet when it gets moved it can go to a weird spot. There should be checks to make sure it gets to the right spot though. For typos I just need to know where they are generally. Even just the scene or phase where they happened is enough to go off of usually.
DukeDog Posted Monday at 10:34 PM Posted Monday at 10:34 PM i wanted to try out your mod but its just not working. it seems the forced greet is just not working would be great if you added the same dialog to just talking to him just incase something acts up. as i think the quest isnt starting up properly also the mcm isnt thier i looked through the files and dont see the mcm code but i might just be missing it
HereBeTentacles Posted Monday at 10:56 PM Author Posted Monday at 10:56 PM 15 minutes ago, DukeDog said: i wanted to try out your mod but its just not working. it seems the forced greet is just not working would be great if you added the same dialog to just talking to him just incase something acts up. as i think the quest isnt starting up properly also the mcm isnt thier i looked through the files and dont see the mcm code but i might just be missing it I just coc'd into the dead mans drink with testing4 installed and he greets me before the screen even has a chance to fade in. Can you do what I typed above with the console to see if the quest actually started? And if you have something like more informative console installed can you click on him to see what package he is running? I can add the dialogue to him as a failsafe but it would be nice to know what is causing that.
anonymous515 Posted Monday at 11:08 PM Posted Monday at 11:08 PM Bug Report: Bug Description: When doing the farming cart-pulling task with Rogdul in the valley, the player gets their feet stuck in the mud, and must press the "Forward" key at the right rhythm. This is not possible when playing on an Xbox controller. The input is not recognized at all. Version: RennasRanch 0.3.0-testing4.7z Steps to Reproduce: 1. Start a new day onsite 2. Get tasked with helping Rogdul 3. Get stuck in mud while pulling cart 4. (BUG OCCURS) Unable to play foot-unstuck minigame with Xbox controller. (If you are a user who runs into this bug: You must disconnect your controller, press "W" on the keyboard to win the minigame, then switch back to your controller. You will have to do this a substantial amount of times)
HereBeTentacles Posted Tuesday at 08:47 PM Author Posted Tuesday at 08:47 PM 21 hours ago, anonymous515 said: Bug Report: Bug Description: When doing the farming cart-pulling task with Rogdul in the valley, the player gets their feet stuck in the mud, and must press the "Forward" key at the right rhythm. This is not possible when playing on an Xbox controller. The input is not recognized at all. Version: RennasRanch 0.3.0-testing4.7z Steps to Reproduce: 1. Start a new day onsite 2. Get tasked with helping Rogdul 3. Get stuck in mud while pulling cart 4. (BUG OCCURS) Unable to play foot-unstuck minigame with Xbox controller. (If you are a user who runs into this bug: You must disconnect your controller, press "W" on the keyboard to win the minigame, then switch back to your controller. You will have to do this a substantial amount of times) I already detect for the "Forward" control so if pressing forward on the gamepad doesn't trigger that then I am not sure there is anything else I can do there. Best I can do is check for forward on the dpad but I don't know if that's going to conflict with anything else and I don't have a controller to test it.
anonymous515 Posted Tuesday at 08:55 PM Posted Tuesday at 08:55 PM 7 minutes ago, HereBeTentacles said: I already detect for the "Forward" control so if pressing forward on the gamepad doesn't trigger that then I am not sure there is anything else I can do there. Best I can do is check for forward on the dpad but I don't know if that's going to conflict with anything else and I don't have a controller to test it. Thumbsticks don't send OnControlDown events in Skyrim's engine because they are analog axes, not binary buttons. The easiest and most bulletproof fix is to change the minigame script to use RegisterForControl("Activate") or "Jump" instead of "Forward". Standard action buttons will fire the script perfectly on both gamepads and keyboards every single time, and it saves you from having to mess with conflicting D-pad hotkeys.
HereBeTentacles Posted Tuesday at 09:15 PM Author Posted Tuesday at 09:15 PM 15 minutes ago, anonymous515 said: Thumbsticks don't send OnControlDown events in Skyrim's engine because they are analog axes, not binary buttons. The easiest and most bulletproof fix is to change the minigame script to use RegisterForControl("Activate") or "Jump" instead of "Forward". Standard action buttons will fire the script perfectly on both gamepads and keyboards every single time, and it saves you from having to mess with conflicting D-pad hotkeys. I was thinking the dpad because I am working on another task right now that was using the WASD buttons and if that's not going to work on controller I would need some set of 4 buttons on the controller to register for instead. I just looked and the ddc escape minigame uses the shoulder buttons so I will use those for the new task and then can do activate or jump for the draft game. 1
isee Posted Wednesday at 03:31 AM Posted Wednesday at 03:31 AM (edited) Finally got Skyrim working on a new hard drive, and took the latest test version (4) for a spin. Haven't found anything too wrong aside from what I've already seen reported. Though it can be hard to naturally test every new scene with how tasks show up randomly. This was on a completely new game mind you with the only extra things running being the dependencies, display tweaks, true directional movement, CS, and Dyndolod because only being able to see fifty meters ahead of you otherwise really kills the mood of the place. The loop was stable, nothing I tried really broke the day to day cycle of tasks. (Surprisingly not even breaking containment and running people down with the cart. : P ) Although it was hard to tell sometimes if the 'scoring' system was working. Even failing as much as I possibly could just to try and break things the day would sometimes end in praise. Minor suggestions. (That really aren't that minor when you actually have to code them I'll admit.) 1.) With the new requirement to present after each slalom run. While switching to the pose is fine. having to open the menu twice every 30-40 seconds just to select and deselect the pose can get a little old. Maybe a hotkey to instantly cancel any pose you're in while enslaved? 2.) Down the line more comments from the people on the estate might help spice things up a little. Having the NPC's come over to the hotstepper just to comment on you. Or take time out of their day to watch a pony plow the farm could really up the experience. Sure you get your trainers comments, but because those are all focused solely towards whether or not you're doing your job well. There isn't much to distract you from the task. Even just random comments about you around the estate could help flesh out the characters. Quote "I still can't believe we have the Dragonborn doing laps for us in nothing more then a harness and a corset." "Oh? Can't stop staring can you? And here I thought you only had eyes for Dynasty." "I can appreciate two different ponies! Besides she just feels...Different." "Heh, well keep looking all you want. I'm sure Dovah here will enjoy the 'appreciation.'" Quote "Do you think this is technically a blasphemy against Akatosh?" "Dragons are flying through the sky, setting the land on fire and now you're worried about displeasing him? She wants this alright? She wouldn't be here otherwise. So the next time she presents stare nice and long. It's the least you can do to honor the work we put on our little Dovah through. Who knows maybe the extra exercise she gets here takes down another one out there." Quote "The diet and work we put her through has really filled out her form. She's starting to look like the others." "As long as she earns her keep I don't care how she looks. With her we can now expand to three fields every four days." "Is coin the only thing you're interested in?" "Should I be interested in anything else? We don't collect taxes from anyone on our ladies land. And her hobby isn't cheap. These fields are the only thing we have going for us." "I guess I hadn't thought about our coffers." "The only thing she needs are strong legs to pull the plow, the rest is just a bonus." "Quite the bonus in my opinion." Even without all that this is one of the most advanced and well planned out systems I've seen in a bethesda game. Reading through the thread it sounds like most of the bugs in this test release have been minor errors in the code. Or just forgetting to set a variable. I hope you keep up the good work and enjoy yourself. I'd say this (test 4) is probably pretty close to a proper release. Edited Wednesday at 08:53 PM by isee
HereBeTentacles Posted Wednesday at 05:26 AM Author Posted Wednesday at 05:26 AM 44 minutes ago, isee said: This was on a completely new game mind you with the only extra things running being the dependencies, display tweaks, true directional movement, CS, and Dyndolod because only being able to see fifty meters ahead of you otherwise really kills the mood of the place. This comment is how I found out I was missing some files for the vanilla LODs. Definitely should be able to see more than 50 meters around you with the included LOD's (albeit it will be ugly) so I checked and it looks like I am missing some files there. Not sure where they went. Will fix that. 46 minutes ago, isee said: The loop was stable, nothing I tried really broke the day to day cycle of tasks. (Surprisingly not even breaking containment and running people down with the cart. : P ) Although it was hard to tell sometimes if the 'scoring' system was working. Even failing as much as I possibly could just to try and break things the day would sometimes end in praise. For the scoring system there's three things it checks: did you finish/fail your daily task, did you do enough freeroam tasks, and were you well-behaved. If you were being told you had succeeded at your daily task / did enough freeroam tasks when you clearly didn't then there's probably a bug there that needs to be fixed. The only time that should happen is when the NPCs explicitly tell you they aren't sure if they should count your task performance as completed or not and that they'll think about it, in which case the task will say completed even though they might not count it later. Maybe a bit confusing but there's not really a good way to indicate it. The behaviour part you can fail if you did things like taking to long to pose/follow someone's command or yanked on the leash too much, among other things. It's completely seperate from whether you completed the tasks or not. Something like screwing up the arch order for memory or trampling one of the cropsfor draft doesnt count as bad behaviour since it already is accounted for when you complete/fail those tasks. You can get perfect behaviour and fail everything or you can complete all tasks perfectly and have horrible behaviour. If you see a red notification then that usually means you did something that counts as bad behaviour. I haven't added behaviour checks to all the things that need them yet so it can be hard to fail this one. If you find that the above isn't true in practice then there is probably a bug somewhere I can look at. 1 hour ago, isee said: 1.) With the new requirement to present after each slalom run. While switching to the pose is fine. having to open the menu twice every 30-40 seconds just to select and deselect the pose can get a little old. Maybe a hotkey to instantly cancel any pose you're in while enslaved? I have added a force pose reset to a couple places where it made sense before so I can do it there too. Adding a button that you can map to reset pose is easy to do though so I can do that as well. 1 hour ago, isee said: 2.) Down the line more comments from the people on the estate might help spice things up a little. Having the NPC's come over to the hotstepper just to comment on you. Or take time out of their day to watch a pony plow the farm could really up the experience. Sure you get your trainers comments, but because those are all focused solely towards whether or not you're doing your job well. There isn't much to distract you from the task. Even just random comments about you around the estate could help flesh out the characters. Would be good to have some proper dialogue and scene to liven up the place and add a bit of a distraction yeah. I've already started writing some more fitting hello/goodbye/idle dialogue for the NPCs to use. I want to give the other ponies things to do during the day as well. 1 hour ago, isee said: Quote "I still can't believe we have the Dragonborn doing laps for us in nothing more then a harness and a corset." "Oh? Can't stop staring can you? And here I thought you only had eyes for Dynasty." "I can appreciate two different ponies! Besides she just feels...Different." "Heh, well keep looking all you want. I'm sure Dovah here will enjoy the 'appreciation.'" Quote "Do you think this is technically a blasphemy against Akatosh?" "Dragons are flying through the sky, setting the land on fire and now you're worried about displeasing him? She wants this alright? She wouldn't be here otherwise. So the next time she presents stare nice and long. It's the least you can do to honor the work we put on our little Dovah through. Who knows maybe the extra exercise she gets here takes down another one out there." Quote These are all really good by the way, could absolutely see these being said by certain characters. Might steal these if that's okay. 1 hour ago, isee said: Even without all that this is one of the most advanced and well planned out systems I've seen in a bethesda game. Reading through the thread it sounds like most of the bugs in this test release have been minor errors in the code. Or just forgetting to set a variable. I hope you keep up the good work and enjoy yourself. I'd say this (test 4) is probably pretty close to a proper release. Thanks! Glad you enjoyed. Unless anyone else reports any other major blocking bugs I would say the next release is probably going to be the proper 0.3 release. Once that is out I can start properly working on 0.3.1 which will be another daily task. 1
isee Posted Wednesday at 08:50 AM Posted Wednesday at 08:50 AM 3 hours ago, HereBeTentacles said: These are all really good by the way, could absolutely see these being said by certain characters. Might steal these if that's okay. Feel free if you want to take them. It can be surprisingly easy to hit a roadblock in the CK when writing dialogue. (Which you'd think would be the easy and fun part after everything else.) So I just wanted to throw a few examples out instead of just saying something like 'more dialogue is good.' It's probably a bit trite. 3 hours ago, HereBeTentacles said: If you see a red notification then that usually means you did something that counts as bad behaviour. I haven't added behaviour checks to all the things that need them yet so it can be hard to fail this one. This is the part that got me I think. The first time I said no in the stables I believe I saw a red notification, but never again when I did it.
HereBeTentacles Posted Wednesday at 10:10 AM Author Posted Wednesday at 10:10 AM 1 hour ago, isee said: 4 hours ago, HereBeTentacles said: This is the part that got me I think. The first time I said no in the stables I believe I saw a red notification, but never again when I did it. They go by pretty quick and sometimes can be hard to notice especially if there are a bunch going across the screen. Might need to make them a brighter color or something. I don't think there's any way it could fail to actually play it since there's no conditions in that topic script. 1
Tobitup Posted Wednesday at 05:20 PM Posted Wednesday at 05:20 PM Just thought about a little suggestion. Since everyone in Valley knows Dova is a Dragonborn - maybe her restraints should mention something about restricting her powers? Like a gag with different color (maybe green ball or smth) which restricts her shouts? Just proposing
blahity Posted Wednesday at 09:17 PM Posted Wednesday at 09:17 PM 3 hours ago, Tobitup said: Just thought about a little suggestion. Since everyone in Valley knows Dova is a Dragonborn - maybe her restraints should mention something about restricting her powers? Like a gag with different color (maybe green ball or smth) which restricts her shouts? Just proposing Rather than suppressing their powers, it should be enough that using their shouts makes her a bad ponygirl and they should earn punishment points for it.
isee Posted Wednesday at 10:22 PM Posted Wednesday at 10:22 PM 4 hours ago, Tobitup said: Just thought about a little suggestion. Since everyone in Valley knows Dova is a Dragonborn - maybe her restraints should mention something about restricting her powers? Like a gag with different color (maybe green ball or smth) which restricts her shouts? Just proposing I mean, a regular gag restricts shouts just as well as an enchanted one. Just ask Ulfric. : P The shouts aren't actually anything special, anyone can learn them. It's just that the dragonborn can speed learn them. We don't even learn the really powerful ones in game like the 'god mode' shout that means you always win at whatever you attempt to do. Or the 'save and reload' shout that allowed past heroes in the franchise to literally save scum. Those might actually be the same shout no one knows. Except maybe Vivic... For questionable reasons.
doesitmatter11 Posted Thursday at 12:04 AM Posted Thursday at 12:04 AM Not sure if anybody has pointed this out yet, but the tongue depressor gag that the blacksmith can give you during free roam stops other free roam events from starting. You just get the fun gag speak whenever somebody calls you over. It is pretty funny that they forget whatever task they had just to tease you about the gag tbf.
doesitmatter11 Posted Thursday at 12:05 AM Posted Thursday at 12:05 AM 1 hour ago, isee said: I mean, a regular gag restricts shouts just as well as an enchanted one. Just ask Ulfric. : P The shouts aren't actually anything special, anyone can learn them. It's just that the dragonborn can speed learn them. We don't even learn the really powerful ones in game like the 'god mode' shout that means you always win at whatever you attempt to do. Or the 'save and reload' shout that allowed past heroes in the franchise to literally save scum. Those might actually be the same shout no one knows. Except maybe Vivic... For questionable reasons. Yeah I think that's a DD oversight that gagging doesn't actually stop shouting lol
doesitmatter11 Posted Thursday at 12:10 AM Posted Thursday at 12:10 AM 5 minutes ago, doesitmatter11 said: Not sure if anybody has pointed this out yet, but the tongue depressor gag that the blacksmith can give you during free roam stops other free roam events from starting. You just get the fun gag speak whenever somebody calls you over. It is pretty funny that they forget whatever task they had just to tease you about the gag tbf. Also seems to stop me from reporting in
HereBeTentacles Posted Thursday at 12:46 AM Author Posted Thursday at 12:46 AM (edited) 44 minutes ago, doesitmatter11 said: Not sure if anybody has pointed this out yet, but the tongue depressor gag that the blacksmith can give you during free roam stops other free roam events from starting. You just get the fun gag speak whenever somebody calls you over. It is pretty funny that they forget whatever task they had just to tease you about the gag tbf. 38 minutes ago, doesitmatter11 said: Also seems to stop me from reporting in Are you sure? The gag being left on and the gag speak minigame still being active is intentional. You have to complete that game whenever you speak to someone to get to their regular dialogue. I just tried it and was able to get to Adrienn's task with the gag on just fine. It's annoying but that's kind of the point. Like you said you can just take it as them being cheeky and teasing you about it. If you actually can't get to their normal dialogue with the gag on you might have another mod doing something there? Although if that were the case I am not sure how you would ever have finished the blacksmiths task in the first place. Edited Thursday at 12:51 AM by HereBeTentacles
Tobitup Posted Thursday at 10:54 AM Posted Thursday at 10:54 AM 12 hours ago, isee said: I mean, a regular gag restricts shouts just as well as an enchanted one. Just ask Ulfric. : P The shouts aren't actually anything special, anyone can learn them. It's just that the dragonborn can speed learn them. We don't even learn the really powerful ones in game like the 'god mode' shout that means you always win at whatever you attempt to do. Or the 'save and reload' shout that allowed past heroes in the franchise to literally save scum. Those might actually be the same shout no one knows. Except maybe Vivic... For questionable reasons. I was thinking about more reminds to DB of who she was before taking the tack. Like mentioning the gag restricting her shouts, or mentioning the armbinder that strict her “anonymous straight”. Maybe not like “individual devices” but mentions in dialogs or something like this
REALnomad Posted Thursday at 03:10 PM Posted Thursday at 03:10 PM Kasuna quest, she was just standing there, 10 meters from the gate. I didnt even have to go out to seek for her. 3 mins quest. 1 pussy licked. Maybe it is cause of save reloading and bethesda magic. 1
Azatthot Posted Thursday at 03:50 PM Posted Thursday at 03:50 PM Voice Pack?? DBVO?? Should I make it??
HereBeTentacles Posted Thursday at 05:07 PM Author Posted Thursday at 05:07 PM 1 hour ago, REALnomad said: Kasuna quest, she was just standing there, 10 meters from the gate. I didnt even have to go out to seek for her. 3 mins quest. 1 pussy licked. Maybe it is cause of save reloading and bethesda magic. If it happens often I can take a look at it, never seen that happen though. 1 hour ago, Azatthot said: Voice Pack?? DBVO?? Should I make it?? There already is at least one voice pack someone made, no clue if it is good/updated though, I dont use them. Also not sure how DBVO would work with all my player dialogue since all the lines contain both the gag dialogue and it's translation. 1
Azatthot Posted yesterday at 04:22 AM Posted yesterday at 04:22 AM @HereBeTentacles Won't stop me. Wait around 12 hours. As soon as my project gets completed I will upload them here. 1
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