DonQuiWho Posted October 26, 2014 Posted October 26, 2014 "It's on the Western shores of Lake Ilinalta, just northwest of Half-Moon Mill and near the Captured Dreams shop (if you have it installed, it is not required)." That sounds awfully close to the locations of both Mammoth Manor and Fox Cafe, both of which lie between (the original) Captured Dreams shop and the lake. Anyone here know if they do clash?
Asrienda Posted October 26, 2014 Author Posted October 26, 2014 "It's on the Western shores of Lake Ilinalta, just northwest of Half-Moon Mill and near the Captured Dreams shop (if you have it installed, it is not required)." That sounds awfully close to the locations of both Mammoth Manor and Fox Cafe, both of which lie between (the original) Captured Dreams shop and the lake. Anyone here know if they do clash? Just checked Mammoth Manor, Stynja ends up maybe 30 meters south of the Manor. Pretty much neighbors, but the two mods are compatible. What about some kind of portal system to take you to and from the house as well? Or is that a bit more complex than you wnated to go? There's a fast travel marker... is that not enough for getting there quickly?
Z0mBieP00Nani Posted October 26, 2014 Posted October 26, 2014 "It's on the Western shores of Lake Ilinalta, just northwest of Half-Moon Mill and near the Captured Dreams shop (if you have it installed, it is not required)." That sounds awfully close to the locations of both Mammoth Manor and Fox Cafe, both of which lie between (the original) Captured Dreams shop and the lake. Anyone here know if they do clash? Just checked Mammoth Manor, Stynja ends up maybe 30 meters south of the Manor. Pretty much neighbors, but the two mods are compatible. What about some kind of portal system to take you to and from the house as well? Or is that a bit more complex than you wnated to go? There's a fast travel marker... is that not enough for getting there quickly? Oh... right, lol. Sorry, I guess I was having a brain dead momet for a second.
Guest Nico28469 Posted October 26, 2014 Posted October 26, 2014 Hey! I have a small suggestion: Quote from the "Deviously Cursed Loot" mod: 5. Yes, don't worry: The storage chests in your player home (and in inns/jails) aren't cursed. Unless I messed it up, or you're using a custom home the author forgot to properly tag as such. In which case - sorry, I am sure your housecarl will help you with that gag. Mmmph! I often find myself getting trapped using the wardrobes in the bedroom. Maybe you could check if they are properly tagged? Don't ask me how tho, not a single clue. I'm still really enjoying this house for the proximity with the Captured Dreams Shop!
Asrienda Posted October 26, 2014 Author Posted October 26, 2014 Hey! I have a small suggestion: Quote from the "Deviously Cursed Loot" mod: 5. Yes, don't worry: The storage chests in your player home (and in inns/jails) aren't cursed. Unless I messed it up, or you're using a custom home the author forgot to properly tag as such. In which case - sorry, I am sure your housecarl will help you with that gag. Mmmph! I often find myself getting trapped using the wardrobes in the bedroom. Maybe you could check if they are properly tagged? Don't ask me how tho, not a single clue. I'm still really enjoying this house for the proximity with the Captured Dreams Shop! I'm not familiar with that mod, can you explain exactly what's happening and what should be happening instead?
DonQuiWho Posted October 27, 2014 Posted October 27, 2014 @ Asrienda Posted Yesterday, 12:58 AM "It's on the Western shores of Lake Ilinalta, just northwest of Half-Moon Mill and near the Captured Dreams shop (if you have it installed, it is not required)." That sounds awfully close to the locations of both Mammoth Manor and Fox Cafe, both of which lie between (the original) Captured Dreams shop and the lake. Anyone here know if they do clash? 'Just checked Mammoth Manor, Stynja ends up maybe 30 meters south of the Manor. Pretty much neighbors, but the two mods are compatible.' ================================================================================================================ Thank you very much for the clear, and very quick, reply. Much appreciated
Damoriva Posted October 28, 2014 Posted October 28, 2014 The table with the whips and such as well as the chests underneath might need some minor tweaking. I opened one of the chests and all the tools flew around the room, while the paddle decided it wanted to be a paddle-wheel and spun along the ground. Apart from this, the house looks great, and I'm already moving my "friends" in. Now if only Paradise Halls would let me put my slaves in the furniture and KEEP them there...
Asrienda Posted October 28, 2014 Author Posted October 28, 2014 It's the zaz whips and paddles that cause a problem, they have gigantic collision boxes. Like seriously they reach across the room from the bottom. I think I'll make them static for the next release, or remove them from the table completely. Was hoping it would be fixed by zaz to be honest. Also, are there any mods that can put an npc into furniture and keep them there? I know some pose mods create new furniture (display model is a good example).
Jayleia Posted October 28, 2014 Posted October 28, 2014 I'm not familiar with that mod, can you explain exactly what's happening and what should be happening instead? With Cursed Loot, loot objects (containers/dead bodies etc) can trigger a trap that adds bondage gear to the one opening the container...and possibly up to 5 followers too. Player house containers (also inn and jail containers), apparently have a flag that Cursed Loot looks for so they don't trigger traps.
Asrienda Posted October 28, 2014 Author Posted October 28, 2014 I have no idea what tag or flag the cursed loot mod is looking for.
DonQuiWho Posted October 31, 2014 Posted October 31, 2014 can we tie up subject permanently, not use perpetmaster? i want alva(who kill little girl on fire) set up to wooden horse permanently, what she deserve. but when i use past travle, she free. is somthing other way? Have you tried 'I'll take the Display Model'? http://www.loverslab.com/topic/34723-ill-take-the-display-model/?hl=display+model
ITNW1993 Posted October 31, 2014 Posted October 31, 2014 So is there a way to get my followers/slaves to go and use the ZaZ furniture? Each time I tell them to use them, they just say okay then never actually activate them.
rydin Posted November 5, 2014 Posted November 5, 2014 I like this location! Been needing a nice looking sex dungein holiday home! Only issues I found was that when I go to the Zaz Special chest, items go flying off the table like the tusk, paddle and cane. And upstairs the chair is too low that I sit on the ground and again, food goes lying. I'll try reinstalling tomorrow as I am really tired but all in all, thanks for a nice mod!
Asrienda Posted November 5, 2014 Author Posted November 5, 2014 Right now, only Display Model, that I know of, can permanently tie up NPCs. I like this location! Been needing a nice looking sex dungein holiday home! Only issues I found was that when I go to the Zaz Special chest, items go flying off the table like the tusk, paddle and cane. And upstairs the chair is too low that I sit on the ground and again, food goes lying. I'll try reinstalling tomorrow as I am really tired but all in all, thanks for a nice mod! I'll update it in a day or so, just going to remove the paddle and cane and whip. And I guess I'll back up the chair upstairs.
Damoriva Posted November 6, 2014 Posted November 6, 2014 It might just be my game, but whenever I'm out on the "balcony", Sexlab animations seem to lag and freeze when I try to progress them or change position. Has anyone else had this?
Asrienda Posted November 6, 2014 Author Posted November 6, 2014 Updated to 1.2! Fixed the navmesh for the mannequin so it doesn't walk around. Removed the whip, crop, and paddle from the downstairs table and rearranged it a little so you don't send everything flying when you walk up to it. Fixed the upstairs chair... sometimes. I moved it back so it won't send things flying and it usually doesn't make you sit in the ground nor in the air. Not sure why it does that every so often. Added compatibility with Deviously Cursed Loot. Thanks Kimy!
Asrienda Posted November 6, 2014 Author Posted November 6, 2014 It might just be my game, but whenever I'm out on the "balcony", Sexlab animations seem to lag and freeze when I try to progress them or change position. Has anyone else had this? I have not had that problem. I'm not sure what would cause that. Were you in one of the cages when you had these problems?
Skyscream Posted November 8, 2014 Posted November 8, 2014 Howdy Asrienda I recently upgraded to the new expanded version of Captured Dreams and discovered that there is a conflict between this and that. I was getting CTD's on fast travel which I learned after some reading is most commonly caused by one mod deleting something, instead of disabling it, that another mod is calling to use. I can either run Stynja Watch without problems or the new version of Captured Dreams without problems but not both if I want to fast travel anywhere. Not an easy choice. I like both mods. haha. Just wanted to give you a heads up on that and what I read about the fast travel thing. Cheers!
Asrienda Posted November 8, 2014 Author Posted November 8, 2014 Howdy Asrienda I recently upgraded to the new expanded version of Captured Dreams and discovered that there is a conflict between this and that. I was getting CTD's on fast travel which I learned after some reading is most commonly caused by one mod deleting something, instead of disabling it, that another mod is calling to use. I can either run Stynja Watch without problems or the new version of Captured Dreams without problems but not both if I want to fast travel anywhere. Not an easy choice. I like both mods. haha. Just wanted to give you a heads up on that and what I read about the fast travel thing. Cheers! That's strange, I've had Captured Dreams installed the entire time I was making Stynja and have the latest version too, no fast travel problems. They aren't even in the same cell, so unless CD modifies something in the two cells that Stynja uses, there shouldn't be any problems. I'll look in to it! Edit: I made sure I had the most recent version of CD installed just now. I get CTDs if CD is loaded after Stynja, but not the other way around. Hm, now I'm not getting CTDs if CD is loaded after Stynja. I really have no idea what the problem is, but my game is stable now.
Nothing Doing Posted November 17, 2014 Posted November 17, 2014 Howdy Asrienda I recently upgraded to the new expanded version of Captured Dreams and discovered that there is a conflict between this and that. I was getting CTD's on fast travel which I learned after some reading is most commonly caused by one mod deleting something, instead of disabling it, that another mod is calling to use. I can either run Stynja Watch without problems or the new version of Captured Dreams without problems but not both if I want to fast travel anywhere. Not an easy choice. I like both mods. haha. Just wanted to give you a heads up on that and what I read about the fast travel thing. Cheers! That's strange, I've had Captured Dreams installed the entire time I was making Stynja and have the latest version too, no fast travel problems. They aren't even in the same cell, so unless CD modifies something in the two cells that Stynja uses, there shouldn't be any problems. I'll look in to it! Edit: I made sure I had the most recent version of CD installed just now. I get CTDs if CD is loaded after Stynja, but not the other way around. Hm, now I'm not getting CTDs if CD is loaded after Stynja. I really have no idea what the problem is, but my game is stable now. Hey, good news! I've found the problem. There are at least three vanilla navmeshes in your mod which you have marked as deleted, FormIDs 000FE288, 000FE28D, and 00108BE8. Deleting a navmesh is bad news because if any other mod references a deleted navmesh, skyrim will CTD. Captured Dreams overrides and references these navmeshes, so if it gets loaded after Stynja the navmeshes are restored, no CTD. If it gets loaded before Stynja, it will try to reference those deleted meshes and CTD. Removing the references to those navmeshes from the plugin entirely using TESVEdit makes the two mods play happily with each other regardless of load order. Your mod is, right now, technically incompatible with Captured Dreams and any other mod which references a navmesh you may have deleted. I believe the best practice is to mark navmeshes you want to turn off as "disabled", although since Captured Dreams modifies them I would try and find out why and err on the side of leaving them alone.
Nothing Doing Posted November 17, 2014 Posted November 17, 2014 I've attached my current version of Stynja.esp, with the deleted meshes that conflict with Captured Dreams removed and the ones that don't disabled. Haven't looked around yet, but at least it doesn't crash. Stynja.esp
circ Posted January 26, 2015 Posted January 26, 2015 Well, I've seen worse. Anyway, biggest issue is that none of the place has received light mapping or whatever it's actually called. Using a torch is next to useless as the floors and space don't reflect any light and neither do the walls barely. Though speaking of light, no it's not too dark really, and I run a fairly dark ENB right now. Rack room below is a little cramped between the devices and the celldoors. Maybe move the devices inside the cells? Also needs more personality and detail, as it is right now it looks like generic bandit tower map. There's plenty of space but it's not being used for anything interesting.
Asrienda Posted January 26, 2015 Author Posted January 26, 2015 Well, I've seen worse. Anyway, biggest issue is that none of the place has received light mapping or whatever it's actually called. Using a torch is next to useless as the floors and space don't reflect any light and neither do the walls barely. Though speaking of light, no it's not too dark really, and I run a fairly dark ENB right now. Rack room below is a little cramped between the devices and the celldoors. Maybe move the devices inside the cells? Also needs more personality and detail, as it is right now it looks like generic bandit tower map. There's plenty of space but it's not being used for anything interesting. I don't think "light mapping" is a thing that exists? If it does, I don't know about it obviously I kind of intended it to look like a bandit tower that was re-purposed. It's not for everyone, I had a lot of problems when I made this and if I had to do it again, I would not use a circular level design. That was extremely painful.
dogface Posted March 23, 2015 Posted March 23, 2015 Extremely nice house mod. Only issue I could find is the weapon plaques won't let you reclaim your weapon unless you tcl halfway into the wall. I'm guessing the dagger displays are blocking them?
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