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Quick As You Like! (A Devious Adventure)


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Posted

 

is there supposed to be quests in this mod or is it just running?

 

I reached river wood and i began to get bored

and one more thing is the tattoo supposed to be forcefully drawn to the character or you just add it as usual?

The quest is the run. If you have mods that make the enemies take advantage of you it gets to be really interesting ;).

 

And yes the tats should get put on you at the start of the race. You actually can't remove them through the Slave Tats menu so watch out.

This.

 

The quest is to get to the chest with your stuff in it. By any means necessary. So it doesn't matter if you run all the way there, steal a horse and ride, or get loose of your bonds and fast travel, or beat up a few bandits until you have the cash for a cart-ride to solitude. There is no cheating, so do whatever makes it fun. For that matter, the quest won't care if you ignore the race, get new gear and go mug Alduin or some such. Just have fun :)

 

That said, arousal is probably going to need a bit more management...

 

As for the tats, yeah, they should be there at race start. You currently need the 0.6.7 version of JContainers and Slavetats 1.0.3. The next release will bring that up to date.

 

[edit]

 

@Novki: thanks for the good wishes.

Posted

I've not looked at the More Bandit Camps incompatibility yet, so unless the MBC author has fixed it at his end, I expect any incompatibilities continue.

 

It might be worth having a look at the mods with TES5Edit and seeing where the conflict lies. It might be a simple patch.

 

I'll do it myself, but I'm not sure when I'll get around to it. I'm knee deep in SexLab stuff at the moment.

Posted

*snork*

 

It's the only body-part I'm willing to risk until I get some of the bugs out. I can live without knees if I have to...

Posted

I can see I'm going to have to add a warning to the download page:

 

Warning: this is beta software. Use at your own risk. Players with non-standard genital arrangements may require protective clothing. If in doubt, consult a doctor.

Posted

Might need a doctor. Depends on the nature of the doubt. I mean "I doubt they'll be able to sew this back on..." for instance...

Posted

I doubt they'll be able to find this?

I doubt I have one of those?

I doubt I don't have one of those?

I doubt I remember how to use one of these properly...

 

I doubt I daw a puddy-tat?

Posted

I just played through the mod for the first time and it worked quite well!  I didn't use the slave tats and was glad to see that the mod worked perfectly even without them. 

 

One suggestion though, for us poor runners with Frostfall on...   Can I suggest a fire or some other heat source near the uh... destination?  The area is prone to storms and freezing temps and I don't want to die before I see what you have next in store for us!

Posted

I have something in mind that should help with Frostfall. If I ever get this next release out the door.

 

Still currently struggling with sexlab animations at this end. OK, I'm using them a little differently from most, so that's probably why. I will admit to getting fed up with it over the weekend and doing a few levels in Thief 4 which I've had for ages and not really played.

 

Progress is being made. I just hope it's worth all this effort when I get there :)

Posted

I have something in mind that should help with Frostfall.

 

 

o.O    I'm not sure if I should be grateful for the warmth or scared that you did not say it would be a cozy campfire close by...

Posted

Actually Doc I think the frostfall fix you have is part of the tat's is it not?

 

Oh and yes this mod works without slavetats and I ran the first couple of versions without... then I installed slavetats and I'll just put it bluntly...

 

You are missing out on some of the more interesting things that this mod offers without slavetats.

 

Hell eventually there is going to be a quest just to remove the tattoo's and that would be completely missed out on without slavetats installed.

 

And there is some interesting shiznit going on with the tattoo's... there not just for looks :cool:  :sleepy:  :P  :lol:  :angry:  :dodgy:  :angel:

But like fightclub, rule 1 you don't talk about fightclub...but we are talking about QAYL slavetats, so ya know... just don't ask, instead try it... you'll like it.

 

Which that brings up a good question... how will the scene in the next version of QAYL play out without slavetats installed?

Guess I'll have to test that sometime today... that is what I signed up for anyway... to alpha test, guess I'ld better get to work...

Posted

Actually Doc I think the frostfall fix you have is part of the tat's is it not?

 

Oh and yes this mod works without slavetats and I ran the first couple of versions without... then I installed slavetats and I'll just put it bluntly...

 

You are missing out on some of the more interesting things that this mod offers without slavetats.

 

Hell eventually there is going to be a quest just to remove the tattoo's and that would be completely missed out on without slavetats installed.

 

And there is some interesting shiznit going on with the tattoo's... there not just for looks :cool::sleepy::P:lol::angry::dodgy::angel:

But like fightclub, rule 1 you don't talk about fightclub...but we are talking about QAYL slavetats, so ya know... just don't ask, instead try it... you'll like it.

 

Which that brings up a good question... how will the scene in the next version of QAYL play out without slavetats installed?

Guess I'll have to test that sometime today... that is what I signed up for anyway... to alpha test, guess I'ld better get to work...

I'm waiting for a permanent fix for the tats before I use them with qayl. Having 100% arousal all the time is annoying. Once the quest to get rid of the tat is there, I will be right on board.

Posted

Actually, I think the cage will need a fire of some description after all. The fix I have in mind probably won't work in there, now I think about it. Although thinking about it, it would make sense if it did. Not too hard to do, either.

 

Tat-less play-throughs are going to need a little testing at some point for the next release. Some plot points are going to assume that one of them at least is present, which may be a little confusing.

 

And some of the perks and penalties apply when the tats are applied, while others are part of the quest. It's going to be fun checking for consistency.

 

The tat that causes 100% arousal is the one that's hard to get rid of, unfortunately. There will be a way of making arousal manageable in the next release however. Getting to the point of removing the brand... will need a little longer.

 

Well, your previous 2 mods never made it so, third time's the charm

I feel ever so motivated :/

 

On the bright side, I just hit the level in Thief where the game designers seem to have abandoned the idea of sneaking in favour of blowing up all the guards and then killing you in arbitrary and unpredictable ways until you have the level memorised. I should be back to modding soon :)

 

[edit]

 

Damn that newline eater!

Posted

is this "race with other slaves"-thing working?  i tried this a couple of times... (sometimes there was an CTD at the first Bridge and near whiterun)

 

Posted

 

Well, your previous 2 mods never made it so, third time's the charm

I feel ever so motivated :/

 

Don't let him get to you, doc! We know you're good enough!

 

I mean, just by looking at your profile I can see you don't even have two previous mods, just one! So it's not the third time yet!

 

;)  :P  :D  :angel:

 

EDIT: Dang it, why isn't there a smiley face for "damned with faint praise" or something?

Posted

 

 

If I ever get this next release out the door.

Well, your previous 2 mods never made it so, third time's the charm :D

Yeah, that wasn't nice. This mod could already be considered complete - it tells a story, from beginning to end, and is entertaining. In that sense, he has completed an entire mod, which is an accomplishment, as anyone who has had the misfortune of wrestling with the CK can tell you. The fact he is willing to add more to the story is a huge bonus.

Posted

it would be great if someone could help me :D

 

this is the last part of the papyrus log (was walking in front of whietrun at the honeybrew brewery)

 

 

[10/07/2014 - 09:02:16PM] [dlc1radiantscript <DLC1Radiant (02004C1C)>]CreateQuestBasedOnLocation([Location < (000DAB88)>])

[10/07/2014 - 09:02:16PM] [dlc1radiantscript <DLC1Radiant (02004C1C)>]CreateQuestBasedOnLocation([Location < (000DAB88)>]) is NOT creating a quest: as Location is neither DLC1HunterHQLocation nor DLC1VampireCastleLocation
[10/07/2014 - 09:02:18PM] Error: Unable to call GetReference - no native object bound to the script object, or object is of incorrect type
stack:
[<NULL alias> (1) on <NULL quest> (00000000)].SwapJobAliasScript.GetReference() - "<native>" Line ?
[<NULL alias> (1) on <NULL quest> (00000000)].SwapJobAliasScript.GetActorReference() - "ReferenceAlias.psc" Line 37
[<NULL alias> (1) on <NULL quest> (00000000)].SwapJobAliasScript.GetActorRef() - "ReferenceAlias.psc" Line 47
[<NULL alias> (1) on <NULL quest> (00000000)].SwapJobAliasScript.OnUpdate() - "SwapJobAliasScript.psc" Line 20
[10/07/2014 - 09:02:18PM] Error: Unable to call GetReference - no native object bound to the script object, or object is of incorrect type
stack:
[<NULL alias> (1) on <NULL quest> (00000000)].SwapJobAliasScript.GetReference() - "<native>" Line ?
[<NULL alias> (1) on <NULL quest> (00000000)].SwapJobAliasScript.GetActorReference() - "ReferenceAlias.psc" Line 37
[<NULL alias> (1) on <NULL quest> (00000000)].SwapJobAliasScript.GetActorRef() - "ReferenceAlias.psc" Line 47
[<NULL alias> (1) on <NULL quest> (00000000)].SwapJobAliasScript.OnUpdate() - "SwapJobAliasScript.psc" Line 20
[10/07/2014 - 09:02:18PM] Error: Unable to call GetReference - no native object bound to the script object, or object is of incorrect type
stack:
[<NULL alias> (1) on <NULL quest> (00000000)].SwapJobAliasScript.GetReference() - "<native>" Line ?
[<NULL alias> (1) on <NULL quest> (00000000)].SwapJobAliasScript.GetActorReference() - "ReferenceAlias.psc" Line 37
[<NULL alias> (1) on <NULL quest> (00000000)].SwapJobAliasScript.GetActorRef() - "ReferenceAlias.psc" Line 47
[<NULL alias> (1) on <NULL quest> (00000000)].SwapJobAliasScript.OnUpdate() - "SwapJobAliasScript.psc" Line 20
[10/07/2014 - 09:02:18PM] Error: Unable to call GetReference - no native object bound to the script object, or object is of incorrect type
stack:
[<NULL alias> (0) on <NULL quest> (00000000)].SwapJobAliasScript.GetReference() - "<native>" Line ?
[<NULL alias> (0) on <NULL quest> (00000000)].SwapJobAliasScript.GetActorReference() - "ReferenceAlias.psc" Line 37
[<NULL alias> (0) on <NULL quest> (00000000)].SwapJobAliasScript.GetActorRef() - "ReferenceAlias.psc" Line 47
[<NULL alias> (0) on <NULL quest> (00000000)].SwapJobAliasScript.OnUpdate() - "SwapJobAliasScript.psc" Line 20
[10/07/2014 - 09:02:18PM] Error: Unable to call GetReference - no native object bound to the script object, or object is of incorrect type
stack:
[<NULL alias> (0) on <NULL quest> (00000000)].SwapJobAliasScript.GetReference() - "<native>" Line ?
[<NULL alias> (0) on <NULL quest> (00000000)].SwapJobAliasScript.GetActorReference() - "ReferenceAlias.psc" Line 37
[<NULL alias> (0) on <NULL quest> (00000000)].SwapJobAliasScript.GetActorRef() - "ReferenceAlias.psc" Line 47
[<NULL alias> (0) on <NULL quest> (00000000)].SwapJobAliasScript.OnUpdate() - "SwapJobAliasScript.psc" Line 20
 

 

 

Posted

is this "race with other slaves"-thing working? i tried this a couple of times... (sometimes there was an CTD at the first Bridge and near whiterun)

Sorry Skully, not implemented yet. Will be one with the next release, with more to follow soon after. This latest installment is taking a lot longer than I originally hoped.

 

Don't let him get to you, doc! We know you're good enough!

 

I mean, just by looking at your profile I can see you don't even have two previous mods, just one! So it's not the third time yet!

 

EDIT: Dang it, why isn't there a smiley face for "damned with faint praise" or something?

Heh :) I believe he's referring to the Skyrim Slavers' Guild and For The Love Of Mara. Two other attempts at this modding thing that turned out rather more complex than I'd thought.

 

 

Yeah, that wasn't nice. This mod could already be considered complete - it tells a story, from beginning to end, and is entertaining. In that sense, he has completed an entire mod, which is an accomplishment, as anyone who has had the misfortune of wrestling with the CK can tell you. The fact he is willing to add more to the story is a huge bonus.

Ah, it's all right. Was a bit tired and grumpy over the weekend. Those RL issues again. Things should start to get better now, anyway.

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