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Quick As You Like! (A Devious Adventure)


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Posted

 

Except I don't have that :P

So did you do the ConsoleMfg thing yet?

 

I;m sure QAYL isn't spawning those Thalmor, but if there's an incompatible mod, I'd like to be able to list it on the download page.

 

 

The pain!!

 

 

post-19297-0-99033200-1441626169_thumb.jpg

 

 

 

It seems the culprit is Northern Encounters: http://www.nexusmods.com/skyrim/mods/34492/?

Didn't even think about that as I thought it only added stuff to snowy regions.

Posted

Wow. I can see how that would make things a lot more challenging.

 

I might even suggest it for those looking for a really hardcore experience ;)

Posted

Yeah, it's a known issue, doesn't affact everyone (and I tend not to see it which is why it's taken so long to fix).

 

Short term fix is to open the console and type "rimodcf" for "remove imod cross fade". That will return your vision to normal.

 

In the longer term, I was looking at a fix for this last night. When I wrote the initial blackout code I didn't really know what I was doing and some part of it all hasn't been removed or cleared. I should be able to sort that out fairly quickly

 

That worked perfectly, thank you. I doubt my character Emily appreciates that now I can make her run the lenght of Skyrim while dodging rapacious bandits, but I sure appreciate it.

Posted

How the mod works after the first race ?

enter a town after a couple of days after escaping the cage and the courier should find you.

Posted

OK - I may have a small mystery solved. There are two update loops at the start of the race, each setting a state. If the wrong state is enabled at the wrong time it would stop the shader from clearing. And since it would be a timing issue, it wouldn't happen to everyone.

Testing a fix now to make sure the quest still starts. After that I'll post some loose pex files. If someone who has the problem could test and see if they help, that would be great.

[edit]

Now I get the effect as well. Oh well, I can at least confirm that the code is being called. Must have a property wrong.

 

[edit]

 

OK - modified scripts attached. If someone would like to unzip them into their scripts folder and then start the race and see if the blur clears, I'd appreciate it.

 

This won't help with the red mist that descends during the cart scene however. I have a separate fix in mind for that

 

 

qayl_scripts.7z

Posted

The only way to travel quest last scene dont work.

 

It's block after the collar step.

 

It's possible to add an acces to Curius estate ? Just for killing him...

Posted

I have a problem with my character since she has quest items.  I cannot remove the quest items and keep being told to put what is in my left hand in the chest.  Is there some dialogue I am not doing right?

 

Aside from the report can you tell me how to console items off my character?  Last update I made it into the cart and really love this dialogue.  I am really looking forward to getting to the manor.  Once again, thanks for making this great mod.

 

Not sure if it's your problem, but I remember running into this quite a while back because I was playing my mage character and had a spell in my hand. Might try checking that, since the game also seems to like to automatically re-equip spells when you unequip the weapon in your hand.

Posted

 

 

Except I don't have that :P

So did you do the ConsoleMfg thing yet?

 

I;m sure QAYL isn't spawning those Thalmor, but if there's an incompatible mod, I'd like to be able to list it on the download page.

The pain!!

 

 

 

It seems the culprit is Northern Encounters: http://www.nexusmods.com/skyrim/mods/34492/?

Didn't even think about that as I thought it only added stuff to snowy regions.

I'd prefer that actually. You have less thalmor than I do! Not only that, but you don't have a "Foreigner" npc from the Dragon Age Weapons mod kicking their asses. I do have Northern Encounters, too, so I guess the combination of those three mods have overloaded that gate for me.

Posted

The only way to travel quest last scene dont work.

 

It's block after the collar step.

 

Did you put it on yourself at all? I think the collar (and probably the shoes) hang if you do that. Try asking BJ to put them on for you, or just saying you don't want it.

 

I'm working on a fix to the problem now. Assuming the blur bug is fixed, anyway...

 

It's possible to add an acces to Curius estate ? Just for killing him...

 

Well, you'll get to meet him again shortly. That much I can promise.

 

Not sure if it's your problem, but I remember running into this quite a while back because I was playing my mage character and had a spell in my hand. Might try checking that, since the game also seems to like to automatically re-equip spells when you unequip the weapon in your hand.

That's possible. Bjorlam used to be a lot smarter about detecting if you had weapons or spells or whatever, but it was far too hard to make it cover all the edge cases, so I made him a bit more relaxed about it all. But it's possible he's still picky about equipped spells. I'll check.

 

Also, I notice he's stopped asking the player to put her clothes in the chest before she locks it. That has to change! :)

Posted

Honest question: Why is it taking so long to get a version that's fairly safe and stable?

 

I'm not trying to be critical or anything, I'm just honestly curious what setbacks you've faced or why your process takes longer.

 

Looking forward to a stable version! :)

Posted

Finally managed to get the scene at the estate to start, I've gotten to the bit where the guards chase off BJ and then nothing happens, am I safe to assume the mod ends there for the moment? Or am I still getting stuck too early?

Didn't have the time to start from the beginning to see if the blur is solved, but will do so soon.

Posted

Honest question: Why is it taking so long to get a version that's fairly safe and stable?

 

I'm not trying to be critical or anything, I'm just honestly curious what setbacks you've faced or why your process takes longer.

 

Looking forward to a stable version! :)

 

Are there any adult Skyrim quest mods that are safe and stable?

Posted

 

Honest question: Why is it taking so long to get a version that's fairly safe and stable?

 

I'm not trying to be critical or anything, I'm just honestly curious what setbacks you've faced or why your process takes longer.

 

Looking forward to a stable version! :)

 

Are there any adult Skyrim quest mods that are safe and stable?

 

 

Touche!

 

Most of them don't have a red warning claiming they're going to ruin your save for suresies though.

Posted

Most of them don't have a red warning claiming they're going to ruin your save for suresies though.

The problem is I need to get our girl to point where I can release her from bondage (or at least turn her loose) and stop the red pulsing effect.

 

I can't really do that at the end of the cart scene. I mean if BJ said "sorry lass, just kidding, you can go now" it would be a bit of a let down. So I need to get the story to a point where it makes sense to turn her loose. Once the player has a path that leads to them being able to free themselves I'll take the red warning notice down.

 

Why's it taking so long? Complex scenes are a lot harder to debug than you might think and I pretty much abandoned this a year ago with one buggy as hell and one under construction. I've only really been working on this again for a couple of weeks. I'm not doing badly considering.

 

I'm also not going to push myself as hard as I usually do, or at least I'm going to keep monkeying with side projects so I don't get bored and forget why the project is supposed to be fun like I did last time. I don't want to burn out on this again.

 

It's also worth pointing that I have a paying job and a wife and cats to spend time with, so there's only so much time I can spend on this.

 

So it might take a while yet.

 

 

Finally managed to get the scene at the estate to start, I've gotten to the bit where the guards chase off BJ and then nothing happens, am I safe to assume the mod ends there for the moment? Or am I still getting stuck too early?

 

Well, Lurghi has bit of a lecture on the subject of Women's Rights that he'd like to give, and then there's a walk down the path to see Cursus - but I'm not sure how much of that is accessible.

 

You're pretty much at the end until I gt some debug time for the estate. I've been fixing odd bugs from earlier on for the last few days.

Posted

No worries, doc! One thing you could do for now, though, is just make a hard cap at the end of the current content that removes all scripts and effects. Then we could add it to a regular play through and be able to continue where we left off once your current storyline is done.

Posted

Doable I suppose. Unlock the tats and transport you back to Skyrim. Deactivate the meatstamp so it's just another tat.

 

Maybe with a bit of narrative about "somehow you manage to escape and hide..."

 

On a completely different note - does anyone know if there's a weildable branding iron anywhere? I know about the Dwemer CNC rig - this one needs to be hand held.

Posted

dear DocClox, about the meatstamp removing. i real love the effects from and i would real like it to have it permanent. so my idea for removing the tats, maybe the option to choose to remove the tats you dont *like*/all and the option having some/1 (like my beloved meatstamp) with his effect still active. is this doable?

Posted

 

On a completely different note - does anyone know if there's a weildable branding iron anywhere? I know about the Dwemer CNC rig - this one needs to be hand held.

 

Slaves of Tamriel has a handheld branding iron, not sure wether he got it somewhere or he made it himself though. 

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