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Quick As You Like! (A Devious Adventure)


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Posted

 

So I turned off the following mods in MO to see what would happen because all were offering dialogue options that seemed to bypass whatever was trying to happen;

 

sexlabsstories + SLStoriesDevious.

MilkMod

SD32+

SLDialogues

 

Once they were all gone, I get;

 

"right, now that the mouth breather is gone, let's get started". And then nothing happens.

Hmm... so there's definitely a clash somewhere.

 

There's probably a flag somewhere to disable that. In the meantime, if you can live without those, you might as well turn them off for the duration of the scene. There's not a lot to go and you can turn them back on afterwards.

 

Thanks for the investigative work :)

 

 

 

 

No worries, it's a slow day. :D

 

If you can't resolve it, I'd just list SLstories+SLStoriesDevious as a conflict, and warn people to turn off MilkMod in the MCM (I think it has a shutdown feature of some kind, or a "remove character from list" option but I'm not that familiar with it).  SLStories+SLDevious stories is just a dialogue event bridge and while what's there is nicely done, it's still really raw and I get the impression the creator isn't rushing to complete it. 

 

Is there a "setstage" command I can use to move the guy at the gate along? I'm stuck there right now and am curious to see what comes next. 

Posted

I did just get that issue with the recent version but it was because I was messing around with the QUAYL tats folder (I was curious since I always seem to get the same ones, so I wanted to see if I could force certain tats to be picked by removing others). It seems that the tats are not randomly picked, so if something goes wrong with the tattoo installation, or the tattoo picking option, you can get a hang up in that black screen.

 

Doc, it seems that only about half of the tattoo options available are set up to be chosen when you start the quest. Is that deliberate?

 

This is how I choose 'em:

 

int function get_tats(string folder)
;
;       need a template to search the database. create an object
;       and give it a PATH string on which to match
;
        int template = JValue.retain(JMap.object())
        JMap.setStr(template, "texture", "qayl\\"+folder+"\\*")
;
;       now get an array to hold all the matching tattoos
;
        int vec = JValue.retain(JArray.object())
;
;       finally, search the database
;
        query_available_tattoos(template, vec, domain="QAYL")
        jvalue.release(template)
        return vec
endfunction
So that runs through the qayl_locking.json file and slurps all the entries where the texture path matches qayl/whatever. So that should get all the tats in a category. Then I pass that list (the "int vec" param is a jcontainers array) to this function:

 

int function rand_tat(int vec)
;
;       how many tats in the array, ahyhoo?
;
        int lim = JArray.count(vec)
        if lim == 0
                debug.trace("QAYL_Tats: slavetats loaded but not QAYL tattoos found.")
                return 0
        endif
;
;       get a random integer between zero and ... THAT many!
;
        int index = utility.RandomInt(0, lim - 1)
;
;       return the tat at that index
;
        return JArray.getObj(vec, index)
endfunction
So it ought to be random, so far as I can see. And complete too. What did you reckon was missing?
Posted

 

I did just get that issue with the recent version but it was because I was messing around with the QUAYL tats folder (I was curious since I always seem to get the same ones, so I wanted to see if I could force certain tats to be picked by removing others). It seems that the tats are not randomly picked, so if something goes wrong with the tattoo installation, or the tattoo picking option, you can get a hang up in that black screen.

 

Doc, it seems that only about half of the tattoo options available are set up to be chosen when you start the quest. Is that deliberate?

 

This is how I choose 'em:

 

int function get_tats(string folder)
;
;       need a template to search the database. create an object
;       and give it a PATH string on which to match
;
        int template = JValue.retain(JMap.object())
        JMap.setStr(template, "texture", "qayl\\"+folder+"\\*")
;
;       now get an array to hold all the matching tattoos
;
        int vec = JValue.retain(JArray.object())
;
;       finally, search the database
;
        query_available_tattoos(template, vec, domain="QAYL")
        jvalue.release(template)
        return vec
endfunction
So that runs through the qayl_locking.json file and slurps all the entries where the texture path matches qayl/whatever. So that should get all the tats in a category. Then I pass that list (the "int vec" param is a jcontainers array) to this function:

 

int function rand_tat(int vec)
;
;       how many tats in the array, ahyhoo?
;
        int lim = JArray.count(vec)
        if lim == 0
                debug.trace("QAYL_Tats: slavetats loaded but not QAYL tattoos found.")
                return 0
        endif
;
;       get a random integer between zero and ... THAT many!
;
        int index = utility.RandomInt(0, lim - 1)
;
;       return the tat at that index
;
        return JArray.getObj(vec, index)
endfunction
So it ought to be random, so far as I can see. And complete too. What did you reckon was missing?

 

 

Huh. This might be a case of me taking too small a sampling (I ran through that specific event change about 15 times and got 2 specific tattoos most of the time).   I assumed when I ran through the cart sequence that the npcs reading the tattoo meant they were hard picked, but I'm guessing you just have scripting that  recognizes which belly tattoo image was chosen and gives  a specific set of dialogue responses based on that? 

 

I'm looking at the options in the file directory and I'm realizing that the only two I can't recall seeing was "Knocked up" and one of the Bucket options. It just seems to default to "Free Pussy" & "community" a lot. 

 

I ran through that scene twice with some of the tattoos removed from the directory; one time, it went to pick a tattoo and when the black screen cleared, I saw that there was no belly tattoo (that was when I only removed belly tattoos).

 

The time I got the black screen, I had removed all but one from each tattoo directory to see how it would react.

 

So it does a random grab based on a count of what's there and if it finds anything greater than zero, it moves on to the next step, yes? So I'm not sure why it black screened at that moment. It should have just chosen the one tattoo that was available. 

Posted

Huh. This might be a case of me taking too small a sampling (I ran through that specific event change about 15 times and got 2 specific tattoos most of the time). I assumed when I ran through the cart sequence that the npcs reading the tattoo meant they were hard picked, but I'm guessing you just have scripting that recognizes which belly tattoo image was chosen and gives a specific set of dialogue responses based on that?

 

Yeah, each tat applied adds you to a faction. Then the spectators have some line conditional upon faction membership. So they can respond to what's written. I want to have some random "hellos" and some npc chatter based on them as well at some point. There are forty or so different lines for each of those phases, with variatons depending on the tats, the gender and race of the speaker, how far through the scene we are and how the PC has responded to the interaction choices.

 

I'm looking at the options in the file directory and I'm realizing that the only two I can't recall seeing was "Knocked up" and one of the Bucket options. It just seems to default to "Free Pussy" & "community" a lot.

 

I know I've seen the spunk bucket one come up. I remember that because the current one in there was an expriment to get a clearer tat and it all came out muddy and 'orrible. I thought I'd reverted it until I played the mod as packaged.

 

I think the engine's RNG code isn't as random as it could be. I mean for all the randomness of the NPC comments, they still seem to say the same things over and over when I run it. What can you do?

 

I ran through that scene twice with some of the tattoos removed from the directory; one time, it went to pick a tattoo and when the black screen cleared, I saw that there was no belly tattoo (that was when I only removed belly tattoos).

 

You should be able to get through the cart scene without any tats. The remover will remove the faction too, so it should look like you just had them removed. Not sure about if there are no tattoos at all - I think if SlaveTats is installed I assume that there QAYL tats are there too. I suppose there could be an off-by-one error in the code, although I can't see anything looking at it.
Posted

 

I think the engine's RNG code isn't as random as it could be. I mean for all the randomness of the NPC comments, they still seem to say the same things over and over when I run it. What can you do?

 

 

I've noticed a distinct lack of randomness in the utility random script. In most mods that use it, mine included.

I have absolutely no idea if I'm right, but I always blame it on the designers using ctime and rand() or something similar (what language is the program written in, anyway?). That's about the easiest, but close to the worst, way to do it.

 

I stopped doing that years ago... I've been using a mersenne twister algorithm in everything I code that needs random numbers. Yeah, it's not perfect, but it's a damn sight better than random number generators that always generate the same "random" number.

 

I should try it out someday, just run a couple thousand random int checks in Skyrim and see where the numbers cluster. My guess would be they do discernibly cluster.

 

Of course, I could just be whining because it doesn't work precisely how I want it to... which is also a distinct possibility. ;)

 

/rant

Posted

 

Huh. This might be a case of me taking too small a sampling (I ran through that specific event change about 15 times and got 2 specific tattoos most of the time). I assumed when I ran through the cart sequence that the npcs reading the tattoo meant they were hard picked, but I'm guessing you just have scripting that recognizes which belly tattoo image was chosen and gives a specific set of dialogue responses based on that?

Yeah, each tat applied adds you to a faction. Then the spectators have some line conditional upon faction membership. So they can respond to what's written. I want to have some random "hellos" and some npc chatter based on them as well at some point. There are forty or so different lines for each of those phases, with variatons depending on the tats, the gender and race of the speaker, how far through the scene we are and how the PC has responded to the interaction choices.

 

I'm looking at the options in the file directory and I'm realizing that the only two I can't recall seeing was "Knocked up" and one of the Bucket options. It just seems to default to "Free Pussy" & "community" a lot.

I know I've seen the spunk bucket one come up. I remember that because the current one in there was an expriment to get a clearer tat and it all came out muddy and 'orrible. I thought I'd reverted it until I played the mod as packaged.

 

I think the engine's RNG code isn't as random as it could be. I mean for all the randomness of the NPC comments, they still seem to say the same things over and over when I run it. What can you do?

 

I ran through that scene twice with some of the tattoos removed from the directory; one time, it went to pick a tattoo and when the black screen cleared, I saw that there was no belly tattoo (that was when I only removed belly tattoos).

You should be able to get through the cart scene without any tats. The remover will remove the faction too, so it should look like you just had them removed. Not sure about if there are no tattoos at all - I think if SlaveTats is installed I assume that there QAYL tats are there too. I suppose there could be an off-by-one error in the code, although I can't see anything looking at it.

 

 

Maybe there's something going on that would need a line by line examination to deal with. At a later date, mind you. It's working well enough right now and I can't see why you'd want to mess with it when you're working on other stuff that needs real fixing.

 

The thing that gives me pause is that it ran the tattoo generation (with tattoos removed from directory, except the "knocked up" one) and it came up with no tattoo on the belly. It was like it wanted a specific tattoo and not finding it, ignored the one that was there and chose to leave it blank.

 

Is it possible that it's looking for other tats first (like the butt one), and based on THOSE tats, it then determines factions and thus what the other tats will be?

If you're tying it into factions, then that makes me wonder if that's somehow the case.  

 

Well, it will make for some interesting and tiresome troubleshooting, should you ever do it. 

 

Did you mention a setstage advancement console command I can use to advance the quest after the guy at the gate gets stuck? I just need the number to do that. Is it setstage 40?

 

 

I think the engine's RNG code isn't as random as it could be. I mean for all the randomness of the NPC comments, they still seem to say the same things over and over when I run it. What can you do?

 

 

I've noticed a distinct lack of randomness in the utility random script. In most mods that use it, mine included.

I have absolutely no idea if I'm right, but I always blame it on the designers using ctime and rand() or something similar (what language is the program written in, anyway?). That's about the easiest, but close to the worst, way to do it.

 

I stopped doing that years ago... I've been using a mersenne twister algorithm in everything I code that needs random numbers. Yeah, it's not perfect, but it's a damn sight better than random number generators that always generate the same "random" number.

 

I should try it out someday, just run a couple thousand random int checks in Skyrim and see where the numbers cluster. My guess would be they do discernibly cluster.

 

Of course, I could just be whining because it doesn't work precisely how I want it to... which is also a distinct possibility. ;)

 

/rant

 

 

/rant = me every time I've played a tabletop D&D game and the GM insisted we use a random dice rolling program. 

Posted

 

 

 

 

/rant = me every time I've played a tabletop D&D game and the GM insisted we use a random dice rolling program. 

 

 

...What?

Why?

 

Is the sound of the dice on the tabletop too loud or something? Or too many dice at once? Worried about dice bouncing off and rolling under something heavy?

I could make the argument that that's part of the fun! :)

A felt-lined box to roll dice in would solve the problem.

 

I dunno... most dice rolling programs are random enough that most of the time you'll never notice any problem. But still... it just seems a little odd to use dice-rolling programs for a D&D game.

Posted

I can't seem to post for some stupid reason. "Bad Gateway".

 

So obviously, this will post without problems

 

[edit]

 

Never fails. Stage 50 is what you want.

Posted

 

I should try it out someday, just run a couple thousand random int checks in Skyrim and see where the numbers cluster. My guess would be they do discernibly cluster.

 

 

That's actually done already. I think Kimy linked to it in DCL topic some time ago. If you are interested go search there. :P

Posted

 

 

 

 

 

/rant = me every time I've played a tabletop D&D game and the GM insisted we use a random dice rolling program.

 

...What?

Why?

 

Is the sound of the dice on the tabletop too loud or something? Or too many dice at once? Worried about dice bouncing off and rolling under something heavy?

I could make the argument that that's part of the fun! :)

A felt-lined box to roll dice in would solve the problem.

 

I dunno... most dice rolling programs are random enough that most of the time you'll never notice any problem. But still... it just seems a little odd to use dice-rolling programs for a D&D game.

I've always wanted to play d&d. Maybe I'll see if my sons are interested.

Posted

 

I've always wanted to play d&d. Maybe I'll see if my sons are interested.

 

 

An excellent game system I can heartily recommend. I'd actually recommend GURPS more, but D&D, or its semi-offspring Pathfinder, are also very good.

Posted

Hello again!

 

So i tried the mod on a brand new game and I didn't have a single problem with the begenning this time.
I did the first race without problems. I began the quest "Soluble Problems" without problems either.
When I began the quest "The Long Way To Travel" I had no problem at all for the begenning. I go see the guy supposed to transport me and had no problem for the first steps. My first problem happened when I had to give the key back. I had some quest items in my inventory, and the guy refuses to take the key so I thought this object was the problem. But even when I didn't have it, he reuses to take the key. I had to progress through the quest thanks to the console.
After that, I don't know if my second problem is a real problem or just the end of the quest for now. I was brought to my destination, the delivery guy went away and I was alone with the two other guys. A dialogue begins, but I can't say anything special. And... Nothing happerned. When I open the console, i see many lines saying "Playing animation:" so I guess there should be a Sexlab animation, but nothing happened.

Posted

Gurps, D&D,  Pathfinder - all good.

 

Also, if anyone's interested in TES Lore, you might want to look at RuneQuest, at least if you can find the Glorantha based material. A lot of TES lore had it's inspiration in Glorantha - probably because Mike Kirkbride worked there before he moved to Bethesda :)

 

 


When I began the quest "The Long Way To Travel" I had no problem at all for the begenning. I go see the guy supposed to transport me and had no problem for the first steps. My first problem happened when I had to give the key back. I had some quest items in my inventory, and the guy refuses to take the key so I thought this object was the problem. But even when I didn't have it, he reuses to take the key. I had to progress through the quest thanks to the console.

 

Used to get that a lot, so I slackened off the requirements considerably. These days it only happens with some mods that tweak hand-to-hand. Apparently the changed "unarmed" weapon registers as still being armed. I suppose I should d/l a copy of SPERG sometime and code an exception for it.

 

 


After that, I don't know if my second problem is a real problem or just the end of the quest for now. I was brought to my destination, the delivery guy went away and I was alone with the two other guys. A dialogue begins, but I can't say anything special. And... Nothing happerned. When I open the console, i see many lines saying "Playing animation:" so I guess there should be a Sexlab animation, but nothing happened.

 

At about that point things get very buggy - not helped by me goofing off this last week, admittedly. There's a conflict with the DDi gag talk code (which I posted a patch for earlier) and another one I gather with SLStories which I've not had a chance to test. Possibly with SD+ too, which is going to need fixing.

 

In any event, you're more or less at the end of the playable content there. There's an argument for reloading a save from before the cart scene and ignoring it for now.

 

 

 

Posted

Gurps, D&D,  Pathfinder - all good.

 

Also, if anyone's interested in TES Lore, you might want to look at RuneQuest, at least if you can find the Glorantha based material. A lot of TES lore had it's inspiration in Glorantha - probably because Mike Kirkbride worked there before he moved to Bethesda :)

 

 

When I began the quest "The Long Way To Travel" I had no problem at all for the begenning. I go see the guy supposed to transport me and had no problem for the first steps. My first problem happened when I had to give the key back. I had some quest items in my inventory, and the guy refuses to take the key so I thought this object was the problem. But even when I didn't have it, he reuses to take the key. I had to progress through the quest thanks to the console.

 

Used to get that a lot, so I slackened off the requirements considerably. These days it only happens with some mods that tweak hand-to-hand. Apparently the changed "unarmed" weapon registers as still being armed. I suppose I should d/l a copy of SPERG sometime and code an exception for it.

 

 

do you have spells active in your hands if yes un equip them then try again it could be the spells thats the cause

Posted

do you have spells active in your hands if yes un equip them then try again it could be the spells thats the cause

Also something I need to look at.There used to be options to detect if you had spells readied and ask you to get rid of them. I should either put them back or else discard the check.

 

What I'd like to do is only comment if the spell was equipped and "drawn" - ready to cast. I think I had problems detecting that though.

Posted

 

 

 

 

 

/rant = me every time I've played a tabletop D&D game and the GM insisted we use a random dice rolling program. 

 

 

...What?

Why?

 

Is the sound of the dice on the tabletop too loud or something? Or too many dice at once? Worried about dice bouncing off and rolling under something heavy?

I could make the argument that that's part of the fun! :)

A felt-lined box to roll dice in would solve the problem.

 

I dunno... most dice rolling programs are random enough that most of the time you'll never notice any problem. But still... it just seems a little odd to use dice-rolling programs for a D&D game.

 

 

I had one GM who abruptly insisted players were somehow influencing the dice with their "auras" or something like that so he wanted to remove the human element and leave it entirely up to chance.

 

No, I'm not joking. 

:-/

 

It's usually something bizarre like that, or accusations of cheating with the dice rolls. 

Posted

What should come after quest 2 i got delivered? iam stuck atm in front of Lurgi and nothing happens? Or which console command let me start the next scene at all?

 

Edit::

Ok Tested it with gagtalk thing disabled in zaz, also tried to solve the problem by removing the gag at all, now just a dialogue turns up without a special phrase and my character is stuck and cant move at all :)

Posted

 

 

 

 

 

 

/rant = me every time I've played a tabletop D&D game and the GM insisted we use a random dice rolling program.

 

...What?

Why?

 

Is the sound of the dice on the tabletop too loud or something? Or too many dice at once? Worried about dice bouncing off and rolling under something heavy?

I could make the argument that that's part of the fun! :)

A felt-lined box to roll dice in would solve the problem.

 

I dunno... most dice rolling programs are random enough that most of the time you'll never notice any problem. But still... it just seems a little odd to use dice-rolling programs for a D&D game.

I had one GM who abruptly insisted players were somehow influencing the dice with their "auras" or something like that so he wanted to remove the human element and leave it entirely up to chance.

 

No, I'm not joking.

:-/

 

It's usually something bizarre like that, or accusations of cheating with the dice rolls.

Well, if you have a player with a Dex of 20, they could be manipulating the rolls. ;)

Posted

 

 

 

 

 

 

/rant = me every time I've played a tabletop D&D game and the GM insisted we use a random dice rolling program.

...What?

Why?

 

Is the sound of the dice on the tabletop too loud or something? Or too many dice at once? Worried about dice bouncing off and rolling under something heavy?

I could make the argument that that's part of the fun! :)

A felt-lined box to roll dice in would solve the problem.

 

I dunno... most dice rolling programs are random enough that most of the time you'll never notice any problem. But still... it just seems a little odd to use dice-rolling programs for a D&D game.

I had one GM who abruptly insisted players were somehow influencing the dice with their "auras" or something like that so he wanted to remove the human element and leave it entirely up to chance.

 

No, I'm not joking.

:-/

 

It's usually something bizarre like that, or accusations of cheating with the dice rolls.

Well, if you have a player with a Dex of 20, they could be manipulating the rolls. ;)

 

 

You mean my lvl 1 vhaeraun drow? back in 3,5 ? :)

i loved the way i rolled my stats :) worst stat was charisma at 15 xD

Posted

Ok Tested it with gagtalk thing disabled in zaz, also tried to solve the problem by removing the gag at all, now just a dialogue turns up without a special phrase and my character is stuck and cant move at all :)

Yeah, seems there's a conflict with SLStories and possibly SD+. I've not had a chance to dig into it.

 

You're pretty much at the end, for what it's worth.

 

You mean my lvl 1 vhaeraun drow? back in 3,5 ? :)

i loved the way i rolled my stats :) worst stat was charisma at 15 xD

I done that. Spent a bored weekend rolling characters just to see what I get, then get one with two 18s and a sixteen, spend the rest of the day minimaxing, and then wonder why the DM doesn't want to let me play it.

 

"But I rolled it honestly! I've got witnesses! And the UberFireDeathLich totally is a valid character class - it was in The Dragon and everything..."

 

Happy days :)

Posted

Well i rolled in front of the eyes of the dm :P and the fun thing was, i had 2 full set rolls left and i said well i dont need to roll anymore....

He just stared blankly on the dices while i rolled, best part it where his dices xD

 

so he let me play the drow, and yes it was well unbalanced cause when you have beside willpower (16) and charisma (15) rest on max, well.. you can imagine how he tried many times to letme make mistakes with my warrior/thief ^^

 

only drawback was the roll for noble or non noble i rolled noble -.-. you know when you are a noble of a city they hunt you on the surface so oneday that was the end of my drow even with no mistakes -,-

Posted

I tried initiating this scene (qayl_d42_part2 40, I think)  after removing all equipment via console, and it still hung.  Even without the gag, the dialog began as "(paraphrasing) please, my hands are tied and I'm hungry"

 

Even if the armbinder is also unequipped.

 

After quitting out of that dialog, there's no way to reinitiate dialog.  Also, I can't disable/enable the NPC in console like I can in other mods, which often helps progress scenes.

Posted

farmthis it seems there is no real progress from there on, iam stuck on the same route :) i found out there is just a walk after it from searching this topic beside some solo talk from lurgi. So we dont missed much yet, the rest will come sooner or later :).

 

I just find it sad that my drow didnt got gangbanged on the cart :P

Posted

farmthis it seems there is no real progress from there on, iam stuck on the same route :) i found out there is just a walk after it from searching this topic beside some solo talk from lurgi. So we dont missed much yet, the rest will come sooner or later :).

 

I just find it sad that my drow didnt got gangbanged on the cart :P

 

Well, the last scene (starting at qayl_d42_part2 50) is there, but doesn't initiate right.  I'm just not sure it's a DDi gagged talk problem.

Posted

there's a broken stage as well - I typed 44 when I meant 45 apparently. That and some clashes with gag talk and SLStoies.

 

Setstage 50 might bump it forward - we were talking about this earlier in the thread and I forgot about it until now. I blame lack of sleep.

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