DocClox Posted August 2, 2014 Author Posted August 2, 2014 Tried latest version. Works, the blurriness is gone. Cool. Thanks for the test report The meat stamp has a version in the loose pack, when qayl is uninstalled - it's still there(locked).(not there if tattoo pack is uninstalled as well) So if you uninstall QAYL but have the loose pack, the tat doesn't unlock... mmm, ok. I might have to talk to murfk about that one. Failing that, I've been putting off an MCM menu for a while now. The simplest solution might be an "uninstall" option. I just found a bit of a problem the journal is still accessible Which means access to the map . . . Which also means access to fast travel . . . Which means much shorter trip, lol I loaded the last two versions, just to be sure. Yeah :/ I didn't want to disable fast travel since it made a good reward for those who took the time to struggle free. On the other hand, I don't want to disable journal access or else there's no way to choose QAYL as the quest and get quest markers. And people need those So probably I'll need to disable fast travel. probably tie it to an item so the PC can still get loose. Thanks for pointing that out. [edit] Incidentally, are people happy testing this by doing full runs? I can post some console cheats that let me test this in finite time, but if folks are happy running, I'm content to let them.
xaz Posted August 2, 2014 Posted August 2, 2014 Tried latest version. Works, the blurriness is gone. Cool. Thanks for the test report The meat stamp has a version in the loose pack, when qayl is uninstalled - it's still there(locked).(not there if tattoo pack is uninstalled as well)So if you uninstall QAYL but have the loose pack, the tat doesn't unlock... mmm, ok. I might have to talk to murfk about that one. Failing that, I've been putting off an MCM menu for a while now. The simplest solution might be an "uninstall" option. I just found a bit of a problem the journal is still accessible Which means access to the map . . . Which also means access to fast travel . . . Which means much shorter trip, lol I loaded the last two versions, just to be sure. Yeah :/ I didn't want to disable fast travel since it made a good reward for those who took the time to struggle free. On the other hand, I don't want to disable journal access or else there's no way to choose QAYL as the quest and get quest markers. And people need those So probably I'll need to disable fast travel. probably tie it to an item so the PC can still get loose. Thanks for pointing that out. [edit] Incidentally, are people happy testing this by doing full runs? I can post some console cheats that let me test this in finite time, but if folks are happy running, I'm content to let them. You can have fast travel disabled and the journal/map accessible at the same time. This command http://www.creationkit.com/EnableFastTravel_-_Game will help you do that. Console if you can't be arsed to run: movetoqt qayl_non_da movetoqt qayl First one is to get to the quest giver, talk to him and so on. Second one is to not have to run all the way.
Krh Posted August 2, 2014 Posted August 2, 2014 At one point I meant to come here with a seething rage post, complete with a snide barb about SSG. This is noteworthy, because I'm not prone to raging or whining on internet forums (or very much elsewhere). Running across Skyrim was tedious in the extreme. I didn't use quick travel or cheat jumps for fear of missing out on something fun that might happen during the run. Nothing happened, aside from running, more running, running around a fucking mountain in the way, running... yeah, there was a lot of running.While running, I began to wonder what the hell this was supposed to be. Some sort of a troll mod? Revenge of an insane modder? I half expected to find some type of "lol u was punked" type message at the end, but kept going out of some unhealthy combination of hope and stubbornness with a touch of OCD.The cage! Okay, now this is getting good. Bitch, slut? Oh yeah, talk dirty to me, you naughty mod, you! But wait, mudcrab! This can't be part of the plan, can it? It's attacking, nobody else and nothing else around. Kill it with console, get in the cage, hope it'll work out because last autosave was the Nine know where and I'm NOT doing that soul-withering run again. Rest, sleep, wait. Intelligence test. Okay, this must mean not picking up stuff and just getting hungry alone and idle in the cage. Nothing else to interact with, nothing to do. Rest, wait, sleep, get bored. Okay, the note said you'd get out in a month. Surely the modder isn't expecting me to sleep away a month in the cage? Makes no sense in character (DB would starve to death) and sure as hell isn't fun gameplay, but what if this is some kind of a sadistic test? Must... not... give up. Must see slavery goodness and/or delicious revenge.A good twenty minutes of clicking rest and waiting a few seconds to see if something would trigger passed. Nothing happened. Did I fail the intelligence test? Did I break the mod? Whatever the case, I was done waiting as well as running. Now it seems I missed something, skipped something or stuff just went pear-shaped, as is the way of Skyrim. But I will tell you I'm never going to do that run again to test the mod. Not sure what to think. Others seem to have had fun with it, slavetats or no slavetats (I don't have them, not my thing). Console cheats would be appreciated in case of mod (or mental) breakdown.
BringtheNoise Posted August 2, 2014 Posted August 2, 2014 What would really work with this is a collar mod that had a cow bell on it so you couldn't sneak past animals, bandit's, and what not... Yep needs more Cow Bell
Kuロi Posted August 2, 2014 Posted August 2, 2014 I don't really think you need to go out of your way to disable fast-travel. If it makes certain things easier to handle to just let it enabled, just leave it like that. I've never really understood the "It'd be cool if you disable fast-travel" argument. If you don't want to use it, well don't use it. Preventing it will only deter players who actually want to use it, rather than help the players who don't use it to begin with. But hey, that's just me talking. I personally never fast-travel so whether you disable it or not won't matter much, just my daily rant.
Moonlove Posted August 2, 2014 Posted August 2, 2014 Tried the latest version, new problem emerged. This time, DA cannot detect QAYL at all, QAYL was disappear from DA's OnBlackOut menu ! How should I fix this? thanks
judge0 Posted August 2, 2014 Posted August 2, 2014 Tried latest version.Works, the blurriness is gone.Cool. Thanks for the test report The meat stamp has a version in the loose pack, when qayl is uninstalled - it's still there(locked).(not there if tattoo pack is uninstalled as well)So if you uninstall QAYL but have the loose pack, the tat doesn't unlock... mmm, ok. I might have to talk to murfk about that one. Failing that, I've been putting off an MCM menu for a while now. The simplest solution might be an "uninstall" option.I just found a bit of a problem the journal is still accessibleWhich means access to the map . . .Which also means access to fast travel . . .Which means much shorter trip, lolI loaded the last two versions, just to be sure.Yeah :/ I didn't want to disable fast travel since it made a good reward for those who took the time to struggle free. On the other hand, I don't want to disable journal access or else there's no way to choose QAYL as the quest and get quest markers. And people need those So probably I'll need to disable fast travel. probably tie it to an item so the PC can still get loose.Thanks for pointing that out.[edit]Incidentally, are people happy testing this by doing full runs? I can post some console cheats that let me test this in finite time, but if folks are happy running, I'm content to let them. I only know of one console code I haven't been able to find on my own - removal of Sanguinaire Vampiris. Theres codes that will cure you of vampirism, but I couldn't find one that works for the three day period you have before you actually become one. Other than that, nah, don't provide any easy way out. As for being happy to test this full runs are fine. An idea to make it more interesting, make it a bit of a scavenger hunt. And add more stages. The first note leads you to the next note (next destination on it), that ones leads to the next . . . I'm sure you could insert some surprises along the way. Now, I made a save standing in front of Cursus, and tried to not get the "Mickey Finn" That is some dialog you wrote, there. No way that I could find, to not get drugged.
jfraser Posted August 2, 2014 Posted August 2, 2014 Tried the latest version, new problem emerged. This time, DA cannot detect QAYL at all, QAYL was disappear from DA's OnBlackOut menu ! How should I fix this? thanks DA is not enabled at present. It might come back later. Turn QAYL off in DA.
jfraser Posted August 2, 2014 Posted August 2, 2014 At one point I meant to come here with a seething rage post, complete with a snide barb about SSG. This is noteworthy, because I'm not prone to raging or whining on internet forums (or very much elsewhere). Running across Skyrim was tedious in the extreme. I didn't use quick travel or cheat jumps for fear of missing out on something fun that might happen during the run. Nothing happened, aside from running, more running, running around a fucking mountain in the way, running... yeah, there was a lot of running. While running, I began to wonder what the hell this was supposed to be. Some sort of a troll mod? Revenge of an insane modder? I half expected to find some type of "lol u was punked" type message at the end, but kept going out of some unhealthy combination of hope and stubbornness with a touch of OCD. The cage! Okay, now this is getting good. Bitch, slut? Oh yeah, talk dirty to me, you naughty mod, you! But wait, mudcrab! This can't be part of the plan, can it? It's attacking, nobody else and nothing else around. Kill it with console, get in the cage, hope it'll work out because last autosave was the Nine know where and I'm NOT doing that soul-withering run again. Rest, sleep, wait. Intelligence test. Okay, this must mean not picking up stuff and just getting hungry alone and idle in the cage. Nothing else to interact with, nothing to do. Rest, wait, sleep, get bored. Okay, the note said you'd get out in a month. Surely the modder isn't expecting me to sleep away a month in the cage? Makes no sense in character (DB would starve to death) and sure as hell isn't fun gameplay, but what if this is some kind of a sadistic test? Must... not... give up. Must see slavery goodness and/or delicious revenge. A good twenty minutes of clicking rest and waiting a few seconds to see if something would trigger passed. Nothing happened. Did I fail the intelligence test? Did I break the mod? Whatever the case, I was done waiting as well as running. Now it seems I missed something, skipped something or stuff just went pear-shaped, as is the way of Skyrim. But I will tell you I'm never going to do that run again to test the mod. Not sure what to think. Others seem to have had fun with it, slavetats or no slavetats (I don't have them, not my thing). Console cheats would be appreciated in case of mod (or mental) breakdown. Some people find it fun, some don't. You're in the latter camp. Also, I believe if you tried the cage door, it would open.
Beagle2 Posted August 2, 2014 Posted August 2, 2014 At one point I meant to come here with a seething rage post, complete with a snide barb about SSG. This is noteworthy, because I'm not prone to raging or whining on internet forums (or very much elsewhere). Running across Skyrim was tedious in the extreme. I didn't use quick travel or cheat jumps for fear of missing out on something fun that might happen during the run. Nothing happened, aside from running, more running, running around a fucking mountain in the way, running... yeah, there was a lot of running. While running, I began to wonder what the hell this was supposed to be. Some sort of a troll mod? Revenge of an insane modder? I half expected to find some type of "lol u was punked" type message at the end, but kept going out of some unhealthy combination of hope and stubbornness with a touch of OCD. The cage! Okay, now this is getting good. Bitch, slut? Oh yeah, talk dirty to me, you naughty mod, you! But wait, mudcrab! This can't be part of the plan, can it? It's attacking, nobody else and nothing else around. Kill it with console, get in the cage, hope it'll work out because last autosave was the Nine know where and I'm NOT doing that soul-withering run again. Rest, sleep, wait. Intelligence test. Okay, this must mean not picking up stuff and just getting hungry alone and idle in the cage. Nothing else to interact with, nothing to do. Rest, wait, sleep, get bored. Okay, the note said you'd get out in a month. Surely the modder isn't expecting me to sleep away a month in the cage? Makes no sense in character (DB would starve to death) and sure as hell isn't fun gameplay, but what if this is some kind of a sadistic test? Must... not... give up. Must see slavery goodness and/or delicious revenge. A good twenty minutes of clicking rest and waiting a few seconds to see if something would trigger passed. Nothing happened. Did I fail the intelligence test? Did I break the mod? Whatever the case, I was done waiting as well as running. Now it seems I missed something, skipped something or stuff just went pear-shaped, as is the way of Skyrim. But I will tell you I'm never going to do that run again to test the mod. Not sure what to think. Others seem to have had fun with it, slavetats or no slavetats (I don't have them, not my thing). Console cheats would be appreciated in case of mod (or mental) breakdown. I assume the puropse of this quest if to be a catalyst for other mods like Deviously Helpless, where Thugs will take advantage of the situation when you run into them while being captivated. A situation, where your character is wearing a full set of bondage items, having to run across the map, is unlikely to happen in the normal game, this quest gives you just that. If you did the run and made it to the cage, without your character getting her brain fucked out by random encounters, you probably missed the point. Though even with mods like Deviously Helpless, if you're not trying hard to act stupid, I found it almost impossible to actually be caught be someone on this run.
darkconsole Posted August 2, 2014 Posted August 2, 2014 i was on the fence about trying this mod - it sounds like it could go either way you know. but then i saw you added the pony boots and i was sold. lolol.
sapphyeatspaste Posted August 2, 2014 Posted August 2, 2014 Closest thing out there to ponygirls of Skyrim so i had no choice but to give it a whirl , only bug i encountered was already mentioned, and for a glitch i like it. Unremoveable meat tattoo due to having the tattoo pack and 2.5.1 . It did give me the option to remove it with the solvent from the trunk, just chose the stomach one and when i used console to get more solvent the option for it had vanished but who doesn't like a memento? Seems like a great starting point for something larger and do hope to see it expanded upon or hooked into another mod, Captive Dreams racing team? Finally explain why someone would pay some thugs enough to buy an island to kidnap you? Silverblood/forsworn enslaved courier? Granted i'm sure connecting it to another mod is a soul crushing amount of work and yes, i'm totally projecting my want of a pony mod that doesn't just involve my horse talking dirty to me or pastel toons that seem a smidgen out of place in Tamriel.
r5e4w3q2 Posted August 2, 2014 Posted August 2, 2014 I know DA was going to be the hook for this, but I am hoping we see more of Cursus and a semi-consensual storyline as an alternative (to the alternative? ). Either as a "You and me girl, we are going places" kinda storyline if you are fairly cooperative and/or a "We will help you get even with him, but he is a minor player. Go along with it for a bit so we can identify the ringleaders" storyline for a more resistant player. A number of races out, but also hoping for a relay race where you need to "recruit" a team, both for the possibility of hilarious dialog and an excuse to see more tattoos floating around skyrim. I know, I am crazy, looking for story in an excuse to watch bound women run...
afa Posted August 2, 2014 Posted August 2, 2014 I use fast travel cause I am a dirty cheater Everything works it seems no more haze, tattoos get apply, removal solvent also remove one tattoo. But the upper back one seems to always result in "Burning" as intended? A few interesting thing about the locations chosen, the starting point seems to always have a hostile around with a horse, not sure if it is added by the mod or just a vanilla thing which can be both a blessing and a curse. The ending point can have bandits spawn near the campsite, also mudcrabs which could interrupt the sleeping routine. Oh and Cursus still seems to be hanging around the Winking Skeever after the fact.
DocClox Posted August 2, 2014 Author Posted August 2, 2014 Apologies all - been a bit quiet. Crashed out and caught up on some sleep for a few hours, and I'm going and catch some more in a few minutes. Just a few things I want to respond to first: @Krh: Sound like you had a rough time of it. Beagle2 had it about right though: the run is mainly about giving the rest of Skyrim a chance to make use of Deviously Helpless and the rest. And maybe to see how good you are at surviving when all your usual support mechanisms are removed. Oh, and to watch your girl run across Skyrim in tall heels as well. It's not for everyone, I suppose. You might like some of the bits I'm working on now a bit more. That said, the tats are looking like being a big part of that, so possibly not. SSG? I was trying to write a DLC-sized quest sequence plus SexLab and Defeat and SD+ and Devious Devices and (at one stage) FNIS all rolled into one. This, for my first attempt at modding on a game that no-one knew how to mod properly and with a bug that start-game-enabled quests wouldn't start reliably and no-one knew why. I can't say I blame you for feeling let down, but looking back on it, I was insanely over-ambitious. BTW: did you see the key under the "intelligence test" note? It can be a bit hard to spot. Doubly so since I moved the cage for some reason. @darkconsole: The screeny I posted on your thread was from one of my test sessions Incidentally, I sendtyou a PM a couple of days ago. Jordisslave (who's probably around here somewhere) was interested in adding DD scripting to your boots if you were up for it. I know you have it one your to-do list, so I was wondering how it was coming along. @Moonlove: Yeah, DD is disabled in this version and will stay that way until i get that dark room scene working properly. @r5e4w3q2: I have plotty stuff planned in fact. Cursus isn't entirely in this of his own free will either. I want to give the PC the option to work with him willingly to try and find the people who put you both on the spot, with maybe a little romance along the way. That's pretty much your "go along with it and find the ringleaders" scenario. There's also going to be an option to spit in his face and take a more adversarial route I like the idea of recruiting a team. OK: rather than stay up all night again, let's see if I can get some sleep. Later all
DocClox Posted August 2, 2014 Author Posted August 2, 2014 So much for sleep... I use fast travel cause I am a dirty cheater For the record, I am fine with any and all forms of cheating with this mod. I mean whatever makes it fun. It's just that some people enjoy it more when they're forced to do things the hard way. I think I need to prioritize that MCM menu Everything works it seems no more haze, tattoos get apply, removal solvent also remove one tattoo. But the upper back one seems to always result in "Burning" as intended? As intended. That particular mark is going to be a bit more difficult to remove than the rest. A few interesting thing about the locations chosen, the starting point seems to always have a hostile around with a horse, not sure if it is added by the mod or just a vanilla thing which can be both a blessing and a curse. The ending point can have bandits spawn near the campsite, also mudcrabs which could interrupt the sleeping routine. The hostile is vanilla. Getting loose of the binder and stealing his horse is totally a viable strategy. Oh and Cursus still seems to be hanging around the Winking Skeever after the fact. Damn. I know I fixed that one earlier. Oh well, he'll be gone again in the next release. Incidentally, does anyone find Cursus a bit grey-faced? I exported face textures for everyone in the game, and it seems to have worked for everyone but Cursus who stays grey on my screen. Not that it doesn't suit him, but I wish I knew why it worked for everyone but him.
jordisslave Posted August 2, 2014 Posted August 2, 2014 Closest thing out there to ponygirls of Skyrim so i had no choice but to give it a whirl , only bug i encountered was already mentioned, and for a glitch i like it. Unremoveable meat tattoo due to having the tattoo pack and 2.5.1 . It did give me the option to remove it with the solvent from the trunk, just chose the stomach one and when i used console to get more solvent the option for it had vanished but who doesn't like a memento? Seems like a great starting point for something larger and do hope to see it expanded upon or hooked into another mod, Captive Dreams racing team? Finally explain why someone would pay some thugs enough to buy an island to kidnap you? Silverblood/forsworn enslaved courier? Granted i'm sure connecting it to another mod is a soul crushing amount of work and yes, i'm totally projecting my want of a pony mod that doesn't just involve my horse talking dirty to me or pastel toons that seem a smidgen out of place in Tamriel. Enslaved courier!? I do like that idea. I think you've just come up with the succinct name for what I've already talked about. @doc looked at the threads for the boots and DD, it seems that's already being done by people who know what they're doing. Merciful as regards my little brain, although there are some lockable (visually) piercings I have installed that really could have the chastity belt script so still going to have a go. No sleep here for a while, about to test the new version. Someone mentioned horses too, there is always a horse near my starting point, sometimes with a hostile, sometimes a hunter and sometimes unattended.
r5e4w3q2 Posted August 2, 2014 Posted August 2, 2014 I like the idea of recruiting a team. Yay! Idea dump I think it would have come after the multiple person race and you get the trainer stuff sorted, so still a ways out there. But other then a new waystation cage set up, it shouldn't be much of a change to the race itself. Mostly just pre-race and maybe post-race if you want the race to be repeatable. Next race is a team relay so we need more girls, go recruit and help train some as quickly as possible! Persuade and Intimidate options - modified by how much the npc likes you (+persuade) and if you are wearing DD gear (-intimidate). Harder checks the more you tell them, but easier re-recruitment later? (willing/unwilling) Optional short training section - spoof of team buildng exercises? Possible options to give bonuses/minuses to current race at the cost of reduced/increased chances of being able to re-recruit them next time? (happy/unhappy) Pre-race motivational speech! The race itself - as team leader you would have anchor position so the race itself wouldn't be too different, just having staggered start times depending on luck and the team training options. Back to back waystation cage setup, one of your girls runs into the open cage, it closes and yours opens and off you go! Optional post-race - not enough solvents to go around of course, you keep them all at a minus to re-recruit? Tracking willingness/happiness for post-race dialogs and for the option of re-recruiting on repeating the race? Bonuses for re-recruiting girls? Each repeat the opponents get an earlier start, offset by taking care of your girls so they are willing to go again, with a slight bonus for each race they have participated in? The pre-race training and post-race reactions are probably the more complicated bits and I think could be added in later if wanted. Mostly the stuff is designed with idea that some races will be repeatable, giving a slightly different feel if you treat the girls as disposable requiring recruiting new ones vs taking care of the girls for an easier re-recruitment at a possible slightly harder race.
badbat111 Posted August 3, 2014 Posted August 3, 2014 Closest thing out there to ponygirls of Skyrim so i had no choice but to give it a whirl , only bug i encountered was already mentioned, and for a glitch i like it. Unremoveable meat tattoo due to having the tattoo pack and 2.5.1 . It did give me the option to remove it with the solvent from the trunk, just chose the stomach one and when i used console to get more solvent the option for it had vanished but who doesn't like a memento? Seems like a great starting point for something larger and do hope to see it expanded upon or hooked into another mod, Captive Dreams racing team? Finally explain why someone would pay some thugs enough to buy an island to kidnap you? Silverblood/forsworn enslaved courier? Granted i'm sure connecting it to another mod is a soul crushing amount of work and yes, i'm totally projecting my want of a pony mod that doesn't just involve my horse talking dirty to me or pastel toons that seem a smidgen out of place in Tamriel. Enslaved courier!? I do like that idea. I think you've just come up with the succinct name for what I've already talked about. @doc looked at the threads for the boots and DD, it seems that's already being done by people who know what they're doing. Merciful as regards my little brain, although there are some lockable (visually) piercings I have installed that really could have the chastity belt script so still going to have a go. No sleep here for a while, about to test the new version. Someone mentioned horses too, there is always a horse near my starting point, sometimes with a hostile, sometimes a hunter and sometimes unattended. yes i like that as well the idea of the female player bound gagged and toyed up and told to go to certian locations to deliver a package speaking about the race are there ment to be others with you to do it its just the player at the starting spot for me
jordisslave Posted August 3, 2014 Posted August 3, 2014 I appear to have broken the game: 1 (off topic, briefly): I now have Corvo's "Blink" power from Dishonored, like invisibility in Oblivion this makes things too easy. 2 QAYL replaces all the tattoos but adds another belly one, so I now have a permanent belly one. The solvent only removes the one that running it now adds over the top. So QAYL now takes all six slots at the start. If possible could I have a scripty fix for this or explanation of the locking json mechanism so I can remove it? Tried to be a smartarse and just change "locking" to 0 but that doesn't help. Removing slavetats inevitably leaves me purple. I can make it transparent in Racemenu but this still leaves the slot locked, and deleting the texture in Racemenu still leaves the Slavetats entry there, although this is an acceptable fix if it's all that's available. Like the idea of being permanently marked by the stamp but the belly one is huge and it's in the way, visually at least, of loads of others. Would like the slot back too, if possible. Possible fix to test: Remove it in Racemenu Uninstall Slavetats Load Save Reinstall Slavetats. I know, I know, DON'T TEST MODS ON YOUR MAIN SAVE.
badbat111 Posted August 3, 2014 Posted August 3, 2014 if the player has a follower with them shouldnt the follower be bound and gagged as well ?
judge0 Posted August 3, 2014 Posted August 3, 2014 I appear to have broken the game: 1 (off topic, briefly): I now have Corvo's "Blink" power from Dishonored, like invisibility in Oblivion this makes things too easy. 2 QAYL replaces all the tattoos but adds another belly one, so I now have a permanent belly one. The solvent only removes the one that running it now adds over the top. So QAYL now takes all six slots at the start. If possible could I have a scripty fix for this or explanation of the locking json mechanism so I can remove it? Tried to be a smartarse and just change "locking" to 0 but that doesn't help. Removing slavetats inevitably leaves me purple. I can make it transparent in Racemenu but this still leaves the slot locked, and deleting the texture in Racemenu still leaves the Slavetats entry there, although this is an acceptable fix if it's all that's available. Like the idea of being permanently marked by the stamp but the belly one is huge and it's in the way, visually at least, of loads of others. Would like the slot back too, if possible. Possible fix to test: Remove it in Racemenu Uninstall Slavetats Load Save Reinstall Slavetats. I know, I know, DON'T TEST MODS ON YOUR MAIN SAVE. To clear the locked tattoo (assuming you don't want to play through to find out why doc locked it): disable qayl, qayl tats, slave tats & Dibellan Defender, load game, new save, exit game, Save Cleaner, load cleaned save, new save, quit, re-enable mods you want.
badbat111 Posted August 3, 2014 Posted August 3, 2014 I appear to have broken the game: 1 (off topic, briefly): I now have Corvo's "Blink" power from Dishonored, like invisibility in Oblivion this makes things too easy. 2 QAYL replaces all the tattoos but adds another belly one, so I now have a permanent belly one. The solvent only removes the one that running it now adds over the top. So QAYL now takes all six slots at the start. If possible could I have a scripty fix for this or explanation of the locking json mechanism so I can remove it? Tried to be a smartarse and just change "locking" to 0 but that doesn't help. Removing slavetats inevitably leaves me purple. I can make it transparent in Racemenu but this still leaves the slot locked, and deleting the texture in Racemenu still leaves the Slavetats entry there, although this is an acceptable fix if it's all that's available. Like the idea of being permanently marked by the stamp but the belly one is huge and it's in the way, visually at least, of loads of others. Would like the slot back too, if possible. Possible fix to test: Remove it in Racemenu Uninstall Slavetats Load Save Reinstall Slavetats. I know, I know, DON'T TEST MODS ON YOUR MAIN SAVE. To clear the locked tattoo (assuming you don't want to play through to find out why doc locked it): disable qayl, qayl tats, slave tats & Dibellan Defender, load game, new save, exit game, Save Cleaner, load cleaned save, new save, quit, re-enable mods you want. which version has the qayl tats esp ? i cant seem to get the tats to appear
DocClox Posted August 3, 2014 Author Posted August 3, 2014 @doc looked at the threads for the boots and DD, it seems that's already being done by people who know what they're doing. Merciful as regards my little brain, although there are some lockable (visually) piercings I have installed that really could have the chastity belt script so still going to have a go. No sleep here for a while, about to test the new version. I'd love lockable piercings. The only reason I don't add a belt and plugs to the initial outfit is that I want all options accessible if the DB gets into trouble. But if I had a suitable piercing, I'd lock on a belt and vibrating plugs and then hang the belt key from one nipple. Maybe have someone remark that there's an inscription on the belt saying "please replace after use" I mean in a perfect world. For given values of "perfect" that is yes i like that as well the idea of the female player bound gagged and toyed up and told to go to certian locations to deliver a packageAs do I. There's a possibility of some of that later one speaking about the race are there ment to be others with you to do it its just the player at the starting spot for meI have a lot of other routes planned, with competition. I just need a little time to get everything in place. 2 QAYL replaces all the tattoos but adds another belly one, so I now have a permanent belly one. The solvent only removes the one that running it now adds over the top. So QAYL now takes all six slots at the start. [/size] The permenant belly-tat bug should have been cleared up by now. The only one that shouldn't want to come off is the one on the shoulder. Do me a favour and check that you're using slavetats 1.0.2. And it might be an idea to go into textures\actors\character\slavetats, remove qayl.json. qayl_locking.json and the QAYL folder. Then reinstall qayl 0.2.5.1, overwriting if asked. Don't bother with the separate pack - I've moved the pack back into the main download That should make sure that any future tattoo that stick are small, relatively discrete ones on the right shoulder if the player has a follower with them shouldnt the follower be bound and gagged as well ?If you've got the latest version, you should have to dismiss your follower before Cursus will talk to you. But yeah, that's an option looking forward. To clear the locked tattoo (assuming you don't want to play through to find out why doc locked it): disable qayl, qayl tats, slave tats & Dibellan Defender, load game, new save, exit game, Save Cleaner, load cleaned save, new save, quit, re-enable mods you want. That'll work too @badbat111: they're in the latest: 0.2.5.1. Do you have slavetats 1.0.2?
badbat111 Posted August 3, 2014 Posted August 3, 2014 @doc looked at the threads for the boots and DD, it seems that's already being done by people who know what they're doing. Merciful as regards my little brain, although there are some lockable (visually) piercings I have installed that really could have the chastity belt script so still going to have a go. No sleep here for a while, about to test the new version. I'd love lockable piercings. The only reason I don't add a belt and plugs to the initial outfit is that I want all options accessible if the DB gets into trouble. But if I had a suitable piercing, I'd lock on a belt and vibrating plugs and then hang the belt key from one nipple. Maybe have someone remark that there's an inscription on the belt saying "please replace after use" I mean in a perfect world. For given values of "perfect" that is yes i like that as well the idea of the female player bound gagged and toyed up and told to go to certian locations to deliver a packageAs do I. There's a possibility of some of that later one speaking about the race are there ment to be others with you to do it its just the player at the starting spot for meI have a lot of other routes planned, with competition. I just need a little time to get everything in place. 2 QAYL replaces all the tattoos but adds another belly one, so I now have a permanent belly one. The solvent only removes the one that running it now adds over the top. So QAYL now takes all six slots at the start. [/size] The permenant belly-tat bug should have been cleared up by now. The only one that shouldn't want to come off is the one on the shoulder. Do me a favour and check that you're using slavetats 1.0.2. And it might be an idea to go into textures\actors\character\slavetats, remove qayl.json. qayl_locking.json and the QAYL folder. Then reinstall qayl 0.2.5.1, overwriting if asked. Don't bother with the separate pack - I've moved the pack back into the main download That should make sure that any future tattoo that stick are small, relatively discrete ones on the right shoulder if the player has a follower with them shouldnt the follower be bound and gagged as well ?If you've got the latest version, you should have to dismiss your follower before Cursus will talk to you. But yeah, that's an option looking forward. To clear the locked tattoo (assuming you don't want to play through to find out why doc locked it): disable qayl, qayl tats, slave tats & Dibellan Defender, load game, new save, exit game, Save Cleaner, load cleaned save, new save, quit, re-enable mods you want. That'll work too @badbat111: they're in the latest: 0.2.5.1. Do you have slavetats 1.0.2? yes i have slavetats but i didnt see a qayl tats esp
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