Verstort Posted March 23, 2015 Posted March 23, 2015 If you meant the "stripping items from all women in whiterun" feature, you want slaverunperiodiccheck.psc in the enforcer BSA, line 247 "if NPCActorBase && NPCActorBase.GetSex() == 1 ; We have a female, time to check her clothing status" Two functions are called from here, HandleFemaleFollower, and HandleFemaleNPC, the logic for stripping are in those two functions Don't forget you have to compile your source script for it to show up in game, and rename/delete the BSA to prevent the game from recognizing it or it will ignore your script and use the old BSA script instead. I guess you could re-combine your changes back into a BSA again if you wanted instead too Finally, old saves will still use the old script, you have to clean your save of that script or you (most likely) will not see any changes because the save is still using the old script. I don't think slaverun has a script update script that checks if the scripts have changed and reinitialized them.
WaxenFigure Posted March 24, 2015 Posted March 24, 2015 Remembering more about the mod, I recall that there are TWO things that have to be done, changing what is stripped and also change the replacement outfit that the stripped ladies wear. The outfit is changed because every time a NPC enters/exits a building the game will reequip their outfit and the would end up wearing clothes until the stripping process found them again. You could change the mod to Devious Device all the free women. My thoughts originally were that while the free women would have to present their tits, ass and pussy for all to see they would still get to wear gloves, shoes etc and that then fashion would rear up and the wealthy of course would wear silk items and gold or silver jewelry while the poor might not be able to afford more than just shoes. Another thought was that any man could grab those exposed bits and molest the women and they'd have to stand there and accept it or be enslaved but I needed animations and I don't have them so...
WaxenFigure Posted March 24, 2015 Posted March 24, 2015 If you meant the "stripping items from all women in whiterun" feature, you want slaverunperiodiccheck.psc in the enforcer BSA, line 247 "if NPCActorBase && NPCActorBase.GetSex() == 1 ; We have a female, time to check her clothing status" Two functions are called from here, HandleFemaleFollower, and HandleFemaleNPC, the logic for stripping are in those two functions Don't forget you have to compile your source script for it to show up in game, and rename/delete the BSA to prevent the game from recognizing it or it will ignore your script and use the old BSA script instead. I guess you could re-combine your changes back into a BSA again if you wanted instead too Finally, old saves will still use the old script, you have to clean your save of that script or you (most likely) will not see any changes because the save is still using the old script. I don't think slaverun has a script update script that checks if the scripts have changed and reinitialized them. Loose scripts override BSA versions, not the other way around. I made a BSA mainly to keep it easier to install/remove for those who don't use Mod Organizer. If you are going to change the mod it's probably best to just extract and get rid of the BSA. When developing the mod I rarely ever had trouble updating the script just be recompiling it though I frequently started at the beginning again anyway in order to test various changes.
TBDM Posted March 24, 2015 Posted March 24, 2015 If you meant the "stripping items from all women in whiterun" feature, you want slaverunperiodiccheck.psc in the enforcer BSA, line 247 "if NPCActorBase && NPCActorBase.GetSex() == 1 ; We have a female, time to check her clothing status" Two functions are called from here, HandleFemaleFollower, and HandleFemaleNPC, the logic for stripping are in those two functions Don't forget you have to compile your source script for it to show up in game, and rename/delete the BSA to prevent the game from recognizing it or it will ignore your script and use the old BSA script instead. I guess you could re-combine your changes back into a BSA again if you wanted instead too Finally, old saves will still use the old script, you have to clean your save of that script or you (most likely) will not see any changes because the save is still using the old script. I don't think slaverun has a script update script that checks if the scripts have changed and reinitialized them. Looking at the script, I saw it call the HandleFemaleNPC function on line 256. I'm not entirely certain what part of the funtion to edit. Would I start adding new forms and commands to the code (lines 296-330)? I don't think I should be going as far as editing the StripThisArmor function, as it looks like only certain armor slots are being sent. Sorry, it's been a few years since I've last taken a programming course, so this is a lot for me to just open up and do
Verstort Posted March 25, 2015 Posted March 25, 2015 If you meant the "stripping items from all women in whiterun" feature, you want slaverunperiodiccheck.psc in the enforcer BSA, line 247 "if NPCActorBase && NPCActorBase.GetSex() == 1 ; We have a female, time to check her clothing status" Two functions are called from here, HandleFemaleFollower, and HandleFemaleNPC, the logic for stripping are in those two functions Don't forget you have to compile your source script for it to show up in game, and rename/delete the BSA to prevent the game from recognizing it or it will ignore your script and use the old BSA script instead. I guess you could re-combine your changes back into a BSA again if you wanted instead too Finally, old saves will still use the old script, you have to clean your save of that script or you (most likely) will not see any changes because the save is still using the old script. I don't think slaverun has a script update script that checks if the scripts have changed and reinitialized them. Loose scripts override BSA versions, not the other way around. I made a BSA mainly to keep it easier to install/remove for those who don't use Mod Organizer. If you are going to change the mod it's probably best to just extract and get rid of the BSA. Actually, back when I modified Slaverun months ago I kept compiling script after script without seeing any changes, thought the compiler was crashing instead of exiting quietly there for a while, then I renamed the BSA and my scripts were used being used properly. It might have been a MO issue and not a CK issue, in hindsight, however... Edit: You seem knowledgeable about modding skyrim, Waxen, can I ask a favor? I never figured out how to attach a script to dialog in slaverun, if I go to SDQDguard05Topic05, the "Don't touch me" dialog response to the guard, you can see that it's supposed to use Slaverun_Fragment02 as a postscript. I could never change this. Obviously the script is never run because the script, as written, increases crime to whiterun, which doesn't happen. If I change the text of the script nothing changes, and if I remove the script from the dialogue through creation kit, and create a new fragment, the game will crash after menu screen, new game or old game alike, even if the fragment is empty (; do nothing). Manually compiling the new fragment changes nothing. Adding a postscript without removing the old fragment doesn't stop the crash either. Can you tell me if there was some other step I was missing to get a new fragment to work? Was there some manifest I have to register dialogue fragments at or something?
WaxenFigure Posted March 25, 2015 Posted March 25, 2015 That existing fragment is completely unused so any changes to it would have no effect at all so what you experienced is no surprise. Calling attention to that just reminds me the original intent was simply to invoke the Prison Overhaul mod if you had it installed so you would be sexually abused by that mod. I'm not sure why making a change to that should cause the game to crash though, that usually indicates a missing requirement but shouldn't in this case.
melibound Posted March 28, 2015 Posted March 28, 2015 You could change the mod to Devious Device all the free women. My thoughts originally were that while the free women would have to present their tits, ass and pussy for all to see they would still get to wear gloves, shoes etc and that then fashion would rear up and the wealthy of course would wear silk items and gold or silver jewelry while the poor might not be able to afford more than just shoes. Another thought was that any man could grab those exposed bits and molest the women and they'd have to stand there and accept it or be enslaved but I needed animations and I don't have them so... I like these thoughts.
goofball_jones Posted March 28, 2015 Posted March 28, 2015 Currently stuck at Stage 4 in the dungeon. I tried to do a search here, and while other people have asked about what comes after stage 4, no one seems to have answered them. Does it end there?
Verstort Posted March 28, 2015 Posted March 28, 2015 Currently stuck at Stage 4 in the dungeon. I tried to do a search here, and while other people have asked about what comes after stage 4, no one seems to have answered them. Does it end there? Generic answer because I can't be bothered to log into my gaming computer and find the specific answer: From console (~), you can use help <search token> or help "<multiple> <tokens>" to search through almost any object in the game, this includes quests, you can probably find the main slaverun quest with help slaverun for instance. If not, try slave, ect You can use page up and page down keys to scroll through the console output. Once you have the full quest name, you can type SQS <quest_name> to get the full list of stages for that quest and which ones have already been reached, marked as 1 vs 0. The last one in the list marked as 1 is usually the one you are currently on. You can always try to advance a quest manually in console, once you have the quest and the state with setstage <quest_name> <stage_number> and the slaverun quest is really forgiving about this, I used to skip through it to test my unofficial changes with this just because the quest could take so long. If your character is stuck, and you can't advanced, I would just revert save and try to bypass instead, assuming you had a usable save before that part of the quest. I have no idea what "Stage 4" in the dungeon is, I'm assuming there is some leftover debug in the notifications you can see that was used by the dev to see where he was in the script if it got stuck, but the quest doesn't end in the dungeon, that much I'm sure of.
goofball_jones Posted March 28, 2015 Posted March 28, 2015 Currently stuck at Stage 4 in the dungeon. I tried to do a search here, and while other people have asked about what comes after stage 4, no one seems to have answered them. Does it end there? Generic answer because I can't be bothered to log into my gaming computer and find the specific answer: From console (~), you can use help <search token> or help "<multiple> <tokens>" to search through almost any object in the game, this includes quests, you can probably find the main slaverun quest with help slaverun for instance. If not, try slave, ect You can use page up and page down keys to scroll through the console output. Once you have the full quest name, you can type SQS <quest_name> to get the full list of stages for that quest and which ones have already been reached, marked as 1 vs 0. The last one in the list marked as 1 is usually the one you are currently on. You can always try to advance a quest manually in console, once you have the quest and the state with setstage <quest_name> <stage_number> and the slaverun quest is really forgiving about this, I used to skip through it to test my unofficial changes with this just because the quest could take so long. If your character is stuck, and you can't advanced, I would just revert save and try to bypass instead, assuming you had a usable save before that part of the quest. I have no idea what "Stage 4" in the dungeon is, I'm assuming there is some leftover debug in the notifications you can see that was used by the dev to see where he was in the script if it got stuck, but the quest doesn't end in the dungeon, that much I'm sure of. Thanks for your help, I'll give that a try next time. The "stage 4" is when you are sent to the dungeon by the Jarl and get put on one of those cross things and the jailer whips the hell out of you...then he just goes and sits down and nothing happens. You just stay there. It doesn't advance and I have to just reload from a saved point to get out. There are a few others posting here that say the same thing. But anyway, I'll see what I can do. Thanks again.
WaxenFigure Posted March 28, 2015 Posted March 28, 2015 Currently stuck at Stage 4 in the dungeon. I tried to do a search here, and while other people have asked about what comes after stage 4, no one seems to have answered them. Does it end there?Generic answer because I can't be bothered to log into my gaming computer and find the specific answer: From console (~), you can use help <search token> or help "<multiple> <tokens>" to search through almost any object in the game, this includes quests, you can probably find the main slaverun quest with help slaverun for instance. If not, try slave, ect You can use page up and page down keys to scroll through the console output. Once you have the full quest name, you can type SQS <quest_name> to get the full list of stages for that quest and which ones have already been reached, marked as 1 vs 0. The last one in the list marked as 1 is usually the one you are currently on. You can always try to advance a quest manually in console, once you have the quest and the state with setstage <quest_name> <stage_number> and the slaverun quest is really forgiving about this, I used to skip through it to test my unofficial changes with this just because the quest could take so long. If your character is stuck, and you can't advanced, I would just revert save and try to bypass instead, assuming you had a usable save before that part of the quest. I have no idea what "Stage 4" in the dungeon is, I'm assuming there is some leftover debug in the notifications you can see that was used by the dev to see where he was in the script if it got stuck, but the quest doesn't end in the dungeon, that much I'm sure of. Thanks for your help, I'll give that a try next time. The "stage 4" is when you are sent to the dungeon by the Jarl and get put on one of those cross things and the jailer whips the hell out of you...then he just goes and sits down and nothing happens. You just stay there. It doesn't advance and I have to just reload from a saved point to get out. There are a few others posting here that say the same thing. But anyway, I'll see what I can do. Thanks again. After the whipping you should be getting off the xcross and then be put into the cell as a plaything for the Falmer.
goofball_jones Posted March 29, 2015 Posted March 29, 2015 Currently stuck at Stage 4 in the dungeon. I tried to do a search here, and while other people have asked about what comes after stage 4, no one seems to have answered them. Does it end there?Generic answer because I can't be bothered to log into my gaming computer and find the specific answer: From console (~), you can use help <search token> or help "<multiple> <tokens>" to search through almost any object in the game, this includes quests, you can probably find the main slaverun quest with help slaverun for instance. If not, try slave, ect You can use page up and page down keys to scroll through the console output. Once you have the full quest name, you can type SQS <quest_name> to get the full list of stages for that quest and which ones have already been reached, marked as 1 vs 0. The last one in the list marked as 1 is usually the one you are currently on. You can always try to advance a quest manually in console, once you have the quest and the state with setstage <quest_name> <stage_number> and the slaverun quest is really forgiving about this, I used to skip through it to test my unofficial changes with this just because the quest could take so long. If your character is stuck, and you can't advanced, I would just revert save and try to bypass instead, assuming you had a usable save before that part of the quest. I have no idea what "Stage 4" in the dungeon is, I'm assuming there is some leftover debug in the notifications you can see that was used by the dev to see where he was in the script if it got stuck, but the quest doesn't end in the dungeon, that much I'm sure of. Thanks for your help, I'll give that a try next time. The "stage 4" is when you are sent to the dungeon by the Jarl and get put on one of those cross things and the jailer whips the hell out of you...then he just goes and sits down and nothing happens. You just stay there. It doesn't advance and I have to just reload from a saved point to get out. There are a few others posting here that say the same thing. But anyway, I'll see what I can do. Thanks again. After the whipping you should be getting off the xcross and then be put into the cell as a plaything for the Falmer. Okay, got it working. What I did was uninstall the Slaverun mod, then installed the one before the last version, then merged the newer version over top the other one. Now it works. I was just using the latest version before.
goofball_jones Posted March 29, 2015 Posted March 29, 2015 Okay, finished this one and I really enjoyed it. Now my question is, this is labeled "+ Enforcer". And I notice some reference to "Enforcer by WaxenFigure". But I've looked and I can't find any stand-alone mode that's just the "Enforcer" part. Seems there was talk of it, but now that I've gone through the mod, I'd like to turn Whiterun back to how it was, but keeping the Enforcer part. Or do I have to install the entire mod and "turn off" the Slaverun part? My question is, is there a stand along Enforcer mod without the Slaverun stuff?
WaxenFigure Posted March 30, 2015 Posted March 30, 2015 Okay, finished this one and I really enjoyed it. Now my question is, this is labeled "+ Enforcer". And I notice some reference to "Enforcer by WaxenFigure". But I've looked and I can't find any stand-alone mode that's just the "Enforcer" part. Seems there was talk of it, but now that I've gone through the mod, I'd like to turn Whiterun back to how it was, but keeping the Enforcer part. Or do I have to install the entire mod and "turn off" the Slaverun part? My question is, is there a stand along Enforcer mod without the Slaverun stuff? Not really but you can use the console command "stopquest" to shut down the Slaverun repeating demand you come back and pay your master so you can play the rest of the game and leave the Enforcer mod quests active to keep the gals in Whiterun in the buff not to mention the occasional surprise sex act. Doing it that way will also leave the extra slaves around for the atmosphere and of course extra eye candy.
WaxenFigure Posted April 1, 2015 Posted April 1, 2015 so why won't you do a male version? Doesn't interest me. However, since the code breaks down by male and female you wouldn't have a hard time changing it to work the way YOU'D like since you could swap who gets stripped and who remains clothed easily enough. Of course if you want male on male action then you have to have some who get enslaved and some who don't so they can be a risk for demanding sex from you. The source code is all there for both mods, nobody is going to tell you that you cannot do what you want with it.
Nephenee13 Posted April 1, 2015 Posted April 1, 2015 So if I want to turn off the enforcer part, should I just go to somewhere not in Whiterun, turn it off, and then eventually all the NPC will put their clothes back on?
musicman019 Posted April 1, 2015 Posted April 1, 2015 so why won't you do a male version? Doesn't interest me. However, since the code breaks down by male and female you wouldn't have a hard time changing it to work the way YOU'D like since you could swap who gets stripped and who remains clothed easily enough. Of course if you want male on male action then you have to have some who get enslaved and some who don't so they can be a risk for demanding sex from you. The source code is all there for both mods, nobody is going to tell you that you cannot do what you want with it. so your saying there's options in the mcm? or i would have to edit out the female stuff
WaxenFigure Posted April 1, 2015 Posted April 1, 2015 So if I want to turn off the enforcer part, should I just go to somewhere not in Whiterun, turn it off, and then eventually all the NPC will put their clothes back on? Nope, the enforcer mod changes their default outfit so it doesn't have to monitor and repeatedly strip the NPCs which means doing what you thought of would leave them with a "Naked" outfit so they'd stay naked. Current version has an option to undo all that but it doesn't work properly. One of these days I really should finish the fixes I was working on and upload the fixed version of the mod. so why won't you do a male version? Doesn't interest me. However, since the code breaks down by male and female you wouldn't have a hard time changing it to work the way YOU'D like since you could swap who gets stripped and who remains clothed easily enough. Of course if you want male on male action then you have to have some who get enslaved and some who don't so they can be a risk for demanding sex from you. The source code is all there for both mods, nobody is going to tell you that you cannot do what you want with it. so your saying there's options in the mcm? or i would have to edit out the female stuff No options in the MCM, you would have to edit the mod yourself. What I'm trying to say is that you are free to do so, the mod is here for your enjoyment and if that means you want it to work differently then you are free to make the changes to it you'd like it to have.
musicman019 Posted April 1, 2015 Posted April 1, 2015 So if I want to turn off the enforcer part, should I just go to somewhere not in Whiterun, turn it off, and then eventually all the NPC will put their clothes back on? Nope, the enforcer mod changes their default outfit so it doesn't have to monitor and repeatedly strip the NPCs which means doing what you thought of would leave them with a "Naked" outfit so they'd stay naked. Current version has an option to undo all that but it doesn't work properly. One of these days I really should finish the fixes I was working on and upload the fixed version of the mod. so why won't you do a male version? Doesn't interest me. However, since the code breaks down by male and female you wouldn't have a hard time changing it to work the way YOU'D like since you could swap who gets stripped and who remains clothed easily enough. Of course if you want male on male action then you have to have some who get enslaved and some who don't so they can be a risk for demanding sex from you. The source code is all there for both mods, nobody is going to tell you that you cannot do what you want with it. so your saying there's options in the mcm? or i would have to edit out the female stuff No options in the MCM, you would have to edit the mod yourself. What I'm trying to say is that you are free to do so, the mod is here for your enjoyment and if that means you want it to work differently then you are free to make the changes to it you'd like it to have. oh well i guess it will never happen then i so can't mod worth shit what a waste
Nephenee13 Posted April 1, 2015 Posted April 1, 2015 Nope, the enforcer mod changes their default outfit so it doesn't have to monitor and repeatedly strip the NPCs which means doing what you thought of would leave them with a "Naked" outfit so they'd stay naked. Current version has an option to undo all that but it doesn't work properly. One of these days I really should finish the fixes I was working on and upload the fixed version of the mod. Bleh, I really want to use the slave-market overhaul part but the novelty of Enforcer wore off pretty quick. oh well i guess it will never happen then i so can't mod worth shit what a waste To be fair, you haven't even tried.
musicman019 Posted April 1, 2015 Posted April 1, 2015 Nope, the enforcer mod changes their default outfit so it doesn't have to monitor and repeatedly strip the NPCs which means doing what you thought of would leave them with a "Naked" outfit so they'd stay naked. Current version has an option to undo all that but it doesn't work properly. One of these days I really should finish the fixes I was working on and upload the fixed version of the mod. Bleh, I really want to use the slave-market overhaul part but the novelty of Enforcer wore off pretty quick. oh well i guess it will never happen then i so can't mod worth shit what a waste To be fair, you haven't even tried. yeah well the fact i don't even know where to start or what to do says it right there
Nephenee13 Posted April 1, 2015 Posted April 1, 2015 yeah well the fact i don't even know where to start or what to do says it right there Well, the first thing to do would be to look through the scripts. Anyway, WaxenFigure, would it be possible for me to excise the Enforcer part myself?
Jack Wow Posted April 1, 2015 Posted April 1, 2015 Nope, the enforcer mod changes their default outfit so it doesn't have to monitor and repeatedly strip the NPCs which means doing what you thought of would leave them with a "Naked" outfit so they'd stay naked. Current version has an option to undo all that but it doesn't work properly. One of these days I really should finish the fixes I was working on and upload the fixed version of the mod. Bleh, I really want to use the slave-market overhaul part but the novelty of Enforcer wore off pretty quick. oh well i guess it will never happen then i so can't mod worth shit what a waste To be fair, you haven't even tried. yeah well the fact i don't even know where to start or what to do says it right there Just open the mod in TESVEdit and browse. Seek and ye shall find! It's how I started modding.
WaxenFigure Posted April 1, 2015 Posted April 1, 2015 yeah well the fact i don't even know where to start or what to do says it right there Well, the first thing to do would be to look through the scripts. Anyway, WaxenFigure, would it be possible for me to excise the Enforcer part myself? Of course you can. Here is a version of the MCM Menu which should be able to do the shutdown. SlaverunMCMMenu.7z
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