Kenjoka Posted February 14, 2015 Posted February 14, 2015 hi, did some tests with a new char and can confirm the "fall through world" problem still exists. After falling i was teleportedt to the new Temple of Mara, i was standing outside the cell and the NPC i have to talk to was inside *smile* The auction itself then worked very well (it was broken for me in some of the last versions) and i won the "Captured Dreams" scenario. As you mentioned this does not work yet, i reloaded and won "slaves of tamriel" and here it worked ok. I will do smoe futher tests today, as i have a free weekend Thanks for letting me know. I'll do some further tests myself. New game or clean save or over-write? hi, it was a new game started with live another live. i did another try and have some screenshots, maybe they help I am not a modder, so i cannot help you, but i started TES5Edit and had a look at the cell which you create in simple Slavery and the mine cell (SLTMine01) which was created in "Slaves of Tamriel". There a some minor differences, water height 0 in Slaves of tamriel mod for example. you may ask why i did this, i get ported to the "Slaves of Tamriel" mod without any problems everytime. I don't know which of the two mods handles the transition, but maybe this code or cell definition is worth a look (or author of Slaves of Tamriel can help).
Content Consumer Posted February 14, 2015 Posted February 14, 2015 Happened to me again on v2.62. Still no clean install, but I did try disabling everything but SD+, Simple Slavery, and their requirements. p.s. The CTD problems I'm having, I couldn't imagine why they'd be caused by Defeat, I tried disabling Defeat and no more CTD... but I was a moron, because as it turns out the CTD only happened in exterior cells, not interior. Something about teleporting about from exterior cells is causing me crashes. It's not surprising, since I'm running so many script-intensive mods... things are bound to fuck up. tl,dr; not your problem. p.p.s. How about creating a unique item in the slave market and trying to .moveto that instead of the cagemark? I mean, I can player.moveto any reference in the game, but the cagemark isn't actually an item (try "help sslv" and it doesn't show up, etc), so I don't know if that might be part of the problem? The item could be something as innocuous as a bedroll, or something. p.p.p.s. Have you tried doing this without DA integration? I don't mean getting rid of it entirely, but create yourself a spell or on-item-pickup-scripted-event that triggers it? That might help you narrow down the circumstances of the issue. EDIT: When the slave market was out behind Riften's gate, I never had a problem teleporting around. Was there anything specific that changed when you moved the location indoors?
jfraser Posted February 14, 2015 Author Posted February 14, 2015 hi, did some tests with a new char and can confirm the "fall through world" problem still exists. After falling i was teleportedt to the new Temple of Mara, i was standing outside the cell and the NPC i have to talk to was inside *smile* The auction itself then worked very well (it was broken for me in some of the last versions) and i won the "Captured Dreams" scenario. As you mentioned this does not work yet, i reloaded and won "slaves of tamriel" and here it worked ok. I will do smoe futher tests today, as i have a free weekend Thanks for letting me know. I'll do some further tests myself. New game or clean save or over-write? hi, it was a new game started with live another live. i did another try and have some screenshots, maybe they help 2015-02-14_00004.jpg 2015-02-14_00005.jpg 2015-02-14_00006.jpg I am not a modder, so i cannot help you, but i started TES5Edit and had a look at the cell which you create in simple Slavery and the mine cell (SLTMine01) which was created in "Slaves of Tamriel". There a some minor differences, water height 0 in Slaves of tamriel mod for example. you may ask why i did this, i get ported to the "Slaves of Tamriel" mod without any problems everytime. I don't know which of the two mods handles the transition, but maybe this code or cell definition is worth a look (or author of Slaves of Tamriel can help). Water height? I confess, I have no idea how to do anything in Tes5Edit besides clean mods. SoT does its own transporting. This would be easier if it was happening to everyone. Grr...
formanfred Posted February 14, 2015 Posted February 14, 2015 Hi jfraser I don't know if this helps captured dreams worked for me when I tried it yesterday I went to the slave market where I was sold to captured dreams and was transported to the shop where every thing worked with no problems , my character had already completed all the main captured dreams quests be for I fell in battle and was enslaved and sold
jfraser Posted February 15, 2015 Author Posted February 15, 2015 Hi jfraser I don't know if this helps captured dreams worked for me when I tried it yesterday I went to the slave market where I was sold to captured dreams and was transported to the shop where every thing worked with no problems , my character had already completed all the main captured dreams quests be for I fell in battle and was enslaved and sold Really?! For the love of... well, I'm glad it worked for someone. Maybe you have to visit the place before it will work?
superawesome42 Posted February 15, 2015 Posted February 15, 2015 To let you know, the Free Fall bug has been occurring as a result of either Death Alternative or Death Alternative Capture. You may not be able to fix it. How do I know? Because I've had it happen just with using Death Alternative + DA: Capture alone -- I'll fall through the floor during transition. It would happen randomly. The issue seems to be with the teleport -- if the mod author could raise the distance on the Z plane it may solve it, but as is it seems to teleport the player into the map and they then proceed to fall through it.
superawesome42 Posted February 15, 2015 Posted February 15, 2015 Happened to me again on v2.62. Still no clean install, but I did try disabling everything but SD+, Simple Slavery, and their requirements. p.s. The CTD problems I'm having, I couldn't imagine why they'd be caused by Defeat, I tried disabling Defeat and no more CTD... but I was a moron, because as it turns out the CTD only happened in exterior cells, not interior. Something about teleporting about from exterior cells is causing me crashes. It's not surprising, since I'm running so many script-intensive mods... things are bound to fuck up. tl,dr; not your problem. p.p.s. How about creating a unique item in the slave market and trying to .moveto that instead of the cagemark? I mean, I can player.moveto any reference in the game, but the cagemark isn't actually an item (try "help sslv" and it doesn't show up, etc), so I don't know if that might be part of the problem? The item could be something as innocuous as a bedroll, or something. p.p.p.s. Have you tried doing this without DA integration? I don't mean getting rid of it entirely, but create yourself a spell or on-item-pickup-scripted-event that triggers it? That might help you narrow down the circumstances of the issue. EDIT: When the slave market was out behind Riften's gate, I never had a problem teleporting around. Was there anything specific that changed when you moved the location indoors? Concerning script intensive setups; This One Weird Trick Might Solve Your Problems. Hitting the Tilde key ~, as in bringing up the console, effectively freezes your game while allowing the rest of the script stack to process. So when you're in a major situation, such as when DA has kicked in and it's doing it's thing -- hitting Tilde and waiting three seconds can help a lot with weird script errors.
Content Consumer Posted February 15, 2015 Posted February 15, 2015 To let you know, the Free Fall bug has been occurring as a result of either Death Alternative or Death Alternative Capture. You may not be able to fix it. How do I know? Because I've had it happen just with using Death Alternative + DA: Capture alone -- I'll fall through the floor during transition. It would happen randomly. The issue seems to be with the teleport -- if the mod author could raise the distance on the Z plane it may solve it, but as is it seems to teleport the player into the map and they then proceed to fall through it. I was wondering if that was the case... for me, this has never happened before. DA and most DA mods work flawlessly, so there must be a way to fix it. The alternative is going DocClox's route and letting the player essentially enslave themselves, which kind of defeats (pun intended) the purpose for this particular mod, I feel. Happened to me again on v2.62. Still no clean install, but I did try disabling everything but SD+, Simple Slavery, and their requirements. p.s. The CTD problems I'm having, I couldn't imagine why they'd be caused by Defeat, I tried disabling Defeat and no more CTD... but I was a moron, because as it turns out the CTD only happened in exterior cells, not interior. Something about teleporting about from exterior cells is causing me crashes. It's not surprising, since I'm running so many script-intensive mods... things are bound to fuck up. tl,dr; not your problem. p.p.s. How about creating a unique item in the slave market and trying to .moveto that instead of the cagemark? I mean, I can player.moveto any reference in the game, but the cagemark isn't actually an item (try "help sslv" and it doesn't show up, etc), so I don't know if that might be part of the problem? The item could be something as innocuous as a bedroll, or something. p.p.p.s. Have you tried doing this without DA integration? I don't mean getting rid of it entirely, but create yourself a spell or on-item-pickup-scripted-event that triggers it? That might help you narrow down the circumstances of the issue. EDIT: When the slave market was out behind Riften's gate, I never had a problem teleporting around. Was there anything specific that changed when you moved the location indoors? Concerning script intensive setups; This One Weird Trick Might Solve Your Problems. Hitting the Tilde key ~, as in bringing up the console, effectively freezes your game while allowing the rest of the script stack to process. So when you're in a major situation, such as when DA has kicked in and it's doing it's thing -- hitting Tilde and waiting three seconds can help a lot with weird script errors. Really? I thought that opening the console paused script updating too... For those of us who experience the CTD when loading a saved game in a populated or exterior cell from the main menu, necessitating loading from an empty-ish or interior cell first, could we go to the console to pause and allow scripts to update during loading? For me, there's always a split second on loading before the CTD where the world appears, and in that split second, I could theoretically pause the game and allow scripts to update, hopefully catching the whole lot in the middle, so to speak, forcing half to update before the other half has a chance to overwhelm the system?
Kenjoka Posted February 15, 2015 Posted February 15, 2015 i have some good news. yesterday i realized i did my tests with mod version 2.6 and not latest version 2.62, but too late. At this moment i had already restored a backup skyrim folder which i have for testing. This skyrim installation is only with the main game and the 3 official dlc and a skse 1.7.1 installation, so pure skyrim from bethesda. I then installed: sexlabframe work 1.59c sky ui death alternative (latest version 6.1.8) FNIS (latest version) + FNIS animals Simple Slavery 2.62 Started a new char from the main menu with "coc whiterun" I configured Death alternative with the option "Bleedout only" (as i always do) and lost my fight against a bandit. Here same falling through the world problem, i even got falling and falling and nothing more happened. Tried this 4 times always with the same result Started again a new char from the main menu with "coc whiterun" I configured Death alternative with the default option "Ragdoll andBleedout" and voila, everything was fine and smooth and i was transported in the cell of simple slavery I tried this 4 times and was always sucessfull I then installed wolfclub mod, as this mod is also damoyl plugin and transports the player in a cave. In my memories the transport there was working 1 month or 2 ago. I tested the same scenario with wolfclub and the behavior is exact the same as for "simple slavery", falling throug worlds for bleedout only and working smooth with ragdoll and bleedout. So i think something changed in "Death alternative", as there have been a couple of updates in the last two months.
jfraser Posted February 15, 2015 Author Posted February 15, 2015 i have some good news. yesterday i realized i did my tests with mod version 2.6 and not latest version 2.62, but too late. At this moment i had already restored a backup skyrim folder which i have for testing. This skyrim installation is only with the main game and the 3 official dlc and a skse 1.7.1 installation, so pure skyrim from bethesda. I then installed: sexlabframe work 1.59c sky ui death alternative (latest version 6.1.8) FNIS (latest version) + FNIS animals Simple Slavery 2.62 Started a new char from the main menu with "coc whiterun" I configured Death alternative with the option "Bleedout only" (as i always do) and lost my fight against a bandit. Here same falling through the world problem, i even got falling and falling and nothing more happened. Tried this 4 times always with the same result Started again a new char from the main menu with "coc whiterun" I configured Death alternative with the default option "Ragdoll andBleedout" and voila, everything was fine and smooth and i was transported in the cell of simple slavery I tried this 4 times and was always sucessfull I then installed wolfclub mod, as this mod is also damoyl plugin and transports the player in a cave. In my memories the transport there was working 1 month or 2 ago. I tested the same scenario with wolfclub and the behavior is exact the same as for "simple slavery", falling throug worlds for bleedout only and working smooth with ragdoll and bleedout. So i think something changed in "Death alternative", as there have been a couple of updates in the last two months. So weird that that should make a difference. Thanks for the extensive testing. CC (and anyone else having this issue), does that work for you?
Kenjoka Posted February 15, 2015 Posted February 15, 2015 oh, i forgot. even in my mini skyrim test installation i found that in my Papyrus.log [02/15/2015 - 10:36:05AM] Papyrus log opened (PC)[02/15/2015 - 10:36:05AM] error: Native function GetUseSound in empty state does not match existing signature on linked type Potion. Function will not be bound.[02/15/2015 - 10:36:05AM] Update budget: 1.600000ms (Extra tasklet budget: 1.600000ms, Load screen budget: 1000.000000ms)[02/15/2015 - 10:36:05AM] Memory page: 128 (min) 512 (max) 76800 (max total)[02/15/2015 - 10:36:07AM] Cannot open store for class "dlc1scwispwallscript", missing file?[02/15/2015 - 10:36:07AM] Cannot open store for class "DLC2BenthicLurkerFXSCRIPT", missing file?[02/15/2015 - 10:36:07AM] Cannot open store for class "follower3dnpc", missing file?[02/15/2015 - 10:36:07AM] Cannot open store for class "QF_SimpleSlavery_0200492E", missing file?[02/15/2015 - 10:36:07AM] Error: Unable to bind script QF_SimpleSlavery_0200492E to SimpleSlavery (0B00492E) because their base types do not match ... Maybe you can look at this?
Content Consumer Posted February 15, 2015 Posted February 15, 2015 i have some good news. yesterday i realized i did my tests with mod version 2.6 and not latest version 2.62, but too late. At this moment i had already restored a backup skyrim folder which i have for testing. This skyrim installation is only with the main game and the 3 official dlc and a skse 1.7.1 installation, so pure skyrim from bethesda. I then installed: sexlabframe work 1.59c sky ui death alternative (latest version 6.1.8) FNIS (latest version) + FNIS animals Simple Slavery 2.62 Started a new char from the main menu with "coc whiterun" I configured Death alternative with the option "Bleedout only" (as i always do) and lost my fight against a bandit. Here same falling through the world problem, i even got falling and falling and nothing more happened. Tried this 4 times always with the same result Started again a new char from the main menu with "coc whiterun" I configured Death alternative with the default option "Ragdoll andBleedout" and voila, everything was fine and smooth and i was transported in the cell of simple slavery I tried this 4 times and was always sucessfull I then installed wolfclub mod, as this mod is also damoyl plugin and transports the player in a cave. In my memories the transport there was working 1 month or 2 ago. I tested the same scenario with wolfclub and the behavior is exact the same as for "simple slavery", falling throug worlds for bleedout only and working smooth with ragdoll and bleedout. So i think something changed in "Death alternative", as there have been a couple of updates in the last two months. So weird that that should make a difference. Thanks for the extensive testing. CC (and anyone else having this issue), does that work for you? Wow. I... uh, yeah. That actually works. That's messed up, man. Bleedout + ragdoll = no falling through floor. Problem solved! Thanks much kenjoka!
superawesome42 Posted February 15, 2015 Posted February 15, 2015 That makes so much sense. Turning on the ragdoll forces the engine to treat you like a physical Havok object, thus stopping you from actually falling through the geometry. And yeah, pausing console allows the game to take a breath I've noticed. It's like a gasp for air -- it just allows the stack and stuff, data to play out before you brought up console. Dropping it will then allow it to continue on its way.
jfraser Posted February 15, 2015 Author Posted February 15, 2015 Oooookay then. That's the opposite we've been trained to do ever since sd had problems because of the ragdolling. But two people is not a big enough sample size to be considered statistically significant. If anyone else could make sure this works for them, I'd appreciate it.
Delzaron Posted February 15, 2015 Posted February 15, 2015 I tried it. There is a major problem with the end of the scene. SD dont launch correctly, captured dreams never launch (yes, i use the last version of this great mod). I don't already try SOT.
grundor67 Posted February 16, 2015 Posted February 16, 2015 I'm running the latest version as well and haven't had any falling thru floor issues. (I do have ragdoll physics enabled though) The main issue I'm having is the auction scene is empty save one bidder. The "Bidder #5" is the only NPC outside of the cage and he sits at a table on one side for a bit then gets up and sits on the opposite side of the table...
jfraser Posted February 16, 2015 Author Posted February 16, 2015 I tried it. There is a major problem with the end of the scene. SD dont launch correctly, captured dreams never launch (yes, i use the last version of this great mod). I don't already try SOT. There is one sd encounter that didn't start last time I tried. The others did. Try again and see if it works on different encounters for you. Captured dreams has only worked for one person so far, not sure why. Still looking into it. Thanks fit letting me know.
jfraser Posted February 16, 2015 Author Posted February 16, 2015 I'm running the latest version as well and haven't had any falling thru floor issues. (I do have ragdoll physics enabled though) The main issue I'm having is the auction scene is empty save one bidder. The "Bidder #5" is the only NPC outside of the cage and he sits at a table on one side for a bit then gets up and sits on the opposite side of the table...... That's a new one. Only thing I can think is to try a reload.
jfraser Posted February 16, 2015 Author Posted February 16, 2015 oh, i forgot. even in my mini skyrim test installation i found that in my Papyrus.log [02/15/2015 - 10:36:05AM] Papyrus log opened (PC) [02/15/2015 - 10:36:05AM] error: Native function GetUseSound in empty state does not match existing signature on linked type Potion. Function will not be bound. [02/15/2015 - 10:36:05AM] Update budget: 1.600000ms (Extra tasklet budget: 1.600000ms, Load screen budget: 1000.000000ms) [02/15/2015 - 10:36:05AM] Memory page: 128 (min) 512 (max) 76800 (max total) [02/15/2015 - 10:36:07AM] Cannot open store for class "dlc1scwispwallscript", missing file? [02/15/2015 - 10:36:07AM] Cannot open store for class "DLC2BenthicLurkerFXSCRIPT", missing file? [02/15/2015 - 10:36:07AM] Cannot open store for class "follower3dnpc", missing file? [02/15/2015 - 10:36:07AM] Cannot open store for class "QF_SimpleSlavery_0200492E", missing file? [02/15/2015 - 10:36:07AM] Error: Unable to bind script QF_SimpleSlavery_0200492E to SimpleSlavery (0B00492E) because their base types do not match ... Maybe you can look at this? Thanks. I'm not sure what script that is. I'll check into it.
grundor67 Posted February 16, 2015 Posted February 16, 2015 I'm running the latest version as well and haven't had any falling thru floor issues. (I do have ragdoll physics enabled though) The main issue I'm having is the auction scene is empty save one bidder. The "Bidder #5" is the only NPC outside of the cage and he sits at a table on one side for a bit then gets up and sits on the opposite side of the table...... That's a new one. Only thing I can think is to try a reload. Thanks for the response. I went back and tried a new character from scratch and the auction worked this time....just not able to get it to work with old saves.
jfraser Posted February 16, 2015 Author Posted February 16, 2015 I'm running the latest version as well and haven't had any falling thru floor issues. (I do have ragdoll physics enabled though) The main issue I'm having is the auction scene is empty save one bidder. The "Bidder #5" is the only NPC outside of the cage and he sits at a table on one side for a bit then gets up and sits on the opposite side of the table...... That's a new one. Only thing I can think is to try a reload. Thanks for the response. I went back and tried a new character from scratch and the auction worked this time....just not able to get it to work with old saves. You could try a clean save with the old saves, but I'm glad it works on a new game.
Content Consumer Posted February 16, 2015 Posted February 16, 2015 Now that it's working for me, I am having a lot of fun with this mod, even though I seem to have forgotten to activate SD+ on my new character. I ended up being "enslaved" to a master who didn't seem to care when I put back on my gear and wandered off. The way I figure it, he was someone who purchases slaves just so he can let them go free. I do have three two suggestions/questions, though, because no compliment can go without being tempered by suggestions, because I'm a dick like that. 1. The cell's ID is sslv_market2, but the cell's name is still "Temple of Mara." I saved there, and when I went to reload I was like "what?" 2. Am I missing dialog lines? The auction (can't remember the number, but it's the "start this off with a bang" auction), and the bidding went up to 700. 700 going once, 700 going twice, and then a bandit immediately broken in with "you bastard" and the auctioneer said "1200 going once twice sold". Maybe I just missed a line or two? EDIT: I just looked at the mod in the CK, it appears that I only just missed seeing the line. Never mind. 3. You know what would be cool? Background dialog that the bidders are shouting out when Harriette is up on the block. Just a few lines, it can repeat or whatnot... but hearing what's going on while you're still in the cage enhances the environment, I feel. I dunno how easy it is to do something like that, though... Here's a couple ideas for the background dialog (between auctioneers, bidders, etc): Is this all you've got for us today? I'm more interested in the one in the cage. That one looks good, but the caged one looks like crap. Oh come on, Benedict, you got the last one! Slaren, I'll trade you for that Breton you've had your eye on. Thank you for your purchase, Albino Stoat. Oh, it's Albion Sloat? I'm terribly sorry. You can't afford that, Joanil. Kunta Kinte, I would like to introduce you to Toby Waller. Ambrosious Aurellius always avoids alliteration, actually. Jaosi's got a cru-ush! Jaosi's got a cru-ush! Nyah nyah nyah! (okay these are getting weird) You still owe us for the last slave you bought, Adson. Dammit, Okas, did you use up your last slave already? Can you get her to turn a circle for us? Has she had all her shots? I don't know, I was really looking for a Bosmer slave today... Can I get one with brown eyes? Hey, that slave was up on the block last week! Dremir's going to be happy with us for this. So old man Jacobs finally got rid of his annoying daughter, did he? Ugh... she looks like a chaurus. Bring out the one in the cage! Ugh... the one in the cage looks like a chaurus. Got anything better? Say, John, how about a free sample? That R2 unit has a bad motivator. p.s. I opened up your mod to find the above names... and... Kahn-ten Khan-sum'r? I'm blushing!
Content Consumer Posted February 16, 2015 Posted February 16, 2015 *snippity snippity snip* I do plan on figuring out how to bind the player's arms at some point because technically you still have your full inventory in the cage. This mod just unequips everything and lets the other mods decide what to do with all of it. My attempts to do so have so far proved fruitless but it hasn't been a priority to figure out yet. Actor player = Game.GetPlayer() player.RemoveAllItems() Removes all items except quest items from the player. They're just gone though... I don't know if that's a good thing or a bad thing. I know it's possible to put them into a container, because lots of mods do that. Personally, in mods like DA where they can steal your items, I set it to fixed-loss or equivalent... makes getting enslaved a real problem. I'm a masochist, though... most players probably wouldn't go for that. The people who capture you to sell at the auction are probably not going to just let you keep everything, and removeallitems is a good stopgap until you can (or want to) implement a getting-your-stuff-back thing. I sort-of tried to auto equip an armbinder on the player... the script isn't working, but that's not surprising, since I tried for maybe 10 seconds before giving up. zadLibs Property libs Auto If equipArmbinder == 1 libs.ManipulateDevice(player, libs.armbinder, true) EndIf
jfraser Posted February 16, 2015 Author Posted February 16, 2015 Now that it's working for me, I am having a lot of fun with this mod, even though I seem to have forgotten to activate SD+ on my new character. I ended up being "enslaved" to a master who didn't seem to care when I put back on my gear and wandered off. The way I figure it, he was someone who purchases slaves just so he can let them go free. I do have three two suggestions/questions, though, because no compliment can go without being tempered by suggestions, because I'm a dick like that. 1. The cell's ID is sslv_market2, but the cell's name is still "Temple of Mara." I saved there, and when I went to reload I was like "what?" 2. Am I missing dialog lines? The auction (can't remember the number, but it's the "start this off with a bang" auction), and the bidding went up to 700. 700 going once, 700 going twice, and then a bandit immediately broken in with "you bastard" and the auctioneer said "1200 going once twice sold". Maybe I just missed a line or two? EDIT: I just looked at the mod in the CK, it appears that I only just missed seeing the line. Never mind. 3. You know what would be cool? Background dialog that the bidders are shouting out when Harriette is up on the block. Just a few lines, it can repeat or whatnot... but hearing what's going on while you're still in the cage enhances the environment, I feel. I dunno how easy it is to do something like that, though... Here's a couple ideas for the background dialog (between auctioneers, bidders, etc): Is this all you've got for us today? I'm more interested in the one in the cage. That one looks good, but the caged one looks like crap. Oh come on, Benedict, you got the last one! Slaren, I'll trade you for that Breton you've had your eye on. Thank you for your purchase, Albino Stoat. Oh, it's Albion Sloat? I'm terribly sorry. You can't afford that, Joanil. Kunta Kinte, I would like to introduce you to Toby Waller. Ambrosious Aurellius always avoids alliteration, actually. Jaosi's got a cru-ush! Jaosi's got a cru-ush! Nyah nyah nyah! (okay these are getting weird) You still owe us for the last slave you bought, Adson. Dammit, Okas, did you use up your last slave already? Can you get her to turn a circle for us? Has she had all her shots? I don't know, I was really looking for a Bosmer slave today... Can I get one with brown eyes? Hey, that slave was up on the block last week! Dremir's going to be happy with us for this. So old man Jacobs finally got rid of his annoying daughter, did he? Ugh... she looks like a chaurus. Bring out the one in the cage! Ugh... the one in the cage looks like a chaurus. Got anything better? Say, John, how about a free sample? That R2 unit has a bad motivator. p.s. I opened up your mod to find the above names... and... Kahn-ten Khan-sum'r? I'm blushing! Cheater. You were supposed to encounter her in-game. I do plan on making just such background stuff when the player is in the cage. I'm also going to see if there is a way to add ambient noise of crowd sounds. I don't know if there's a way to change the cell name. Hadn't really noticed that before. Hmm...
jfraser Posted February 16, 2015 Author Posted February 16, 2015 *snippity snippity snip* I do plan on figuring out how to bind the player's arms at some point because technically you still have your full inventory in the cage. This mod just unequips everything and lets the other mods decide what to do with all of it. My attempts to do so have so far proved fruitless but it hasn't been a priority to figure out yet. Actor player = Game.GetPlayer() player.RemoveAllItems() Removes all items except quest items from the player. They're just gone though... I don't know if that's a good thing or a bad thing. I know it's possible to put them into a container, because lots of mods do that. Personally, in mods like DA where they can steal your items, I set it to fixed-loss or equivalent... makes getting enslaved a real problem. I'm a masochist, though... most players probably wouldn't go for that. The people who capture you to sell at the auction are probably not going to just let you keep everything, and removeallitems is a good stopgap until you can (or want to) implement a getting-your-stuff-back thing. I sort-of tried to auto equip an armbinder on the player... the script isn't working, but that's not surprising, since I tried for maybe 10 seconds before giving up. zadLibs Property libs Auto If equipArmbinder == 1 libs.ManipulateDevice(player, libs.armbinder, true) EndIf I don't want to do anything with the player's inventory. It's too much work making storage and getting it back. I'm just looking for ways to keep the player from accessing the inventory while in the cage. The slave mods all take care of taking away the player's stuff, so this mod leaves it to them. I discovered the same thing about one sd encounter that doesn't fire. I rp'd the same thing - that the guy let me go. And I think I'll make that an official scenario.
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