jfraser Posted September 8, 2015 Posted September 8, 2015 He was using...something. I don't remember. But I don't think it's in the current version, so there might be issues with whatever it was.
DocClox Posted September 8, 2015 Author Posted September 8, 2015 Not to worry. I might just see if I can take a dagger and replace the blade with something like this:
windu190 Posted September 8, 2015 Posted September 8, 2015 Not to worry. I might just see if I can take a dagger and replace the blade with something like this: Is that a Property of Windhelm brand by any chance?
CataclysmRising Posted September 8, 2015 Posted September 8, 2015 Thanks for the clarification doc. I too agree with the idea of a hard cap at the end. As far as removing the tats/meatstamp, maybe make the face sculptor do it?
Content Consumer Posted September 8, 2015 Posted September 8, 2015 As far as removing the tats/meatstamp, maybe make the face sculptor do it? That's not a bad idea... but it would require making Dawnguard a requirement.
DocClox Posted September 8, 2015 Author Posted September 8, 2015 Is that a Property of Windhelm brand by any chance? There might be a hint or two on my blog As far as removing the tats/meatstamp, maybe make the face sculptor do it? Could work. Could have him (her? never been sure and never interested enough to find out) Anyway, could have him remove locked tats for a set fee anyway. Probably not cheap and the Meat Stamp costs extra. (On the other hand, the Super Secret Tattoo Remover isn't going anywhere either. That's not a bad idea... but it would require making Dawnguard a requirement. Do we have many players now that don't have the DLCs? I can always make it a soft depend.
Content Consumer Posted September 8, 2015 Posted September 8, 2015 That's not a bad idea... but it would require making Dawnguard a requirement. Do we have many players now that don't have the DLCs? I can always make it a soft depend. A good question, and a point I always forget to consider. I'd guess that most people do have the DLC. It's just a knee-jerk reaction for me to worry about dependencies.
jfraser Posted September 8, 2015 Posted September 8, 2015 We do have a mod with people you can pay to remove tats. *whistles innocently while surreptitiously pointing toward Sig* Just unlock the shoulder brand and it will be included.
DocClox Posted September 8, 2015 Author Posted September 8, 2015 I think probably enough have Dawnguard that we'd get away with it. And it's not like there aren't other options. Still, if anyone has any opinions to the contrary, this would be the time to voice them. [edit] We do have a mod with people you can pay to remove tats. *whistles innocently while surreptitiously pointing toward Sig* Just unlock the shoulder brand and it will be included. Yeah, I was assuming everyone knew about that so didn;t mention it. Hmm ... of course it's possible a lot of people actually don't. Do you want me to add that to the "recommended" list on the download page?
DrVec Posted September 8, 2015 Posted September 8, 2015 Soo.. I was trying the new Version and one before. But I have a problem, Its crashing after the Bethesda Logo(normal problem for missing .esm). Maybe its only my own problem. Yes I have all the requirements, yes I was looking with Tes4Edit and I was looking in the Log too, but the same "normal" error as before - if i deactivate qayl it'll work.
DocClox Posted September 8, 2015 Author Posted September 8, 2015 It does sound like a missing esm... Hum. DD Expansion has snuck its way in there. That's about the only thing that I can see that isn't on the download page. Aroused too, but that's a dd depend, so I figure you have that. I am building against the latest Sexlab, so if you're not, you might try that. And it'll need the latest beta SKSE - because Sexlab does now. Apart from that, no idea. I'll run a quick clean in TES5Edit and make sure there's not a stray UDR from somewhere - though that wouldn't cause a crash on logo ... [edit] 67 ITMs (when did they sneak in?) but no UDR
Wandering_Mania Posted September 8, 2015 Posted September 8, 2015 Is that a Property of Windhelm brand by any chance? There might be a hint or two on my blog I was wondering that as well. Nothing is more shameful than being marked by Ulfric Racistcloak... ahem Stormcloak.
DrVec Posted September 8, 2015 Posted September 8, 2015 It does sound like a missing esm... Hum. DD Expansion has snuck its way in there. That's about the only thing that I can see that isn't on the download page. Aroused too, but that's a dd depend, so I figure you have that. I am building against the latest Sexlab, so if you're not, you might try that. And it'll need the latest beta SKSE - because Sexlab does now. Apart from that, no idea. I'll run a quick clean in TES5Edit and make sure there's not a stray UDR from somewhere - though that wouldn't cause a crash on logo ... [edit] 67 ITMs (when did they sneak in?) but no UDR Yes. I dont use the new SexLab Version-only the 159. Is the new a requirement - not all Mods are working with the new one. And I use the Aroused Redux version from Fishburger.
Delzaron Posted September 8, 2015 Posted September 8, 2015 I dont use tatoo mods... maybe it's why I get the loop bug in the only way to travel quest scene ?
Guest Posted September 8, 2015 Posted September 8, 2015 Just thought I'd mention, some people were saying earlier that the gag talk was overriding whatever dialogue is supposed to occur inside the gate. But I tried disabling the gag talk quest (zadgagquest) and the dialogue still did not occur. So I don't think that is responsible for the missing dialogue, it just seems like it is not enabled.
Tepi Posted September 8, 2015 Posted September 8, 2015 As far as I know the dialogue bug is a error in dialogue conditions. It says it needs guest stage 45 but there is not such stage, only 44 and 50. Must be a typo right? Or I'm completely incompetent in using tes5edit.
Eskella Posted September 8, 2015 Posted September 8, 2015 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..." Could just leverage the fact that Cursus gives you a drink to kick things off."You're not sure what was in that drink, but you just had the strangest dream..."Of course, when new content comes along, you find out it wasn't a dream after all...
Guest Posted September 8, 2015 Posted September 8, 2015 As far as I know the dialogue bug is a error in dialogue conditions. It says it needs guest stage 45 but there is not such stage, only 44 and 50. Must be a typo right? Or I'm completely incompetent in using tes5edit. Will edit the .esp and report back
DocClox Posted September 8, 2015 Author Posted September 8, 2015 I was wondering that as well. Nothing is more shameful than being marked by Ulfric Racistcloak... ahem Stormcloak.That's actually, probably not going to happen. As such. Probably. Yes. I dont use the new SexLab Version-only the 159. Is the new a requirement - not all Mods are working with the new one. And I use the Aroused Redux version from Fishburger.Neither of which I'd have expected to cause problems, but either could be the problem. How to narrow it down, I wonder. I dont use tatoo mods... maybe it's why I get the loop bug in the only way to travel quest scene ?Nah. All that happens is you don't get tattoos. You're well past the tattoo point by the time you get to collars. Just thought I'd mention, some people were saying earlier that the gag talk was overriding whatever dialogue is supposed to occur inside the gate. But I tried disabling the gag talk quest (zadgagquest) and the dialogue still did not occur. So I don't think that is responsible for the missing dialogue, it just seems like it is not enabled.Yeah, if the gag talk is causing the problems you get all the "mmmph" stuff. I think I fixed that one. There is still plenty of room for other scene-breaking bugs though As far as I know the dialogue bug is a error in dialogue conditions. It says it needs guest stage 45 but there is not such stage, only 44 and 50. Must be a typo right? Or I'm completely incompetent in using tes5edit.That sounds both useful and plausible: thank you. It's getting a bit late here, but I'll check that one out tomorrow. Might get another release out at this rate Could just leverage the fact that Cursus gives you a drink to kick things off. "You're not sure what was in that drink, but you just had the strangest dream..." Of course, when new content comes along, you find out it wasn't a dream after all... I could do that. Or I could drop the player next to a fire somewhere in the middle of nowhere, still fully bound and with the meat stamp optionally unlocked. Throw in a bit of narrative about how you run and run until you lose all sense of where you are until finally, hungry and freezing, you see at last some sign of habitation in the wilderness... ... how mean do you think I'm likely to be at this point? Will edit the .esp and report back Cool. Thanks
Eskella Posted September 8, 2015 Posted September 8, 2015 I could do that. Or I could drop the player next to a fire somewhere in the middle of nowhere, still fully bound and with the meat stamp optionally unlocked. Throw in a bit of narrative about how you run and run until you lose all sense of where you are until finally, hungry and freezing, you see at last some sign of habitation in the wilderness...... how mean do you think I'm likely to be at this point? Hey, that works just as well. Just slightly different flavour. The PC thinking it's a vivid dream vs. knowing it's real would change the way some players' characters would react, in theory, so either works, but I'm not sure which works best for a 'this mod is incomplete come back later' stopping point. The above certainly works better than the 'you somehow escaped' route for keeping people 'tethered' to the plot, mind you, because if my character simply escaped she would be preparing for murderous revenge rather than praying that cabin in the woods was safe.
DocClox Posted September 8, 2015 Author Posted September 8, 2015 Fair point. Maybe throw in some partial amnesia and let the player decide what they remember. I think the next stage will probably need a clean save anyway, but that's no reason not to give people the props they need to role-play
Guest Posted September 8, 2015 Posted September 8, 2015 Report: Changing the dialogue condition to 44 instead of 45 made everything work, but I locked up shortly after. Probably because I messed up when compiling something
jfraser Posted September 8, 2015 Posted September 8, 2015 I think probably enough have Dawnguard that we'd get away with it. And it's not like there aren't other options. Still, if anyone has any opinions to the contrary, this would be the time to voice them. [edit] We do have a mod with people you can pay to remove tats. *whistles innocently while surreptitiously pointing toward Sig* Just unlock the shoulder brand and it will be included.Yeah, I was assuming everyone knew about that so didn;t mention it. Hmm ... of course it's possible a lot of people actually don't. Do you want me to add that to the "recommended" list on the download page? only if you recommend it.
DrVec Posted September 8, 2015 Posted September 8, 2015 Update to the new SexLab Version. Same Problem.. mhh.. I give up :/
sou93mondal Posted September 9, 2015 Posted September 9, 2015 Is there anything else that's supposed to happen after getting in the cage at northwatch keep? The mod just ends there?
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