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Posted

 

Nudity check in the sewer escape should be tweaked a bit

 

It already is in the development version. I gave up on the extended slots and now only check base slots (hands, feet, body, etc.).

 

 

BTW: I'm currently in the testing phase. Bughunting sucks.

 

do you need a bug tester i would gladly help :)

Posted

do you need a bug tester i would gladly help :)

 

 

Right now, the problem is not finding the bugs. I can't swing a dead cat without hitting a dozen of them. ;)

 

The problem is fixing the bugs. Especially the difficult ones that are hard to trace. Testing the same part over and over and over again can really take the fun out of it.

Posted

 

do you need a bug tester i would gladly help :)

 

 

Right now, the problem is not finding the bugs. I can't swing a dead cat without hitting a dozen of them. ;)

 

The problem is fixing the bugs. Especially the difficult ones that are hard to trace. Testing the same part over and over and over again can really take the fun out of it.

 

Glad im to stupid to make a mod myself xD

 

but still if you need to test something on another setup (different mods)

just write me a privat message :)

Posted

Got an interesting one. Started the quest, donned the gear... the suit is there but despite having the mask locked on it hasn't appeared on my character. I reloaded, removed every item on my character and did it again, still not there. Any thoughts?
My list of mods is... extensive so unless its something simple, don't worry, it doesn't really detract from the game, I am still stuck in the suit. ;-)

Posted

Got an interesting one. Started the quest, donned the gear... the suit is there but despite having the mask locked on it hasn't appeared on my character. I reloaded, removed every item on my character and did it again, still not there. Any thoughts?

My list of mods is... extensive so unless its something simple, don't worry, it doesn't really detract from the game, I am still stuck in the suit. ;-)

 

See the troubleshooting section in the start post.

Posted

 

3. The party quest is a bit spammy in regards to the journal; is there any way you could do it that doesn't cause the journal to fill with a large number of completed entries? Also, ending the party appears to not properly end the Waitress quest that is running and leaves it as active in the journal.

I don't know how. The moment I display an objective, it creates a journal entry. The only way I know of to prevent journal entries is to remove the objectives and the quest markers. Not sure if that's a good idea.

 

 

I wonder if you could bypass the journal by using a debug.messagebox to display your current "objective."

Internally your quest would be structured the same with stages and all, but without the journal entries associated with objectives.

For the player to be able to check their current objective (in case they forget, or save/exit/re-enter and can't remember, etc) you could attach it to an inventory object (the rubber journal?) or a world object activator. Or have the player speak to the objective giver again ("What, are you stupid? I just told you what to do! Go do X!").

Posted

I wonder if you could bypass the journal by using a debug.messagebox to display your current "objective."

 

I suppose I could. Although Debug.MessageBox is not a good option because it would require to click the message away every time. That would really get annoying. So maybe Debug.Notification or - because you're not really supposed to use Debug function for production purposes (hence the name) - displaying a message.

 

However, the official quest objectives also allow use of quest markers. And journal entries. Yes, that is kind of the problem here. But we should think of the other side: If you save your game and then continue a week later, you probably won't remember exactly where you left off. Then the journal is a good place to look up what you're supposed to be doing.

 

I've seen a mod on nexus that allows you to delete quests from the journal. Maybe I'll take a look at how they do that and use it for the waitressing. We'll have to see. Like I said earlier: I'm a bit reluctant to touch the party again. ;)

Posted

 

I wonder if you could bypass the journal by using a debug.messagebox to display your current "objective."

I suppose I could. Although Debug.MessageBox is not a good option because it would require to click the message away every time. That would really get annoying. So maybe Debug.Notification or - because you're not really supposed to use Debug function for production purposes (hence the name) - displaying a message.

 

However, the official quest objectives also allow use of quest markers. And journal entries. Yes, that is kind of the problem here. But we should think of the other side: If you save your game and then continue a week later, you probably won't remember exactly where you left off. Then the journal is a good place to look up what you're supposed to be doing.

 

I've seen a mod on nexus that allows you to delete quests from the journal. Maybe I'll take a look at how they do that and use it for the waitressing. We'll have to see. Like I said earlier: I'm a bit reluctant to touch the party again. ;)

How do you display a message without using either of the debug tools? I've been trying to figure that out for ages.

Guest Long John
Posted

@jfraser and greyspammer - Another alternative for the display of the current objective (party quest and/or other future quests) is to use a SkyUI widget for the task. With dynamic objective (task) information.

Posted

How do you display a message without using either of the debug tools? I've been trying to figure that out for ages.

 

 

You create a message in the object window of the CK. There's a category for that (I think under Miscellaneous). That message can have a text and you can define if it's supposed to be in a popup box (like Debug.MessageBox) or not (then it's displayed in the upper left corner like Debug.Notification).

 

Assign that message to a property and call the Show function:

Message Property MyMessage Auto

Function SomethingHappens()
  MyMessage.Show()
EndFunction
Advantage is that you can change text without recompiling the scripts. Much easier for translation as well, I imagine.
Guest Long John
Posted
@greyspammer - I was wondering whether you are using "Just In Time Lighting Dynamic Scripts" (http://www.nexusmods.com/skyrim/mods/10361) currently?

If you are not may I recommend doing so as it will help with the interiors of large buildings when handling shadow causing lights and a flaw in Skyrim engine.

 

Can help to correct flickering lights which could get on your modification user's nerves. It can also help with immersion while ensuring a beautiful well managed environmental lighting.

Posted

@greyspammer - I was wondering whether you are using "Just In Time Lighting Dynamic Scripts"

No, not using it. I suppose I could. However, I never noticed any flickering dynamic lights in my levels (because I mostly use NS lights ;)). It is something that I might look into when I have nothing else left to work at. Right now, the story expansion is my top priority. After that, I'd like to expand the rubber framework. Maybe port it to DD.

 

It's good that you suggest stuff, don't get me wrong. But everything that is actually related to the theme of my mod (which is rubber) will always come first. Dynamic, shadow-casting lights are optional.

 

I might take a look at that SkyUI message system however. It would be especially helpful if it solved the problem that notifications with too much text are rendered unreadably small. It is kind of limiting that you have to restrict yourself to about 40 characters per notification. Would be really cool if I could get past that limit without anything backfiring.

Posted

A little update on my progress:

 

I'm almost done with the content. There's one scene for an alternate ending that I would like to make but that should be it. As far as building stuff goes.

 

It still needs a lot of testing, though. I just finished the first full playthrough of the complete mod. Using fast-travel whenever possible and knowing where everything is and what to do, you should be able to get a play time of about 8 hours from the main quest line.

 

Here are some screenshots (and yes, the typo in the first one is already fixed ;)):

 

post-353608-0-24762900-1428840188_thumb.jpg post-353608-0-89110100-1428840199_thumb.jpg post-353608-0-95854600-1428840208_thumb.jpg

Posted

And the plot seems to be darker now...

 

Partially. There are also some lighter scenes. But it's about the clash between the Mistress and the Thalmor/Enaron. During that, some bad stuff happens to you...

 

It's not all rubber roses and rainbows. ;)

Posted

any eta yet? im so hyped for the update :)

 

Well... I wouldn't recommend holding your breath. Testing will take some time.

 

The sheer length of the mod is proving problematic. As I said, the total mod is now about 8 hours long. So every time I make a test run, I need 8 hours for that. Plus, of course, the time to fix bugs I encounter. And I can only work on it in my free time (I do have to eat, y'know? ;)). So I need about 2-4 days for just one single test run.

 

I think it will probably be no sooner than two weeks from now. But possibly a lot later. It all depends on how many bugs I'll find and how long it's going to take me to track down the causes and fix them.

 

Just to give you an example of what I have to deal with (long text ahead):

 

 

 

When you want a NPC in the game to initiate a conversation with the player, you have to use what is called a "ForceGreet AI package". In the very last quest (it's actually labelled "epilog"), I make heavy use of that. And when I start the game and go directly to that quest (via console) to test it, then it works perfectly. Without hitch. 10 out of 10 times.

 

But when I made my first full playthrough, didn't use the console and played the quests in the order that you will eventually have to play them, in the final moment the forcegreets fail. All of them. Every single one doesn't trigger. No explanation given.

 

Now what is the reason for that? Google doesn't say, so I'm on my own. Is it a hiccup because I worked on the mod while I kept playing the savegame? Or is maybe some remnant of an earlier quest causing problems? The only way to know for sure is to play through the entire mod naturally. No console and no fixing of bugs I might notice along the way. Until I reach that final quest. And then see if the problem occurs again.

 

Which means it'll take me 8 hours just to find that out. And then I still might not have the solution. If it works, ok, one-time hiccup, perhaps caused by my editing. But if it happens again, all I know is that my editing wasn't the cause. I'll still not know what the real cause actually is. I'll just have another clue.

 

 

 

The Mistress might have you sweat in rubber and spank you, but even she would never make you go bug hunting in a Skyrim mod. That's just way too cruel, even for her. ;)

Posted

Old modfiles on a savegame can wreck your packages, thats Skyrim modding at it's finest... Try a new game, that will possibly fix it. Had some similar troubles myself with packages. Really annoying part is the absolute 0 useful feedback from the game and/or CK when running into these kind of problems. It just hangs or plain skips the package and that's it. Thing I mostly do is add debug text on parts of a scene/package to know where it might bug out.

Posted

after nto playing mod pervy moded skyrim for some while i started to play it again today and remamberd i never fnished this mod so i put on all the latex parts as i had removed them by using a consol command. but after trying to do the quest feth some wine for mistress it dosent give it to be and when i talk to the person i am supposed to get it from she will not have anything related tot his mod so id ecided to get rid off the suit but after commands did not remove it i decided to emove the mod, when i started up skyrim i crashed so i tought "well mabey it requirs Thos file to run proeprly now" so installed the latest version but it keept crashing, and after testing all diffrent versions with a save where i was wearing the latex suit and a save where i wasent wearing it at the moment none of the versions worked and i keept crashing after the loading screen. i tried to downlaod the shinyc at suit mod but it did nto change anything.

 

so acording to skyrim i do not have the content that the save relies on but after testing all the mods versions it still crashing :/ it worked earlier today but after deletign this mod it dosent. i havent removed any other mods or added any befor or after the crashes started

Posted

after nto playing mod pervy moded skyrim for some while i started to play it again today and remamberd i never fnished this mod so i put on all the latex parts as i had removed them by using a consol command. but after trying to do the quest feth some wine for mistress it dosent give it to be and when i talk to the person i am supposed to get it from she will not have anything related tot his mod so id ecided to get rid off the suit but after commands did not remove it i decided to emove the mod, when i started up skyrim i crashed so i tought "well mabey it requirs Thos file to run proeprly now" so installed the latest version but it keept crashing, and after testing all diffrent versions with a save where i was wearing the latex suit and a save where i wasent wearing it at the moment none of the versions worked and i keept crashing after the loading screen. i tried to downlaod the shinyc at suit mod but it did nto change anything.

 

so acording to skyrim i do not have the content that the save relies on but after testing all the mods versions it still crashing :/ it worked earlier today but after deletign this mod it dosent. i havent removed any other mods or added any befor or after the crashes started

I'm sorry. Maybe it's because English isn't my native tongue but I have only a vague idea of what you are trying to say. If Evette San is not talking to you about the wine, then the only reason I can think of is if she's still in the Roggvir execution scene. Wait around at the market until she's at her stall and starts shouting her sales pitch ("Fresh wines and vegetables", I think). Then you should be able to ask "Are you Evette San?" which will trigger everything else.

 

If that's not your problem or doesn't help, you'll probably have explain again. With less typos and more punctuation.

Posted

you thought about a living suit mod using this mods meshes but having it so the suit is alive and causes sexual things at times like rubbing the pussy and so on like how plugs sometimes pop up in devices mod with a quest line to find a holy gemstone that will banish the monster for the end of it to get out of it ?

 

not helmets but stuff like gloves torso lowerbody and feet you wont need a new mesh since you could use the catsuit mesh but with random popups in the top left screen like devices mod does you know the pop ups saying the bra chaifs or the plugs shift around inside of you it could have them but edited for the living suit like the tentacles rub against your inner thigh causing you to jolt a little

 

but there could be a risk of when finnished the creature would have gone but it could have had more like it in other locations ie diffrent dungeons and so on so it can be redon the quest

 

the cursed collar quest has random chests spawn at diffrent locations you could use that to have the holy gemstone to banish it so its not in the same spot but the holy gemstone moves around with a mcm option to allow or disallow fast travel when wearing the living suit

 

 

sort of like this comic use a ad blocker

 

http://g.e-hentai.org/g/792675/793fabc092/

Posted

you thought about a living suit mod using this mods meshes but having it so the suit is alive and causes sexual things at times like rubbing the pussy and so on[...] ?

 

Of course. Any self-respecting pervert would have thought of that! ;)

 

Problem is, I can't do animations and stuff (like bulges moving under the rubber), although that would be pretty cool. If I could get that somehow, I think I'd implement it in a heartbeat and everything else mentioned below be damned. But I can't. Like you said: I could use text messages. Unfortunately, those are limited to ~40 characters. Kind of difficult to describe complicated things like living rubber suits with just that.

 

Even the comic that you linked uses methods I don't have: Visual bulges, x-ray vision to show what's happening underneath, etc. I'm not sure how cool it would be if it were only text messages.

 

But the main reason is: I'm simply not sure I want to go there. Yeah, living suits would be cool, when viewed for themselves. I'm not sure if I can fit them in the overall context of this mod, however. For instance, the Mistress uses sexual stimulation as a tool to control her slaves. When she wants to have fun with you or punish you, she puts plugs and belt on and lets you stew. And when she needs you clear-headed and concentrated (because you have an important job to do for her), she sends you on your way without those.

 

She is your Mistress and she controls your arousal as she needs it. Which is a not so unimportant and somewhat intriguing part of the whole slave experience. If the suit stimulates on its own and all the time, I lose this element. And I get logic problems. Why would the Mistress send you on an important mission and then risk your failure by forcing a big distraction on you? It's the same reason why I don't make the player wear the ballet boots. They don't always sit well with the story.

 

I could get around this by giving the Mistress the ability to disable the suits but that opens up another whole new range of "what ifs". And it would basically be a gameplay we already have with plugs and belts. Only that we wouldn't need them anymore. Which would make them less fun when used in combination with my mod (they wouldn't do anything you didn't experience anyway).

 

I could make it an isolated instance. Like you said: One quest that happens on its own. Suit gets possessed by some event, Mistress sends you on a quest to "fix" it. That would work. I think. Maybe I can add something like that when I'm done with the story expansion and some other shit on the top of my to-do list.

 

 

 

TL;DR: Yes, I have thought about it (as you can see from the above text). I just haven't reached a conclusion yet. So for now, I keep to things I am sure about (plenty of those going around).

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