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Quick As You Like! (A Devious Adventure)


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Posted

[shameless Teaser]I might have something else you could point that thing at shortly. As the actress said to the bishop[/shameless Teaser]

Sounds good to me!

Posted

Possibly radical thought;

 

What if you just scratched using that specific cart and built up your own? For one thing, you wouldn't have to have the character and npcs interacting on an object in the environment that probably wasn't really programmed for them to interact on. 

 

I get the impression from what I've read that it's a lot easier (in the sense of avoiding bugs) to create to integrate your own objects based on in game objects than it is to try to use already existing in Skyrim objects. It also cuts down on the chance of conflicts with other mods.  

 

You could build a flatbed cart a bit down the way from that cart that was much lower to the ground, possibly take advantage of the terrain and have the back going into a hill so there's no climbing, just "walk onto the cart".

 

It would take some time, but how much time are you spending troubleshooting that scene in your attempts to get the desired effect you want? Or am I just of base on undertanding how this aspect of the programming works in that situation? 

 

to the left of the cart theres a small lookout platform which the cart could be placed against remove the railings to allow walking into it the back of the cart is a flatbed if you remove the seats in construction set only problem is you cant use the wagon due to removing the seats

 

Posted

I get the impression from what I've read that it's a lot easier (in the sense of avoiding bugs) to create & integrate your own objects based on in game objects than it is to try to use already existing in Skyrim objects. It also cuts down on the chance of conflicts with other mods.

 

Of course, the risk there is that someone will produce a really popular mod that sticks a building right on top of my new cart site.

 

It would take some time, but how much time are you spending troubleshooting that scene in your attempts to get the desired effect you want? Or am I just off base on understanding how this aspect of the programming works in that situation?

Tempting. But then how much time would I spend hunting new and equally unexpected bugs from the new layout?

Posted

 

still having the problem with getting into the cart. my babe is stuck at the sacks (till there everythings works fine)- Bjorlam then walks onto the the cart - end of the scene for me - waited 15 min and nothing happens. tried the scene several times but everytime same result (from a save before quest starts), in the Warehouse everything works ok with the cart.

 

Yeah, that's been one of the frustrating things about the cart scene. The warehouse cart was duplicate, but it's always worked and the one on the ground has always been a bit balky.

 

I will have a look. If not tonight, I'll find some time over the weekend. One thing I really want to do is to let the player get on the cart by herself (with Bjorlam ready to catch her and bring her back if she doesn't do as she's told, of course). So that might help since it's easier to get on there with self-drive than scripted.

 

The other thing I can try is to add a timeout and then just teleport people onto their marks.

 

btw the new messages are great. realy enjoying them. it would be hard *g* playing without them. well babe real loves to be one *victim* of Molag Bal :)

Do you mean the ones from the spectators? They were supposed to say all that from the start, but they've only really woken up with the last release or so.

 

And I can promise you that things are only going to get better. Or worse, I suppose, depending on your point of view :)

 

btw do you remember the *old* text from the Falmer enslavement text written on the body of the victim? sadly i lost it cause HD-crash and never find them after. there were some parts in, as i remember, which would real improve (for me *g*) the cunt description  ( script fragment in the warehouse) from you. keep on your amazing work :)

I must find the text for that - I know I've got it saved somewhere. Now that I'm getting the hang of this tattoo lark, I still have fond hopes of making a full-body tattoo along those lines.

 

 

Has this happened yet? :P Very exciting. ;)

As it happens, I'm working on it. (Grasshopper development FTW!) I'm thinking along these lines:

 

Business has been good for the carriage drivers of Skyrim lately. So good in fact that they almost have more business than they can handle. In partuclar the volume of freight traffic is growing to the point where it's hard to fit in their regular passengers.

 

As such, they've decided to join forces and set up a separate haulage company. They're looking for fit, active, young adventuress' who aren't afraid of a little danger and are interested in making good money. Employment on an ad hoc basis, employee respobsible for getting the cart to the destination and for the freight while in transit.

 

They're calling the new company the Skyrim Licenced Universal Transport Service.

No great intention to make any overarching plotlines. Just an excuse for the player to do some cart pulling driving across Skyrim.

 

 

LOL. That acronym. I love the idea Doc!. Potential tie-in for QAYL I wonder?

Posted

Possibly. At the moment it's going to be a sort of QAYL-Lite. Lots of repeat runs, not so much with the sinister plot, detailed back-story and complex scenes. Going to keep it light and get back to the serious stuff.

 

I am going to make it extensible though, so there's going to be room to add on modules after. I have a couple of special missions in mind as well...

Posted

Hm, having an issue. Once Bjorlam asks you to move away so he can get down from the cart (to begin the item equipping) nothing happens. Player becomes ai controlled and stands still, Bjorlam remains on his seat. Tried a few things with no luck, has this cropped up before?

Posted

I had it happen once in testing - thought I'd sorted it out.

 

Can you still move? If so, try sprinting into him and barging him off his spot. Once he's properly on the navmesh he'll remember his lines and things should proceed.

Posted

No luck, tried using movetome via console and he walks back onto his seat. Character is still immobile, did try moving the character around into the usual spot for the equip scene (after using epc/tc commands) but the quest still refuses to progress.

Posted

You could try toggling his collision I suppose.

 

Do you have a save from shortly before it happened? If you could run it through again with logging enabled and slap the log onto pastebin, I might be able to work out why it's happening.

Posted

Only saved right before the conversation doh, so not many saves with which to debug. I should have more time tonight to have another play through and will log it this time and pass it onto you (Y).

Posted

I suceed to past the scene with the cart driver... and now I'm in a small world.

And it's blocked.

 

Some suggestions :

- you should add a trigger, slice your scene into different parts.

- a fast or debug way to make this quest could be vey useful.

- the bandits didn't speak : I think you need a stage and a trigger at this point.

- the small world is not finished. You should also use Higher montains to avoid to make the LOD.

Posted

I suceed to past the scene with the cart driver... and now I'm in a small world.

And it's blocked.

 

Yeah. That's as far as I got. So far I've just been bugfixing stuff. I need to do some hefty development work now.

 

- you should add a trigger, slice your scene into different parts.

- a fast or debug way to make this quest could be vey useful.

 

There's there. Depending on which stage you start the quest at, it starts from a different point. Doesn't work very well yet; it was the first time I tried that approach

Posted

 

I suceed to past the scene with the cart driver... and now I'm in a small world.

And it's blocked.

Yeah. That's as far as I got. So far I've just been bugfixing stuff. I need to do some hefty development work now.

 

- you should add a trigger, slice your scene into different parts.

- a fast or debug way to make this quest could be vey useful.

There's there. Depending on which stage you start the quest at, it starts from a different point. Doesn't work very well yet; it was the first time I tried that approach

 

 

I see...

 

For the small world :

- it's bad idea to make a small world. Made interiors if you can... small worlds are hell to construct (I know this very well with AFS and TID).

Your small world is little, so you dont need to construct a LOD (it's an hell to do, see the one for AFS).

 

- The quest : setstage command dont work.

I think you need to implement a direct travel whitout the devious scene option (like : lead me in the place orI will put my sword in your face)(use it only for fast progression and debug, disable it after the mod construction).

At the cart, add a trigger to launch the leash scene, and another one for the bandits (I think they will lead the player to the cage I saw into the manor).

 

Also, add another way to go to the small world, like a cave passage or a teleportation spell. Again, for debug.

 

As I saw, everyhting works well, except the collar phase (the voluntary locking of collar ont work, you need to let Bjoram place it for advance the scene).

 

 

 

 

Posted

For the small world :

- it's bad idea to make a small world. Made interiors if you can... small worlds are hell to construct (I know this very well with AFS and TID).

Your small world is little, so you dont need to construct a LOD (it's an hell to do, see the one for AFS).

 

I wanted to learn how to do it. There's a scene in the warehouse where I constructed some outdoors terrain inside and it works quite well. I never found a way to add actual terrain though. And that means I can't paint on ground cover.

 

still, it's been a while. I'll have to read up on it again. I'm bound to have missed things.

 

- The quest : setstage command dont work.

I think you need to implement a direct travel whitout the devious scene option (like : lead me in the place orI will put my sword in your face)(use it only for fast progression and debug, disable it after the mod construction).

 

I was thinking I might do that as an MCM option for the people who would prefer to skip the cart scene.

 

At the cart, add a trigger to launch the leash scene, and another one for the bandits (I think they will lead the player to the cage I saw into the manor).

 

 

What should happen is that one of them gives the player a lecture on womens rights. Apparently they don't have any. To illustrate his point, he has his colleague rape the player while he lectures, before joining in for spitroast finale.

 

From there, the player gets to try and walk down to the cottage by herself. There are triggers to detect if she wavers too far off the path. I got as far as placing the triggers, nothing beyond that.

 

Also, add another way to go to the small world, like a cave passage or a teleportation spell. Again, for debug.

 

In the warehouse, next to the tattoo remover button, there's a button that teleports you to Whiterun hold. If you hold shift while you activate it, it takes you to the estate instead. Of course you still have to coc into the warehouse, but I spend a lot of time there anyway when I'm debugging.

 

As I saw, everyhting works well, except the collar phase (the voluntary locking of collar ont work, you need to let Bjoram place it for advance the scene).

Yeah, the self equip options are the only things holding me up there at the moment.

Posted

Log for the progression issue where Bjorlam won't get down from the cart and character won't move. Attached the whole log as it's pretty big and messy with [qayl] bits throughout it. It is a fresh log from right before the conversation of handing him the key to the player being stuck. After that bit not much to do besides close the game as the quest won't progress.

 

(I know my skyrim install is messy as hell :P)

Papyrus.0.log

Posted

You've got one massive great stack dump in there.  Looks like a warning because there are too many stack frames when loading the save file. Maria Eden gets mentioned a lot. QAYL just for the Long Leash quest, and that's not going to affect the cart scene. At least not at the stage you're at.

 

I'll check the actual stage when I get back. Offhand, it doesn't look like there are any QAYL scripting errors that could cause the freeze. I'll look at it a bit more when I get home.

 

What I will suggest is that you look at running a save game cleaner. There's a ponygirl sexlab scene in there that keeps trying to start and failing. You might have an orphaned onupdate loop that's thrashing the engine.

Posted
DocClox, on 22 Sept 2015 - 11:03 AM, said:

You've got one massive great stack dump in there.  Looks like a warning because there are too many stack frames when loading the save file. Maria Eden gets mentioned a lot. QAYL just for the Long Leash quest, and that's not going to affect the cart scene. At least not at the stage you're at.

 

I'll check the actual stage when I get back. Offhand, it doesn't look like there are any QAYL scripting errors that could cause the freeze. I'll look at it a bit more when I get home.

 

What I will suggest is that you look at running a save game cleaner. There's a ponygirl sexlab scene in there that keeps trying to start and failing. You might have an orphaned onupdate loop that's thrashing the engine.

 

I actually ran a save cleaner on that particular save right before hand. I do notice problems in various places whenever I have Maria Eden running, but I did try qayl without maria with no luck. I'd think it was another mod causing issues but I haven't actually added anything new lately aside from the updated qayl. Will have more of a play and see if I can clean it up abit.

Posted

It can be worth running the cleaner multiple times. Sometimes cleaning out one orphaned script just frees up another one to start thrashing.

 

 

There's a app on Nexus called Savegame Script Scalpel that might be worth looking at. Usually it's overkill, but it's what I reach for when things get really messed up.

Posted

from the console, type

coc qayl_warehouse
Then go down the stairs until you find a clone of Cursus leaning against a wall. Nearby, there's a brass dwemer button marked "super secret tattoo remover"

 

Use that :)

 

(There's also one that returns you to Whiterun, but I'd use the tattoo remover first)

Posted (edited)

I have a problem. Lurgi says "Close the Gate" and after that something else, but i forgot it and then nothing happens. He just stays there and i cant move. The console says that the quest "the way to travel (what ever)" is set too 100 but not finished in my questlog. Is it because i removed my teamname tattoo with the bottle? I also had to use "setstage QAYL_dinner_for_two 80" because there was a invisible item "0f040f0c" or somthing like that what i couldnt remove (idk what it is, someone said its something from DDi).

 

Edit: God Damnit... i overwritten my savegame and now i stuck in this world. I cant move, everything is red because of this hyperarousel... God damnit... the other "saves" are used for waiting and so on. maybe when i teleport myself to a town, use some console magic and deinstall the mod?i dont want to make it worse.

Edited by Johnnyone
Posted

Open the console

 


rimodcf

coc qayl_warehouse

Head down the stairs and use the Super Secret Tattoo Remover.

 

Then use the button next to get back to whiterun.

Posted

Thanks. But its a really nice mod. I would love it when there where an option for more slave tattoos (on the tits or on the face).

I hope i can inspire you with this: http://img.playground.ru/images/6/5/SRTT-screenshot-3-580x326.jpg

I used Cursed Loot to get rid of the Items, but couldnt take off your gag and shoes so i just deinstalled the mod. Shoes are gone but the gag is still visible (only visible) so i installed the mod again and tried to put on some other gags from your mod, but when i remove them i still have the visible gag on my face :(

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