DocClox Posted February 17, 2015 Author Posted February 17, 2015 No problem I just played through to the end of the playable stuff. It's working better than I'd hoped. There was a slight issue with aliases not filling .. and another more serious one with a CTD at the end. Don't know how much of that is the mod and how much is just skyrim being skyrim at the moment. Still, I can do an upload if folks want. It's going to be very alpha though.
windu190 Posted February 17, 2015 Posted February 17, 2015 No problem I just played through to the end of the playable stuff. It's working better than I'd hoped. There was a slight issue with aliases not filling .. and another more serious one with a CTD at the end. Don't know how much of that is the mod and how much is just skyrim being skyrim at the moment. Still, I can do an upload if folks want. It's going to be very alpha though. I will refer to your judgement on this one I know this part of the mod isn't finished (and probably won't be for the foreseeable future) but I'm still really eager to see what you've come up with so far, your ideas have always been grand. But another part of me is willing to wait for a more stable version.
Content Consumer Posted February 18, 2015 Posted February 18, 2015 No problem I just played through to the end of the playable stuff. It's working better than I'd hoped. There was a slight issue with aliases not filling .. and another more serious one with a CTD at the end. Don't know how much of that is the mod and how much is just skyrim being skyrim at the moment. Still, I can do an upload if folks want. It's going to be very alpha though. I will refer to your judgement on this one I know this part of the mod isn't finished (and probably won't be for the foreseeable future) but I'm still really eager to see what you've come up with so far, your ideas have always been grand. But another part of me is willing to wait for a more stable version. I too will refer to your judgement. Specifically, I will refer to this: I'm not sure I want to field all the bug reports from folks who didn't read the warning and then got stuck when the scene didn't complete correctly. I'll think about it. That being said, I am anxiously awaiting a new update. If it's just that you'll feel embarrassed releasing an alpha, well... don't be. Have you seen some of the crap that modders are putting out these days?
TheOzoneHole Posted February 18, 2015 Posted February 18, 2015 Nice shameless plug CC. Doc I'll defer to your judgement as well. My only other comment is that these alpha mods are what *cough* torture puppets *cough* um, I mean what test characters are for.
badbat111 Posted February 18, 2015 Posted February 18, 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. so allow a female follower to join the player
monolith Posted February 18, 2015 Posted February 18, 2015 No problem I just played through to the end of the playable stuff. It's working better than I'd hoped. There was a slight issue with aliases not filling .. and another more serious one with a CTD at the end. Don't know how much of that is the mod and how much is just skyrim being skyrim at the moment. Still, I can do an upload if folks want. It's going to be very alpha though. It's your choice. Doctors always know best:) But as was said: beware the bugreports! If you release an alpha with loose scripts and later an updated version, people that don't keep their folders clean will have a lot of problems. And problems are there to be shared:) So if you release, i suggest you make a bsa or write in red bold large letters a warning about loose scriptfiles and where and how to remove them first (not that such a message will actualy help matters, but then you can at least say "I friggin told you so!").
DocClox Posted February 18, 2015 Author Posted February 18, 2015 OK, I'll go for it. I'm going to try and see if I can work out a couple of issues first, but I'll look to release something over the weekend. RL Allowing, obviously @cc: Yeah, I saw you had a new mod out. I've not had a chance to load it yet, but it looks fun. Am I right in thinking there's a quest in the pipeline too?
windu190 Posted February 18, 2015 Posted February 18, 2015 OK, I'll go for it. I'm going to try and see if I can work out a couple of issues first, but I'll look to release something over the weekend. RL Allowing, obviously @cc: Yeah, I saw you had a new mod out. I've not had a chance to load it yet, but it looks fun. Am I right in thinking there's a quest in the pipeline too? Looking forward to it
Content Consumer Posted February 18, 2015 Posted February 18, 2015 OK, I'll go for it. I'm going to try and see if I can work out a couple of issues first, but I'll look to release something over the weekend. RL Allowing, obviously @cc: Yeah, I saw you had a new mod out. I've not had a chance to load it yet, but it looks fun. Am I right in thinking there's a quest in the pipeline too? Yeah, but it's kind of slow going. I had some trouble with aliases and handing items back and forth, and now I'm sort of stuck at making a dead body (starts disabled) enable on a quest stage, and making live bodies (bandits) also start disabled and then enable. It's honestly not much of a quest, anyway... just fetching items back and forth like a loyal, noble, somewhat brain-damaged Labrador retriever. p.s. re: alpha: Yippee!
DocClox Posted February 18, 2015 Author Posted February 18, 2015 Yeah, but it's kind of slow going. I had some trouble with aliases and handing items back and forth, and now I'm sort of stuck at making a dead body (starts disabled) enable on a quest stage, and making live bodies (bandits) also start disabled and then enable. You using an alias to refer to the body, or a script property? If it's an alias it'll need to have the "allow disabled" box ticked Alternatively, you can create a holding cell and keep the body in there, enabled but out of the way. Then when its time for it to appear, you can move it on top of an xmarker what you have placed there for that very purpose. It's honestly not much of a quest, anyway... just fetching items back and forth like a loyal, noble, somewhat brain-damaged Labrador retriever. Seriously, I could do with doing more of them myself. I don't think I could write a tic-tac-toe mod without it involving rape, slavery and half a dozen quests 8)
Content Consumer Posted February 18, 2015 Posted February 18, 2015 Yeah, but it's kind of slow going. I had some trouble with aliases and handing items back and forth, and now I'm sort of stuck at making a dead body (starts disabled) enable on a quest stage, and making live bodies (bandits) also start disabled and then enable. You using an alias to refer to the body, or a script property? If it's an alias it'll need to have the "allow disabled" box ticked Alternatively, you can create a holding cell and keep the body in there, enabled but out of the way. Then when its time for it to appear, you can move it on top of an xmarker what you have placed there for that very purpose. It's honestly not much of a quest, anyway... just fetching items back and forth like a loyal, noble, somewhat brain-damaged Labrador retriever. Seriously, I could do with doing more of them myself. I don't think I could write a tic-tac-toe mod without it involving rape, slavery and half a dozen quests 8) ALIAS It's set to allow disabled and initially disabled And yes, the alias referencing itself is a problem, and quite possibly THE problem I'm having. The deal is, for some damn reason the courier can only count as an object (unique actor doesn't find her like it does my other NPCs), so I have to make her an object instead... and I've got no actual place to put this "object." PLACEMENT She starts dead and initially disabled. I was considering starting her alive at 1 HP and then either applying a script that does 1 damage to her so she dies, or giving her an enchanted item that does constant effect damage health on self (because the person who gave her the job is somewhat sadistic and would totally give her a cursed ring to wear while doing it). STAGE I believe the getreference().enable() is correct, yesno? The other problem I'm having right now is that I want the dead courier to be wearing an armbinder. I'll settle for her just having it in her inventory and unworn. But it has to be a working armbinder... and when I add the "zad_armbinder01" item, it never locks if you put it on. I'm sure it's because I'm adding the wrong item, I haven't tried the other armor items yet. That's a good idea. I might go that route instead if I can't get this other thing working. I'm starting to get why veladarius hates aliases. p.s. There's quite a lot of room for evildoing without adding in sex! I have faith in you, doc!
windu190 Posted February 18, 2015 Posted February 18, 2015 I don't think I could write a tic-tac-toe mod without it involving rape, slavery and half a dozen quests 8) And that's why we like you
Content Consumer Posted February 18, 2015 Posted February 18, 2015 I don't think I could write a tic-tac-toe mod without it involving rape, slavery and half a dozen quests 8) And that's why we like you Indeed. Slave, I said to mark an X on the upper LEFT corner, not the upper RIGHT corner! Get back in your cell now!
windu190 Posted February 18, 2015 Posted February 18, 2015 I just decided to give this mod another spin, but the tattoo's are not showing up. Which is weird as they worked perfectly and I have not touched this mod in a while. Edit: Nevermind I just read on the main page that qayl tats is not yet compatible with the latest slave tats and jcontainers version, which I have now installed.
SuplenC Posted February 18, 2015 Posted February 18, 2015 Thanks Sanguine you back and you are going to work on this mod Waiting for the alpha and then for the beta maybe Keep up good work!
DocClox Posted February 19, 2015 Author Posted February 19, 2015 Slave, I said to mark an X on the upper LEFT corner, not the upper RIGHT corner! Get back in your cell now!I was thinking more of using naked nord and redguard slavegirls to represent Xs and Os. You can put your marker anywhere you like, but if there's a girl already there, the two slaves have to fight until one of them manages to ... demonstrate her dominance over the other let's say. Usual victory conditions apply, plus you can lose if you have no girls left when its your turn to place a piece. (I can't help it. I've been reading Chessmen of Mars and I have an insane urge to create a Jettan game in Skyrim...) Edit: Nevermind I just read on the main page that qayl tats is not yet compatible with the latest slave tats and jcontainers version, which I have now installed.Yeah, the last download is pretty out of date. There's an update esp somewhere on the thread though that works with recent JContainers, or should do. I'd repost, but there'll be a working esp with the alpha. Keep up good work!I'll do my best!
DocClox Posted February 19, 2015 Author Posted February 19, 2015 ALIAS alias.jpg It's set to allow disabled and initially disabled And yes, the alias referencing itself is a problem, and quite possibly THE problem I'm having. The deal is, for some damn reason the courier can only count as an object (unique actor doesn't find her like it does my other NPCs), so I have to make her an object instead... and I've got no actual place to put this "object." Another silly question, but you have made the courier a unique actor when you defined her? Might be why she doesn't show up as a unique actor. Another approach is to set an xmarker there, set a keyworded link-ref to the actor and then take an alias to the marker. You can get the actor reference then from papyrus, or make the actor alias depend on the linked marker. Aliases are a pain. PLACEMENT placement.jpg She starts dead and initially disabled. I was considering starting her alive at 1 HP and then either applying a script that does 1 damage to her so she dies, or giving her an enchanted item that does constant effect damage health on self (because the person who gave her the job is somewhat sadistic and would totally give her a cursed ring to wear while doing it). Either way should work. The only real advantage of enabling a disabled body is that you can maybe arrange the position a bit better if it's already in place. Of course, you could do it like beth did for the college quest in the dwemer ruin. Start her off alive and have her live long enough to say something worryingly vague and unhelpful, like "it's no good ... they're ... too strong...!" and then expire. STAGE stage.jpg I believe the getreference().enable() is correct, yesno? Looks about right. GetReference will return an object ref rather than an Actor, but that's all right for what you're doing. Might be worth using trace or messagebox and printing out the value of Alias_CoCo_Deadcourieralias and of Alias_CoCo_Deadcourieralias.Getrerence() just so you're sure. The other problem I'm having right now is that I want the dead courier to be wearing an armbinder. I'll settle for her just having it in her inventory and unworn. But it has to be a working armbinder... and when I add the "zad_armbinder01" item, it never locks if you put it on. I'm sure it's because I'm adding the wrong item, I haven't tried the other armor items yet. Easy one. Copy the courier's usual outfit, call it CoCoCourierOutfit, add an armbinder to it and assign the outfit to your actor. She may not wear it if she starts dead, but it'll definitely be in her inventory. That's a good idea. I might go that route instead if I can't get this other thing working. Oh, definitely. That's half the reason for the QAYL_Warehouse, so I could grab racers from the cattle pen and move them onto their marks. In fact the script that starts the test race in the warehouse does just that. Of course, you still have to fill the alias first. p.s. There's quite a lot of room for evildoing without adding in sex! I have faith in you, doc!Who said anything about no sex? [edit] About the armbinder: make sure you add the right one. There's a script/inventory-instance and a render-instance. Get the wrong one and it may appear on the ground, but it won't do anything when you wear it. There are also some items that (IIRC) have versions that are pure clothing and don't have any scripting attached. (And this is the other reason I have a warehouse cell - so I can experiment with things like this and make sure I'm using the right bits to get the effect I want )
jfraser Posted February 19, 2015 Posted February 19, 2015 I avoid using aliases as much as possible. You can just use npcname.disable(true) and npcname.enable(true) without mucking about with aliases or hidden cells. If I remember correctly, double clicking on the npc once you place them in the world is where you will find the "start disabled" box. I could be remembering that wrong.
Content Consumer Posted February 20, 2015 Posted February 20, 2015 Another silly question, but you have made the courier a unique actor when you defined her? Might be why she doesn't show up as a unique actor. Another approach is to set an xmarker there, set a keyworded link-ref to the actor and then take an alias to the marker. You can get the actor reference then from papyrus, or make the actor alias depend on the linked marker. Of course, you could do it like beth did for the college quest in the dwemer ruin. Start her off alive and have her live long enough to say something worryingly vague and unhelpful, like "it's no good ... they're ... too strong...!" and then expire. Easy one. Copy the courier's usual outfit, call it CoCoCourierOutfit, add an armbinder to it and assign the outfit to your actor. She may not wear it if she starts dead, but it'll definitely be in her inventory. DERP. Yep, I forgot to set her unique flag. This... this must be what my mother feels like when I talk to her about programming. What is a keyworded link-ref? Linked marker? Actor ref from papyrus how exactly? This cannot be done in a quest stage fragment? I am definitely going to use that sometime. Urgh. Yeah, that's probably the best way. Dammit. I really dislike outfits. Especially for followers, but for everyone in general. They never seem to work quite right, in that they're hard to override with given equipment. I'm still not sure whether it's armor rating, skill level (light or heavy), enchanted, or just value that determines which item the follower will use (outfit or given armor). And half the time, you'll start the game and they'll be completely nude, or have defaulted to their outfit instead of what you've given them, so you have to open their inventory and swap a single item back and forth just so the game recalculates it. Sometimes you can make a non-follower NPC wear daedric armor over their roughspun tunic just by additem, and sometimes it takes additem + equipitem. I get WHY the devs used outfits, it's a sound design decision, I just don't like the implementation. There are some bugs there. I'm having a problem with moving the actor, though... None of these work: Alias_Coco_deadcourieralias.GetReference().moveto(CoCo_marker_deadcourier) //marker name Alias_Coco_deadcourieralias.GetReference().moveto(alias_deadcouriermarker_alias) //the alias The alias for the marker is created as a specific reference instead of an object reference, because I still can't figure out how to get object references to work right for this... an object reference needs to be created INSIDE another alias, eh? create reference to object - object id - level easy - at/in - another object, and I can't put a dead body inside another object? I avoid using aliases as much as possible. You can just use npcname.disable(true) and npcname.enable(true) without mucking about with aliases or hidden cells. If I remember correctly, double clicking on the npc once you place them in the world is where you will find the "start disabled" box. I could be remembering that wrong. I'm all for doing it without aliases. I've had some trouble with them so far. Hmm... none of these work either: CD Shop Courier.enable(true) //whitespace causing problems? "CD Shop Courier".enable(true) //attempt to fix whitespace issue CoCo_CourierDead.enable(true) //using ID instead of name CoCo_CourierDead.enable(1) //just for kicks enablethegoddamncourier(already) //compile error: "Go fuck yourself, Human" It's a quest stage fragment, does that matter? And while I'm here, I'll ask some more questions of you fine modders: QUESTION 1: Soft dependencees dependincieys depenedcees deepbluesea requirements How do I do soft dependencies? Specifically, I'm looking for these two things: 1. The presence of a mod. If Captured Dreams is installed, I'll have an NPC have a special line of dialog just for that. 2. The status of a mod's variable. If a player's "gag talk" skill is above a certain threshold, the player will have unique dialog with a gagged NPC. If below that threshold, different dialog. I don't really want to add Captured Dreams (or any more mods) as a hard dependency... I've already got devious devices as hard (and thus all of it's prereqs), because of the devices. QUESTION 2: Pretty sure this will work, just want to clarify: Can I apply armors to an NPC and have them worn by that NPC on certain quest stages? That is, I want an NPC to equip, for example, an armbinder on quest stage 60. I'm assuming it's just additem and then equipitem (I haven't tried this yet). QUESTION 3: Hello dialog permanence How do I make a "hello" dialog topic permanent? That is, at stage 40 or lower, I want my NPC to always say the same line. As it stands now, he says it once and then goes back to default "yes?" or "what is it?" hello dialogs. QUESTION 4: Add/remove items on cell change How do I remove items from the player when changing cells? That is, I want to remove two specific items from the player when he enters a certain cell, and put them back into his inventory when he exits. I'm sure it's something like oncellenter().removeitem(alias) or something, but I haven't been able to find anything like that online. Attached script to a door object?
WaxenFigure Posted February 20, 2015 Posted February 20, 2015 Question 1: Set a Global flag in the CK and in your MOD's startup code check for the presence of the Mod (If Game.GetModByName("ModName.ESP") != 255 ... MyGlobalFlag = 1) Now you can use that global in the conditionals for that speech item and anywhere else you want to check for and possibly use something from that mod. The problem with Outfits is that they get reapplied to the actors if they change locations. So you strip a NPC naked in Whiterun and that NPC enters a house or business and then comes back out later they will have their default outfit restored. Add to that the problem that the SKSE extensions never extended Outfits to create new outfits, enumerate existing outfits to find their parts, alter outfits to add or remove items etc. Without those extensions (which are possible!) we don't have any kind of properly scriptable control of outfits and can only use outfits that are predefined in the CK. I did find in the Slaverun Enforcer mod that I could strip NPCs and then set their outfits to an empty outfit and they would stay stripped after that even if they entered and exited the area and that I could also restore their original outfit (Actor.SetOutfit(Actor.GetActorBase().GetOutFit(False))) by using the GetActorBase which has the original outfit (GetLeveledActorBase has the current outfit). So to answer Question 2: Create the Outfit you want them to wear for that stage in the CK and set the outfit on the NPC and then equip each part of that outfit on that NPC and after that point they should wear that outfit unless some other mod interferes. Question 3: Not sure about that one. I haven't done enough dialoges to be able to help there. Question 4: Set trigger boxes on each side of the door and keep track of which side of the door he is on to start with so the script knows wheter to add or remove the items. That can be broken by people using COC but it should be fine for everyone but the people who use COC too much.
jfraser Posted February 20, 2015 Posted February 20, 2015 Make sure you have added the npc's as ACTOR properties to your script. The code for checking for a mod and starting it if it is found is this: Quest theQuest = Quest.GetQuest("SLTMineQuest") If theQuest theQuest.start() endif If you want to start the mod at a certain stage, it's this: Quest theQuest = Quest.GetQuest("qayl") If theQuest theQuest.setstage(1) endif I don't know if those can be modified for what you're looking for or not, so probably just listen to Wax. Same answer as Wax for the dialogue - I haven't played with the Hello dialogues. edit: I like how we've completely derailed this thread.
Ammo12ga Posted February 20, 2015 Posted February 20, 2015 You don't even have to read this, but I just want to say Doc that it is really exciting for me as a game player that you are working on this again. I love running the races soooooo much! Thank you.
Content Consumer Posted February 20, 2015 Posted February 20, 2015 Question 1: Set a Global flag in the CK and in your MOD's startup code check for the presence of the Mod (If Game.GetModByName("ModName.ESP") != 255 ... MyGlobalFlag = 1) Now you can use that global in the conditionals for that speech item and anywhere else you want to check for and possibly use something from that mod. That works... partially. Using the global flag in a dialog check works fine. The problem is, the script doesn't want to compile. The script: if Game.GetModByName("Captured Dreams.esp") != 255 coco_cdshopactive=1 endif The global variable: The error: CoCo_checkifcdshopactive.psc(9,51): required (...)+ loop did not match anything at input 'coco_cdshopactive' Make sure you have added the npc's as ACTOR properties to your script. The code for checking for a mod and starting it if it is found is this: Quest theQuest = Quest.GetQuest("SLTMineQuest") If theQuest theQuest.start() endif If you want to start the mod at a certain stage, it's this: Quest theQuest = Quest.GetQuest("qayl") If theQuest theQuest.setstage(1) endif I don't know if those can be modified for what you're looking for or not, so probably just listen to Wax. Same answer as Wax for the dialogue - I haven't played with the Hello dialogues. edit: I like how we've completely derailed this thread. Something like that might just work, if I can figure out how to swap "if theQuest" with "if globalvariable==n". The problem is I'm having trouble just getting my global variables to work right. The other problem is that I want to reference a mod's global variables, not a mod's quest... but I assume that it might be something like this: if "Game.GetModByName("the mod.esp").globalvariable(value)") doSomething endif I'd prefer to run the check in dialog with a getglobal like I'm already doing elsewhere, but then the script won't compile because the CK can't actually see the global var. re derailing: How about that local sports team? Do you think they'll make it to the championship game?
jfraser Posted February 20, 2015 Posted February 20, 2015 My local sports team did, in fact, make it to the championship game. And won it, to boot. XD
Content Consumer Posted February 20, 2015 Posted February 20, 2015 Oh no! I was favoring the opposing sports team. They lost, and now I am sad. Hehe... I should have said "So how about those Blackhawks, do you think they'll be able to beat the Orioles at the super bowl this year?" True story... in college, once when we were watching the super bowl, a friend did say "I thought the Indians were playing!" This was the same person who later on said, IIRC, something like "are we in the first half of the second half or the second half of the second half?"
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