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Quick As You Like! (A Devious Adventure)


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Posted

 

 

 

 

By the way, wouldn't this conflict with DA if it's not an addon yet?

Shouldn't do. I'm not catching player death events at all. The quest is currently courier activated. I should probably make that clearer. Maybe tomorrow when I'm awake...

 

 

 

 

 

 

So if I use this mod with DA, it currently cancels out DA events when you black out?

Posted

 

 

 

By the way, wouldn't this conflict with DA if it's not an addon yet?

Shouldn't do. I'm not catching player death events at all. The quest is currently courier activated. I should probably make that clearer. Maybe tomorrow when I'm awake...

 

 

 

 

 

 

So if I use this mod with DA, it currently cancels out DA events when you black out?

 

 

No. This quest does not have a defeated after combat component at this time. Disable all references to this mod in DA or it will throw errors when it tries to start,.

Posted

 

 

 

 

By the way, wouldn't this conflict with DA if it's not an addon yet?

Shouldn't do. I'm not catching player death events at all. The quest is currently courier activated. I should probably make that clearer. Maybe tomorrow when I'm awake...

 

 

 

 

 

 

So if I use this mod with DA, it currently cancels out DA events when you black out?

 

 

No. This quest does not have a defeated after combat component at this time. Disable all references to this mod in DA or it will throw errors when it tries to start,.

 

 

No, I didn't mean when the quest starts. According to the info page, it says that the quest starts after you black out and your items are taken. Because of that, I can assume that this creates conflict with DA.

 

What references does this mod have in DA? There's nothing.

Posted

 

 

 

 

 

 

 

 

 

 

By the way, wouldn't this conflict with DA if it's not an addon yet?

Shouldn't do. I'm not catching player death events at all. The quest is currently courier activated. I should probably make that clearer. Maybe tomorrow when I'm awake...

 

 

 

 

So if I use this mod with DA, it currently cancels out DA events when you black out?

No. This quest does not have a defeated after combat component at this time. Disable all references to this mod in DA or it will throw errors when it tries to start,.

No, I didn't mean when the quest starts. According to the info page, it says that the quest starts after you black out and your items are taken. Because of that, I can assume that this creates conflict with DA.

 

What references does this mod have in DA? There's nothing.

This mod won't start after you black out in combat anymore. The author disconnected it from DA (completely, this time, apparently, if it doesn't show up in DA's list). It now starts by following the instructions on the note the courier gives you upon entering a city for the first time in the game. It will not conflict with DA.

Posted

 

 

What references does this mod have in DA? There's nothing.

 

This mod won't start after you black out in combat anymore. The author disconnected it from DA (completely, this time, apparently, if it doesn't show up in DA's list). It now starts by following the instructions on the note the courier gives you upon entering a city for the first time in the game. It will not conflict with DA.

What jfraser said. I'll amend that front page, now that I've had some sleep :)

 

[edit]

 

Right. That should be a little less confusing.

 

[edit]

 

Fixed the formatting after the forum software ignored my close-quote tags again. I'm starting to hate the message editor on this board.

Posted

Fixed the formatting after the forum software ignored my close-quote tags again. I'm starting to hate the message editor on this board.

 

Needs a bit more work. Some sentences are cut in half. :)

 

"The mod is WIP and currently under heavy development. Only one"

 

Posted

That should be a bit better.

 

I just spent an hour and a half trying to make a simple test quest show about five lines of dialogue so I could test some scripts. Eventually I gave up and made a new quest to do the same thing. Worked first time. That's the CK for you.

Posted

That contains some fixes for the tattoo textures that haven't found their way into the main release yet.

 

You still need slavetats.

 

And... there's a chance that the latest slavetats will not work with the current qayl. JContainers broke backwards compatibility, murfk updated to work with that. I'm not sure the JC code in QAYL will work though. I think it's just a case of rebuilding the pex file, so a fix shouldn't be too problematic.

Posted

The Beta version of Sexlab Framework 1.59 is using a .json file to store adjustments to animations.

From all I can tell it's using old version of jcontainers. From all accounts it's almost ready for release.

Apropos is using old version of jcontainers.

Radiant Prostitution is using old version of jcontainers.

At this time slavetats is only mod using new version of jcontainers

 

Perhaps make QAYL for maximum compatibility, and base it against older version of slave tats?

At least until such time as other mods catch-up to current release of jcontainers.

 

Otherwise, we are going to be playing musical utilities yet again.

Posted

Fair enough. I'd prefer not to release until things are a bit more stable here anyway.

Murfk has decided to leave version 1.03 of SlaveTats up until other mods catch-up to JContainers 3.0.

 

And {nudge, nudge, wink, wink}, when have mods ever been "stable" ? Unless you mean horses . . .

 

Please don't let that stop you from releasing "testing" material!

Posted

 

Fair enough. I'd prefer not to release until things are a bit more stable here anyway.

Murfk has decided to leave version 1.03 of SlaveTats up until other mods catch-up to JContainers 3.0.

 

And {nudge, nudge, wink, wink}, when have mods ever been "stable" ? Unless you mean horses . . .

 

Please don't let that stop you from releasing "testing" material!

 

 

I think dual releases (where the easy way to do that is just leaving an old version available) is sort of the only way of dealing with "upgrades" like this.

 

Of course another possibility, if someone cares enough, is to write some kind of backwards compatibility support which includes just enough of the old jcontainers to make some other mod(s) work. (This is the "layers of crud" school of software design which tends to be favored by large organizations - it can sometimes work rather well, other times... not.)

Posted

 

 

Fair enough. I'd prefer not to release until things are a bit more stable here anyway.

Murfk has decided to leave version 1.03 of SlaveTats up until other mods catch-up to JContainers 3.0.

 

And {nudge, nudge, wink, wink}, when have mods ever been "stable" ? Unless you mean horses . . .

 

Please don't let that stop you from releasing "testing" material!

 

 

I think dual releases (where the easy way to do that is just leaving an old version available) is sort of the only way of dealing with "upgrades" like this.

 

Of course another possibility, if someone cares enough, is to write some kind of backwards compatibility support which includes just enough of the old jcontainers to make some other mod(s) work. (This is the "layers of crud" school of software design which tends to be favored by large organizations - it can sometimes work rather well, other times... not.)

 

I do a pretty good job of keeping mods running, but it's hard to keep track of everything.

The more added to Sexlab, the more complex it gets. Just hate it when my favorite mods get dropped by the wayside, when the modder has had enough of re-writing the same code . . .

 

Right now there are two modders (not even the original authors) working on EstrusChaurus, and I believe one of them is trying to remove that fine piece of software engineering - Actor Events Framework, lol.

 

Soon Sexlab framework 1.59 will be released and the tech support forums will be full of people who won't be able to run either Sexlab Framework or Schlongs of Skyrim. (both bundle different versions of PapyrusUtil).

 

We have two, count 'em, two frameworks for BDSM, and, I wish Devious Devices and Zaz Animation Pack would get merged.

 

One of the core Sexlab components, Sexlab Arousal is all but abandoned (still works, tho).

 

Luckily we have some good modders (classified1, et al) who are reviving "oldie but goodie" mods like Spectator Crowds,Wear & Tear, EstrusChaurus etc, & I believe Ashal has picked up PapyrusUtil and Arousal

 

Did this just turn into a rant?

 

whoops . . .

 

Maybe a good idea for a mod would be a support pack that includes stable versions of the different utilities required for the majority of mods.

Posted

Well, bu stable I mean "not including a giant, buggy dialogue tree that doesn't go anywhere"

 

Although I might have a testing release shortly just to shake the bugs out of that tree. Possibly a closed alpha sort of thing.

Posted

Well, bu stable I mean "not including a giant, buggy dialogue tree that doesn't go anywhere" Although I might have a testing release shortly just to shake the bugs out of that tree. Possibly a closed alpha sort of thing.

If you need a test run let me know.

Posted

I don't know if you're still looking for more ways to start the race, but I just want to say that I was always a bit suspicious of those revelers handing out free mead.

Good call. Also, mal'iq the Liar (or whatever) has the perfect name for tricking people.

Posted

I'd thought about the revellers, i must admit. Have a scene in mind for them :)

 

Mai'q ... if I used him like that, I think I'd want to do it in such a way that he had plausible denaibility afterwards.

 

Maybe I'll introduce his sister, M'ildred. Or maybe M'ary Always wanted to do that ;)

 

@koffii - added you to the list.

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