DocClox Posted February 9, 2015 Author Posted February 9, 2015 I have a really big scene pretty much working that is hot as hell and which most of you are going to love. What kind of scene??? That ... that would be telling I suppose I could just upload the last alpha archive. At least folks would get to see some of what I was doing. Just bear in mind that you need a save point before you load it. If you think your girl has issues now ... well running there wa interesting , got out of the cage alright with the exception of not knowing where i was and being bound is there any more to the mod after getting out the cage? Not much as yet. I'd planned to do some rapid incremental updates to the quest to remove the tattoos ... and then got sidetracked into advancing the plot and so forth
Content Consumer Posted February 9, 2015 Posted February 9, 2015 I suppose I could just upload the last alpha archive. At least folks would get to see some of what I was doing. Oh... part of me wants to say yes please, but most of me shouts an emphatic no! Waiting a bit (or a lot) longer for something that's completely good is better (for me) than getting something that's mostly good right now. I can stand the pressure, the anticipation. I can take it! I'm tough! (whimpers)
jfraser Posted February 9, 2015 Posted February 9, 2015 I suppose I could just upload the last alpha archive. At least folks would get to see some of what I was doing. Oh... part of me wants to say yes please, but most of me shouts an emphatic no!Waiting a bit (or a lot) longer for something that's completely good is better (for me) than getting something that's mostly good right now. I can stand the pressure, the anticipation. I can take it! I'm tough! (whimpers) You must be a fan of Blizzard games then.
windu190 Posted February 9, 2015 Posted February 9, 2015 I suppose I could just upload the last alpha archive. At least folks would get to see some of what I was doing. Oh... part of me wants to say yes please, but most of me shouts an emphatic no! Waiting a bit (or a lot) longer for something that's completely good is better (for me) than getting something that's mostly good right now. I can stand the pressure, the anticipation. I can take it! I'm tough! (whimpers) Usually I'd agree but since doc is not even sure wether he will continue with this mod I'd rather see that scene now. Besides I need my fix!
Content Consumer Posted February 10, 2015 Posted February 10, 2015 I suppose I could just upload the last alpha archive. At least folks would get to see some of what I was doing. Oh... part of me wants to say yes please, but most of me shouts an emphatic no!Waiting a bit (or a lot) longer for something that's completely good is better (for me) than getting something that's mostly good right now. I can stand the pressure, the anticipation. I can take it! I'm tough! (whimpers) You must be a fan of Blizzard games then. Indeed! Although, I must admit, sometimes it can be a little too much for me...
jo-blo Posted February 10, 2015 Posted February 10, 2015 Just a thought: maybe the first race should be short, and successive races should be longer and longer. To make the first race as long as possible seems to make upping the difficulty in future races unlikely. Plus, it would give people something to build up to. Great mod though, cant wait to see how you update it!
badbat111 Posted February 10, 2015 Posted February 10, 2015 as brother says on ffx-2 our sanity depends on it
DocClox Posted February 12, 2015 Author Posted February 12, 2015 Well ... it looks like the problem for how to compile scripts using Mod Organizer has been solved at last. So I can at least edit the thing without having to vandalise by playing environment, which was more than I could do before. So ... I'll give it a shot. If nothing else, I'll give it a once over and make sure that everything works with the latest version of sexlab, etc.
sapho888 Posted February 12, 2015 Posted February 12, 2015 how was the compile script problem solved?
WaxenFigure Posted February 12, 2015 Posted February 12, 2015 how was the compile script problem solved? Turns out the Papyrus compiler can be run as a 32bit program or a 64bit program but by default it would run in 64bit mode which wouldn't work with Mod Organizer. There's a simple command that can be run on the Papyrus compiler to change the default to 32bit and then it works just fine.
DocClox Posted February 13, 2015 Author Posted February 13, 2015 Well, I just took a look at what I have so far. The tattoos don't appear, and I can't compile scripts. Nothing insoluble, I'm sure. I'm looking into ti. Meanwhile, here's a teaser for you. The next chapter is called "Dinner For Two", and it starts, like the first one, with the courier delivering a message. This is the note: Cursus Aleator Requests The Pleasure Of Your Company Dear (pc-name) I expect you want to kill me now. I can't say I blame you. I just hope you can believe me when I say that I was no more a free agent in the matter than you were. Despite what you surely must think, I am not your enemy. If we work together, (and here I must choose my words carefully) there is a chance we can both get what we want. For that to happen, we need to talk. Accordingly, I would be honoured if you would join me for dinner at my estate. Should you be so kind as to accept my invitation, I have instructed Bjorlam to supply the transportation, pre-paid of course! I'm sure you have a great many questions. When we speak, I will be happy to answer all that I can. Hoping to see you soon, Cursus Aleator [edit] OK, something is definitely wrong with the QAYL tats. Investigating. [edit] You know that feeling when you can't get a mod to work right? And you just decide to message the mod author and ask how to fix it? And then you remember that you are the mod author... Lord, but I'm rusty.
Hallaholla2 Posted February 14, 2015 Posted February 14, 2015 Well, I just took a look at what I have so far. The tattoos don't appear, and I can't compile scripts. Nothing insoluble, I'm sure. I'm looking into ti. Meanwhile, here's a teaser for you. The next chapter is called "Dinner For Two", and it starts, like the first one, with the courier delivering a message. This is the note: Cursus Aleator Requests The Pleasure Of Your Company Dear (pc-name) I expect you want to kill me now. I can't say I blame you. I just hope you can believe me when I say that I was no more a free agent in the matter than you were. Despite what you surely must think, I am not your enemy. If we work together, (and here I must choose my words carefully) there is a chance we can both get what we want. For that to happen, we need to talk. Accordingly, I would be honoured if you would join me for dinner at my estate. Should you be so kind as to accept my invitation, I have instructed Bjorlam to supply the transportation, pre-paid of course! I'm sure you have a great many questions. When we speak, I will be happy to answer all that I can. Hoping to see you soon, Cursus Aleator [edit] OK, something is definitely wrong with the QAYL tats. Investigating. damn im so hyped about this right now. P.S. why do i have a feeling we are gonna be the transportation? Mabey its just my sick mind. Edit: too be fair who would be dumb enough to fall for the same trap twice?
monolith Posted February 14, 2015 Posted February 14, 2015 Hey doc, nice to see you again. The tats gave me a lot of trouble because of comatibility issues with jcontainers. Other than that, dunno what the problem might be. As for Edit: too be fair who would be dumb enough to fall for the same trap twice? Well, a girl with a tattoo that drives her desperately horny and completely out of her mind would:) He looks like the only chance to get rid of it, so some risks must be taken
badbat111 Posted February 14, 2015 Posted February 14, 2015 doc its the tat script thats causing the tats problem when i use slavetats without doing the quest i can apply them manually and they show up dont forget ages ago you uploaded a tat thing to block qayl from sticking tats on because they took all the slots which ment bodystocking pantyhose or stockings tats couldnt be used if you drop the tats to 5 slots and use the piercings instead of the horny tat it would allow the tats to be used while letting people use the body tat to go over it so you might want to look into the tats script thing to see the damage
DocClox Posted February 14, 2015 Author Posted February 14, 2015 The tats gave me a lot of trouble because of comatibility issues with jcontainers. Other than that, dunno what the problem might be. doc its the tat script thats causing the tats problem when i use slavetats without doing the quest i can apply them manually and they show up Yeah, that was my first thought too The thing is, the fix for that problem is to recompile the script against the latest version of slavetats and jcontainers. So I did that, but it didn't help. Looking at the log files, I found a lot of these: [02/06/2015 - 09:01:07PM] Cannot open store for class "QAYL_Tatifier_Script", missing file? [02/06/2015 - 09:01:07PM] warning: Unable to get type QAYL_Tatifier_Script referenced by the save game. Objects of this type will not be loaded. So it looks like it's not finding the scripts. Which means it's most likely related to Mod Organizer. Especially since the scripts are actually there Edit: too be fair who would be dumb enough to fall for the same trap twice? Well, a girl with a tattoo that drives her desperately horny and completely out of her mind would:) He looks like the only chance to get rid of it, so some risks must be taken I can promise that there's no drugged mead involved, if that helps any
badbat111 Posted February 14, 2015 Posted February 14, 2015 The tats gave me a lot of trouble because of comatibility issues with jcontainers. Other than that, dunno what the problem might be. doc its the tat script thats causing the tats problem when i use slavetats without doing the quest i can apply them manually and they show up Yeah, that was my first thought too The thing is, the fix for that problem is to recompile the script against the latest version of slavetats and jcontainers. So I did that, but it didn't help. Looking at the log files, I found a lot of these: [02/06/2015 - 09:01:07PM] Cannot open store for class "QAYL_Tatifier_Script", missing file? [02/06/2015 - 09:01:07PM] warning: Unable to get type QAYL_Tatifier_Script referenced by the save game. Objects of this type will not be loaded. So it looks like it's not finding the scripts. Which means it's most likely related to Mod Organizer. Especially since the scripts are actually there Edit: too be fair who would be dumb enough to fall for the same trap twice?Well, a girl with a tattoo that drives her desperately horny and completely out of her mind would:) He looks like the only chance to get rid of it, so some risks must be takenI can promise that there's no drugged mead involved, if that helps any i dont use a mod orginiser all i do i copy and paste the files into data folder unless the download has it in a data folder if it does i just copy the data folder to skyrims folder overwrite it then use fnis
sen4mi Posted February 14, 2015 Posted February 14, 2015 Looking at the log files, I found a lot of these: [02/06/2015 - 09:01:07PM] Cannot open store for class "QAYL_Tatifier_Script", missing file? [02/06/2015 - 09:01:07PM] warning: Unable to get type QAYL_Tatifier_Script referenced by the save game. Objects of this type will not be loaded. So it looks like it's not finding the scripts. Which means it's most likely related to Mod Organizer. Especially since the scripts are actually there Is it possible that you somehow have two versions of your scripts in there? Like maybe you did something that caused compiled scripts to show up in "Overwrite" and then modified the versions in the mod and now things are inconsistent? Edit: too be fair who would be dumb enough to fall for the same trap twice?Well, a girl with a tattoo that drives her desperately horny and completely out of her mind would:) He looks like the only chance to get rid of it, so some risks must be takenI can promise that there's no drugged mead involved, if that helps any But, but, but.... Maven wants me to move the old stock! What am I going to do with it now?
Guest Posted February 15, 2015 Posted February 15, 2015 I am legitimately excited for this. Keep it up Doc!
DocClox Posted February 16, 2015 Author Posted February 16, 2015 i dont use a mod orginiser all i do i copy and paste the files into data folder unless the download has it in a data folder if it does i just copy the data folder to skyrims folder overwrite it then use fnis Yeah, I get you. The problem with the last full release was that it was built against a version of JContainers that is no longer current. Rebuilding that fixes the problem (and I think there's a fixed esp that should still work somewhere on this thread. The trouble I was having was different. The game wasn't finding lots of scripts at all. Not just QAYL ones either - there were error messages about SkyUI in there, among other things. Is it possible that you somehow have two versions of your scripts in there? Like maybe you did something that caused compiled scripts to show up in "Overwrite" and then modified the versions in the mod and now things are inconsistent? I wondered about that, too. I did briefly have MO loading a backup esp as well as the main one: I had two Cursus' appearing in the Skeever, neither one working right. Other than that, only one version of the mod, and the compiler seemed to be building into the mods script folder rather than overwrite. I kept seeing one quest fragment pex appear in overwrite, but in general the compilation seemed to be working as expected. I think it was probably just a problem with my MO install. I've upgraded over the top of it a couple of times now; it wouldn't surprise me that much if it had got screwed up. But, but, but.... Maven wants me to move the old stock! What am I going to do with it now? Hold a Riften Open Air Mead Festival. Give free samples of your "special reserve" to all the prettiest ladies. What you make on the slave markets should more than recoup the cost of the mead. Maven will be ok with it as long as it can't be traced back to her. I am legitimately excited for this. Keep it up Doc! So am I! **************************** Bit of news: I spent a big chunk of the weekend fighting with MO as described about and eventually gave up. I've gone back to Wrye Bash which is almost as good at controlling mod installation order and a hell of a lot more scripter-friendly. Haven't had much chance to do anything with it, but I can confirm that my last development snapshot worked when I started the quest - including the tats. So no progress as such, but at least I have a working development environment again
badbat111 Posted February 16, 2015 Posted February 16, 2015 i dont use a mod orginiser all i do i copy and paste the files into data folder unless the download has it in a data folder if it does i just copy the data folder to skyrims folder overwrite it then use fnis Yeah, I get you. The problem with the last full release was that it was built against a version of JContainers that is no longer current. Rebuilding that fixes the problem (and I think there's a fixed esp that should still work somewhere on this thread. The trouble I was having was different. The game wasn't finding lots of scripts at all. Not just QAYL ones either - there were error messages about SkyUI in there, among other things. Is it possible that you somehow have two versions of your scripts in there? Like maybe you did something that caused compiled scripts to show up in "Overwrite" and then modified the versions in the mod and now things are inconsistent? I wondered about that, too. I did briefly have MO loading a backup esp as well as the main one: I had two Cursus' appearing in the Skeever, neither one working right. Other than that, only one version of the mod, and the compiler seemed to be building into the mods script folder rather than overwrite. I kept seeing one quest fragment pex appear in overwrite, but in general the compilation seemed to be working as expected. I think it was probably just a problem with my MO install. I've upgraded over the top of it a couple of times now; it wouldn't surprise me that much if it had got screwed up. But, but, but.... Maven wants me to move the old stock! What am I going to do with it now? Hold a Riften Open Air Mead Festival. Give free samples of your "special reserve" to all the prettiest ladies. What you make on the slave markets should more than recoup the cost of the mead. Maven will be ok with it as long as it can't be traced back to her. I am legitimately excited for this. Keep it up Doc! So am I! **************************** Bit of news: I spent a big chunk of the weekend fighting with MO as described about and eventually gave up. I've gone back to Wrye Bash which is almost as good at controlling mod installation order and a hell of a lot more scripter-friendly. Haven't had much chance to do anything with it, but I can confirm that my last development snapshot worked when I started the quest - including the tats. So no progress as such, but at least I have a working development environment again did you update all the mods ie skui and so on maybe that could be the cause
DocClox Posted February 16, 2015 Author Posted February 16, 2015 did you update all the mods ie skui and so on maybe that could be the cause The mods are fine. I reinstalled everything through Wrye Bash and it all works. It was just MO getting its knickers in a virtualised twist.
badbat111 Posted February 16, 2015 Posted February 16, 2015 did you update all the mods ie skui and so on maybe that could be the cause The mods are fine. I reinstalled everything through Wrye Bash and it all works. It was just MO getting its knickers in a virtualised twist. so dont use mo that might be why people fail since mo proberly cant figure out where to dump things copy and paste the files manually then test it if it works then it goes to show that mo could be the problem
windu190 Posted February 16, 2015 Posted February 16, 2015 Bit of news: I spent a big chunk of the weekend fighting with MO as described about and eventually gave up. I've gone back to Wrye Bash which is almost as good at controlling mod installation order and a hell of a lot more scripter-friendly. Haven't had much chance to do anything with it, but I can confirm that my last development snapshot worked when I started the quest - including the tats. So no progress as such, but at least I have a working development environment again
DocClox Posted February 17, 2015 Author Posted February 17, 2015 There's not a lot I can say to that Been playing through the mod to make sure it all works. Or more to the point, to see what works and what doesn't. It's taking longer than I'd expected. Partly for RL reasons, partly because I'm running with Frostfall, RND and Sexlab Enslaved (it's amazing what some people expect in return for sharing a fire!) and partly because I stopped to pick up a slave of my own on the way. I had thought that having a slave might help with the arousal problem, forgetting completely that nothing helps for very long. On the other hand Sexlab Warmbodies is probably going to be the only thing that keeps my girl alive until the cage opens. So swings and roundabouts, I guess. One thing I did notice is that n/c sex acts arouses the player whether she's the victim or the rapist. I'm thinking there should probably be some reward for spreading the misery around a little. It sounds like the sort of thing a certain someone would want to encourage... Anyway, still nothing new done, but working on it.
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