El_Duderino Posted October 26, 2016 Posted October 26, 2016 @ HisDudeness2015 ... 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 Hi, I have pondered over this but decided against it for a few reasons. The crucial one is that I still don't really know what I actually did in the editor there. It seems to have worked and my game runs much better now, but can it have any unforseen side effects? I just don't know and don't want to publish anything until somebody who knows these sorts of things can clear that up. This is, in a bit more detail, what I actually did: In case you want to give it a try yourself, load the .esp in Tes5edit, then expand the three groups "quests", "story manager branch node" and "story manager quest node" in the panel on the left. Select a "scene_ahello" entry in Quests, right-click on the "Record Flag" line in the main window, and tick the "deleted" box in the pop up window. You'll see how Tes5Edit removes most of this quest's details from the main window now. Repeat for all other "scene_ahello" quests and all items in the two other groups. Run an error check before saving (fix errors if there are any), then save and go play. Also, I think that even if it is save to do, this would not be the ideal way to publish it. A second esp to patch/overwrite the records would probably be preferrable (and also much better in terms of respecting Hydragorgon's intellectual ownership of the mod) -- but how to do that I know even less than the direct "hack/chop" approach I took.
DonQuiWho Posted October 26, 2016 Posted October 26, 2016 @ HisDudeness2015 ... 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 Hi, I have pondered over this but decided against it for a few reasons. The crucial one is that I still don't really know what I actually did in the editor there. It seems to have worked and my game runs much better now, but can it have any unforseen side effects? I just don't know and don't want to publish anything until somebody who knows these sorts of things can clear that up. This is, in a bit more detail, what I actually did: In case you want to give it a try yourself, load the .esp in Tes5edit, then expand the three groups "quests", "story manager branch node" and "story manager quest node" in the panel on the left. Select a "scene_ahello" entry in Quests, right-click on the "Record Flag" line in the main window, and tick the "deleted" box in the pop up window. You'll see how Tes5Edit removes most of this quest's details from the main window now. Repeat for all other "scene_ahello" quests and all items in the two other groups. Run an error check before saving (fix errors if there are any), then save and go play. Also, I think that even if it is save to do, this would not be the ideal way to publish it. A second esp to patch/overwrite the records would probably be preferrable (and also much better in terms of respecting Hydragorgon's intellectual ownership of the mod) -- but how to do that I know even less than the direct "hack/chop" approach I took. Thanks for the reply That's probably the most sensible thing to do, as sure as eggs someone would not realise what risk they might be taking, and moan later! Thanks for the extra detail, though. Much appreciated. I'll save that up and try it out on another game some time.
Ammo12ga Posted October 26, 2016 Posted October 26, 2016 Someone will always moan. When you are bumping against the 255 mod limit with some combined mods. Really if you were only running twenty mods. Skyrim can always blow up on you when your playing your favorite character of all time. You just defeat the bounty hunters. Get the armor your not supposed to get. A dragon is attacking. You open the menu, or perhaps try to quicksave and bam! Four hours rebuilding Skyrim to start a new character. I apologize, but if imagine the person that bitches, going to TES5edit and actually doing all that themselves. Thanks for relating your experiences. I have had good luck with this mod, but I think a lot of misfunctions with mods and some crashes are do to it. I leave it in the game because one of the things I enjoy is killing the slavers. Sometimes whether I am running paradise halls as a slaver or running from bounty hunters after using alternate start to create a bounty. If there were a way to create a replacement mod or rebuild this one it would be fantastic.
Antioch666 Posted October 30, 2016 Posted October 30, 2016 We desperately need this mod ported :-P when the tools are there of course.
Storms of Superior Posted October 31, 2016 Posted October 31, 2016 @ HisDudeness2015 ... 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 Hi, I have pondered over this but decided against it for a few reasons. The crucial one is that I still don't really know what I actually did in the editor there. It seems to have worked and my game runs much better now, but can it have any unforseen side effects? I just don't know and don't want to publish anything until somebody who knows these sorts of things can clear that up. This is, in a bit more detail, what I actually did: In case you want to give it a try yourself, load the .esp in Tes5edit, then expand the three groups "quests", "story manager branch node" and "story manager quest node" in the panel on the left. Select a "scene_ahello" entry in Quests, right-click on the "Record Flag" line in the main window, and tick the "deleted" box in the pop up window. You'll see how Tes5Edit removes most of this quest's details from the main window now. Repeat for all other "scene_ahello" quests and all items in the two other groups. Run an error check before saving (fix errors if there are any), then save and go play. Also, I think that even if it is save to do, this would not be the ideal way to publish it. A second esp to patch/overwrite the records would probably be preferrable (and also much better in terms of respecting Hydragorgon's intellectual ownership of the mod) -- but how to do that I know even less than the direct "hack/chop" approach I took. Since there seems to be a concensus regarding the cause being dead SG NPCs, would it be possible to apply the deleted flag to NPCS when they die in order to stop the Story Manager spam? It seems to be the logical appraoch, but this is Skyrim.
Harlekin Posted December 20, 2016 Posted December 20, 2016 some of the slaves have a dismetch between face and body-color is there a way to fix it?
Gh0sTG0 Posted December 23, 2016 Posted December 23, 2016 Hi. Found Muatra's Human Dairy, is there any activities with it? Or it is just to look?
the3rdArc Posted January 2, 2017 Posted January 2, 2017 Ok so when installed the newest version the slaves have a different head mesh than their body, like a redguard has a nord head. This probably means i installed the textures wrong so what was the right way to do it? What i did was put the contents of the textures in the mesh folder of the main mod. Am i suppose to just drag the texture folder into the main mod? Or do i install it separately like 2 different mods? Any help on this issue would be great. thanks.
axlotldestroyer Posted January 13, 2017 Posted January 13, 2017 Is the MCM for this supposed to not work or did I do something wrong during install?
Morferous Posted January 13, 2017 Posted January 13, 2017 Is the MCM for this supposed to not work or did I do something wrong during install? MCM is basically just a placeholder for features that was not yet ready to get released. You can ignore it.
Delzaron Posted January 13, 2017 Posted January 13, 2017 what are the new dungeons ? there are things to do in these places ?
Morferous Posted January 13, 2017 Posted January 13, 2017 what are the new dungeons ? there are things to do in these places ? Not much thing to do. You can visit them to see NPCs and some scenes, but hydgragorgon has not yet actually finished them. We don't yet know, if they will ever get finished. It has been some time since hydragorgon has been online.
El_Duderino Posted January 13, 2017 Posted January 13, 2017 what are the new dungeons ? there are things to do in these places ? There are several, I believe. Haven't visited all of them yet. Temple of Zyxis the Foul (near Whiterun), properly full of some kind of naked cultists that attack you on sight, quite reliably causes CTD for me but I don't know if that's actually the mod or simply the game running out of steam with all the naked HDT stuff going on during combat. Tomb of Snorri Redeye (down by Solitude Harbor) but I haven't visited it yet Muatra's Human Dairy, an old Dwemer place in the Karth canyon, does what it says on the label, quite crowded with NPCs Cave Club West (at the crossroads of the Falkreath-Solitude and Whiterun-Markarth roads) and Cave Club East (east of Darkwater Crossing) -- at set of underground slave markets that if I remember correctly alco connect to Blackreach or other Falmer places (not sure on that one, I've only visited the two main caves so far). Looking at the Cells in Tes5Edit suggests that there are far more places in this mod but I haven't visited them yet. Rorik's Dungeon? Cave Club North? Lots of stuff to explore, this really is quite a massive mod. what are the new dungeons ? there are things to do in these places ? Not much thing to do. You can visit them to see NPCs and some scenes, but hydgragorgon has not yet actually finished them. We don't yet know, if they will ever get finished. It has been some time since hydragorgon has been online. Yes, not really much to do but enter and look at things. Design-wise I quite like what I've seen so far, the places are well designed and the NPCs are all of hydragorgon's usual high quality. It all kind of blends in nicely. Also all the place that I've entered were follower friendly.
Delzaron Posted January 13, 2017 Posted January 13, 2017 what are the new dungeons ? there are things to do in these places ? There are several, I believe. Haven't visited all of them yet. Temple of Zyxis the Foul (near Whiterun), properly full of some kind of naked cultists that attack you on sight, quite reliably causes CTD for me but I don't know if that's actually the mod or simply the game running out of steam with all the naked HDT stuff going on during combat. Tomb of Snorri Redeye (down by Solitude Harbor) but I haven't visited it yet Muatra's Human Dairy, an old Dwemer place in the Karth canyon, does what it says on the label, quite crowded with NPCs Cave Club West (at the crossroads of the Falkreath-Solitude and Whiterun-Markarth roads) and Cave Club East (east of Darkwater Crossing) -- at set of underground slave markets that if I remember correctly alco connect to Blackreach or other Falmer places (not sure on that one, I've only visited the two main caves so far). Looking at the Cells in Tes5Edit suggests that there are far more places in this mod but I haven't visited them yet. Rorik's Dungeon? Cave Club North? Lots of stuff to explore, this really is quite a massive mod. what are the new dungeons ? there are things to do in these places ? Not much thing to do. You can visit them to see NPCs and some scenes, but hydgragorgon has not yet actually finished them. We don't yet know, if they will ever get finished. It has been some time since hydragorgon has been online. Yes, not really much to do but enter and look at things. Design-wise I quite like what I've seen so far, the places are well designed and the NPCs are all of hydragorgon's usual high quality. It all kind of blends in nicely. Also all the place that I've entered were follower friendly. Thanks, I'll test that.
axlotldestroyer Posted January 14, 2017 Posted January 14, 2017 hydragorgon needs to come back with an update to this . This mod is of too high quality to collect dust as a WiP.
Grey Cloud Posted January 19, 2017 Posted January 19, 2017 Ok so when installed the newest version the slaves have a different head mesh than their body, like a redguard has a nord head. This probably means i installed the textures wrong so what was the right way to do it? What i did was put the contents of the textures in the mesh folder of the main mod. Am i suppose to just drag the texture folder into the main mod? Or do i install it separately like 2 different mods? Any help on this issue would be great. thanks. The right way to do it would be with a mod manager. Simple and no dragging n dropping. Run LOOT AND FNIS and you're good to go.
Marcus01 Posted February 2, 2017 Posted February 2, 2017 hydragorgon needs to come back with an update to this . This mod is of too high quality to collect dust as a WiP. Yep it is really a gem for a darker Skyrim, it works with a lot of other mods as well.
tamerishka Posted February 3, 2017 Posted February 3, 2017 this mod is amazing but would like a [naughty] idle to perform on those caged and tied girls ,while they cant do anything about it seems a waist to not take advantage
terrorofmorrowind Posted February 3, 2017 Posted February 3, 2017 This mod really is great but i wwish there was a version without the travelling slavers and slaves. Just the hidden slaves or the ones dancing for jarls and stuff would be enough for me. I could try to get rid of them manually but i don't kno if just deleting the travelling slaves and thse hanging on posts outside is enough.
Sarge Misfit Posted February 14, 2017 Posted February 14, 2017 Nobody is showing up. I've been using this mod for a long time, 2 years? and never had this problem. Never had any problems, actually, until this one. The mod is installed and activated but none of the NPCs or furniture are showing up. No slave girls, slavers, gibbets on the road side, nothing. I manually install using MO to quickly identify missing masters and conflicts, LOOT to order the load. I've attached my mod list/load order.loadorder.txt
El_Duderino Posted February 14, 2017 Posted February 14, 2017 Nobody is showing up.... I think this is your answer: Slaverun_Reloaded.esp Slaverun has an option (toggleable in its MCM) to "handle hydra slaves". This in effect switches off all (or most?) hydra NPCs in all holds and only enables them again when the Slaverun quest has progressed to the hold. So the hydra slaves will return (well, "come" would be a better term in the lore of Slaverun) to Skyrim beginning in Whiterun hold and then spread from there. A very clever and well executed idea, I should add.
Sarge Misfit Posted February 14, 2017 Posted February 14, 2017 Thanks! I miss seeing those girls in my wanderings
legume Posted February 15, 2017 Posted February 15, 2017 Hi all, I am the mod author of Devious Framework which relies fairly heavily on this mod for it's leash game feature. A number of my users have reported being unable to use the Slave Girls by hydragorgon mod because of issues related to the Story Manager and overly chatty Master/slave pairs. I looked into the inner workings of the Slave Girls mod and found some conditions that I expect were setup incorrectly. I made a patch for users of my mod to install and test. Since it seems to have solved these issues and no significant issues have been seen I figure some of the other Slave Girls mod users will be interested in it. You can find the patch I made on this thread: http://www.loverslab.com/topic/65524-devious-framework-dfw/page-13?do=findComment&comment=1817651 hydragorgon, if you ever make it back online and update this mod I suggest taking some of these changes into account. If you want help getting them into your mod let me know. Happy modding, legume. 1
Sarge Misfit Posted February 15, 2017 Posted February 15, 2017 DFW rocks! I don't use the leash game, but the self-bondage using the standard furnishings (pillory, Xcross, etc) works well.
tamerishka Posted February 16, 2017 Posted February 16, 2017 Hi all, I am the mod author of Devious Framework which relies fairly heavily on this mod for it's leash game feature. A number of my users have reported being unable to use the Slave Girls by hydragorgon mod because of issues related to the Story Manager and overly chatty Master/slave pairs. I looked into the inner workings of the Slave Girls mod and found some conditions that I expect were setup incorrectly. I made a patch for users of my mod to install and test. Since it seems to have solved these issues and no significant issues have been seen I figure some of the other Slave Girls mod users will be interested in it. You can find the patch I made on this thread: http://www.loverslab.com/topic/65524-devious-framework-dfw/page-13?do=findComment&comment=1817651 hydragorgon, if you ever make it back online and update this mod I suggest taking some of these changes into account. If you want help getting them into your mod let me know. Happy modding, legume. thank you that's very thoughtful of you
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