Guffel Posted March 25, 2015 Author Posted March 25, 2015 With v0.9.5 I don't remember if I could even keep my game stable long enough to find out if they dropped in OBIS bandits' inventories. I would ask another SW user to test this with the two latest versions. If you find out that OBIS bandits still drop too many, then I'm sure you can patch that to suppress the SW drugs' appearance in OBIS, without removing the possibility altogether. Thanks for the reply, and I'm glad to find out that the warrens won't go to waste. Today I made an extended testing with OBIS, OBIS Patrols and SW to check, among others, the drop chance. I cannot say that too many drug drop. Now and then a bandit carries one bottle. From one full Bandit cave i got roughly 5 - 10 bottles. I think the cheap stuff like Leaf Skooma could drop more often, but basically it seem ok for me. Another think a noticed is that the Withdrawas Suppression effect lasts too long and doesn't recognize waiting or sleeping. There is no real pressure through any penalties. I'm going to fix that.
Content Consumer Posted March 25, 2015 Posted March 25, 2015 I like the idea of the riften dealer and already want to replace the Windhelm dealer with Sadri. A NPC needs to be in the mercant faction to have a sell menue. atm only the three skoomas can be crafted at a cooking pot. But I think i make only the "Herb Tea" craftable. The PS and all other drugs are too complex to just be "cooked" by everyone. You could add, for example, a teacher who teaches you how to cook the more advanced drugs (via perk). Or learn it from a book. Just an idea...
Guffel Posted March 25, 2015 Author Posted March 25, 2015 You could add, for example, a teacher who teaches you how to cook the more advanced drugs (via perk). Or learn it from a book. Just an idea... Can cooking recepies be bound to a book? I though they are all displayed at the pot like all things one can craft at a forge? I already thought about making an extra crafting device, but thats just an idea^^
Content Consumer Posted March 26, 2015 Posted March 26, 2015 Can cooking recepies be bound to a book? I though they are all displayed at the pot like all things one can craft at a forge? I already thought about making an extra crafting device, but thats just an idea^^ I don't know how the mod works this particular bit, but Cloaks of Skyrim adds a crafting recipe for making cloaks, but only if you're holding a book in your inventory. The most important of these is a book - Fryssa the Wide's Nordic Tailoring - a long-winded historical text that will allow you to craft capes and cloaks at the tanning rack and spinning wheel. Without this book in your inventory, you won't be able to craft any cloaks or capes, keeping clutter on the tanning rack to a minimum. I don't know how it does it, but I assume it's a simple enough thing... adding a perk that unlocks crafting recipes (similar to how vanilla smithing works). Off the top of my head, I'd assume it works something similar to this, with a script attached to the book: Event OnContainerChanged(ObjectReference newContainer, ObjectReference oldContainer) if (newContainer == Game.GetPlayer()) Game.GetPlayer().AddPerk(perk_that_makes_the_items) else Game.GetPlayer().RemovePerk(perk_that_makes_the_items) endif So it essentially toggles back and forth depending on whether you're picking it up or putting it down. Just a guess... there's probably a better way to do it.
Guffel Posted March 26, 2015 Author Posted March 26, 2015 Can cooking recepies be bound to a book? I though they are all displayed at the pot like all things one can craft at a forge? I already thought about making an extra crafting device, but thats just an idea^^ I don't know how the mod works this particular bit, but Cloaks of Skyrim adds a crafting recipe for making cloaks, but only if you're holding a book in your inventory. The most important of these is a book - Fryssa the Wide's Nordic Tailoring - a long-winded historical text that will allow you to craft capes and cloaks at the tanning rack and spinning wheel. Without this book in your inventory, you won't be able to craft any cloaks or capes, keeping clutter on the tanning rack to a minimum. I don't know how it does it, but I assume it's a simple enough thing... adding a perk that unlocks crafting recipes (similar to how vanilla smithing works).Off the top of my head, I'd assume it works something similar to this, with a script attached to the book: Event OnContainerChanged(ObjectReference newContainer, ObjectReference oldContainer) if (newContainer == Game.GetPlayer()) Game.GetPlayer().AddPerk(perk_that_makes_the_items) else Game.GetPlayer().RemovePerk(perk_that_makes_the_items) endif So it essentially toggles back and forth depending on whether you're picking it up or putting it down. Just a guess... there's probably a better way to do it. oh thats really a good idea! I can make a book for each drug and spread them very rarely around the world - would be like a mini game to gather them all, especially if i really make it able to become a dealer yourself. But there is an easier way, i can simply put a condition on the recepie like: GetItemCount MyBook >= 1 and run it on the player. Thanks for the hint
Content Consumer Posted March 26, 2015 Posted March 26, 2015 So it essentially toggles back and forth depending on whether you're picking it up or putting it down. Just a guess... there's probably a better way to do it. But there is an easier way, i can simply put a condition on the recepie like: GetItemCount MyBook >= 1 and run it on the player. Thanks for the hint See? This is what happens when you have someone who knows what they're doing do the job. A over-complicated script becomes a one-line elegant script.
Oldwolf58 Posted March 26, 2015 Posted March 26, 2015 Running the 9.6 version and I'm liking what I'm seeing. The only problem I'm seeing with it is that there doesn't seem to be a check to ensure you are NOT in an animation or in dialogue when the addiction drink animation runs. That's a problem as it's messed up a couple of things for me. Could you put a conditional in so that the forced drink animation is delayed until the character is NOT in menu mode or in another animation? Thanks.
Guffel Posted March 26, 2015 Author Posted March 26, 2015 Running the 9.6 version and I'm liking what I'm seeing. The only problem I'm seeing with it is that there doesn't seem to be a check to ensure you are NOT in an animation or in dialogue when the addiction drink animation runs. That's a problem as it's messed up a couple of things for me. Could you put a conditional in so that the forced drink animation is delayed until the character is NOT in menu mode or in another animation? Thanks. Unfortunately this is where the technicall limits are. There is no way i know of to check if the player is animating or in dialouge. I already added a check for sex animations for the next update, but I'm afraid that's it. You should set the intervall up to three outs or more (that's what is supposed to be the default but I forgot to change is before uploading). Then turn off the effects, leave the mcm, turn effects on again. This will at least reduce annoyances.
gooser Posted March 26, 2015 Posted March 26, 2015 Running the 9.6 version and I'm liking what I'm seeing. The only problem I'm seeing with it is that there doesn't seem to be a check to ensure you are NOT in an animation or in dialogue when the addiction drink animation runs. That's a problem as it's messed up a couple of things for me. Could you put a conditional in so that the forced drink animation is delayed until the character is NOT in menu mode or in another animation? Thanks. Unfortunately this is where the technicall limits are. There is no way i know of to check if the player is animating or in dialouge. I already added a check for sex animations for the next update, but I'm afraid that's it. You should set the intervall up to three outs or more (that's what is supposed to be the default but I forgot to change is before uploading). Then turn off the effects, leave the mcm, turn effects on again. This will at least reduce annoyances. Guffel SexLab.IsActorActive(anActor) Will tell you if an actor is currently animating in SL. Shouldn't PlayerRef.GetDialogueTarget() == None Tell you if the player is in dialog or not?
Guffel Posted March 26, 2015 Author Posted March 26, 2015 yeah, as i said I added a check for sex animations. I did exactly that, but you can't check if the player is smithing or something like that, or? ok that might work for dialouge, thanks
Oldwolf58 Posted March 27, 2015 Posted March 27, 2015 The main problem I'm having with it is when I have a weapon drawn and it goes into either the stagger routine or the drink routine it locks up my combat ability. I've tried console comand enableplayercontrols and had both sl and zaz reset anitmations and player state but the combat controls remain locked and I have to go back to the most recent save to fix it. That's a definate buzz kill
Guffel Posted March 27, 2015 Author Posted March 27, 2015 The main problem I'm having with it is when I have a weapon drawn and it goes into either the stagger routine or the drink routine it locks up my combat ability. I've tried console comand enableplayercontrols and had both sl and zaz reset anitmations and player state but the combat controls remain locked and I have to go back to the most recent save to fix it. That's a definate buzz kill some post ago someone said that this can be fixed by un- and reequipping the weapon
Oldwolf58 Posted March 27, 2015 Posted March 27, 2015 The main problem I'm having with it is when I have a weapon drawn and it goes into either the stagger routine or the drink routine it locks up my combat ability. I've tried console comand enableplayercontrols and had both sl and zaz reset anitmations and player state but the combat controls remain locked and I have to go back to the most recent save to fix it. That's a definate buzz kill some post ago someone said that this can be fixed by un- and reequipping the weapon It wouldn't let me unequip / re-equip the weapons but I did finally find out that if I had 2 weapons in quick slots ..... say sword on 4 and bow on 5 ... if I used the quick slot keys to switch weapons then switch back it un-froze me. EDIT: This Doesn't Work! " I also added a conditional to the effects quest to check if weapon was out and that seems to be working to prevent the effects scene from firing when I'm moving with a weapon drawn. Also added a conditional for "is in scene" which seems to be preventing it from interupting me while I'm in the milking machine." I would guess that the checks would have to be in the script an not a conditional on the quest to make them work.
Guffel Posted March 29, 2015 Author Posted March 29, 2015 And the next update is ready. I hopefully fixed the effects breaking dialouge or getting stuck. Also a couple of things have been added to fill the empty space, see the OP for more info on whats new.
SuplenC Posted March 29, 2015 Posted March 29, 2015 Is it possible for you to add an function that waiting or sleeping fast forwards drug effects?
Guffel Posted March 29, 2015 Author Posted March 29, 2015 Is it possible for you to add an function that waiting or sleeping fast forwards drug effects? Yes, I think that is possible for the effects, but I'm not sure about the visuals. It it to get rid of the visual effects? Anyway it makes sense cause no effect lasts longer than an hour and should be slept (waited) off after the minium time already.
SuplenC Posted March 29, 2015 Posted March 29, 2015 Is it possible for you to add an function that waiting or sleeping fast forwards drug effects? Yes, I think that is possible for the effects, but I'm not sure about the visuals. It it to get rid of the visual effects? Anyway it makes sense cause no effect lasts longer than an hour and should be slept (waited) off after the minium time already. I meant visuals. I don't know how you made them. But it should fast forward visuals.
Guffel Posted March 30, 2015 Author Posted March 30, 2015 I think this is a great mod. But I am unable to see the debuffs for the addiction stages. I have clearly exceeded the threshold for stage 5 addiction but I fail to initiate the quest with the dealer. Can someone help me? You have to offer yourself when on stage 5 to get pointed to the brothel. But you can also just go and talk to Gilfre at the Mixwater Mill directly.
CGi Posted March 30, 2015 Posted March 30, 2015 SexLab - Skooma Whore V0.9.7: German The ESP is localized and can by this be used by everyone, no matter the game language.But if an other language then german is used, don't unpack the script files as those are in german only. Contents:- string tables for all 17 languages (all in english, except german), - translated MCM menu, - some translated notifications, install MO: - Choose "Merge", when prompted. install NMM/TMM/Wrye/Manual: - Choose "Overwrite", when prompted. Note: Needs the original mod to be installed first. Only for version 0.9.7 of Skooma Whore.Don't use with any other version. SexLab - Skooma Whore V0.9.7 - Localized + German.7Z
Storms of Superior Posted March 30, 2015 Posted March 30, 2015 You could add, for example, a teacher who teaches you how to cook the more advanced drugs (via perk). Or learn it from a book. Just an idea... Can cooking recepies be bound to a book? I though they are all displayed at the pot like all things one can craft at a forge? I already thought about making an extra crafting device, but thats just an idea^^ remember that DD are learned from a book, and you don't need to keep the book after learning the smithing things.
Guffel Posted March 30, 2015 Author Posted March 30, 2015 @ CGI: I don't mind at all. Thanks for doing that. I'll better link that to the OP. Good that you choose this version, cause the next update will take some more time.
CGi Posted March 30, 2015 Posted March 30, 2015 So i read and hence why i didn't wait before i release it. ^^
Pyrus Posted March 31, 2015 Posted March 31, 2015 yeah, as i said I added a check for sex animations. I did exactly that, but you can't check if the player is smithing or something like that, or? ok that might work for dialouge, thanks I've also noticed that I get force drugged sometimes when my character is the aggressor. Examples include using Sexlab Submit dialogue to initiate aggressive roleplay or taking advantage of the slaves from Sex Slaves for Vanilla Bandit Camps. I'm just upgrading to 0.9.7 from 0.9.5 now, not sure if that will make a difference.
Guffel Posted March 31, 2015 Author Posted March 31, 2015 yeah, as i said I added a check for sex animations. I did exactly that, but you can't check if the player is smithing or something like that, or? ok that might work for dialouge, thanks I've also noticed that I get force drugged sometimes when my character is the aggressor. Examples include using Sexlab Submit dialogue to initiate aggressive roleplay or taking advantage of the slaves from Sex Slaves for Vanilla Bandit Camps. I'm just upgrading to 0.9.7 from 0.9.5 now, not sure if that will make a difference. That´s odd. SW reads from sexlab if the player is in the victim position before feeding a drug. I don´t know why this is happening to you anyway.
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