Guest Posted July 30, 2014 Posted July 30, 2014 Just a quick one. Armbinder problem sorted by savegame cleaning. Unrelated to QAYL.  Ambivalent about tattoo solvent ease of availability, having the choice not to use it not the same as not being able to. For future updates, I guess. Imagine others will be happy though.  My recommendation is that only race winners get tattoos removed. Want to get back to normal? Better race again.
jordisslave Posted July 30, 2014 Posted July 30, 2014  Just a quick one. Armbinder problem sorted by savegame cleaning. Unrelated to QAYL.  Ambivalent about tattoo solvent ease of availability, having the choice not to use it not the same as not being able to. For future updates, I guess. Imagine others will be happy though.  My recommendation is that only race winners get tattoos removed. Want to get back to normal? Better race again.   I like that idea. And a face tattoo for dead last place, or straight into another race. Â
r5e4w3q2 Posted July 31, 2014 Posted July 31, 2014  Just a quick one. Armbinder problem sorted by savegame cleaning. Unrelated to QAYL.  Ambivalent about tattoo solvent ease of availability, having the choice not to use it not the same as not being able to. For future updates, I guess. Imagine others will be happy though.  My recommendation is that only race winners get tattoos removed. Want to get back to normal? Better race again.   Double or nothing?  After all, those solvents are not cheap and you didn't win your sponser any money with that poor showing, right?
r5e4w3q2 Posted July 31, 2014 Posted July 31, 2014 How far off is the second race? Â Is there a feature list you are working though before you start on it?
Tara26 Posted July 31, 2014 Posted July 31, 2014 I ran the TES5Edit like you recommended... Â quite a good learning experience as it turns out. Â But it found nothing that needed un-deleting and nothing that was a critical conflict. Â Â I did try something else that worked though and I'll mention it in case it informs another reader or something in the way the mod is set up... Â Try loading the QAYL plug-in EARLY.. Â (the default is last) Â or at least before Live Another Life. Â Then it loaded and ran just fine. Â Thanks.
DocClox Posted July 31, 2014 Author Posted July 31, 2014 Whoops. Did that falling asleep thing again  Double or nothing? After all, those solvents are not cheap and you didn't win your sponser any money with that poor showing, right?  mmm... along those lines, certainly  The second race: Is a little further off that I'd like, I suppose. There's some fine details about cages and markers that needs to be adapted to handle 3NPCs plus a PC. I have it more or less working in a test cell. I just need to be able to clone that to an arbitrary location, handle the mass disabling and enabling of the whole structure, and make sure I deal with the navmesh properly. Probably a couple of weeks if I can just work on that, if I'm honest.  [edit] To say nothing of getting all those link-reffed aliases to fill, dammit! [/edit]  There's also one tattoo-related detail I'd like to get going first, since it sets up another aspect of the thing, but I'm keeping quiet about that one for now  [edit]  @brandeis74: useful tip. I'd recommend LOOT but it's currently broken on my machine. It needs IE11 for some reason and Win7Sp1 refuses to install on my box, apparently because I dual boot to Linux.  /me looks at load order  Oddly enough, I load it last in testing. Just after LAL in fact. Must be something else in combination. This is what I test with:   00 Skyrim.esm01 Update.esm02 daymoyl.esm03 hdtHighHeel.esm04 ZaZAnimationPack.esm05 SexLab.esm [Version 1.58b]06 SexLabAroused.esm07 Devious Devices - Assets.esm [Version 2.8.0]08 Devious Devices - Integration.esm09 Devious Devices - Expansion.esm0A dD - Realistic Ragdoll Force - Realistic.esp0B FNISSexyMove.esp0C RaceMenu.esp0D RaceMenuPlugin.esp0E SkyUI.esp0F manny_Status.esp10 dcpack1.esp11 SexLabMatchMaker.esp [Version 5]12 SexLabAroused_Example.esp13 SlaveTats.esp14 Alternate Start - Live Another Life.esp [Version 2.3.7]15 qayl.esp   [edit]  Well, I just found the problem with the note not advancing. Turns out I'd set it to only advance the quest if it was at stage 5, and the non-DA version comes in at stage 1. Fixed in next release (note to self - test reading note multiple times...)
jfraser Posted July 31, 2014 Posted July 31, 2014 There's your problem - why are you using IE? Get Chrome.
DocClox Posted July 31, 2014 Author Posted July 31, 2014 I'm using Pale Moon. I haven't willingly used IE since some time last millennium. It doesn't matter. Â LOOT uses the IE dlls to render the user interface using HTML. So regardless of what browser you use, LOOT still uses IE.
judge0 Posted July 31, 2014 Posted July 31, 2014 I'm using Pale Moon. I haven't willingly used IE since some time last millennium. It doesn't matter. Â LOOT uses the IE dlls to render the user interface using HTML. So regardless of what browser you use, LOOT still uses IE. The version of LOOT integrated in Mod Organizer (Sort Button) does not require IE. Places Qayl fairly low in list, but ahead of Live Another Life. Â The download version of LOOT for some reason does rely in IE and can't display the results window without opening IE. It DOES however place mods in the same order as the integrated one in Mod Organizer.
DocClox Posted July 31, 2014 Author Posted July 31, 2014 The version of LOOT integrated in Mod Organizer (Sort Button) does not require IE. Places Qayl fairly low in list, but ahead of Live Another Life. That's useful to know. If only I could set script properties from MO-launched CK sessions. Â I think it must be possible, since I've seen bat files referencing MO folders in the DD scripts folders. But for the life of me I can't make it work. Â Oh well, what I've got works well enough. If I get fed up enough, I'll see if I can't take the source for LOOT, rip out the IE crap and make a console only version.
judge0 Posted July 31, 2014 Posted July 31, 2014 I've never been able to get CK to run under MO, but find it works OK if started on it's own while MO is active (virtual file system active) Â Then again, I am not a modder . . . Â This is the guide I used for my setup: Â http://forums.nexusmods.com/index.php?/topic/1855355-creation-kit-with-mod-organizer/ Â Any scripts I "tweak" I compile with Notepad++ Â $0.02
DocClox Posted July 31, 2014 Author Posted July 31, 2014 Funny, every time I pointed explored at data when MO was running, I saw the non-virtual FS. I'd concluded that a process needed to be started by MO for it to work. Â I'll have to try that. It could make life a lot easier. Â Meanwhile, my cunning plan is bearing fruit. Soon... Â [edit] Â Everything seems to work apart from one minor detail. Nobody is that worried if they lose all their stuff forever. Right? Right? Â Oh well... bear with me
judge0 Posted July 31, 2014 Posted July 31, 2014 Quote: Everything seems to work apart from one minor detail. Nobody is that worried if they lose all their stuff forever. Right? Right? EndQuote:  As long as it's not Quest items, I'd consider it the second leg of the race . . . what the hell, you already tattooed us.  Â
KiT2142 Posted July 31, 2014 Posted July 31, 2014 Great mod, but no tattoo were applied(latest version all)
DocClox Posted July 31, 2014 Author Posted July 31, 2014 Well, as it happens I just uploaded a new release. Needs latest slavetats (1.0.2). It should even return your stuff at the end. Â Ummm... I strongly suggest people read the first note. Even if they know where the Pale Pass Gate is.
Dalianwy Posted July 31, 2014 Posted July 31, 2014 I did a quick run through to see the changes, markers showed up this time, you've added something I was hoping for A new location, this was an actual run to the other side of the map . and the solvent was an interesting choice. I've got to ask though, my view became slightly blurry at the start and stayed that way for the entire run and after that, is this intentional?
jordisslave Posted July 31, 2014 Posted July 31, 2014 erm, the new version of QAYL tries to overwrite QAYL.json with an older version, which one should we keep? Have I done something wrong?
Greyseer Posted August 1, 2014 Posted August 1, 2014 So I'm currently having a problem with an event that occurs after bleed out. Â Â Â Â I'm waking up in a room with Luigi and company they talk for a bit the screen fades to black and I get this 'Mustering your resolve, you summon the strength to open your eyes' Â Â Â But nothing happens, the screen stays black. I've updated all dependent mods and went threw currently installed mods changing anything that may effect scripting. Has anyone had this problem?
grooovus Posted August 1, 2014 Posted August 1, 2014 so i tried it out, but after opening up the cage to retrieve my gear i have like 4 seconds to ctd... console stops it but when i closed it ctd im using the newest version, did this occur to anyone else? ideas to fix it? anyone? Â
afa Posted August 1, 2014 Posted August 1, 2014 QAYL 0.2.5, Slavetat 1.0.2 Quest marker update no problem, cage open no problem, got everything back no problem, noticed the solvent, but didn't get to use it... No tattoo applied but I noticed Slavetat menu show that it is added, could be added manually like a regular slavetat tattoo, but not linked to quest it seems, did not expect it to. I too have the odd hazy effect that just stays forever(?) it seems to show up after blacking out and lighting back up at the beginning of the race.
jordisslave Posted August 1, 2014 Posted August 1, 2014 Raced through it as convenient horse was convenient. Will do it again without the horse tomorrow. Couple of issues though - the blur/haze as mentioned by others, and  Tattoo removal: I like the touch with the back stamp and limited solvent, very good but cannot remove the stomach tattoo. Consoled myself 5 solvents to test and it says it's removed but did not.  [edit] Consoled 5 solvents and tried them before speaking to Cursus. Only 4 tattoo options appear and whatever I choose does not correspond to what is removed. Stamp was removed in each case, stomach one did not. Don't know if this is useful information in any way.[/edit] Â
judge0 Posted August 1, 2014 Posted August 1, 2014 5 tattoos and ONE solvent . . . Â Really! Â That is one LONG race. Â Spent a lot of time going to shrines to remove Sanguinaire Vampiris. Died 5 times, I hate Death Alternative now, the scenarios seem to glitch with Devious Devices equipped. Â Also had the blurry thing off and on, sometimes it was from the Sanguinaire Vampiris, but I got it at start of race as well. Â Had to uninstall old version, load save, save again, quit, use save cleaner, reload cleaned save, save again, quit, install new version, then go somewhere the courier could find me. Â No CTDs or slowness experienced, seems good on this one run through. Â P.S. Many wolves, bears, bandits, dogs, horses, and various other denizens of Skyrim are sleeping relaxed tonight because of you. All except one well battered Nord named Hannah, she can't seem to walk well. Â P.P.S. FIVE tattooes and only ONE solvent? Has anyone ever told you that are one disturbed individual? Â BTW, thanks for the interesting mod. Â Â Â Edit: Just so you know, anyone using Dibellan Defender mod will completely lose the effects of that mod when you hijack 5 body slots. It requires 5 body slots and one face slot. It might also be why I died 5 times on route to cage, lol
DocClox Posted August 1, 2014 Author Posted August 1, 2014 This stupid thing is determined to ignore my closing quote tags... Just have to go with it and maybe fix it later.  I did a quick run through to see the changes, markers showed up this time, you've added something I was hoping for A new location, this was an actual run to the other side of the map . and the solvent was an interesting choice. I've got to ask though, my view became slightly blurry at the start and stayed that way for the entire run and after that, is this intentional?  Sorry about that. It's an imagespace modfier that's supposed to remove itself after 5 seconds but is proving stubborn. I thought I'd finally nailed it down, but clearly not. Bugfix tonight  erm, the new version of QAYL tries to overwrite QAYL.json with an older version, which one should we keep? Have I done something wrong?  It should be ok either way. I'm just trying to include all the tattoo stuff in the mod so as to minimise problems. Not as succesful as I'd hoped in that regard  So I'm currently having a problem with an event that occurs after bleed out.    I'm waking up in a room with Luigi and company they talk for a bit the screen fades to black and I get this 'Mustering your resolve, you summon the strength to open your eyes'    But nothing happens, the screen stays black. I've updated all dependent mods and went threw currently installed mods changing anything that may effect scripting. Has anyone had this problem?  That's the DA start. Twice now I thought I'd disabled that, but it keeps creeping back in somehow. Bugfix tonight  so i tried it out, but after opening up the cage to retrieve my gear i have like 4 seconds to ctd... console stops it but when i closed it ctd im using the newest version, did this occur to anyone else? ideas to fix it? anyone? No idea. Mod list would be good. Log file even better if you have one.  No tattoo applied but I noticed Slavetat menu show that it is added, could be added manually like a regular slavetat tattoo, but not linked to quest it seems, did not expect it to.  There's a different json file for the tats applied by the quest to the ones you can add from the menu. The MCM ones don't lock and have are purely decorative. The quest applied ones come with some extras. Of course, if the quest ones aren't showing up... I'll apply my new ModOrganizer-Fu to the problem tonight  Raced through it as convenient horse was convenient. Will do it again without the horse tomorrow.  When I was testing the very first versions of this, I didn't have the armbind in place. So the routine used to be to taunt the hostile on the horse, draw him up the road, then dash past and steal his horse. Was quite sad when I finally got the 'binder working.  QQ: Armbinders vs wrist cuffs, what do people think? I'm thinking of adding a pair of zaz cuffs wth armbinder effect. (The damn thing covers too much skin for my liking ) Probably randomly select between the two. I want to vary the gear applied a little anyway  Tattoo removal: I like the touch with the back stamp and limited solvent, very good but cannot remove the stomach tattoo. Consoled myself 5 solvents to test and it says it's removed but did not.  I told you I wasn't going to make it too easy on you  It's starting to look like the slots I ask for and the ones slavetats gives me get are different. I had this in testing and fixed it. Or so I thought. Oh well...  [edit] Consoled 5 solvents and tried them before speaking to Cursus. Only 4 tattoo options appear and whatever I choose does not correspond to what is removed. Stamp was removed in each case, stomach one did not. Don't know if this is useful information in any way.[/edit]  It's useful  5 tattoos and ONE solvent . . .  Yeah. That's the lead in to another quest: Soluble Problems. I need to sink a little time into that one. You'll probably need to talk to an alchemist or two...  That is one LONG race.  I thought people were getting a bit bored with the other one. The nice thing is now, having worked out the technique, I can probably set up half a dozen endpoints and give you a random one. Not, I'm hoping, that people will spend too much longer replaying the first quest/run, but as long as they are...  Had to uninstall old version, load save, save again, quit, use save cleaner, reload cleaned save, save again, quit, install new version, then go somewhere the courier could find me.  Interesting. Good practice for the pgrade. I don't do any long term update loops or cloak spells so it should be fairly friendly to upgrade and re-installation. Still a proper upgrade/removal menu is on the todo list.  P.S. Many wolves, bears, bandits, dogs, horses, and various other denizens of Skyrim are sleeping relaxed tonight because of you. All except one well battered Nord named Hann ah, she can't seem to walk well.  P.P.S. FIVE tattooes and only ONE solvent? Has anyone ever told you that are one disturbed individual?  I said I was going to make people work for it. No one ever believes me ...  BTW, thanks for the interesting mod.  My pleasure  Edit: Just so you know, anyone using Dibellan Defender mod will completely lose the effects of that mod when you hijack 5 body slots. It requires 5 body slots and one face slot. It might also be why I died 5 times on route to cage, lol  Yeah, I'm kind of greedy as regards slots. Although restoring original tats once the solvent has been applied is on the to-do list. Which gets longer by the second sometimes.
DocClox Posted August 1, 2014 Author Posted August 1, 2014 Just tried the MO trick: MO version of Looks works, but probably only because it's out of date. The MO version will probably break once Tannin upgrades the built-in version to 0.6. Loot currently bundles 0.5 I still can't see the VFS, even outside of MO Creation kit can't see any MO managed mods unless started from MO I'm probably doing something wrong, but damned if I can see what it is. Oh well, back to Wrye Bash [edit]  I saved my dev stuff and loaded a game with just the last release. Sure enough, I don't see tats either. Oh well, at least I can replicate it  [edit]  Well, that was simple. Somehow the old folder structure got into the archive. Fast fix for those missing tats: install the stand-alone tat-pack and overwrite if asked.  I'll add it to tonights bugfix release
badbat111 Posted August 1, 2014 Posted August 1, 2014 any chance of having a option to make the path or arrow markers for paths since i cant open up the map to see where im going and lots of times it leads to a mountain that cant be climbed >.<
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now