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Slaves of Tamriel (Obsolete - Please use theFirstHeretic's version)


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This mod even in its alpha stage is pretty amazing. Already more reactive and interesting than just about any other SL mod I've tried. Great characters, scripts, props, use and timing of animations.

 

Few things.

 

It's pretty easy to get almost stuck in an infinite whip loop, where you just keep falling down in ragdoll mode and can't proceed.

 

Endurance drains a little too fast. I'm surprised any work gets done at this rate.

 

When I got put in the wheel at the start, I wasn't aligned properly and was clipping through the spokes.

 

Suggestion: maybe add some guard dogs?

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Hello

I'm getting CTD right after the first guard says to move out.

 

And i believe i have all the mod's requirements

I even started a new character, same problem.

You mean on the ramp leading down? The very beginning?

 

 

Yes, exactly. In the very beginning.

When the first guard shows up and says to move out, my game crashes.

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@jfraser Thanks much for trying to help those who have a problem with my mod! I've been too busy to check the thread for days, so I'm glad to see that there was someone who answered those questions while I was away :)

 

 

Yes, exactly. In the very beginning.

When the first guard shows up and says to move out, my game crashes.

 

Do you find anything interesting in your Papyrus log?

 

Unfortunately, it seems CTDs seldom leave much clue to help tracking down the cause, but I suppose it's worth a shot.

 

This mod even in its alpha stage is pretty amazing. Already more reactive and interesting than just about any other SL mod I've tried. Great characters, scripts, props, use and timing of animations.

 

Few things.

 

It's pretty easy to get almost stuck in an infinite whip loop, where you just keep falling down in ragdoll mode and can't proceed.

 

Endurance drains a little too fast. I'm surprised any work gets done at this rate.

 

When I got put in the wheel at the start, I wasn't aligned properly and was clipping through the spokes.

 

Suggestion: maybe add some guard dogs?

 

Thanks for the encouragement!

 

By the way, where do you see the infinite loop happens? Is it reproducible everytime? Or does it happen in certain area only?

 

Actually, making the player ragdolling proved to be problematic in certain places so I added certain markers to those spots to tell the script not to apply havok impact where those markers are near.

 

So, if you see this happen in certain areas only, please tell me where those places are, then I'll see if I can adjust place and range of those markers to prevent such a problem.

 

I agree that the stamina drain could need some adjustment. But I'd like to see how it goes with the current settings. in conjunction with higher mining perks first.

 

There were other people who seem to have similar problem with the wheel before. But if I'm not mistaken, there's nothing can be done on my end, since the cause of the problem lies outside the mod itself.

 

As to the suggestion of adding some dogs, yes, it's already planned and even discussed about, already :) There were those who don't want to see bestiality actions in this mod, though. So, it will be added as an optional feature later.

 

 

Status Update... or Excuses for Lack Thereof...

 

I've been much occupied with my real life project lately, so the work for the next release hasn't yet been started.

 

It seems I'll need at least another week before I can find some time to work on this mod again.

 

Sorry for the delays, and I'll post an update when I'll start working again and see some progress.

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By the way, where do you see the infinite loop happens? Is it reproducible everytime? Or does it happen in certain area only?

 

Actually, making the player ragdolling proved to be problematic in certain places so I added certain markers to those spots to tell the script not to apply havok impact where those markers are near.

 

So, if you see this happen in certain areas only, please tell me where those places are, then I'll see if I can adjust place and range of those markers to prevent such a problem.

 

Sorry for the delays, and I'll post an update when I'll start working again and see some progress.

 

I was a little tardy continuing past the room where you're given the pickaxe I believe. I got whipped once, ragdolled, tried to get moving again but was down again before I could. This continued for close to a minute until the guard went into the room with the veins, kept hitting me through the bars but eventually must have failed as I managed to get up and continue. The timing can get a little tricky elsewhere too. I had ten or so second loop in the room with the veins, trying to get up. It's a little too prone to ragdoll maybe.

 

Some other things before I ended my session.

 

I was unable to get dirty like the other ladies, and never saw any whip marks. Also the placement of the numbers could maybe be closer to the shoulders. Maybe the textures used were CBBE, but on UNPB, even on smaller sized breasts, they stretched to rather large sizes. The numbers on all the buttocks on the other hand looked uniform that I could tell.

 

The routine for the guard in the smelter room could use some variations maybe. Maybe a drinking break considering the heat in there. Changing to fists on occasion instead of the crop, or other utilities. Maybe also wasting water in front of everyone, and possibly one of the prisoners begging for water.

 

The sequence when you leave the smelter room and get inspected drags on a bit.

 

Once you're all kneeled before the troughs, nothing happens. You just kneel there. It's possible this is where the content ends?

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This mod has some pretty phenomenal promise going for it, really like what you have so far. A few bits of specific feedback:

 

- The branding scene didn't seem to play properly, with only a bit of steam appearing in the air near her while she was tied to the wheel. Afterwards they then stayed on the ground until I used Q to sit down / get up (intentional?).

- After counting ores - even though the guard said it was fine (ore was stolen not sure if this mattered, only ended up mining one personally in the first day during the second bout of mining) he then started whipping. May have been because I took to long to get to the smelter, but if so it's a very narrow window. After the second chunk of mining he seemed a little more upset at the fact I had only mined one piece and whipped again.

- After dropping the stolen ore the first time around I tried sneaking to pick it up again. The guard didn't like me sneaking around behind his back and attacked me - no way to yield so he keeps going until you are dead. Could be intentional ;p

- The cavity search failed to catch the gold ore I had picked back up again after dropping it at the smelter.

- On the way to the feeding after the search - on the slope just outside the mining area - the leading guard got stuck. All the other slaves save two played follow the leader with me, and I was able to wander around the entire mine with them (including the other guard) following me. A bit of prodding eventually got him moving again.

- The feeding sequence reached the end, all food was eaten and the guard just kept circling us so the schedule does work all the way through. It is possible to drink from someone else's trough by looking at it and hitting interact which teleports you around. Maybe put more space between them somehow?

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This is pretty impressive as an exposition. I do hope you get something other than "Arrow in the Knee" Whitehold guards for the mine guards.

 

Only critic I have is it needs a fast forward for serious play threw. Things like the line up for inspection get really tedious- it's immersive but a little much to do over and over again.

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Yes, exactly. In the very beginning.

When the first guard shows up and says to move out, my game crashes.

 

Do you find anything interesting in your Papyrus log?

 

Unfortunately, it seems CTDs seldom leave much clue to help tracking down the cause, but I suppose it's worth a shot.

 

 

Hi, here's my papyrus log file. The last info is about SlaveTats i think.

Still happening. First guard shows up, tells me to move out and after a few seconds my game crashes :-/

 

Thanks for your time

 

Papyrus.0.log

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An idea for some time in the future:

Can I steal a piece of charcoal from the guards or somewhere (we're not searched going into the mining area, just coming out of it), and use the charcoal to mark my own breasts, so I can get more food?

I'm thinking the guard would have a chance to detect it (hey, I don't remember you mining that much!), something like 25% chance to detect if I add one tally mark, 50% for two, 75% for three, and 4+ is guaranteed.

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Originally, I planned to assign different ranks between slaves so the player can progressively be promoted along this hierarchy. I'm still not sure how easy it would be to achieve it. 

Ranks could be based (initially at least) entirely on the mining perk. The better the miner you are, the less likely you are to be assigned to other duties. These other duties should probably be less savory than mining, or all the slaves would probably try to work less just to get reassigned.

 

If you have enough stamina to mine a lot, your mining skill goes up, meaning you get more ore, and therefore are a better miner.

But if your stamina is low, your mining skill doesn't go up as fast, meaning less ore, so maybe the guards notice that and decide that your scrawny carcass is useful somewhere else.

 

And I've got a question... you're eventually planning on making other slavery scenarios (besides mining), right? I can see the way you've got the mining skill going right now can be directly converted to a cooking skill. Possibly instead of draining stamina, it instead is based on your alchemy skill... the higher your alchemy, the better cook you are (more food produced). But instead of raising your alchemy skill by cooking (which would be kind of cheating), instead it uses the alchemy skill as a baseline and then uses a system like what you've got for mining right now.

 

Ooh... and maybe if you're sold to necromancers or mages instead of miners, you could be set to filling soul gems (which would use enchanting and drain mana instead). I had a similar idea for Soulgem Oven, that if captured by the necromancers at Ilinalta's Deep, they'd use you for soul gem farming.

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And I've got a question... you're eventually planning on making other slavery scenarios (besides mining), right? I can see the way you've got the mining skill going right now can be directly converted to a cooking skill. Possibly instead of draining stamina, it instead is based on your alchemy skill... the higher your alchemy, the better cook you are (more food produced). But instead of raising your alchemy skill by cooking (which would be kind of cheating), instead it uses the alchemy skill as a baseline and then uses a system like what you've got for mining right now.

 

 

theres actually a mod that does that, kind of. 

http://www.nexusmods.com/skyrim/mods/55152/?

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Sorry for not having been able to reply to posts. I've been quite occupied with my real life works (also, programming stuffs) so I didn't have enough time to read the messages.

 

I expect I'll be able to spend sometime this weekend, so the development for the next version will begin then.

 

 

I was a little tardy continuing past the room where you're given the pickaxe I believe. I got whipped once, ragdolled, tried to get moving again but was down again before I could. This continued for close to a minute until the guard went into the room with the veins, kept hitting me through the bars but eventually must have failed as I managed to get up and continue. The timing can get a little tricky elsewhere too. I had ten or so second loop in the room with the veins, trying to get up. It's a little too prone to ragdoll maybe.

 

Some other things before I ended my session.

 

I was unable to get dirty like the other ladies, and never saw any whip marks. Also the placement of the numbers could maybe be closer to the shoulders. Maybe the textures used were CBBE, but on UNPB, even on smaller sized breasts, they stretched to rather large sizes. The numbers on all the buttocks on the other hand looked uniform that I could tell.

 

The routine for the guard in the smelter room could use some variations maybe. Maybe a drinking break considering the heat in there. Changing to fists on occasion instead of the crop, or other utilities. Maybe also wasting water in front of everyone, and possibly one of the prisoners begging for water.

 

The sequence when you leave the smelter room and get inspected drags on a bit.

 

Once you're all kneeled before the troughs, nothing happens. You just kneel there. It's possible this is where the content ends?

 

Is it after the guard at the gate who escorted you to the barred door (the room where you get a pickaxe) orders you to enter the cell? If so, I'll check the relevant package and see if I can reproduce the problem and fix it.

 

The the guard in the working area, on the other hand, might hit you before you get up after ragdolling. But in this case, it's intentional and he will not continue after certain amount of time passed or the health drops below certain level.

 

And you're correct about assuming the texture problem to be resulted from using a different body type than the recommended one. As I've mentioned in an earlier post, I'll release probably a better quality tattoo pack for UNP body type in the next version because I switched to UNP myself.

 

I like the idea about giving water to the slaves, so I'll try to add water troughs in the working area. Though I'm not sure when or how I'll do this at this point yet.

 

I agree that the inspection part drags the pace of the gameplay. It seems everybody seem to share the same opinion on this one, so I'm going to mitigate the problem soon by making the scene skippable or making the feeding scene play only once per a day.

 

And about the feeding scene, yes it's the end of all the available contents for now.

 

Thanks for the feedback!

 

This mod has some pretty phenomenal promise going for it, really like what you have so far. A few bits of specific feedback:

 

- The branding scene didn't seem to play properly, with only a bit of steam appearing in the air near her while she was tied to the wheel. Afterwards they then stayed on the ground until I used Q to sit down / get up (intentional?).

- After counting ores - even though the guard said it was fine (ore was stolen not sure if this mattered, only ended up mining one personally in the first day during the second bout of mining) he then started whipping. May have been because I took to long to get to the smelter, but if so it's a very narrow window. After the second chunk of mining he seemed a little more upset at the fact I had only mined one piece and whipped again.

- After dropping the stolen ore the first time around I tried sneaking to pick it up again. The guard didn't like me sneaking around behind his back and attacked me - no way to yield so he keeps going until you are dead. Could be intentional ;p

- The cavity search failed to catch the gold ore I had picked back up again after dropping it at the smelter.

- On the way to the feeding after the search - on the slope just outside the mining area - the leading guard got stuck. All the other slaves save two played follow the leader with me, and I was able to wander around the entire mine with them (including the other guard) following me. A bit of prodding eventually got him moving again.

- The feeding sequence reached the end, all food was eaten and the guard just kept circling us so the schedule does work all the way through. It is possible to drink from someone else's trough by looking at it and hitting interact which teleports you around. Maybe put more space between them somehow?

 

Thanks! I'm glad to know that you liked my mod :)

 

Do you see a short black out after the branding? If everything plays out as intended, the player is supposed to faint (black out) right after the branding (steams and screaming), and regain consciousness lying on the ground as another guard pours water over the player.

 

As to the problems with ore counting, I believe it's all related to the unimplemented crime faction issue. Until it's done, stealing ores can affect the game mechanism so often make it unplayable.

 

And about the guard's getting stuck in the slope, it's one of the hardest problem I'm currently trying to solve. Due to the way the platform behaves, such a problem occurs in such an undeterministic way, so making it almost impossible to fix it properly. Anyway, I'll try to check it again and try to reduce the probability of its happening at least.

 

As it seems there's not enough room to increase space between the troughs, maybe we could later let the guard check if the player's trying to 'steal' food from another slave's trough and do the proper measure.

 

This is pretty impressive as an exposition. I do hope you get something other than "Arrow in the Knee" Whitehold guards for the mine guards.

 

Only critic I have is it needs a fast forward for serious play threw. Things like the line up for inspection get really tedious- it's immersive but a little much to do over and over again.

 

Thanks :) As discussed earlier in this thread, I'm still undecided about what is to be the proper background lore for this mod, and those Whiterun guards are just placeholders for now. There was a mention of Thalmors and Silver Bloods to be the possible faction for the guards. I like the idea of introducing some element of racism, so I'm leaning toward the former but it can be changed if someone could suggest a possible storyline/background for other factions.

 

As to the inspection part, please refer to my first reply (and some of the recent posts before it)

 

 

Hi, here's my papyrus log file. The last info is about SlaveTats i think.

Still happening. First guard shows up, tells me to move out and after a few seconds my game crashes :-/

 

Thanks for your time

 

I'm sorry I couldn't reply sooner. It seems that the crash occurs when it tries to apply tattoos to a NPC. It seems that you have proper version of SlaveTats installed, but somehow it fails to apply the texture.

 

Is SlaveTats working correctly on its own? And do you have all the requirements of it installed properly?

 

You can try to apply an arbitary tattoos via SlaveTats' MCM menu, and see if it's working first.

 

 

An idea for some time in the future:
Can I steal a piece of charcoal from the guards or somewhere (we're not searched going into the mining area, just coming out of it), and use the charcoal to mark my own breasts, so I can get more food?
I'm thinking the guard would have a chance to detect it (hey, I don't remember you mining that much!), something like 25% chance to detect if I add one tally mark, 50% for two, 75% for three, and 4+ is guaranteed.

 

I envy you for having so many creative ideas :D I like this one a lot, and will try to implement it later. Maybe we can let Treva to give the marks to the player out of pity at first.

 

 

Ranks could be based (initially at least) entirely on the mining perk. The better the miner you are, the less likely you are to be assigned to other duties. These other duties should probably be less savory than mining, or all the slaves would probably try to work less just to get reassigned.

 

If you have enough stamina to mine a lot, your mining skill goes up, meaning you get more ore, and therefore are a better miner.

But if your stamina is low, your mining skill doesn't go up as fast, meaning less ore, so maybe the guards notice that and decide that your scrawny carcass is useful somewhere else.

 

And I've got a question... you're eventually planning on making other slavery scenarios (besides mining), right? I can see the way you've got the mining skill going right now can be directly converted to a cooking skill. Possibly instead of draining stamina, it instead is based on your alchemy skill... the higher your alchemy, the better cook you are (more food produced). But instead of raising your alchemy skill by cooking (which would be kind of cheating), instead it uses the alchemy skill as a baseline and then uses a system like what you've got for mining right now.

 

Ooh... and maybe if you're sold to necromancers or mages instead of miners, you could be set to filling soul gems (which would use enchanting and drain mana instead). I had a similar idea for Soulgem Oven, that if captured by the necromancers at Ilinalta's Deep, they'd use you for soul gem farming.

 

Currently, stamina has only indirectly affect the mining perks, as they are determined by number of ores you mine. I admit it's a bit unrealistic, so hope to make it include other factors like stamina, health, level and so on later.

 

As to the skill system, I'm afraid I didn't understand what you have described fully, so I'd appreciate if you can elaborate a bit more about it.

 

I know it's going to be awhile until you get some escape situations built, so in the meantime if you could add an "end" button to your mcm menu that shuts off all of your scripting, it would be helpful :)

 

Urg... I didn't realize you've already suggested such an option  :blush:  Please see my reply to your thread, and I'll try to include it in the next release as requested.

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Ranks could be based (initially at least) entirely on the mining perk. The better the miner you are, the less likely you are to be assigned to other duties. These other duties should probably be less savory than mining, or all the slaves would probably try to work less just to get reassigned.

 

If you have enough stamina to mine a lot, your mining skill goes up, meaning you get more ore, and therefore are a better miner.

But if your stamina is low, your mining skill doesn't go up as fast, meaning less ore, so maybe the guards notice that and decide that your scrawny carcass is useful somewhere else.

 

And I've got a question... you're eventually planning on making other slavery scenarios (besides mining), right? I can see the way you've got the mining skill going right now can be directly converted to a cooking skill. Possibly instead of draining stamina, it instead is based on your alchemy skill... the higher your alchemy, the better cook you are (more food produced). But instead of raising your alchemy skill by cooking (which would be kind of cheating), instead it uses the alchemy skill as a baseline and then uses a system like what you've got for mining right now.

 

Ooh... and maybe if you're sold to necromancers or mages instead of miners, you could be set to filling soul gems (which would use enchanting and drain mana instead). I had a similar idea for Soulgem Oven, that if captured by the necromancers at Ilinalta's Deep, they'd use you for soul gem farming.

 

Currently, stamina has only indirectly affect the mining perks, as they are determined by number of ores you mine. I admit it's a bit unrealistic, so hope to make it include other factors like stamina, health, level and so on later.

 

As to the skill system, I'm afraid I didn't understand what you have described fully, so I'd appreciate if you can elaborate a bit more about it.

 

Heh, sorry, I have a problem communicating properly when I'm tired. :)

 

Correct me if I'm wrong, but what's going on now is that your ability to mine ore depends on which hidden mining perk you have. So the higher your perk level, the faster you mine ores.

And the more stamina you have, the more you can swing a pickaxe at the ore vein, so the faster your perk level increases.

What I'm getting at is doing something similar with a cooking (or soul gem filling) skill for other slavery scenarios.

If you're sold as a kitchen slave, they'll put you to work cooking, and you gain cooking perks at the cooking pot in the same way you gain mining perks at the ore vein. I'd think the stamina drain would have to be much slower (cooking isn't exactly as hard work as mining), but the concept is still the same.

If you're sold to necromancers (I was thinking the necromancers at Ilinalta's Deep due to their heavier-than-normal involvement in soul gems), you'll be put to draining your magical power into soul gems (suitable watched over so you don't get any funny ideas about attacking the guards with spells). This would drain mana instead of stamina, but the mechanics of perk increase would be the same.

And another one (I don't like this one quite as much), you could be sold to either army (or bandit band, etc. any military force) for use as a sort of live-training opponent... where soldiers get to practice their combat moves on an expendable subject, given only a shield and fairly thick padded armor. Attacking wouldn't actually kill you (expendable, but not cheap to replace), but it would drain your health in much the same way, and you'd get perks for being better able to defend against attacks... I dunno.

 

p.s. Even I'm not quite sure what I was getting with using alchemy skill as a baseline and stuff... meh.

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Hi, here's my papyrus log file. The last info is about SlaveTats i think.

Still happening. First guard shows up, tells me to move out and after a few seconds my game crashes :-/

 

Thanks for your time

 

I'm sorry I couldn't reply sooner. It seems that the crash occurs when it tries to apply tattoos to a NPC. It seems that you have proper version of SlaveTats installed, but somehow it fails to apply the texture.

 

Is SlaveTats working correctly on its own? And do you have all the requirements of it installed properly?

 

You can try to apply an arbitary tattoos via SlaveTats' MCM menu, and see if it's working first.

 

 

Hi, thanks for your answer.

 

When i try to apply the Slaves of Tamriel > Dirt tattoos via MCM, my game crashes. (Other tattoos seens to be working fine).

By looking the papyrus log, dirt tatoos are being applied to all slaves except the player right before the CTD. 

So i guess the problem is related with the dirt tattoos set.

 

I can confirm that i'm using the latest version of all requirements.

 

EDIT: Sometimes when i apply the dirt tattoes via MCM, my game don't CTD (very rare), but i get very weird textures in the body.

Like i said, the other tattoos set works fine with no problem.

 

Sorry if i'm bothering too much and for my bad english.

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i have a bold (very bold) suggestion for a quick and somehow even immersive end of the mod. Maybe yo like it.

 

Lets call it deus ex machina:

 

Maiq the liar suddenly appears from nowhere close to the pc, grabs her and teleports (psiic monk!) out with her. After freeing her he can say some of his Maiq-sentences like: "Maiq really dont know why he did this. Maiq don't think that this one is an important one, or chosen to save the world, isn't it?" something in this direction. Maybe you get the point.

 

the advantage is, that you can use it at every pont of the mod.

And...well, i want to have this gem of a mod as soon as possible in a playthrough :-)

 

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Having some issues with this atm, after I start the quest I'm loaded into the mine where basically nothing happens regardless of where I go or who I speak too :s. There is also an invisible npc near the load in point called "Scheduler". I'm sure I have all the req mods and I've played around with the load order to no avail. Any suggestions?

 

Just to clarify the guards and 'scheduler' all give me default dialogue options (working girl/sl dialogue etc).

Everything is up to date also, and slave tats works fine on its own with/without SoT tattoos.

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I am having problems with the tattoos showing up.  all of the tattoos work before starting the mining slavery including the ones from this mod.  i tried alot of body ones after starting the mod but none of them work, the face ones still work.  didnt try hands and  feet.  i am using cbbe body.  the other slaves only have face tattoos as well.

 

 

anything i can try to help you troubleshoot the problem? 

 

really like the idea so far and the initial scene is great.

 

EDIT:  hmmm doesnt seem to be just a your mod problem.  i upgraded to 1.06 of slavetats and i thought they were working.  turns out i can only get body tattoos to work if i am wearing something.  very strange.

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Heh, sorry, I have a problem communicating properly when I'm tired. :)

 

Correct me if I'm wrong, but what's going on now is that your ability to mine ore depends on which hidden mining perk you have. So the higher your perk level, the faster you mine ores.

And the more stamina you have, the more you can swing a pickaxe at the ore vein, so the faster your perk level increases.

What I'm getting at is doing something similar with a cooking (or soul gem filling) skill for other slavery scenarios.

If you're sold as a kitchen slave, they'll put you to work cooking, and you gain cooking perks at the cooking pot in the same way you gain mining perks at the ore vein. I'd think the stamina drain would have to be much slower (cooking isn't exactly as hard work as mining), but the concept is still the same.

If you're sold to necromancers (I was thinking the necromancers at Ilinalta's Deep due to their heavier-than-normal involvement in soul gems), you'll be put to draining your magical power into soul gems (suitable watched over so you don't get any funny ideas about attacking the guards with spells). This would drain mana instead of stamina, but the mechanics of perk increase would be the same.

And another one (I don't like this one quite as much), you could be sold to either army (or bandit band, etc. any military force) for use as a sort of live-training opponent... where soldiers get to practice their combat moves on an expendable subject, given only a shield and fairly thick padded armor. Attacking wouldn't actually kill you (expendable, but not cheap to replace), but it would drain your health in much the same way, and you'd get perks for being better able to defend against attacks... I dunno.

 

p.s. Even I'm not quite sure what I was getting with using alchemy skill as a baseline and stuff... meh.

 

Thanks for the clarification. Honestly, any plan which falls outside the scope of the current mining mod is quite vague, so I cannot promise anything positive for now.

 

I'm not sure if we could make repeated cooking engaging or atmospheric enough in Skyrim. However I think being a household slave in general could prove to be a fine subject for another mod or an add-on if done right.

 

Maybe other themes also could be developed into something interesting if pursued further.  Anyway, I suppose I'll have to rely on others for the task while I'm busy with the mining part.

 

Hi, thanks for your answer.

 

When i try to apply the Slaves of Tamriel > Dirt tattoos via MCM, my game crashes. (Other tattoos seens to be working fine).

By looking the papyrus log, dirt tatoos are being applied to all slaves except the player right before the CTD. 

So i guess the problem is related with the dirt tattoos set.

 

I can confirm that i'm using the latest version of all requirements.

 

EDIT: Sometimes when i apply the dirt tattoes via MCM, my game don't CTD (very rare), but i get very weird textures in the body.

Like i said, the other tattoos set works fine with no problem.

 

Sorry if i'm bothering too much and for my bad english.

 

I think you just shed some light onto that texture problem which so many people seem to have! I just realize that the dirt maps and tally marks are much bigger in size than others.

 

I suspect if I've been pushing the memory limit for textures with them. I'm currently creating a new tattoo set for the UNP body, so I'm going to release separate optimized versions (like 1k set, 2k set, 4k set, etc) to see if it would make any difference.

 

So, please wait for the update till I finish the new tattoo set. Thanks much for the feedback!

 

i have a bold (very bold) suggestion for a quick and somehow even immersive end of the mod. Maybe yo like it.

 

Lets call it deus ex machina:

 

Maiq the liar suddenly appears from nowhere close to the pc, grabs her and teleports (psiic monk!) out with her. After freeing her he can say some of his Maiq-sentences like: "Maiq really dont know why he did this. Maiq don't think that this one is an important one, or chosen to save the world, isn't it?" something in this direction. Maybe you get the point.

 

the advantage is, that you can use it at every pont of the mod.

And...well, i want to have this gem of a mod as soon as possible in a playthrough :-)

 

It reminds me the Azura quest a bit :) Anyway, what about implementing more mundane (and realistic) escape options first and see if we want more?

 

By the way, I'll add a temporary 'quit the quest now' MCM menu item in the next release. Maybe we could use your idea later to make such an ultimate 'deus ex machina' bit less detrimental to the immersion.

 

Thanks for the feedback, and hope you'll enjoy my mod when you decide to play it!

 

Having some issues with this atm, after I start the quest I'm loaded into the mine where basically nothing happens regardless of where I go or who I speak too :s. There is also an invisible npc near the load in point called "Scheduler". I'm sure I have all the req mods and I've played around with the load order to no avail. Any suggestions?

 

Just to clarify the guards and 'scheduler' all give me default dialogue options (working girl/sl dialogue etc).

Everything is up to date also, and slave tats works fine on its own with/without SoT tattoos.

 

Urg... that 'Scheduler' NPC is sort of a dirty hack to solve some tricky issue about AI packages. However, you should not be able to notice it, since it's placed outside the initial gate where the player is supposed to start the quest.

 

Could you please check the Papyrus log to see if there's anything helpful? If you don't see any quest objective messages or prompt from the guard, then it's likely that something has prevented the quest from start, and hopefully left some hints in the log file.

 

I am having problems with the tattoos showing up.  all of the tattoos work before starting the mining slavery including the ones from this mod.  i tried alot of body ones after starting the mod but none of them work, the face ones still work.  didnt try hands and  feet.  i am using cbbe body.  the other slaves only have face tattoos as well.

 

anything i can try to help you troubleshoot the problem? 

 

really like the idea so far and the initial scene is great.

 

EDIT:  hmmm doesnt seem to be just a your mod problem.  i upgraded to 1.06 of slavetats and i thought they were working.  turns out i can only get body tattoos to work if i am wearing something.  very strange.

 

Again, Papyrus log might help if there's any relevant error messages. Anyway, I suppose once I release the new tattoo set for the UNP body, it might solve such a problem or at least giving more hints to search the real cause. (Please read my response to cuceta above)

 

Please let me know if you find any other problems during the playthrough. Thanks!

 

 

Status Update

 

Finally, I was able to spend sometime working on this mod again today, and half finished the UNP tattoo set. I think it looks much better than the old one, but some of the details seem to be lost when shown in game especially when the textures are downsized to 1k.

 

I'm going to release it before the next alpha version of the mod itself, and it'll be provided as multiple separate downloads with different resolution each to see if it helps those who experiencing a problem with the old tattoo set.

 

I won't be able to work much on week days, so I expect it to take a week or so before I could finish it.

 

Thanks for your patience, and for all those feedbacks!

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Having some issues with this atm, after I start the quest I'm loaded into the mine where basically nothing happens regardless of where I go or who I speak too :s. There is also an invisible npc near the load in point called "Scheduler". I'm sure I have all the req mods and I've played around with the load order to no avail. Any suggestions?

 

Just to clarify the guards and 'scheduler' all give me default dialogue options (working girl/sl dialogue etc).

Everything is up to date also, and slave tats works fine on its own with/without SoT tattoos.

 

Hrm, I played around with it for a while, more or less just repeating the steps to start the quest from an earlier save and eventually it worked. I'm not 100% sure how, but my gut tells it wasn't working initially (quest wasn't starting) because of certain equipped items that couldn't be removed (jammed lock collar with no quests to remove it).

 

I used player.removeallitems and started the quest and it actually kicked up and started Oo

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Status Update

 

Finally, I was able to spend sometime working on this mod again today, and half finished the UNP tattoo set. I think it looks much better than the old one, but some of the details seem to be lost when shown in game especially when the textures are downsized to 1k.

 

I'm going to release it before the next alpha version of the mod itself, and it'll be provided as multiple separate downloads with different resolution each to see if it helps those who experiencing a problem with the old tattoo set.

 

I won't be able to work much on week days, so I expect it to take a week or so before I could finish it.

 

Thanks for your patience, and for all those feedbacks!

 

 

Looking forward to it :)

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