Kazyn Posted October 14, 2016 Author Posted October 14, 2016 I actually misread skyrimll's first comment, and thought they were asking for my mod to listen to "ArachnophobiaPlayerCaptured." Yeah, sending mod events is as easy as adding in a line of code. Registering for them is a bit wonky for me on the other hand. It's my understanding that registering of mod events needs to occur upon every game reload... so I've tried catching that, and yet for some reason the mod event still won't be fired on a game reload. That's where I struggle with mod events. Sending them is, as skyrimll pointed out, very easy.
billyll Posted October 23, 2016 Posted October 23, 2016 Hey. I have a problem with this mod. After only having "Arachnophobia" enabled in DA, the game only seems to crash. nothing i have done can stop this from happening. Is there any help possible?
Kazyn Posted October 24, 2016 Author Posted October 24, 2016 I'll need a little more information than that. What exactly are you doing and where does the crash occur? For example, does it occur when you go into bleedout? Does it occur after you've gone unconscious? The more details, the better.
Ghrolath(blabla77777) Posted October 25, 2016 Posted October 25, 2016 Greetings, Been a user of this mod for a looooooooong time, and have to say that it is outfuckingstanding. Big props to you, and anyone who helped along the way. I just got back into skyrim, and the new death alternative version of the mod functions 100% of the time. I did have some annoying questions though: *Controllers don't seem to work for the escape mechanics: Is this a planned fix in the future, or something I can tinker with fairly easily(not being experienced at this kind of thing)? *Is multiple follower support planned? *Is gag support planned(or already implemented, and I just borked it up)? The only thing missing is the sounds of girls "mmmmmmphing" as they struggle against their bindings. *In the old mod, my character would get covered in strands of webbing for awhile after escape, and I thought it was really cool. Is that part of the vanilla game that I somehow broke with mods, or is that an implement of this mod? *I have the spider coming to investigate/rewrap my character, but after I escape, there are no spiders to be found in the cave(love the cave btw!). Are there supposed to be spiders roaming inside? *Lastly, this is probably more of a generic zaz question, but I'll post it here in case. Is it possible to change the mesh of the cocoons to be tighter around my characters body? Sorry for so many queries, this really is a fantastic mod. The capture scenario is so smooth that it looks like it could be out of the vanilla game. Thanks again for all the time and effort you put in, it really shows.
Kazyn Posted October 25, 2016 Author Posted October 25, 2016 Greetings, Been a user of this mod for a looooooooong time, and have to say that it is outfuckingstanding. Big props to you, and anyone who helped along the way. I just got back into skyrim, and the new death alternative version of the mod functions 100% of the time. I did have some annoying questions though: *Controllers don't seem to work for the escape mechanics: Is this a planned fix in the future, or something I can tinker with fairly easily(not being experienced at this kind of thing)? Controller support is not planned. I've always been an M&K person and I don't know how to get the mod to register with analog inputs. *Is multiple follower support planned? Multiple followers have always been something I've struggled with, even without this mod, so no, multiple follower support is not planned. *Is gag support planned(or already implemented, and I just borked it up)? The only thing missing is the sounds of girls "mmmmmmphing" as they struggle against their bindings. I don't believe the ZAP meshes are treated as gags, seeing as how the cocoon is treated by ZAP as more of an armor rather than a gag. That said, it is not treated as such. *In the old mod, my character would get covered in strands of webbing for awhile after escape, and I thought it was really cool. Is that part of the vanilla game that I somehow broke with mods, or is that an implement of this mod? The web strands were something I enjoyed. It should still be there after escaping. It is on my end. This was easy to implement because that effect was indeed part of the vanilla game. *I have the spider coming to investigate/rewrap my character, but after I escape, there are no spiders to be found in the cave(love the cave btw!). Are there supposed to be spiders roaming inside? The extra spiders were temporarily removed from the cave due to some technical issues with the new system. They'll be coming back, though. *Lastly, this is probably more of a generic zaz question, but I'll post it here in case. Is it possible to change the mesh of the cocoons to be tighter around my characters body? Definitely a question for the ZAP team, but I imagine you'd have to go in using an external program to edit the mesh itself. How could this be done? I honestly couldn't tell you - I'm not a 3D artist. Sorry for so many queries, this really is a fantastic mod. The capture scenario is so smooth that it looks like it could be out of the vanilla game. Thanks again for all the time and effort you put in, it really shows.
Content Consumer Posted October 25, 2016 Posted October 25, 2016 I don't believe the ZAP meshes are treated as gags, seeing as how the cocoon is treated by ZAP as more of an armor rather than a gag. That said, it is not treated as such. It can be done by creating your own item (just duplicate the original) and then add the gag keyword. At least, I think that should work...
Kazyn Posted October 26, 2016 Author Posted October 26, 2016 I don't believe the ZAP meshes are treated as gags, seeing as how the cocoon is treated by ZAP as more of an armor rather than a gag. That said, it is not treated as such. It can be done by creating your own item (just duplicate the original) and then add the gag keyword. At least, I think that should work... Yes, this is true. Personally, I wouldn't add such an effect, considering I don't find the gag sounds particularly fitting for my character(s). In fact, my configuration for ZAP has all of these sounds muted or otherwise turned down to 0 (same for SL and DD when I'm running them). Sorry, but it's just not my thing.
Lifty Posted October 27, 2016 Posted October 27, 2016 This may be a completely dumb error on my part I will figure out headpalming later on, but chances are I won't as soon as I think at the moment.When the wrapping event is supposed to start, the PC starts a masturbation animation instead of getting wrapped up. Very strange. Any ideas? I will re-patch FNIS in the meantime and check up on various stuff that could cause this.
Aia Posted October 27, 2016 Posted October 27, 2016 When the wrapping event is supposed to start, the PC starts a masturbation animation instead of getting wrapped up. Very strange. That's probably what I'd start doing too xD
Lifty Posted October 27, 2016 Posted October 27, 2016 NVM, this had to do with an animation bug I'm having with Estrus Chaurus/Spider. The tentacle animations are never played, even after correct registration.The wrapping event doesn't seem to work at all. Makes me pretty salty right now.
Ghrolath(blabla77777) Posted November 2, 2016 Posted November 2, 2016 Greetings, Been a user of this mod for a looooooooong time, and have to say that it is outfuckingstanding. Big props to you, and anyone who helped along the way. I just got back into skyrim, and the new death alternative version of the mod functions 100% of the time. I did have some annoying questions though: *Controllers don't seem to work for the escape mechanics: Is this a planned fix in the future, or something I can tinker with fairly easily(not being experienced at this kind of thing)? Controller support is not planned. I've always been an M&K person and I don't know how to get the mod to register with analog inputs. *Is multiple follower support planned? Multiple followers have always been something I've struggled with, even without this mod, so no, multiple follower support is not planned. *Is gag support planned(or already implemented, and I just borked it up)? The only thing missing is the sounds of girls "mmmmmmphing" as they struggle against their bindings. I don't believe the ZAP meshes are treated as gags, seeing as how the cocoon is treated by ZAP as more of an armor rather than a gag. That said, it is not treated as such. *In the old mod, my character would get covered in strands of webbing for awhile after escape, and I thought it was really cool. Is that part of the vanilla game that I somehow broke with mods, or is that an implement of this mod? The web strands were something I enjoyed. It should still be there after escaping. It is on my end. This was easy to implement because that effect was indeed part of the vanilla game. *I have the spider coming to investigate/rewrap my character, but after I escape, there are no spiders to be found in the cave(love the cave btw!). Are there supposed to be spiders roaming inside? The extra spiders were temporarily removed from the cave due to some technical issues with the new system. They'll be coming back, though. *Lastly, this is probably more of a generic zaz question, but I'll post it here in case. Is it possible to change the mesh of the cocoons to be tighter around my characters body? Definitely a question for the ZAP team, but I imagine you'd have to go in using an external program to edit the mesh itself. How could this be done? I honestly couldn't tell you - I'm not a 3D artist. Sorry for so many queries, this really is a fantastic mod. The capture scenario is so smooth that it looks like it could be out of the vanilla game. Thanks again for all the time and effort you put in, it really shows. Thanks for responding! I might try my novice hand at messing with the cocoon models. I would love for a form fitting opaque cocoon, and lots of mmmphing I wish I knew of a way to help you continue developing this amazing mod, but all I can do now is heap praise onto you, and try to learn the ropes. If you don't mind me asking, what are you currently tweaking, if anything?
Kazyn Posted November 2, 2016 Author Posted November 2, 2016 Thanks for responding! I might try my novice hand at messing with the cocoon models. I would love for a form fitting opaque cocoon, and lots of mmmphing I wish I knew of a way to help you continue developing this amazing mod, but all I can do now is heap praise onto you, and try to learn the ropes. If you don't mind me asking, what are you currently tweaking, if anything? I'm not sure I understand your question. If you're asking what vanilla records this mod modifies, it modifies the spider enemies and their spit/bite attacks. Otherwise, no other vanilla tweaks were made. Everything else utilizes assets provided by other mods (like the ZAP) or has been created by me, using the vanilla assets, such as the cave, the quest governing entanglement, and the scripts associated with it.
Ghrolath(blabla77777) Posted November 3, 2016 Posted November 3, 2016 The question I meant to ask was more along the lines of what came next for the mod in a general sense, if anything(not that it really needs much else). I just love the mod, and would love to see where it goes!
Kazyn Posted November 4, 2016 Author Posted November 4, 2016 Things are on something of a hiatus. The reason for this hiatus, on top of personal issues, is further added to with the release of the Special Edition. Right now, I've calmly taken a step back to see where things are going to go, and whether or not it's worth moving to the special edition or not. If my core mods migrate to the special edition (as well as ZAP), then I will probably move support over there. There's too much up in the air. Once the dust settles and a decision is made, then I'll look at adding more content and making tweaks. Until then, basic troubleshooting is all I can offer at this time.
Content Consumer Posted November 4, 2016 Posted November 4, 2016 Things are on something of a hiatus. The reason for this hiatus, on top of personal issues, is further added to with the release of the Special Edition. Right now, I've calmly taken a step back to see where things are going to go, and whether or not it's worth moving to the special edition or not. If my core mods migrate to the special edition (as well as ZAP), then I will probably move support over there. There's too much up in the air. Once the dust settles and a decision is made, then I'll look at adding more content and making tweaks. Until then, basic troubleshooting is all I can offer at this time. Assuming things are easy and go super-fast, SKSE will be about six months if I'm any judge. More likely longer. And that's just to the initial version. Then comes Sexlab, which ZAP requires, which will take some time too. Then ZAP. That's all before you can start updating. As to most other mods, any requiring SKSE will be until it updates, obviously, or even longer - I'm hoping, but not expecting, there to be no bugs or updates to SKSE required after the initial switch. Even then there are reasons to continue with the original game, at least for a while - many people can't afford hardware upgrades sufficient to update to the Special Edition, or the game itself. Now, I'm not saying that the Special Edition should be ignored - far from it! My advice is to just not worry about things happening any time soon. I'm honestly in no position to make predictions, but my wild-ass guess says it'll be at least a year before anything concrete can be done.
bleeb Posted November 5, 2016 Posted November 5, 2016 Greetings, Been a user of this mod for a looooooooong time, and have to say that it is outfuckingstanding. Big props to you, and anyone who helped along the way. I just got back into skyrim, and the new death alternative version of the mod functions 100% of the time. I did have some annoying questions though: *Controllers don't seem to work for the escape mechanics: Is this a planned fix in the future, or something I can tinker with fairly easily(not being experienced at this kind of thing)? Controller support is not planned. I've always been an M&K person and I don't know how to get the mod to register with analog inputs. *Is multiple follower support planned? Multiple followers have always been something I've struggled with, even without this mod, so no, multiple follower support is not planned. *Is gag support planned(or already implemented, and I just borked it up)? The only thing missing is the sounds of girls "mmmmmmphing" as they struggle against their bindings. I don't believe the ZAP meshes are treated as gags, seeing as how the cocoon is treated by ZAP as more of an armor rather than a gag. That said, it is not treated as such. *In the old mod, my character would get covered in strands of webbing for awhile after escape, and I thought it was really cool. Is that part of the vanilla game that I somehow broke with mods, or is that an implement of this mod? The web strands were something I enjoyed. It should still be there after escaping. It is on my end. This was easy to implement because that effect was indeed part of the vanilla game. *I have the spider coming to investigate/rewrap my character, but after I escape, there are no spiders to be found in the cave(love the cave btw!). Are there supposed to be spiders roaming inside? The extra spiders were temporarily removed from the cave due to some technical issues with the new system. They'll be coming back, though. *Lastly, this is probably more of a generic zaz question, but I'll post it here in case. Is it possible to change the mesh of the cocoons to be tighter around my characters body? Definitely a question for the ZAP team, but I imagine you'd have to go in using an external program to edit the mesh itself. How could this be done? I honestly couldn't tell you - I'm not a 3D artist. Sorry for so many queries, this really is a fantastic mod. The capture scenario is so smooth that it looks like it could be out of the vanilla game. Thanks again for all the time and effort you put in, it really shows. Thanks for responding! I might try my novice hand at messing with the cocoon models. I would love for a form fitting opaque cocoon, and lots of mmmphing I wish I knew of a way to help you continue developing this amazing mod, but all I can do now is heap praise onto you, and try to learn the ropes. If you don't mind me asking, what are you currently tweaking, if anything? I would love the form fitting cocoon too, the mmphing could be nice as well.
Kazyn Posted November 5, 2016 Author Posted November 5, 2016 Assuming things are easy and go super-fast, SKSE will be about six months if I'm any judge. More likely longer. And that's just to the initial version. Then comes Sexlab, which ZAP requires, which will take some time too. Then ZAP. That's all before you can start updating. As to most other mods, any requiring SKSE will be until it updates, obviously, or even longer - I'm hoping, but not expecting, there to be no bugs or updates to SKSE required after the initial switch. Even then there are reasons to continue with the original game, at least for a while - many people can't afford hardware upgrades sufficient to update to the Special Edition, or the game itself. Now, I'm not saying that the Special Edition should be ignored - far from it! My advice is to just not worry about things happening any time soon. I'm honestly in no position to make predictions, but my wild-ass guess says it'll be at least a year before anything concrete can be done. They say that SKSE will be a few months down the line and that may very well be true. Previously I was going off of the duration it took for F4SE to release which was surprisingly quick to release compared to FO4's release. That, or I'm quite jarred on my concept of time. I don't fully remember. I just don't know what else to do with this mod other than fix bugs and bounce back and forth on whether or not I want to stick with DA or not. I'm on the fence. I know for some people it's very unusable (for whatever reason - it works flawlessly for me), but I also miss the special mechanic introduced via combat (entangling on hit). I keep going back and forth and remain plagued by indecision.
Content Consumer Posted November 5, 2016 Posted November 5, 2016 They say that SKSE will be a few months down the line and that may very well be true. Previously I was going off of the duration it took for F4SE to release which was surprisingly quick to release compared to FO4's release. That, or I'm quite jarred on my concept of time. I don't fully remember. I just don't know what else to do with this mod other than fix bugs and bounce back and forth on whether or not I want to stick with DA or not. I'm on the fence. I know for some people it's very unusable (for whatever reason - it works flawlessly for me), but I also miss the special mechanic introduced via combat (entangling on hit). I keep going back and forth and remain plagued by indecision. I tend to think that it'll be a little longer than a few months, but I could be wrong. It's based solely on conjecture from behippo, one of the SKSE devs: SKSE depends upon hundreds of addresses inside the Skyrim binary. It depends upon knowing the internal class layout of the engine code and leveraging functions from Bethesda that we have uncovered. It also needs to patch the binary and functions so that our code is invoked properly- and this is a massively different process on 64-bit. Simply taking a look at the differences in what our code looks like between SKSE and F4SE will tell you that there is a huge amount of work to do.[/size] To be clear - I am one of the main developers behind the script extenders. But we are few in number, and have a lot to investigate with the Special Edition (and Fallout 4). No ETA at all on when we might have something. Just that we are looking at it.[/size] The truth is that this is somewhere in between Skyrim and Fallout 4. Parts of the engine have been updated to match Fallout 4 (graphics engine, 64-bit, etc.) Basically all of their games are the same core engine which gets improved/modified with each release. But where Fallout 4 used ActionScript 3 and an updated Papyrus scripting engine, Skyrim SE uses the old UI and Papyrus engine from Skyrim (to do otherwise would require rewriting all the scripts and the UI.) In either case there is a lot of work to do for us. Even within a single game there are lots of things to update with each new build. Memory addresses and offsets change, functions can behave differently, classes can get data added or removed, classes and form types can appear or disappear. Between games you don't even have the basics you can depend upon. With each new game we have to find all of the relevant and important bits and update our internal code to match the new realties. The jump to the F4 64-bit engine was really big. We haven't really got real script extending working for F4SE yet (in part due to real life concerns). We are expecting there to be a similar big jump for the Special Edition. While in general we have a sense for the large subsystems are which ought to be closer to Skyrim and F4, until we look at the nitty gritty details we simply won't know. Add to this the fact that Bethesda again released the game in a psuedo-debug mode with a big extra jump table in between all of the functions, and anything we do right this moment will have to be redone as soon as they release a fix. They know about this - but who knows when they will have an update. Next week? Next month? We'll start investigating, but this is going to take some serious effort and time to get done. There is a ton of functionality in SKSE. We won't get it all implemented at once for the Special Edition. Expect early versions for the Special Edition to have a lot less functionality. And no ETA at all for when we'll have anything to show. Later posts seem to indicate that things are proceeding faster than I had expected, though. Particularly, there's already a beta build for the special edition script extender out. As for DA integration, I wish I could offer some advice. I've never had much of a problem with Death Alternative, but you're right, many people do. I suppose if you wanted to take a middle-ground approach, you could crack DA open and find out what makes it tick, maybe duplicate the functionality of what you want, so you can keep the entangling but get rid of DA. I don't know how difficult it would be, though, or if once done it would actually conflict with Death Alternative. Even if it does conflict, using something like if (death alternative is installed) {use DA event} else {use my code} might do the trick.
bleeb Posted November 6, 2016 Posted November 6, 2016 I still say this mod could eventually involve rescue quests and cocooned npcs, something that would put the PC directly at risk of joining them. (I bring this up because you said you're not sure where to go with this mod again kazyn)
PaulChan Posted November 6, 2016 Posted November 6, 2016 Overall , the mod is good for solo playing , but it comes to a bit buggy when you have follower with you , after got out of the cocoon and helped your follower escaped too . Both go into sneak mode to sneak out , but for some reason when you come up to the ramp that lead to the exit of the cave , your screen will turn black and a spider will appear out of nowhere and attack the follower , and the follower pose turn into the hanging upside down pose just like back to the cocoon stage . The spider will keep on attacking the follower and on , follower won't move either he/she stuck in the upside down pose and get attacked . i don't know whether this is a bug or anything though .
Jenova23 Posted November 14, 2016 Posted November 14, 2016 Is the web something like a piece of armor that get's equipped? Could you also please create a bodyslide version of this?
iorelsan Posted November 15, 2016 Posted November 15, 2016 Is the web something like a piece of armor that get's equipped? Could you also please create a bodyslide version of this? That would be a suggestion for ZAZ creators, as Kazyn only uses their assets/animations
xir1111011 Posted December 26, 2016 Posted December 26, 2016 I have a small issue, I was wondering if anyone had experienced this/knows how to repair it: I'm using ver 0.21, with all the dependencies necessary to make it work, and for the most part it's working. When I am subdued by a spider (venom shot or melee attack) the quest events fire off properly, the little opening "scene" plays, and the character comes to wrapped in webbing, with the escape mechanics working properly: I can escape the web, and leave the cave when done properly. However, the intermittent visitation by the spider keeping you as prey never happens. I've left my character, as a test, hanging for five solid minutes, and not once did the notification show up on the top left of the screen saying that the movements of the spider could be heard "throughout the area". I tried pressing random directional buttons, intentionally keeping myself wrapped up but causing some movement, I tried doing nothing... which are about the only things the PC can really do in that situation. I even tried making a new character and immediately after escaping the starting cave, spawning a bunch of frostbite spiders and having them defeat me. Again, same behavior. The very first time I ever loaded the mod into the game, and was defeated by frostbite spiders, the mod behaved completely properly, visitation check-ups and all, but I managed to get out of the web. The next time I was defeated by frostbite spiders, this started happening. Would anyone know why this is happening or perhaps how to fix it? The mod seems awesome, but is really no fun if there's literally no challenge or risk.
Kazyn Posted December 26, 2016 Author Posted December 26, 2016 First, I won't discount the fact that it could be a bug in the mod itself. Making repeatable things is sometimes finicky, I've found, but hopefully that will be addressed when I can fit in exactly what your ending sentence contains: Challenge and risk.... is something is something I've actually been trying to kick around these past weeks. Unfortunately, I've drafted and scrapped many ideas already. I've even gone so far as to try and rewrite the mod. Things I've messed around with so far is: -Bringing back instant entanglement -Removing DA and the carried-off-to the cave features -Improving on entanglement functionality in general. I'm so darn indecisive - that's my main obstacle, right now.
xir1111011 Posted December 27, 2016 Posted December 27, 2016 Hey there, Kazyn! I'm actually not bothered by the mod being too easy, the difficulty is obviously yours to tamper with as you like, you're the developer. My problem is more with the fact that it seems I physically _can't_ lose to the spider that's wrapped me, as it never comes to check on me. Since last night when I first posted my previous post describing what's going on, I left my character in that wrapped, upside-down state for about 20 minutes, and I monitored the game the whole time. The spider just... never came to check on me. Is there some kind of debug log or output file I could give you that would help you figure out what's going on? Or is there something I can do with the console and share the results with you, to see if there is some sort of error?
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