WarsunGames Posted July 23, 2016 Posted July 23, 2016 Anywhere you can buy more slaves or? :3 I am using 823_Beta.I cant seem to get 827 to work right.But then i have been busy.I'll check.But as far as i know.Nope.
WarsunGames Posted July 23, 2016 Posted July 23, 2016 Anywhere you can buy more slaves or? :3 I am using 823_Beta.I cant seem to get 827 to work right.But then i have been busy.I'll check.But as far as i know.Nope. 10 minutes later. I cant use the mod.Something is blocking it.Just after installing the game freezes when moving to some areas.It just freezes.Then i have to manually close an rerun the game.
ThreeLegs Posted August 5, 2016 Posted August 5, 2016 You have clearly worked hard on this, Hydra - so don't feel you have to "bust a gut" to do much more on this mod. All I would add is that a previous request to have an option for the slaves to be clothed, at least in rags, would be god - and perhaps not too hjard to implement? Secondly, perhaps to help your own efforts on doing any more to the mod, would it be possible to break the different "elements" of the slavery in to elements that could be toggled on or off in the MCM? So you could toggle the appearance/use of Hostages, for example, or the use of Townies, to suit each player?
SassaAria Posted August 16, 2016 Posted August 16, 2016 I downloaded this mod along with many others in a rush just to get things going. While troubleshooting my various mods to get them to play together, I deactivated this one as one of my tests. The result: did I ever miss the content this mod provided. The female slavers and slaves just add so much more life to Skyrim. Thanks!
Guest Posted August 22, 2016 Posted August 22, 2016 I do not know if this mod is done forever or not, but my wishlist is that some of the slaves can be freed. In Generic skyrim, slaves can be seen bound and going down some lonely road accompanied by guards. Skyrim lets you kill all the guards and free the slave. He usually just says, "If you know anyone, tell them to join our cause". Well in this mod if I cause an owner of some hostage to suddenly die, the hostage stands there alone and sad, forever. I don't know which situation is worse, being a hostage or being an abandoned hostage. Other mods I've erased have little options for NPC's to approach Player, or each other. This mod doesn't seem to allow that, making all those other mods unnecessary. I don't know if there is special blocking code to stop dialogue etc, but If there is, I wish it wasn't there.
WarsunGames Posted August 26, 2016 Posted August 26, 2016 Well the idea is that they're slaves.Probably sold to others others are bandits made into slaves because the lost.Releasing them means fewer slaves.They don't seem to respawn.So...
Guest Posted August 26, 2016 Posted August 26, 2016 Well the idea is that they're slaves.Probably sold to others others are bandits made into slaves because the lost.Releasing them means fewer slaves.They don't seem to respawn.So... They aren't really slaves, they're décor, ambience. In a better world they'd run off to some town, join the forsworn, live with the khajiit, (get off the street and stop being sad) after someone frees them. I don't know why. It appeals to my sensibilities.
Gelfling Posted September 3, 2016 Posted September 3, 2016 Thank you Bearcano for the esp to silence the chatter, It was getting annoying.
Kashked Posted September 11, 2016 Posted September 11, 2016 Sup y'all I made an updated .esp here for you guys that removes the forced subtitles, meaning you won't overhear slave conversations from this mod while you're on the other side of town. Enjoy! Thanks. Was tired of "hearing" the clerk in Solitude counting potatoes all the time.
DonQuiWho Posted September 14, 2016 Posted September 14, 2016 You're welcome! I'm glad I could help. My thanks too!
WarsunGames Posted September 16, 2016 Posted September 16, 2016 Update.Wow.OK i finally got everything working.It goes we are on the Framework post addressing the issues.It seems it was a bug that was allowing some mods through Nexus Installer when using the Automatic install.it would not only install the mods but would not over right the correct mods.Causing some mods to double install. An example you have Wet and Cold the old version and new one installing at the same time.An not over righting each other.The Sexlab framework is still broken though.It is suggested you do not install SexLab Framework 161b or 162 They are bugged an will cause other mods to stop working an some scripts to not install correctly an NOT be able to remove them from your save file.They're in there for good. Note.This does mean that Hydradragon Slavegirls 827 causing zoning crash now. Also Hydra i hope you get things going again.I know how it is to have those kinds of problems where you cant tell anyone but still have hope that things will get better.Not that they cant but they will over time.We will be here.Don't worry about that.If you lost your computer an need a new one. You can check out pcpartpicker.com for building a new one.Mine got struck by lighting.An i had to rebuild it.It took a month but it was possible.If its family or girlfriend related who is taking all your shit.I cant help bro.
WarsunGames Posted September 30, 2016 Posted September 30, 2016 Newst Update.OK OOOOOOOOOOOOOOKKKKKKK! Here is what i found.Apparently there was an update to OBIS that connects Both Immersive Wenches with Dialogues 25.An that is what has been causing the problem.I did not know there was an Update to OBIS Organized Bandits of Skyrm from Skyrim Workshop.An the update came through changing somethings.So some mods did not work with each other..This does not change SexLab Framework 1.6.2.Full.So now you know.Framework 162 still has a critical error.An i got the game working again.But i am not sure what to install that should be stable.
Morferous Posted September 30, 2016 Posted September 30, 2016 Newst Update.OK OOOOOOOOOOOOOOKKKKKKK! Here is what i found.Apparently there was an update to OBIS that connects Both Immersive Wenches with Dialogues 25.An that is what has been causing the problem.I did not know there was an Update to OBIS Organized Bandits of Skyrm from Skyrim Workshop.An the update came through changing somethings.So some mods did not work with each other..This does not change SexLab Framework 1.6.2.Full.So now you know.Framework 162 still has a critical error.An i got the game working again.But i am not sure what to install that should be stable. Last update to OBIS was in April 2015 in both Nexus and Skyrim Workshop. Are you sure that you are not just hitting one of the many bugs in Skyrim Workhsop? It is loosing mod data (since early 2015) and is bugged to a point that Steam forum regulars are outright warning peoples not to use it at all. Bugs in Workshop do not affect all players. However, if/when bugs appear, they come without warning and seem to have very high change to become persistent. I am using OBIS. I can't find any direct links between mods you mentioned that would originate from it.
Justin Browsing Posted October 1, 2016 Posted October 1, 2016 Is there anyone have list of the NPCs added by the Hydra slavegirl ? I Found Monkey, Bunny, any other ?
WaxenFigure Posted October 1, 2016 Posted October 1, 2016 Is there anyone have list of the NPCs added by the Hydra slavegirl ? I Found Monkey, Bunny, any other ? Open the mod in TESVEDIT, the list will be in the NPCs section.
WarsunGames Posted October 19, 2016 Posted October 19, 2016 Newst Update.OK OOOOOOOOOOOOOOKKKKKKK! Here is what i found.Apparently there was an update to OBIS that connects Both Immersive Wenches with Dialogues 25.An that is what has been causing the problem.I did not know there was an Update to OBIS Organized Bandits of Skyrm from Skyrim Workshop.An the update came through changing somethings.So some mods did not work with each other..This does not change SexLab Framework 1.6.2.Full.So now you know.Framework 162 still has a critical error.An i got the game working again.But i am not sure what to install that should be stable. Last update to OBIS was in April 2015 in both Nexus and Skyrim Workshop. Are you sure that you are not just hitting one of the many bugs in Skyrim Workhsop? It is loosing mod data (since early 2015) and is bugged to a point that Steam forum regulars are outright warning peoples not to use it at all. Bugs in Workshop do not affect all players. However, if/when bugs appear, they come without warning and seem to have very high change to become persistent. I am using OBIS. I can't find any direct links between mods you mentioned that would originate from it. Sorry for the late reply.No.I checked it an rechecked it.It Sexlab Framework 1.6.2 is buggy.An Dialogues 25 had to be removed i had to go back to SexLab Dialogues231a an the game is working perfectly fine.No crashes.I just made a post of what mods i have installed an the game works great now. http://www.loverslab.com/topic/16623-skyrim-sexlab-sex-animation-framework-v162-updated-jun-3rd-2016/page-565?do=findComment&comment=1710410
DonQuiWho Posted October 23, 2016 Posted October 23, 2016 @ hydragorgon I have had your mod installed through various generations over quite some period However, unfortunately I've had to uninstall it today, as in trying to track down why the PC arrest process in Inte's XPOPatches mod for zaz' Prison Overhaul mod wasn't working properly, I traced the problem back to this mod, as it absolutely overwhelms the StoryManager log with thousands of entries like... [10/23/2016 - 04:56:16PM] ----Quest 'hyd_scene_ahello_traderandguardb' timed out filling aliases ... to the extent that it completely prevents xpopatches completing 'SendStoryEventAndWait' events in anything like a sensible time - and I'm talking 30 min+ without ending, as opposed to finishing in <1sec after removal of this mod. After removal, other mods' messages also appear that also seem to have been getting squelched You can see my relevant post here http://www.loverslab.com/topic/46551-prison-overhaul-v033-patches/?p=1714593 I don't like to bear bad news , and I really hope that you will be updating this mod again, as it adds quite a bit of colour to the Skyrim Landscape, but to make it properly viable, you need to find some way of stopping/really cutting down on this sort of in game request overload, if that's at all possible Kind Regards....
WaxenFigure Posted October 24, 2016 Posted October 24, 2016 @ hydragorgon I have had your mod installed through various generations over quite some period ... Nice but hydragorgon hasn't been online here since July. It may be a hiatus but it may also indicate he's moved on and Skyrim is now just history to him. Looking at the mod I suspect the problem is that it is trying to fill a quest scene which you triggered but either the slaver or his guard has gotten themselves killed somewhere and there are no NPCs around to fill the quest aliases so it keeps trying. You could probably get away with using this mod and your save at that point by using the console to view the quest variables and seeing which alias failed to fill then using the console to resurrect the dead NPC and bring them to you so they could fill that alias.
TheOzoneHole Posted October 24, 2016 Posted October 24, 2016 @WaxenFigure & @ DokeyWho Hydragorgon has had consistent problems getting reliable internet connections for about a year and has stated that he (or she) is pretty much not online 99% of the time.
Delzaron Posted October 24, 2016 Posted October 24, 2016 What are these dungeons ? What are the activities in these places ?
El_Duderino Posted October 24, 2016 Posted October 24, 2016 @ hydragorgon I have had your mod installed through various generations over quite some period However, unfortunately I've had to uninstall it today, as in trying to track down why the PC arrest process in Inte's XPOPatches mod for zaz' Prison Overhaul mod wasn't working properly, I traced the problem back to this mod, as it absolutely overwhelms the StoryManager log with thousands of entries like... [10/23/2016 - 04:56:16PM] ----Quest 'hyd_scene_ahello_traderandguardb' timed out filling aliases ... You can see my relevant post here http://www.loverslab.com/topic/46551-prison-overhaul-v033-patches/?p=1714593 ... Hi, Thanks for this post. I ran a quick test with this (up until now unknown to me) StoryManager logger enabled and I am also getting loads of those timeouts in my log. [10/24/2016 - 11:31:55PM] Timed out processing event [10/24/2016 - 11:31:55PM] ----Quest 'hyd_scene_ahello_traderandguarda' timed out filling aliases There are dozens of those, per second. Now how bad is that, actually? I'll openly admit that I have little to no idea what that actually means. BTW, itt's pretty likely that the "trader and guard a" are in fact dead -- the slaver caravans die all the time in my Skyrim, slaughtered by some bandits or wild beasts maybe.
DonQuiWho Posted October 24, 2016 Posted October 24, 2016 @ HisDudeness Thanks for this post. I ran a quick test with this (up until now unknown to me) StoryManager logger enabled and I am also getting loads of those timeouts in my log. [10/24/2016 - 11:31:55PM] Timed out processing event[10/24/2016 - 11:31:55PM] ----Quest 'hyd_scene_ahello_traderandguarda' timed out filling aliases There are dozens of those, per second. Now how bad is that, actually? I'll openly admit that I have little to no idea what that actually means. BTW, itt's pretty likely that the "trader and guard a" are in fact dead -- the slaver caravans die all the time in my Skyrim, slaughtered by some bandits or wild beasts maybe. ---------------------------- I had one arrest test in the xpo/patches mod (which, if you haven't tried it, with Inte's 'patches' update is fab - Inte's patches really give it life), the test being run in an area with my PC, one convenient horse, and 1 cloned guard, that didn't finish xpo's necessary location scan even after being left to run for 30 minutes, at which point I gave up. Once this mod was banished, that scan finished in <1sec That's how bad.... It's a shame really, as this is a good mod in its own right, and I hope that it can somehow get fixed some day @ WaxenFigure Tyvm for the response. That's probably a good idea, especially as I probably killed those mod NPCs! However, as this current game is my first ever attempt at a full playthrough, I'm not going to re-install this now, as I've only just got over the worry that the game was maybe so borked that I was going to have to abandon it! I'll bear your suggestion in mind for another time though, as I have always liked the extra interest that this one adds to trail travelling.
El_Duderino Posted October 24, 2016 Posted October 24, 2016 @ HisDudeness I had one arrest test in the xpo/patches mod (which, if you haven't tried it, with Inte's 'patches' update is fab - Inte's patches really give it life), the test being run in an area with my PC, one convenient horse, and 1 cloned guard, that didn't finish xpo's necessary location scan even after being left to run for 30 minutes, at which point I gave up. Once this mod was banished, that scan finished in <1sec That's how bad.... It's a shame really, as this is a good mod in its own right, and I hope that it can somehow get fixed some day Thanks, yes, I re-read it all and figured it might be worse than I thought. (BTW, thanks, I'm already using POPatches and am enjoying it very much.) I did some more testing on my own and messed around in TES5Edit a bit to see if I couldn't get rid of the scenes and/or quests. CAUTION: I DON'T ACTUALLY KNOW WHAT I'M DOING, try this in your game at your own peril!!! So with that said... what I did was load the hydra_slavegirls.esp in TES5edit and add the "Deleted" record flag for all the scene_ahello quests, and all story manager branch node and story manager quest node entries. A first test on an existing savegame (hooray for MO) has been successul. The story manager log is now clean of all the hydra errors, the Papyurus log is clean and even a new save file showed 0 new errors in Savetool and Resaver. Plus, the framerate was a bit better and I gained a whopping 30ms in average latency in the center of Rorikstead. So, yeah! Guess that story manager spam was pretty bad. So far, so good then. But it really needs further testing. Most importantly, I'll have to encounter all the fancy story NPCs from the mod. The normal slaves work as before (tied up, working on the field, whatever), but I have yet to find out what Walking Book, Asteria and Obelixia and all the others are doing now. Stay tuned for more news. I hope Hydragorgon does not mind me dissecting the mod like this. I want to make it very clear that I really like this mod. Update (edit): I coc'ed around a little more with my .esp changes in place and all seems to be well. All the NPCs from this mod go about their business as before and I can still enter into dialog with them. I've met Gruella and Rufferto in Rorikstead, the Dibellans at Lake Ilinalta, Anders and Buttercup in Riverwood. Only their autoplay banter that could be "heard" (subtitles) when being near them seems to be off now. Logs are still clean.
DonQuiWho Posted October 25, 2016 Posted October 25, 2016 Thanks, yes, I re-read it all and figured it might be worse than I thought. (BTW, thanks, I'm already using POPatches and am enjoying it very much.) I did some more testing on my own and messed around in TES5Edit a bit to see if I couldn't get rid of the scenes and/or quests. CAUTION: I DON'T ACTUALLY KNOW WHAT I'M DOING, try this in your game at your own peril!!! So with that said... what I did was load the hydra_slavegirls.esp in TES5edit and add the "Deleted" record flag for all the scene_ahello quests, and all story manager branch node and story manager quest node entries. A first test on an existing savegame (hooray for MO) has been successul. The story manager log is now clean of all the hydra errors, the Papyurus log is clean and even a new save file showed 0 new errors in Savetool and Resaver. Plus, the framerate was a bit better and I gained a whopping 30ms in average latency in the center of Rorikstead. So, yeah! Guess that story manager spam was pretty bad. So far, so good then. But it really needs further testing. Most importantly, I'll have to encounter all the fancy story NPCs from the mod. The normal slaves work as before (tied up, working on the field, whatever), but I have yet to find out what Walking Book, Asteria and Obelixia and all the others are doing now. Stay tuned for more news. I hope Hydragorgon does not mind me dissecting the mod like this. I want to make it very clear that I really like this mod. Update (edit): I coc'ed around a little more with my .esp changes in place and all seems to be well. All the NPCs from this mod go about their business as before and I can still enter into dialog with them. I've met Gruella and Rufferto in Rorikstead, the Dibellans at Lake Ilinalta, Anders and Buttercup in Riverwood. Only their autoplay banter that could be "heard" (subtitles) when being near them seems to be off now. Logs are still clean. @ HisDudeness2015 That sounds very useful I had been using the modified esp posted by bearcano a few weeks ago, which got rid of the ability for the mod's cast of pervs to throw their voices all the way from Ivarstead to the top of the 7000 steps, and that seemed to work quite well I have changed the odd thing with TESVEdit but I have no real idea how, in particular, to do what you have done. I could probably work it out if I tried, but being lazy , if your changes just create a modified esp, would you consider sharing it with the rest of us? Especially as HydraG is MIA, and as no-one moaned about the other esp being made available. It would be good to see what is now almost a defunct mod get a breath of fresh air to it, particularly if you've managed to solve a problem which otherwise can render it pretty well unusable in any 'busy' game You could check it out first by PM to HydraG, if you wanted to, or even check with the mods for their take on it. And, obviously, if you're not happy with any of that, that's perfectly understandable, and OK. It's no big deal
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