WaxenFigure Posted February 2, 2015 Posted February 2, 2015 Example; Everyone knows and loves Gopher, and his Immersive Hud is one of the most famous mods there is, and IMHO a must-have. However the latest version of the mod has a function that calls other mods with widgets and checks if it can manage them (examples Loot and Degredation, iNeed, Frostfall, A Matter of Time), but it does this too often; it should do it when you load a game only to see if you've installed new mods, it does it maybe once every 5 minutes, as if you could possibly add mods it needs to check for while playing. I do not know if these are dangerous because I've posted repeatedly on his thread as have others about this, as far as I know (stopped checking) there's been no response except for die hard gopher fans trolling the posters and the mod has not been updated, in this case my gut feeling is revert to a version of the mod that doesn't do this, which is the previous 2.4 version, that has no problems at all and is highly recommended to everyone. There is absolutely no reason for a mod to repeatedly check for the presence of other mods, that sort of check should be done once after a game load and the results stored in a flag that is used after that. That said if SKSE is required then there is also no excuse for mods showing errors in Papyrus when they check for the presence of another mod, the author only needs to add a simple check to see if the mod is present before trying to soft link an object from that mod: if Game.GetModByName("ModName.esp") > 0 then ; No nasty ERROR messages in Papyrus this way! SomeObject = Game.GetFormFromFile("<ID>","ModName.esp") EndIf Feel free to pass that message on to coders you communicate with who still show errors when they check for other mods. It is such a simple fix and it nicely eliminates those ugly error messages.
marco123 Posted February 2, 2015 Posted February 2, 2015 Thank you for the reply. Besides, found some bug or glitch. The option of "Get rid of all dead bodies" will give PC a bright blueish eyes...
aqqh Posted February 2, 2015 Posted February 2, 2015 There is nothing in this mod to do something like that - you got some kind of conflict. This always made me wonder - is it possible that 2 different mods would create a TIF script with exactly the same name. And that game would be confusing them. Because i do had a conflict like that before with scene from this mod starting a thing from completely different mod for unknown reason.
Guest Posted February 2, 2015 Posted February 2, 2015 beta 4.0 beta7 something-loose: No bugs I can see except maybe: When the PC goes back for training and becomes a pretend-slave, the first session goes great. The next lesson begins, the camera starts following verkar around, but after he says a few encouraging lines, he mostly just stands there or moves to a different spot. Camera follows. Nothing looks stuck or missing, but nothing (much) happens. The PC is wearing chastity belt + bra from "captured dreams". The PC hangs chained, Volkar (sorry about his name, I can't remember it right this second) Has a nice narrating voice, he could be doing a commercial. But like I said the scene never progresses. So my question is, should I abandon trying lesson #2 ?? You have some mod conflicts. Try loosing all the DD stuff. These should all run smoothly and if not, examine your mods and your papyrus log. There are some minor cosmetic bugs left, but nothing that will prevent the scenes from running (except for one possible one at Tabitha's house where a troll might screw things up.) Make sure you read the excellent post http://www.loverslab.com/topic/40181-sexlab-troubleshooting/?p=1066158 You will find the solution to your issues there. I've got a pretty good hunch based upon another mod that "sanguine's debauchery"-gender-restriction should be set to "No" instead of "Same Only", which is what I usually set it at. Bashnag (in this other mod) behaved exactly like volkar. Since this was the very beginning of a new game and the only gender restrictions I have are from SD-Plus, I tried it, and Bashnag suddenly jumped to life and enslaved me. So I won't know about your mod for a few hours yet, but I'm pretty sure that was it.
marco123 Posted February 2, 2015 Posted February 2, 2015 There is nothing in this mod to do something like that - you got some kind of conflict. This always made me wonder - is it possible that 2 different mods would create a TIF script with exactly the same name. And that game would be confusing them. Because i do had a conflict like that before with scene from this mod starting a thing from completely different mod for unknown reason. Solve and fixed. It is quite a common problem for skyrim. It has nothing to do with this mod. To fix it, - In third person, open the console and enter "player.addspell 000f71d1" - Close the console and notice a slight darkening around your character - Open the console again and enter "player.removespell 000f71d1" - Close the console and your eyes should stop glowing.
Guest Posted February 2, 2015 Posted February 2, 2015 There is nothing in this mod to do something like that - you got some kind of conflict. This always made me wonder - is it possible that 2 different mods would create a TIF script with exactly the same name. And that game would be confusing them. Because i do had a conflict like that before with scene from this mod starting a thing from completely different mod for unknown reason. i have that with inpc and sjal blad castle if i talk to the letherer i start a quest from inpc.^^
germanicus Posted February 2, 2015 Posted February 2, 2015 Fishburger - I was pleasantly surprised seeing "aaaaaahh" and "ooooohhhhhs" and similar moaning lines showed on the screen when my sex slave was in ecstasy. Nice touch. Thank you.
Sacremas Posted February 2, 2015 Posted February 2, 2015 I would strongly advise against setting the heap values above their defaults. It will only lead to more crashes guaranteed. Just use the values from this SKSE.ini and leave it there. http://www.nexusmods.com/skyrim/mods/51038/? You try setting your default to 1024 then load the game, the result will be that you crash from the main menu. Set your trash to 256+128 (always increase either in that increment) however and it loads fine. I never ever crash from the reason you say, and I've had it ont hat for several months now. I need it on 1024 because I actually have big enough fights and complicated things (multiple AI mods, high texture mods, good full ENB, and up to three dragons can be spawned at any time - such as when you're trying to capture a fort during Civil War), on anything below and I risk crashing too often. Just did a 5 hour session with no crash, multiple script mods, and I actually accidentally started a sex scene during a dragon fight, fortunately the dragon was occupied with some other characters until I could end it and redress. I also have Flying Mod active and flew for a large part of that, covering almost the entire middle part of the Skyrim map, including aerial combat, final log from those 5 hours was a little bit over 1 megabyte. I actually had stack dumps during the dragon fight due to that sex scene initializing, but I never even noticed stuttering mid play. EDIT: By the way, minor flub on my part when I explained why you need SKSE.ini; the game allocates packages of mb not kb, so if it's set to 1024 it's set to use a gigabyte of ram before filling in the next block. This is basically a workaround for the fact that Skyrim can't normally use more than a little over 3 GB ram. However... that's not entirely true, so let's force Skyrim to be a 64 bit program instead of a 32 one. First you need to install CFF Explorer, it's a program for editing things like EXE files. Now go to your Skyrim folder (Steam/SeamApps/Common/Skyrim) left click TESV.exe and first to make sure you can revert COPY that exe file, then make a new folder with a name you can rememeber and put your copy of TESV.exe there. Now go back to the other one, left click it again and choose open in CFF Explorer, you get a big complicated window open, don't worry you're only going to see this when you do this for other games, go down to File Header, and click the blue "Click Here box" and on the pop up tick "App can handle >2 GB address space", exit, save. It's done, skyrim (even run through SKSE) is now using more memory than the base game is able to, and you can delete 4 GB enabler patches and the like you may have becuase this method works better and is more compatible. Before you get nervous, note that I'm using this setting and I've played with Skyrim like this 2 years now.
fishburger67 Posted February 2, 2015 Author Posted February 2, 2015 Fishburger - I was pleasantly surprised seeing "aaaaaahh" and "ooooohhhhhs" and similar moaning lines showed on the screen when my sex slave was in ecstasy. Nice touch. Thank you. Try it with Jenny or Sasha. There is more than stuff on the screen. I have yet to get the audio for the other voice types.
germanicus Posted February 2, 2015 Posted February 2, 2015 Fishburger - I was pleasantly surprised seeing "aaaaaahh" and "ooooohhhhhs" and similar moaning lines showed on the screen when my sex slave was in ecstasy. Nice touch. Thank you. Try it with Jenny or Sasha. There is more than stuff on the screen. I have yet to get the audio for the other voice types. Will do. Must do. I love this addition. You did a great job adding it to the sex too. Thank you.
fishburger67 Posted February 2, 2015 Author Posted February 2, 2015 Help Needed If there are any German speakers still playing, I need someone to translate 8 new MCM options lines in MiasLair_GERMAN.txt. If you can do this for us, please PM me and I will send you the file. Thanks in advance.
Guest Long John Posted February 2, 2015 Posted February 2, 2015 @fishburger - Could try the following german players (and/or translators) - goldennboy, zaira, Fladder and Khajiirah.
Kageryu Posted February 2, 2015 Posted February 2, 2015 Help Needed If there are any German speakers still playing, I need someone to translate 8 new MCM options lines in MiasLair_GERMAN.txt. If you can do this for us, please PM me and I will send you the file. Thanks in advance. O_O Does this mean the full release of 4.0 is almost ready?
fishburger67 Posted February 2, 2015 Author Posted February 2, 2015 Help Needed If there are any German speakers still playing, I need someone to translate 8 new MCM options lines in MiasLair_GERMAN.txt. If you can do this for us, please PM me and I will send you the file. Thanks in advance. O_O Does this mean the full release of 4.0 is almost ready? Not far, one more beta today. I will then wait a week to make sure there are not other issues.
fishburger67 Posted February 2, 2015 Author Posted February 2, 2015 Version 4.1 Beta 8 is uploaded. This version fixes lots cosmetic bugs. Added some additional dialog for Jenny and Sasha. Sasha should now be fully voiced. If I missed something (she has someone elses voice for a line), please let me know. The missing labia chain thing now works, so Volkar will get hightly pissed if you don't wear it after drinking the potion (Note that you must use a save before drinking the potion for this to work). Note that this is on a 4 hour timer, so after you drink the potion, or after you get punished for not wearing it, there is a 4 game hour window where he will do nothing to you for not wearing it. This is only for female players. Volkar now pisses on the slave in Scene 5 (max punishment). Fixed the ecstasy sex moans. Increased the location based dialog from 6 game hours to 24 game hours Sex slaves will now wear cloths in battle if you go through a long dialog chain and force them, but they will not cast the seduce spell if they have cloths on. Added another dialog option to have them take their cloths off if you told them to put them on. Added 4 new MCM options to enable slaves to wear cloths, not greet you (not yet implemented), and to set the length of time in game days between "weve stopped" and location specific dialogs. Location specific dialog is like "Markarth is such a cold place...", i.e. dialog about a specifc town or location. Note that by checking the slaves wear cloths, that does not make them do so, it only enables the dialog. You still have to find the actual dialog to make it happen for each individual slave. Fixed Mia so your followers will not agro on her in some cases (I could only get this to happen when I played a level 1 toon in god mode). Have fun.
BeamerMiasma Posted February 2, 2015 Posted February 2, 2015 Thanks, but I had issues with the 3 kidnappers at hunters rest. I have to kill all of them, 1-2 shotting 1 is not enough. They have soo much health and using 2 hand weapon to 1-2 hit me... I have bad feelings with invisibility+stealth, as I made a full set of invi enchant gear in Oblivion, and the game was soo boring.... But in this case, Mia deserve this strategy as I am very curious about this mod ... Thanks for your idea... I could 1 hit her with assassin blade perk as I think... It's true that picking a particularly narrow style like stealth/assassin can get boring because a/ you're doing the same thing over and over, and b/ it's so effective that every fight becomes easy. It was just an example though, I think the lowest level on which I finished the parts up to defeating Mia was on a conjuration/destruction/illusion mage, and that can get boring just as well However, these are pretty hard fights, boss level, there's no shame in handling them in the most effective manner. There are plenty of (too) easy fights in the vanilla quests to goof around with unconventional play styles. Those 3 kidnappers are on a rocky hill, I always find that fuz-ro-dah does wonders for separating them and giving you a lot of extra time to put arrows or fireballs in them. And of course it makes sense to go in with at least 1 follower, take a dog along too, conjure a familiar (use a scroll if you lack the skills), use paralyze poisons and ice form shout, etc. It's not impossible to take them on alone, but if 2 of their hits kill you and you cannot stay hidden from them, then that's obviously not the way your PC is going to make it, you need some cannon fodder or crowd control capabilities to direct the aggro away from you. Unlike most vanilla quests, some of the fights in this mod require some planning and tactics. It's harder, but in the end with great risks come great rewards.
fishburger67 Posted February 2, 2015 Author Posted February 2, 2015 Thanks nouseforaname4 has provided us with a German translation!!!! Thanks so much!!!
Guest Posted February 2, 2015 Posted February 2, 2015 Help im too stupid. The gas scene worked like a charm. but how do i progress after that? i searched everything and read here about a lever but not where! Am i blind? Anyway great mod!
Carida Posted February 2, 2015 Posted February 2, 2015 Help im too stupid. The gas scene worked like a charm. but how do i progress after that? i searched everything and read here about a lever but not where! Am i blind? Anyway great mod! The lever is back the way you came. After you free your companions, it will appear in the room with the cages. Happy playing -C
Guest Posted February 2, 2015 Posted February 2, 2015 maybe it is a bug... i been searching this room for an hour...funny thing i did this before i fucked up skyrim again and i found it instantly
Guest Posted February 2, 2015 Posted February 2, 2015 i see the 4 levers, but no matter how i put them, i always end up dead...
Guest Posted February 3, 2015 Posted February 3, 2015 The gas trap lever isn't there until AFTER the gas trap. Not in my playthroughs anyway. You find it easily enough (Across the room from the four levers) as soon as the game tells you to find it. And I know this because someone here says the gas trap can be bypassed if only I'm good enough to disable the gas trap first and surprise some guy. nope, says my game, you WIll be gassed.
Guest Posted February 3, 2015 Posted February 3, 2015 yes, now i remember...so i got a problem its definitely not there and my log says free your companion while she´s walking beside me, maybe someone knows a way to progress by console?
Guest Posted February 3, 2015 Posted February 3, 2015 yes, now i remember...so i got a problem its definitely not there and my log says free your companion while she´s walking beside me, maybe someone knows a way to progress by console? setstage miasdungeoncapture 60
fishburger67 Posted February 3, 2015 Author Posted February 3, 2015 Help im too stupid. The gas scene worked like a charm. but how do i progress after that? i searched everything and read here about a lever but not where! Am i blind? Anyway great mod! You are in fact blind or you carried an invalid companion with you. Follow the quest markers. Turn off the lever to the gas trap, kill archerone, loot him for the key, find your way out of the dungeon, meet Jenny, kill the executioner, read the note, talk to Vernor, kill or enslave Mia, etc.
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