Gislo21 Posted December 13, 2014 Posted December 13, 2014 So, i have pathfinding problems in the dungeon. After the talk im just going into a corner and walking against a barrel, than stand there and cant move. I looked around before i talk to the guy (forgot the name actually) and saw a torture bench and a cross, in a room behind a carbinet, no entering possible. Tried "disable" this carbinet before i talk to the guy, but still the problem. Quest is broken at this part for me. Any advice?
joannalo42 Posted December 16, 2014 Posted December 16, 2014 hmm, the game crashes when i was doing the jarl task for zaid... anything i might be doing wrong?
WaxenFigure Posted December 16, 2014 Posted December 16, 2014 hmm, the game crashes when i was doing the jarl task for zaid... anything i might be doing wrong? When? Even in vanilla there is something about opening the door to Dragonsreach that causes the game to crash so you need to say exactly what was going on, not just reference a whole series of possible actions where the crash may have happened.
hewhocumsbynight Posted December 30, 2014 Posted December 30, 2014 So, since Slaverun unequips Aela's gear, whenever I approach Whiterun's gate during the first approach (giant fight), the game freezes. Apparently this is a quirk that comes from altering Aela. Is there any way to edit Slaverun to leave her alone, so that I can run the rest of the mod?
Acornins Posted December 30, 2014 Posted December 30, 2014 Ended up trying this mod today for lack of better to do, it was pretty interesting overall to play and experience what you have so far. Something I've noticed though is at the very end when you have to return to your owner and pay him 1000 I guess? it keeps doing a pop up and saying "you have 48 hours to return to your owner in whiterun" and even if I say sleep for 24 hours, I still get the same message. Ah another thing even if you have clothes on and the guards come to arrest you and you say I submit, nothing happens and they just walk off. (buuut I'm thinking there might be a possibly bug on my side so I'll be fiddling with things) Otherwise, very nice mod!
hewhocumsbynight Posted January 7, 2015 Posted January 7, 2015 While I really want to play this mod, each time I activate it in the load order and start a game (loaded save or new), the game ctds at various points in Whiterun. These ctds, and periodic game freezes, only occur when Slaverun and the Enforcer are active. Otherwise, all's well. Does anybody know of any other mods that conflict with Slaverun?
HFTFP Posted January 8, 2015 Posted January 8, 2015 I have an issue with the dragonreach dungeon. The Yarl sends me to the prison for training and I talk to fang. Then I move automatically in the direction of a room that's blocked by a bookshelf. Any ideas?
HFTFP Posted January 9, 2015 Posted January 9, 2015 4) I discovered and resolved a potential problem that occurs the first time you go to the Dragonreach dungeons. When I went for the first training session, the entrance to the back room where you get whipped (and where the Falmer and Troll cages are) was blocked by a bookcase. This meant the animation could not complete because your character could not get to the required position to trigger the next phase. I fixed it by moving the "zdd.esp" (Diablo-esque Decorations) app above "slaverun.esp" in the load order. Found it. Love it. Thanks for the mod. You're a god among men.
Verstort Posted January 11, 2015 Posted January 11, 2015 Final Edit: After all of that effort, I feel obligated to leave these here in case someone else who uses MO and can't compile their own scripts without headache want to get these as bug fixes, at least until slaverun is updated. I saw in this thread that several people posted fixes that have to be applied to papyrus scripts, but I don't see any *.psc in the downloaded archive and I can't open creation kit to edit because creation kit doesn't see any mods because of MO. I didn't see any scripts in the ESPs when I used tesvsnip http://www.loverslab.com/topic/31111-slaverun-20140824-enforcer-v5/page-84?do=findComment&comment=954384 Where are slaverun.psc and the other papyrus script files? Nevermind, they were in the BSA, and BSAopt got me to extract them, and now I need to figure out how to put them back in after I edit them... Can't figure out compression, but looks like I can leave the scripts there so long as the BSA is removed. And I have to compile them too... how do I do that without creation kit I wonder... 6 hours later, I still can't get CK to compile scripts through MO. I ended up using dos to call the compiler directly, at this point it looks like it would be easier to have a second skyrim installation with NMM if I wanted to modify regularly. The changes are all basic fixes, they follow: The game no longer gets stuck at "48 hours remaining", you can now run out of time properly. The reminders for returning to master are now notifications and not message boxes. I changed the 48 hour notification to 72 hours, mostly to see if the changes I made were working, reverting is easy for most people. The game updates once every in-game hour to remind you instead of every 1/10th hour. If recompiling wasn't so much effort, with this setup, for me I would go back and make it 2 hours. The notifications have some spelling mistakes added because I was tired of not being able to tell if the scripts were working, due to MO or lack of compilation/bsa priority, until I was already 1 hour invested into getting back to a point to test the changes. I feel gimped though, I thought there would be more after expiration. I was fully expecting to get dragged back to slave owner or something, not just get a normal jail event and a empty quest end. If, like me, you use Mod organizer, you have to extract the whole slaverun.bsa and then delete the bsa, and replace the scripts with these ones. slaverun_psc_and_pex.7z
Quisling Posted January 12, 2015 Posted January 12, 2015 6 hours later, I still can't get CK to compile scripts through MO. I ended up using dos to call the compiler directly, at this point it looks like it would be easier to have a second skyrim installation with NMM if I wanted to modify regularly. The problem with CK and compiling is that the compiler will run in 64bit mode if it can. MO can't hook into it when it does that. There's one fix in the MO Tech Support OP: http://www.loverslab.com/topic/20492-mod-organizer/ Another, which seems to be working for me, is to switch the compiler to 32bit mode, as shown here http://wiki.step-project.com/Guide:Mod_Organizer#Compiling_CK_Scripts
Nickname1281 Posted January 13, 2015 Posted January 13, 2015 Im hveing CTDs all the time. I dont know why, the older versions work perfectly fine for me, but i an't buy slaves there. If i try to install a newer Version i get CTD. Ive tried to uninstall ervery mod and ive cleaned the masterfiels too, but somehow it still keeps crashing. I hope you can help me, if not, i have to keep trying until im depressed lol
acac Posted January 14, 2015 Posted January 14, 2015 Hi, great mod, so far! =) Sorry, I just have one (plus one) question: The guy who becomes your master in Whiterun, does he ever follow through with his threat of posting a bounty on you in ever hold? I think I definitely missed the deadline once, and I got a lot of alerts saying that I should get back in 48 hours, but I don't think he really punished me for it. Also, I think I lost his reminder note. Is it possible to get it back, again? Thanks! edit: I'm using Slaverun 20140824 + enforcer v5
Verstort Posted January 14, 2015 Posted January 14, 2015 Hi, great mod, so far! =) Sorry, I just have one (plus one) question: The guy who becomes your master in Whiterun, does he ever follow through with his threat of posting a bounty on you in ever hold? I think I definitely missed the deadline once, and I got a lot of alerts saying that I should get back in 48 hours, but I don't think he really punished me for it. Also, I think I lost his reminder note. Is it possible to get it back, again? Thanks! edit: I'm using Slaverun 20140824 + enforcer v5 It's a known bug that the script gets stuck at the "48 hours remains" part, and the bounty is never posted. I posted my own fix to the scripts 4 posts up that fix the issue (for me at least) copy and paste the pex into */Skyrim/Data/scripts and the psc into */SkyrimData/scripts/Source
tarl7 Posted January 15, 2015 Posted January 15, 2015 I get a quest that whiterun has changed with a marker to go to dragons reach dungeon under jarls place go there there is a character in chair behind bookcase by name of "Fang" with quest arrow above him, he has no dialogue, can't go any further with quest?
acac Posted January 15, 2015 Posted January 15, 2015 Hi, great mod, so far! =) Sorry, I just have one (plus one) question: The guy who becomes your master in Whiterun, does he ever follow through with his threat of posting a bounty on you in ever hold? I think I definitely missed the deadline once, and I got a lot of alerts saying that I should get back in 48 hours, but I don't think he really punished me for it. Also, I think I lost his reminder note. Is it possible to get it back, again? Thanks! edit: I'm using Slaverun 20140824 + enforcer v5 It's a known bug that the script gets stuck at the "48 hours remains" part, and the bounty is never posted. I posted my own fix to the scripts 4 posts up that fix the issue (for me at least) copy and paste the pex into */Skyrim/Data/scripts and the psc into */SkyrimData/scripts/Source Awesome, thank you very much!
Verstort Posted January 20, 2015 Posted January 20, 2015 Thank you Quisling for that fix but I'm still having issues with CK and MO and I give up. I'm spending 95% of my time trying to get creation kit and mod organizer to play nice instead of implementing fixes, this is pointless. The fixes I have so far have taken less than < 30 minutes to write, and hours to get working. The package I'm posting has the following changes: The game no longer gets stuck at "48 hours remaining", you can now run out of time properly. The reminders for returning to master are now notifications and not message boxes. I changed the 48 hour notification to 72 hours, mostly to see if the changes I made were working, reverting is easy for most people. The game now reminds you every 2 hours instead of every 1/10th hour. Notifications now tell you how many days/hours are left instead: "less than 48 hours" -> "less than 1 day and 3 hours" ect After the starting dialog, when the quest starts, the game unequips any spells you might be holding if you take the submissive routes, so you don't go to jail for forgetting to unequip spells. I wanted to make more fixes but I can't get seem to change the esp without introducing new errors. If I try making changes to the esp through creation kit it either breaks the dialog or introduces CTD between menu -> game, and I can't tell if it's a problem with MO or CK, both or my own code breaking it. I can't even add a script fragment to the dialog at the start dialog fork without losing the whole force greet. I'm not convinced moving all of the files I need to Data and running CK from there, bypassing MO entirely, is worth the effort either. Changes I want to make but I need CK to cooperate first include implementing the lesser of the dominate options at the starting dialog so that enforcer can start and the player can still break whiterun law, just not having to give up items/be enslaved to the guard, catching a jail event and restarting the old quest, or starting a new quest, back with the old master, and decreasing the bounty over time in every hold except whiterun in the event of runaway, as master realizes you aren't really worth 20,000 as a slave the longer he goes without you. Anyway, I got some fixes implemented at least, this 7z is the full mod as a replacement for the current version as unofficial replacement. I apologize if the mod author doesn't like me making changes to his mod, but as it's been ~5 months since the last version I feel a few bug fixes is fine. Let me know if it doesn't work, since this 7z is somehow half the size of the original rar, which is always suspicious. slaverun_unofficial.7z
Quisling Posted January 20, 2015 Posted January 20, 2015 Have you tried making a small mod from fresh - add some dialogue maybe - )just to see if that works, because you should be able mess with the CK fine through MO normally, scripts aside.
TheTombston Posted January 25, 2015 Posted January 25, 2015 I have an issues where I crash at certain points after I go into whiterun, either two close to the market, I only made it there once and talked to a vendor and crashed, then went near the burial place, or atleast where it is supposed to be, and crashed again, last time I tried to go there, crashed right when i walked into it.
ZipZop Posted January 26, 2015 Posted January 26, 2015 Strange Issue here. Whenever I enter Whiterun the slaves that are supposed to be bound to pillory/posts/chains are either not bound and walking around freely or are bound but still moving around somehow. Very unusual to see a post with a person lashed to it sliding around. What do?
WaxenFigure Posted January 28, 2015 Posted January 28, 2015 I have an issues where I crash at certain points after I go into whiterun, either two close to the market, I only made it there once and talked to a vendor and crashed, then went near the burial place, or atleast where it is supposed to be, and crashed again, last time I tried to go there, crashed right when i walked into it. Strange Issue here. Whenever I enter Whiterun the slaves that are supposed to be bound to pillory/posts/chains are either not bound and walking around freely or are bound but still moving around somehow. Very unusual to see a post with a person lashed to it sliding around. What do? Stabilize your games using the tips and techniques listed here: http://www.nexusmods.com/skyrim/mods/50214/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D50214%26preview%3D&pUp=1 Following the advice there will make your games much more stable and capable of handling a lot more NPCs. The problems you are both seeing is that vanilla Skyrim is set up to not allow more than a few NPCs be active at once and most towns are close to the limit in the first place. The tips (especially the SKSE memory fixes) will help you overcome those limits.
just_Gina Posted January 29, 2015 Posted January 29, 2015 Red, Check if you have any spells equipped. Used to happen to me because of the FNIS spells being equipped by default.
Runeding2978 Posted January 30, 2015 Posted January 30, 2015 (edited) Great mod! realy whant to play this through but as soon as I'm sent for "ReTraining" the price of falure my Char walks out the dungeon gets to the stair's leading to the main squire then just turns around and walks back into the palace back to the dungeon. She just keeps doing this big circle but not doing anything. Recap got it fixed by switching load order but now would like to know after wipping is stage 4 supposed to finish or do I just get off the wipping x? Edited January 30, 2015 by Runeding2978
russianmind Posted January 31, 2015 Posted January 31, 2015 Any chance of an ELFX patch in the future? Dragonsreach is full of flickering lights with ELFX + Slaverun. Also it doesn't play well with skyrim sewers either, other then that great mod.
KittyKat5742 Posted February 4, 2015 Posted February 4, 2015 Hey! This mod looks great. Unfortunately, it won't work. I've tried messing around with the load order, made sure everything was up to date, even uninstalled some mods that might be causing problems. But whenever I try to enter Whiterun, my game either crashes or goes into a never-ending load screen. Help? Please?
Verstort Posted February 4, 2015 Posted February 4, 2015 Hey! This mod looks great. Unfortunately, it won't work. I've tried messing around with the load order, made sure everything was up to date, even uninstalled some mods that might be causing problems. But whenever I try to enter Whiterun, my game either crashes or goes into a never-ending load screen. Help? Please? Sounds like you're missing the often overlooked Diablo-esque Decorations requirement
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