Zirofal Posted January 2, 2015 Posted January 2, 2015 mh okay ill check it out and also i got this big problem after palying around with your fantastic mod i felt like playing skyrim just keep going on the dawnguard DLC then i noticed..how do i get out of this Cave my back up save diddent work for some reason so i am stuck iin ther untill i either find an escape or you add a way to get out (unless thers allready one) also i'd recomand to have an button to quit the quest jsut like you had to start it
fallenmystic Posted January 2, 2015 Author Posted January 2, 2015 mh okay ill check it out and also i got this big problem after palying around with your fantastic mod i felt like playing skyrim just keep going on the dawnguard DLC then i noticed..how do i get out of this Cave my back up save diddent work for some reason so i am stuck iin ther untill i either find an escape or you add a way to get out (unless thers allready one) also i'd recomand to have an button to quit the quest jsut like you had to start it As the warning message in the description says, it's NOT recommended to test out this mod without making a backup save. It's a dead end once you enter the mine, and the escape mechanism won't be added until the end of the beta cycle. However, if you're desperate, you can try using series of console commands to move out. To stop the quest: stopquest sltminequest To unequip all restraints and remove associated debuffs: player.unequipall To obtain a key to open the locked doors: player.additem 62013d09 1 To obtain a key to the inventory (near the entrance area beside the furnace) chest where your belongings are stored: player.additem 62001986 1 To restore player control, if it's disabled: setplayeraidriven 0 To break out of a pose: player.sae idleforcedefaultstate To move out of the cell (travel to Whiterun) coc whiterun You can remove tattoos from the MCM menu of SlaveTats. Hope this helps.
fallenmystic Posted January 2, 2015 Author Posted January 2, 2015 By the way, I noticed that I've left a Dwemer button in the mining area enabled, which I use for a quick testing. Please, do NOT press the button! It'll fire up a scene prematurely so possibly breaking the quest progression. Sorry for the hassle! P.S.: Almost 200 downloads since the new release, but not a single complaint about issues for two days... I wish I could believe that it's a sign of the release being flawless, or of the fact that everyone's so busy admiring how wonderful it is... but yeah, I know better So I'm a bit concerned now. Is it working at all? Any major issues to prevent you from progressing to the feeding scene?
Content Consumer Posted January 2, 2015 Posted January 2, 2015 I went ahead and pressed the button (before your warning)... got the "collect ores" scene, but nothing seemed to be broken after that, everything's still working fine... p.s. Modifying the timescale during mining is not a good idea unless you like tormenting the other miners... they don't have enough time to mine any ore at all before it's time to collect, and the guard gets unhappy.
fallenmystic Posted January 2, 2015 Author Posted January 2, 2015 p.s. Modifying the timescale during mining is not a good idea unless you like tormenting the other miners... they don't have enough time to mine any ore at all before it's time to collect, and the guard gets unhappy. Actually, it's the other way around that the timescale during the working hours is left unchanged (default 20.0), but it's adjusted to 1.0 during the scenes to give slaves more time to mine ores. Normally, they should get 0-5 ores during a shift. Slave 45 (who will be our little Treva, if you have read Morriscat's story) has the lowest mining perk, so she might not be able to mine any ore during a shift. But others should at least mine an ore, provided everything's working as intended. So, does this happen to every miners? Or, does it happen only when you fire additional collecting ore scene between the shifts (in that case, it should be normal)? By the way, thanks for the feedback!
Zirofal Posted January 2, 2015 Posted January 2, 2015 ah thank you so much i got back on track with the comands ^^ however apart from that i can only say how good th mod is even if i only got to mining and colect bit i did notice a bug that if you are cought doing osmething the guard dont like infront of two or more guards you will get into a never ending lop where you need to submit somethign else, but this might not be somethigntyou can fix, you can talk to the other Girls even if ther gaged thay get the same sentances as the guards if you intract with them. P.S what do i do to be able to equip my stuff again (i did use the "player.unequipall" command ;C )
fallenmystic Posted January 2, 2015 Author Posted January 2, 2015 ah thank you so much i got back on track with the comands ^^ however apart from that i can only say how good th mod is even if i only got to mining and colect bit i did notice a bug that if you are cought doing osmething the guard dont like infront of two or more guards you will get into a never ending lop where you need to submit somethign else, but this might not be somethigntyou can fix, you can talk to the other Girls even if ther gaged thay get the same sentances as the guards if you intract with them. P.S what do i do to be able to equip my stuff again (i did use the "player.unequipall" command ;C ) Ah... I must have missed some dialogue conditions then. Thanks for bringing this up! As to the broken crime faction, it's mentioned in the description and has been brought up multiple times before. It's just a placeholder for now and I really should have fix it disabled it before it confuse so many users. You should issue unequipall before you recover your belongings, otherwise everything in your inventory will be lost along with restraints.
Content Consumer Posted January 2, 2015 Posted January 2, 2015 Actually, it's the other way around that the timescale during the working hours is left unchanged (default 20.0), but it's adjusted to 1.0 during the scenes to give slaves more time to mine ores. Normally, they should get 0-5 ores during a shift. Slave 45 (who will be our little Treva, if you have read Morriscat's story) has the lowest mining perk, so she might not be able to mine any ore during a shift. But others should at least mine an ore, provided everything's working as intended. So, does this happen to every miners? Or, does it happen only when you fire additional collecting ore scene between the shifts (in that case, it should be normal)? By the way, thanks for the feedback! Sorry... I meant me as the player modifying the timescale. I once set timescale to 80 during mining, just to see what happens... none of the miners managed to get an ore before collection. I didn't know about the timescale being set to 1.0 during scenes, but I had wondered why it was resetting on its own. As the mod is, without me deliberately messing things up, it works just fine as far as I can tell. I had read in various places that setting timescale to 1 can cause problems with the game, like massive instability for some reason. Never noticed it with this mod, though. The only "problem" I noticed is slight jerking during ore collection, after every "push out your boobs" so he could write on them, but I'm pretty sure that's due to slavetats (marking the breasts) freezing the game for a split second while it works.
fallenmystic Posted January 2, 2015 Author Posted January 2, 2015 Sorry... I meant me as the player modifying the timescale. I once set timescale to 80 during mining, just to see what happens... none of the miners managed to get an ore before collection. I didn't know about the timescale being set to 1.0 during scenes, but I had wondered why it was resetting on its own. As the mod is, without me deliberately messing things up, it works just fine as far as I can tell. I had read in various places that setting timescale to 1 can cause problems with the game, like massive instability for some reason. Never noticed it with this mod, though. The only "problem" I noticed is slight jerking during ore collection, after every "push out your boobs" so he could write on them, but I'm pretty sure that's due to slavetats (marking the breasts) freezing the game for a split second while it works. Thanks for the clarification. I'm glad it worked as intended
Content Consumer Posted January 2, 2015 Posted January 2, 2015 Some more testing... I just completed my first day! I mined one whole ore! I'm so proud of myself! When I was told to head to the smelter, I just assumed I had to open my inventory and drop the ore on the ground... correct? One of the slaves (can't remember the number, she was closest to the door) during one of the collection scenes didn't pick up one of her ores. She tried... she kept moving to it, jerking around a bit, then walking away to start the process again... happened like four or five times until the guard started walking to the first slave to get her ore, then she stopped. She picked up all the others, but there's still an ore sitting in the middle of the room. During the cavity search, I didn't see any of the animations... the "arms behind head and reveal your armpits" and the "spread pussy lips apart" either... I have all the listed requirements, and I made sure to register all the anims... am I missing something? Other than the missing animation (everyone just stood there until he told us to put our hands behind our back to be cuffed), everything went fine there... During the feeding (wherein I got a solitary potato for all my hard work in digging up a single gold ore), when he made everyone stand up to dump the food in the trough, nobody sat down again, and the guard just kept circling and circling, occasionally coming to a stop in the middle of the troughs and standing there before teleporting a few feet away and starting to circle again. Under the assumption that his path was blocked somehow, I selected the guard and disabled his clipping, which stopped him teleporting, but didn't stop him circling constantly. And nobody sat down to eat... it's now 19:00pm (I think feeding time began at 17:00) and everyone's still just standing there.
Content Consumer Posted January 2, 2015 Posted January 2, 2015 If you're looking for an opportunity to help developing the mod, please consider one of the following options:Correcting or improving dialogues. Making a branding iron, and/or with a proper animation. Making a proper breast marking animation. Making slave inspection animations (vagina and breast). Making slave feeding animations (Eating from ground, drinking from a trough, etc). Suggesting proper background lore or any other features for the mod. Testing and giving a feedback on issues. Have you looked at this mod? It has a couple of animations that may be of use to you. For example, when slaves are picking up ore from the ground, they could use the "harvest" animation instead of the vanilla pick-up animation. Or a guard could use the "lockpick" animation for the cavity search. The author (under perms) has given permission for the assets to be used in other mods...
fallenmystic Posted January 2, 2015 Author Posted January 2, 2015 Some more testing... I just completed my first day! I mined one whole ore! I'm so proud of myself! When I was told to head to the smelter, I just assumed I had to open my inventory and drop the ore on the ground... correct? Yes, you're right. One of the slaves (can't remember the number, she was closest to the door) during one of the collection scenes didn't pick up one of her ores. She tried... she kept moving to it, jerking around a bit, then walking away to start the process again... happened like four or five times until the guard started walking to the first slave to get her ore, then she stopped. She picked up all the others, but there's still an ore sitting in the middle of the room. It's just one of so many bugs in Skyrim's AI packages, so I'm afraid there could be no possible fix. However, I suppose there can be some way to workaround it, like check if a slave have successfully gathered all the ores and manually give her number of ores she failed to pick up, etc. During the cavity search, I didn't see any of the animations... the "arms behind head and reveal your armpits" and the "spread pussy lips apart" either... I have all the listed requirements, and I made sure to register all the anims... am I missing something? Other than the missing animation (everyone just stood there until he told us to put our hands behind our back to be cuffed), everything went fine there... Could you please run Generate FNIS for Users.exe and try again? It it fixes the problem, it might mean that users did not see any custom animations all along... urg... But in that case, I'm really thankful for you to bring this up. During the feeding (wherein I got a solitary potato for all my hard work in digging up a single gold ore), when he made everyone stand up to dump the food in the trough, nobody sat down again, and the guard just kept circling and circling, occasionally coming to a stop in the middle of the troughs and standing there before teleporting a few feet away and starting to circle again. Under the assumption that his path was blocked somehow, I selected the guard and disabled his clipping, which stopped him teleporting, but didn't stop him circling constantly. And nobody sat down to eat... it's now 19:00pm (I think feeding time began at 17:00) and everyone's still just standing there. The problem with not start eating could be the result of the previous issue, so please check if running the FNIS tool fixes that problem also. As I mentioned in the daily schedule, there's no content implemented after the first feeding scene. Due to certain unexpected bugs, I had to release this version without finishing up the scene, so there's no stages which will take you back to the mining cell. (I'm curious how you could even succeed in mining an ore and playing through 17:00PM. Probably timescale change affect this?) The next Alpha 4 release will address this issue, so you will be able to progress at least to 18:00 PM. Thanks much for such a detailed feedback. It helps me a lot P.S.: I cannot use harvest animation, since it's all hard coded in the Acquire procedure. Maybe we should replace it with all custom script to fix various issues with the procedure later. Then I'll be able to replace the animation with what you have suggested. I like the idea of using the lockpicking animation It'll take some time before I could start experimenting, because probably I'll have to create another custom animation based on it since the vanilla one have both anim object and sound effect attached to it.
Content Consumer Posted January 2, 2015 Posted January 2, 2015 Could you please run Generate FNIS for Users.exe and try again? It it fixes the problem, it might mean that users did not see any custom animations all along... urg... ... The problem with not start eating could be the result of the previous issue, so please check if running the FNIS tool fixes that problem also. OMG - I'm an idiot. I thought I had run it after installing this mod, but apparently I forgot. Yep, all animations working fine now. (I'm curious how you could even succeed in mining an ore and playing through 17:00PM. Probably timescale change affect this?) I'd guess so, then... I was messing around quite a bit. I usually do when I first try out a new mod.
Content Consumer Posted January 2, 2015 Posted January 2, 2015 It's just one of so many bugs in Skyrim's AI packages, so I'm afraid there could be no possible fix. However, I suppose there can be some way to workaround it, like check if a slave have successfully gathered all the ores and manually give her number of ores she failed to pick up, etc. ... P.S.: I cannot use harvest animation, since it's all hard coded in the Acquire procedure. Maybe we should replace it with all custom script to fix various issues with the procedure later. Then I'll be able to replace the animation with what you have suggested. Might it be easier to, instead of dropping the ore on the ground and then having them pick it up, just add it to their inventory? To do so would remove the point of the "now collect your ores" part of the scene, but... hmm... Is there a way to search for all items of a certain type in the current cell? Something like one of the "auto harvest" mods (like this one, and I think there are a couple others)... have the gold ore drop onto the ground as normal, but also add it to their inventory. Then when the guard says to collect them, script search the entire cell for loose gold ores lying around and remove them. I guess it would be sort of jarring to have the ores instantly disappear, though, even if you had the NPCs do a couple of empty "gather" animations... and it would add yet another script... I dunno.
fallenmystic Posted January 2, 2015 Author Posted January 2, 2015 Yep, all animations working fine now. Thanks, I've updated the description to include the instruction also. Might it be easier to, instead of dropping the ore on the ground and then having them pick it up, just add it to their inventory? To do so would remove the point of the "now collect your ores" part of the scene, but... hmm... Is there a way to search for all items of a certain type in the current cell? Something like one of the "auto harvest" mods (like this one, and I think there are a couple others)... have the gold ore drop onto the ground as normal, but also add it to their inventory. Then when the guard says to collect them, script search the entire cell for loose gold ores lying around and remove them. I guess it would be sort of jarring to have the ores instantly disappear, though, even if you had the NPCs do a couple of empty "gather" animations... and it would add yet another script... I dunno. Actually, I considered that alternative before, but decided otherwise because I thought showing ores of other slaves can give the player some hint about relative performance between them. By the way, what you have suggested is the almost exact process the workaround would be if I implement it. Actually, it already adds an ore to the inventory of a NPC slave when she mines it to keep track of the actual number of ores each slave mined. We'll need such kind of a 'clean up' script anyway, because for now the ores keeps piling up at the smelter. So I guess I'll add scripts to handle both of the situations with a very similar approach from your suggestion in future. Notice for All Users It seems that running Generate FNIS for Users.exe is required for animations to work properly. If you have played without it, you might have missed certain animations like binding, peeing or feeding scenes, so please don't forget to run it whenever you install or upgrade this mod. Sorry I didn't make it clear from the start.
Prometeus5879 Posted January 2, 2015 Posted January 2, 2015 Tested the mod yesterday and all went fine. Well I did restart the first test because I thought my mining was broken (RTFM!) The only small "issue" I had was the jumpy behaviour of the guard while feeding the slaves. Maybe you can add a bit more room between the room where the meal is cooked (that wall in fact) and the left row of eating slaves. The guard somtimes gets stuck there trying to walk behind the eating or standing slaves.
fallenmystic Posted January 2, 2015 Author Posted January 2, 2015 The only small "issue" I had was the jumpy behaviour of the guard while feeding the slaves. Maybe you can add a bit more room between the room where the meal is cooked (that wall in fact) and the left row of eating slaves. The guard somtimes gets stuck there trying to walk behind the eating or standing slaves. Ah... it seems like to be another navmesh/pathing problem again. I'll make sure to look into this problem before the next release. Thanks for pointing this out
Kenjoka Posted January 2, 2015 Posted January 2, 2015 hello, tested your mod today, everything worked very well until the feeding scene (lunch), the slave left of me, nr 13 i think, got 3 fruits, i got none, cause i was so lazy the othes got 1-3, all slave ate their food and when finished, stand up and sit down again. but nr 13 left of me was eating and eating and eating.. i didnt changed any timescale, but game time was very slow and after 10 minutes realtime watching nr 13 eating , i quit I have a lot of savegames before and will try it again. Not as a bug, but comment: when we walked to lunch, the guard commands us "You, stand up" and i always asked, 'does he mean me?', I suppose this event is fully scripted, wouldnt it be better if he says, 'Nr 43, stand up' I would like to share some screenshots but i dont know how (i will search for a forum tutorial) Edit: did a second and a third run, in both tries all slaves finished sucessfully their meals and were kneeling or standing in front of their trogs. In the second try the guard has some troubles finding his path and warped sometimes as mentioned, in both tries the guard walked around and nothing more happenend , is this the actuell end of the mod? oh, 3 guards sat also on a table and had their meal, maybe we have to wait for them
fallenmystic Posted January 2, 2015 Author Posted January 2, 2015 hello, tested your mod today, everything worked very well until the feeding scene (lunch), the slave left of me, nr 13 i think, got 3 fruits, i got none, cause i was so lazy the othes got 1-3, all slave ate their food and when finished, stand up and sit down again. but nr 13 left of me was eating and eating and eating.. i didnt changed any timescale, but game time was very slow and after 10 minutes realtime watching nr 13 eating , i quit I have a lot of savegames before and will try it again. Not as a bug, but comment: when we walked to lunch, the guard commands us "You, stand up" and i always asked, 'does he mean me?', I suppose this event is fully scripted, wouldnt it be better if he says, 'Nr 43, stand up' I would like to share some screenshots but i dont know how (i will search for a forum tutorial) The first issue seems to be from the fact that the scene was not completely implemented yet, so you can expect it to be fixed in the next release (Alpha 4). Currently, it's not possible to play past the feeding scene since it simply never ends and you are not taken back to the working area. As to the dialogue, I really wish I could do that. Skyrim supports limited text replacement feature with dialogue texts, but it only applies to those initiated by the player. So, if we are to make it happen, we should make separate dialog topics per each slaves, which is certainly doable but still a bit time consuming. Maybe we should revisit this issue when other important aspects of the mod will be implemented later. Thanks for the feedback
jfraser Posted January 2, 2015 Posted January 2, 2015 Haven't had a chance to try it yet, but I have also seen many warnings about seeing the timescale to anything below six. Might want to make that the absolute lowest.
nuttoza012 Posted January 2, 2015 Posted January 2, 2015 sorry i have somthing to ask after guard call to the wheel not anything happen for 5 min is this a bug ?
Kenjoka Posted January 2, 2015 Posted January 2, 2015 yes and no, the wheel scene works very vell for me, its where you got your tatoos, do you have slavetats installed ?
jfraser Posted January 2, 2015 Posted January 2, 2015 sorry i have somthing to ask after guard call to the wheel not anything happen for 5 min is this a bug ? Also, make sure to run fnis so animations will fire properly.
Content Consumer Posted January 2, 2015 Posted January 2, 2015 Can I have an option to remap the 'Q' key? That's the key I use to switch between first and third person view...
fallenmystic Posted January 3, 2015 Author Posted January 3, 2015 Haven't had a chance to try it yet, but I have also seen many warnings about seeing the timescale to anything below six. Might want to make that the absolute lowest. I haven't seen any problems with timescale 1.0 but, maybe it's because this mod confines player's activity in a very small space with limited number of NPCs. However, I'll experiment with timescale 6.0, in a hope that it might magically solve the pathing problem which still partially remains with the recent version. Thanks for the information! sorry i have somthing to ask after guard call to the wheel not anything happen for 5 min is this a bug ? No, please try what others have suggested above and see if there's any error messages on the Papyrus log. If all else fails, just try it again to see if it was not another case of the pathing problem. Can I have an option to remap the 'Q' key? That's the key I use to switch between first and third person view... It's planned already, as other members have complained of the issue before. It seems to be not too difficult to implement, so I'll try to include it in the next release.
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