jfraser Posted June 8, 2015 Posted June 8, 2015 I think i read in the description of another mod, that there is a tatoo in Quick as you like, that can't be removed? So how do deal with this?I think it's been reported that Remove Your Tattoos also removes it, if you want a slightly more in-character way. This shameless plug brought to you by Calgon. Calgon, it takes you away! Remove Your Tattoos didn't work for me. So much for that theory. thanks.
Content Consumer Posted June 8, 2015 Posted June 8, 2015 I think i read in the description of another mod, that there is a tatoo in Quick as you like, that can't be removed? So how do deal with this?I think it's been reported that Remove Your Tattoos also removes it, if you want a slightly more in-character way. This shameless plug brought to you by Calgon. Calgon, it takes you away! Remove Your Tattoos didn't work for me. So much for that theory. thanks. I blame Calgon. And the tattoo remover worked for me... but that was, IIRC, a slavetats version or two ago?
jfraser Posted June 8, 2015 Posted June 8, 2015 I think i read in the description of another mod, that there is a tatoo in Quick as you like, that can't be removed? So how do deal with this?I think it's been reported that Remove Your Tattoos also removes it, if you want a slightly more in-character way. This shameless plug brought to you by Calgon. Calgon, it takes you away! Remove Your Tattoos didn't work for me. So much for that theory. thanks. I blame Calgon. And the tattoo remover worked for me... but that was, IIRC, a slavetats version or two ago? I haven't done anything with it for awhile, but i do not believe the code to remove the tats has changed since the mod's first incarnation.
Min Posted June 8, 2015 Posted June 8, 2015 Hey guys. What did I miss? I have the coming week off work. I might see if I can fix a couple of issues on this thing. (I've been badly distracted by work and Morrowind lately). Welcome back!
DocClox Posted June 9, 2015 Author Posted June 9, 2015 Hi Doc! And welcome back. Still remember me?Of course. And thank you for the kind words about my writing And thank you all, for that matter. I'm just editing the cage layout to hopefully put the chair escape out of reach at long last. If this works I'll try and sort out the crash with the cart scene.
badbat111 Posted June 9, 2015 Posted June 9, 2015 Hi Doc! And welcome back. Still remember me?Of course. And thank you for the kind words about my writing And thank you all, for that matter. I'm just editing the cage layout to hopefully put the chair escape out of reach at long last. If this works I'll try and sort out the crash with the cart scene. why not have people waiting in line for the cart travlers that want to go to other cities and have it use them instead of people in the area of reading the letter ?
DocClox Posted June 9, 2015 Author Posted June 9, 2015 Been reading back through some of the earlier posts Anyway, I love the idea. But I have one last thing to say, it's about the Slave Tats. I'm playing a male PC, it seems it's supported by the mod (since the NPC asked the player if he really wanted to strat the mod), but I had a tatoo for a female character. It's nothing horrible, but is it possible to avoid that? I don't knopw if it's complicated and it's not a bug or a problem, just a question. And if it's not possible, there's nothing bad about that ^^ Just to clarify things a little: I wouldn't say "supported" so much as "enabled". I didn't see any point in excluding male characters, but I thought most guys playing a male PC would appreciate a warning if they forgot that QAYL was loaded. (I know I've been thankful for it on occasion). Sadly though, that one line of dialogue is the only allowance I make for male PCs.I can probably add checks so that male runners get tats designed for male anatomy, if such are present. The major caveat there is that I don't want to make submissive tattoos for male anatomy. If someone else is willing to make the tats, I'll see about wiring them into the mod. Male submission is really not my thing and I don't want to do it. Probably wouldn't do a very good job of it, either Anyway, great mod, I'm wathing for the next versions! Good good. Glad you had a good time. why not have people waiting in line for the cart Hey badders! How you doing? travlers that want to go to other cities and have it use them instead of people in the area of reading the letter ? Would work. Let me see if I can get the script to trigger properly first. If not, I'll see about trying it your way [edit] I've attached a zip with a patched esp that should prevent runners form using the chair to get out of the cage. If a couple of people would like to check in case there are any issues with it, that would be great. If this works, I'll look at the cart scene next qayl_patch.7z
JustJustin Posted June 9, 2015 Posted June 9, 2015 I've attached a zip with a patched esp that should prevent runners form using the chair to get out of the cage. If a couple of people would like to check in case there are any issues with it, that would be great. If this works, I'll look at the cart scene next It worked for me in that the chair was further away, hence unusable, and the cage is set up differently. EDIT2: Alright, done now. It did work, the chair was out of reach, and everything went off without the hitch apart from one thing, which has to do with getting out, hence spoilerified: The key seemed to be underneath the note, not the plate, so as soon as I picked up the note the key was visible. I tried going through this twice and both times it was on top. . Also, is there any way to stop enemies from harassing you in the cage? There's a particularly persistent mudcrab that I've had to change sides when approaching the cage to avoid, it's only really a problem if you haven't been able to get rid of the armbinder, but it can be rather annoying, as it stops you from sleeping.
badbat111 Posted June 9, 2015 Posted June 9, 2015 Been reading back through some of the earlier posts Anyway, I love the idea. But I have one last thing to say, it's about the Slave Tats. I'm playing a male PC, it seems it's supported by the mod (since the NPC asked the player if he really wanted to strat the mod), but I had a tatoo for a female character. It's nothing horrible, but is it possible to avoid that? I don't knopw if it's complicated and it's not a bug or a problem, just a question. And if it's not possible, there's nothing bad about that ^^ Just to clarify things a little: I wouldn't say "supported" so much as "enabled". I didn't see any point in excluding male characters, but I thought most guys playing a male PC would appreciate a warning if they forgot that QAYL was loaded. (I know I've been thankful for it on occasion). Sadly though, that one line of dialogue is the only allowance I make for male PCs. I can probably add checks so that male runners get tats designed for male anatomy, if such are present. The major caveat there is that I don't want to make submissive tattoos for male anatomy. If someone else is willing to make the tats, I'll see about wiring them into the mod. Male submission is really not my thing and I don't want to do it. Probably wouldn't do a very good job of it, either Anyway, great mod, I'm wathing for the next versions! Good good. Glad you had a good time. why not have people waiting in line for the cart Hey badders! How you doing? travlers that want to go to other cities and have it use them instead of people in the area of reading the letter ? Would work. Let me see if I can get the script to trigger properly first. If not, I'll see about trying it your way [edit] I've attached a zip with a patched esp that should prevent runners form using the chair to get out of the cage. If a couple of people would like to check in case there are any issues with it, that would be great. If this works, I'll look at the cart scene next im ok thanks how are you ?
zaraia Posted June 9, 2015 Posted June 9, 2015 I've attached a zip with a patched esp that should prevent runners form using the chair to get out of the cage. If a couple of people would like to check in case there are any issues with it, that would be great. If this works, I'll look at the cart scene next Worked for me, except like Justin said the key looks like it's on the plate (but I still have to pick up the plate first to reach it). Didn't have any problems with enemies this time, but last time I had passing bandits teleporting into the cage using Deviously Helpless. But I'm guessing there's not much that can be done about that.
DocClox Posted June 9, 2015 Author Posted June 9, 2015 Alright, done now. It did work, the chair was out of reach, and everything went off without the hitch apart from one thing, which has to do with getting out, hence spoilerified: The key seemed to be underneath the note, not the plate, so as soon as I picked up the note the key was visible. I tried going through this twice and both times it was on top. Interesting thing about that: That was how it was always supposed to be set up, but the havok physics system means items get a min of their own sometimes. This time I set the "no havok settle" flag on the three items and suddenly everything behaves as expected - making the problem unexpectedly easier So you think it would work better with the key beneath the plate? Also, is there any way to stop enemies from harassing you in the cage? There's a particularly persistent mudcrab that I've had to change sides when approaching the cage to avoid, it's only really a problem if you haven't been able to get rid of the armbinder, but it can be rather annoying, as it stops you from sleeping.Hmm... there's a spawn point out back there that I've always ignored since it's generally far enough away not to have an effect. But of course the cage has moved and now you're that much nearer. Easiest is if I just move the spawn point. im ok thanks how are you ?Oh, you know. Mustn't grumble Didn't have any problems with enemies this time, but last time I had passing bandits teleporting into the cage using Deviously Helpless. But I'm guessing there's not much that can be done about that.I'll move the spawn point back down the shoreline. I don't want the problem to go away entirely, but it sounds like it's happening too often at the moment. And yeah, Helpless 'porting bandits into the cage is probably nothing I can fix. At least not any time soon; there may be a flag somewhere I can set to disable helpless while the PC is in the cage. Definitely a job for later though
r5e4w3q2 Posted June 10, 2015 Posted June 10, 2015 Didn't have any problems with enemies this time, but last time I had passing bandits teleporting into the cage using Deviously Helpless. But I'm guessing there's not much that can be done about that.I'll move the spawn point back down the shoreline. I don't want the problem to go away entirely, but it sounds like it's happening too often at the moment. And yeah, Helpless 'porting bandits into the cage is probably nothing I can fix. At least not any time soon; there may be a flag somewhere I can set to disable helpless while the PC is in the cage. Definitely a job for later though There is a way for you to temporarily disable both DH and DCL events, Though I don't understand the instructions myself. Added functions into wd_util.psc for other mods to temporarily disable DH from starting scenes For mod authors, the functions to temporarily suspend DH scenes are now useable with modevents as well, making it possible to use without having DH around. See wd_util.psc for details. DCL is suppose to work the same way.
JustJustin Posted June 10, 2015 Posted June 10, 2015 Alright, done now. It did work, the chair was out of reach, and everything went off without the hitch apart from one thing, which has to do with getting out, hence spoilerified: The key seemed to be underneath the note, not the plate, so as soon as I picked up the note the key was visible. I tried going through this twice and both times it was on top. Interesting thing about that: That was how it was always supposed to be set up, but the havok physics system means items get a min of their own sometimes. This time I set the "no havok settle" flag on the three items and suddenly everything behaves as expected - making the problem unexpectedly easier So you think it would work better with the key beneath the plate? I see, well I guess in my opinion it would depend on what you intend it to be: Is it supposed to be that actually using the key is the intelligence test, or using sneak to reach it through the bars? I originally assumed it was the latter coupled with finding the thing, but I guess it works either way. When the key was underneath the plate I always had to use sneak so that I could pick the thing up, but that's no longer the case when it's on the plate. If the test is just using it, then fair enough, it's a bit more of an insult to the intelligence, following the theme that the female PC is lacking in any coherent thought not pertaining to sex. However, if you're going for something a little more challenging, then underneath the plate is surely better. Tbh, in terms of unneeded effort, this is a rather small thing anyway, so you could easily just choose not to be bothered by it, I couldn't say how it would be perceived by someone encountering it for the first time, but I could see it working on the plate. Even so, I only started an account on here very recently, to comment for once, so perhaps you'll want either more opinions or those of a more experienced critic, just my thoughts though.
Content Consumer Posted June 10, 2015 Posted June 10, 2015 The "intelligence test" in the mod is not an intelligence test. It's another insult. I'm trying to think up a joke about people failing this meta-intelligence-test but I can't, because I'm not smart enough to pass a joke-making intelligence test.
JustJustin Posted June 10, 2015 Posted June 10, 2015 The "intelligence test" in the mod is not an intelligence test. It's another insult. I'm trying to think up a joke about people failing this meta-intelligence-test but I can't, because I'm not smart enough to pass a joke-making intelligence test. Yeah I considered that and said so, I can only guess at what is intended though, either one has a good effect imo.
badbat111 Posted June 10, 2015 Posted June 10, 2015 Alright, done now. It did work, the chair was out of reach, and everything went off without the hitch apart from one thing, which has to do with getting out, hence spoilerified: The key seemed to be underneath the note, not the plate, so as soon as I picked up the note the key was visible. I tried going through this twice and both times it was on top. Interesting thing about that: That was how it was always supposed to be set up, but the havok physics system means items get a min of their own sometimes. This time I set the "no havok settle" flag on the three items and suddenly everything behaves as expected - making the problem unexpectedly easier So you think it would work better with the key beneath the plate? I see, well I guess in my opinion it would depend on what you intend it to be: Is it supposed to be that actually using the key is the intelligence test, or using sneak to reach it through the bars? I originally assumed it was the latter coupled with finding the thing, but I guess it works either way. When the key was underneath the plate I always had to use sneak so that I could pick the thing up, but that's no longer the case when it's on the plate. If the test is just using it, then fair enough, it's a bit more of an insult to the intelligence, following the theme that the female PC is lacking in any coherent thought not pertaining to sex. However, if you're going for something a little more challenging, then underneath the plate is surely better. Tbh, in terms of unneeded effort, this is a rather small thing anyway, so you could easily just choose not to be bothered by it, I couldn't say how it would be perceived by someone encountering it for the first time, but I could see it working on the plate. Even so, I only started an account on here very recently, to comment for once, so perhaps you'll want either more opinions or those of a more experienced critic, just my thoughts though. im guessing the test is because some people dont take leaflets they just read it when its on the floor ie the test to see if you would pick the paper up or just stupid to read the paper without picking it up think about it the key is under the paper not on it some people will read the paper and books without picking them up i do it in others houses on the game i read it without taking it
JustJustin Posted June 10, 2015 Posted June 10, 2015 I could see that being the case too. There is perhaps a certain dramatic irony to our arguing about what the intelligence test was, perhaps this is what Doc intended all along, we're totally proving him right xD He's likely not called a mad scientist for nothing. Such machinations.
DocClox Posted June 10, 2015 Author Posted June 10, 2015 Heheh. I can settle this one, at least CoCo has it right. The "intelligence test" is just another insult. It's supposed to suggest that your toon is too stupid to use a key in a lock when its presented to her on a plate. Plus it gives the note-writer a chance to make some sneering comments about your char's sexual habits. The fact that occasionally someone would read the note without picking it up and so never see the key ... that was a bonus as far as I was concerned. So yeah, probably it's as hidden as it needs to be
zaraia Posted June 10, 2015 Posted June 10, 2015 I just tried the carriage scene again (I was planning to coc to the manor to do some snooping, since I heard there were already some NPCs there), and I seem to have encountered a bug, so since Bjorlam told me to report it I guess I should do what he says. I had just put on the heels, when Bjorlam said he had forgotten what comes next, and I started hypnotically walking along the road towards the manor. I was getting a little excited to see if this bug might actually make it possible to continue the quest, but unfortunately I got struck by lightning just before arriving and got stuck in ragdoll (stupid weather mods). I'm guessing one issue might be incompatibility with Spectator Crowds though. I noticed the crowd didn't gather like last time, and instead only the people nearby showed up for the duration of each animation. edit: Still have the same issue with Spectator Crowds disabled, people don't gather around and I keep walking away. Also the belt doesn't fit for some reason, is it DD like the rest? I use UNP.
JustJustin Posted June 10, 2015 Posted June 10, 2015 Also the belt doesn't fit for some reason, is it DD like the rest? I use UNP. The belt didn't fit for me either, on UNP - clips through my stomach. Also, is the back stamp tattoo always supposed to be applied? The first time they were applied it wasn't, then every subsequent time it was, and now for the past two it again hasn't been.
DocClox Posted June 11, 2015 Author Posted June 11, 2015 The belt was a bit of a mashup. I think the base item comes from Zaz (I can't remember now). I tinted the textures to better fit with the red leather theme and added some DD scripting. I think the UNP issues cropped up before. I seem to recall someone making a version sized for UNP, but that was about when other things started to claim my attention and it's all a bit fuzzy, regrettably. It would be nice to handle other bodies correctly. The bug when you put an item on yourself has been a pain to find. Spectator Crowds: is that a mod? The cart scene handles its own crowd gathering; if SC snags the nearest N actors to watch the action, it's may be that QAYL has grabbed them all first. Depending on who might be in the area of course. The backstamp tattoo should apply every time. It might be a slavetats/jcontainers version issue since the esp I posted was built against the latest versions of each. Hope that makes sense - just woken up.
JustJustin Posted June 11, 2015 Posted June 11, 2015 The belt was a bit of a mashup. I think the base item comes from Zaz (I can't remember now). I tinted the textures to better fit with the red leather theme and added some DD scripting. I think the UNP issues cropped up before. I seem to recall someone making a version sized for UNP, but that was about when other things started to claim my attention and it's all a bit fuzzy, regrettably. It would be nice to handle other bodies correctly. The bug when you put an item on yourself has been a pain to find. Spectator Crowds: is that a mod? The cart scene handles its own crowd gathering; if SC snags the nearest N actors to watch the action, it's may be that QAYL has grabbed them all first. Depending on who might be in the area of course. The backstamp tattoo should apply every time. It might be a slavetats/jcontainers version issue since the esp I posted was built against the latest versions of each. Hope that makes sense - just woken up. Hmm, well the belt isn't a very important problem. Spectator Crowds is a mod yes, I think it has in the past been known to have conflicts with other mods, however in itself it's supposed to be quite popular, I've never used it myself. So if the back stamp wasn't applied, ought I to go to your evil warehouse and keep pressing the button until I get a set with it on? Or can I apply it myself? Or should I restart the quest altogether? I assume it's important for the Solvent quest somehow.
jfraser Posted June 11, 2015 Posted June 11, 2015 The belt was a bit of a mashup. I think the base item comes from Zaz (I can't remember now). I tinted the textures to better fit with the red leather theme and added some DD scripting. I think the UNP issues cropped up before. I seem to recall someone making a version sized for UNP, but that was about when other things started to claim my attention and it's all a bit fuzzy, regrettably. It would be nice to handle other bodies correctly. The bug when you put an item on yourself has been a pain to find. Spectator Crowds: is that a mod? The cart scene handles its own crowd gathering; if SC snags the nearest N actors to watch the action, it's may be that QAYL has grabbed them all first. Depending on who might be in the area of course. The backstamp tattoo should apply every time. It might be a slavetats/jcontainers version issue since the esp I posted was built against the latest versions of each. Hope that makes sense - just woken up. Hmm, well the belt isn't a very important problem. Spectator Crowds is a mod yes, I think it has in the past been known to have conflicts with other mods, however in itself it's supposed to be quite popular, I've never used it myself. So if the back stamp wasn't applied, ought I to go to your evil warehouse and keep pressing the button until I get a set with it on? Or can I apply it myself? Or should I restart the quest altogether? I assume it's important for the Solvent quest somehow. You can set it yourself using slavetats.
zaraia Posted June 11, 2015 Posted June 11, 2015 The belt was a bit of a mashup. I think the base item comes from Zaz (I can't remember now). I tinted the textures to better fit with the red leather theme and added some DD scripting. I think the UNP issues cropped up before. I seem to recall someone making a version sized for UNP, but that was about when other things started to claim my attention and it's all a bit fuzzy, regrettably. It would be nice to handle other bodies correctly. The bug when you put an item on yourself has been a pain to find. Spectator Crowds: is that a mod? The cart scene handles its own crowd gathering; if SC snags the nearest N actors to watch the action, it's may be that QAYL has grabbed them all first. Depending on who might be in the area of course. The backstamp tattoo should apply every time. It might be a slavetats/jcontainers version issue since the esp I posted was built against the latest versions of each. Hope that makes sense - just woken up. Yes Spectator Crowds is a mod, it makes people gather around and watch when there's a sex act going on in public (not terribly realistic for everyone to ignore it). But it's not that, even with it disabled people no longer show up like before and I keep trying to walk away, also there's no longer that dialogue with the fellow who tries to convince Bjorlam to get a drink. Actually I don't even get chained into the cart. But it's probably a conflict with some of my other mods, I'm guessing it can't be the patch you just made. I'll test again when I can.
justbob2 Posted June 15, 2015 Posted June 15, 2015 I got to the point where Bjorlam "secures" me for travel and steps out of the cart to begin his monologue about getting a drink. I get a CTD right after he says to watch the cart for him. I assume this is a trigger point to start the next scene? Is there any way to advance the quest past this point (and bypass the crash?) so I can find out what happens next? Also, It was problematic to even get to this point. Apparently my character under AI control kept getting hung up trying to get into the cart. I had to use the ZaZ animation menu and toggle the player AI off, jump up in the cart, then turn it back on. I really hope you can get this mod stable as I am enjoying it even the way it is. Either way, thanks for your time and effort on this project. F.Y.I. - In case you are interested, I think I created a bug after escaping from the cage. I thought that was the end of the current content, so I used SHOWRACEMENU to remove the tattoos. Then I got the note to go meet Bjorlam. When it became apparent in the conversation that the tats were important, I saved with the intent to replace them the same way I removed them. But when I restarted the save, the tattoos reappeared by themselves! I was happy with this until I saved again, only to have the tats disappear again when I started from the new save point. I assume this issue was my fault for messing with the tats and I want to warn others not to do this until they are done with your mod.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now