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Posted

I just played through it again the other night and it was working well.

 

Problem is that it reminded me of all the things I would like to fix in the mod and how much time i don't have to make it work the way I want :)

 

Edit:

 

Here are the things I would like to fix in a larger patch if I had more time.

 

 

- Add dialogues to other customers, other whores (helpless, backstory)

:: Give customers aliases, masks

 

- Add detection of sex with customers

:: Counts as serving them

 

- Add healing service

:: One of the whores can be a Madam

 

- Add comments about ‘pink cheeks’ + similar comments to SD+ Sanguine

 

- First time improvements

:: Give mod real quest structure

:: Quest stages / objectives

:: add stash of mead somewhere (mead barrel)

:: Two branches - first time and repeat customer

:: Replace Yoren the Butcher if dead

:: add dialogues to Darren (comments while in club, backstory after enslaved)

:: add way to convince him to let you go (his heart if too much sex?)

 

- Repeat customer

:: Serve 10 customers

:: If majority of punishments, dispose of player into The Pit

:: If majority of rewards, send player back to Simple Slavery

 

- The Pit

:: Vertical well with skeletons and bodies of past whores at bottom

:: Very little lights

:: Tunnels with Spiders, maybe a chaurus or two

:: Connects to rubbles, collapsed tunnel and nearby mine

 

 

These are all great ideas.  I'm about to swap about a bunch of mods for a new playthrough and I came here to see what was new with Wolfsclub.  I want to play as a thief this time so I was planning on taking out the mod unless there was a patch or update so the quest and mod didn't interfere with each other.

 

I suppose I could load Wolfclub after the Thieves guild quest.  That should work.  For now.

 

If you ever get time, permission and desire skyrimll it would be great to see this mod patched or updated.

  • 1 month later...
Posted

It might be old, understandable, not patched, compatibility issues.

But its just, I spent most my time, going into the MCM Menu and debugging, there's no sense of fun. . .

Great idea, just, wasn't kept up properly.

I don't really recommend this.

  • 2 months later...
Posted

An update is in the works. There will be quite big cosmetic overhaul, lot of new mod dependencies will be added (f/e namiras goat, amputator, display model, beautiful corpses, namiras skyrim, heretical resources..). The punishment will be reworked from the unworking 'broom' scene to amputate scene(s). Lot of dialogue as skyrimII suggested will be added to improve immersion and backstory. Alternate way out aside Darren will be added. Customizable serve-fail chance in MCM.

 

The stuck scenes bug who some ppl encounter will persist, I'm afraid. I am rarely encountering them though and they are solve-able by restart or console.

 

On 12/9/2016 at 4:58 PM, skyrimll said:

I just played through it again the other night and it was working well.

Problem is that it reminded me of all the things I would like to fix in the mod and how much time i don't have to make it work the way I want :)

 

Edit:

 

Here are the things I would like to fix in a larger patch if I had more time.

 

 

  Reveal hidden contents

- Add dialogues to other customers, other whores (helpless, backstory)
:: Give customers aliases, masks

- Add detection of sex with customers
:: Counts as serving them

- Add healing service
:: One of the whores can be a Madam

- Add comments about ‘pink cheeks’ + similar comments to SD+ Sanguine

- First time improvements
:: Give mod real quest structure
:: Quest stages / objectives
:: add stash of mead somewhere (mead barrel)
:: Two branches - first time and repeat customer
:: Replace Yoren the Butcher if dead
:: add dialogues to Darren (comments while in club, backstory after enslaved)
:: add way to convince him to let you go (his heart if too much sex?)

- Repeat customer
:: Serve 10 customers
:: If majority of punishments, dispose of player into The Pit
:: If majority of rewards, send player back to Simple Slavery

- The Pit
:: Vertical well with skeletons and bodies of past whores at bottom
:: Very little lights
:: Tunnels with Spiders, maybe a chaurus or two
:: Connects to rubbles, collapsed tunnel and nearby mine

 

Do you have an advice how to detect the 'sex with the customer' part?

Posted

@pchs - Do you know if that update builds on the patch I released? It was already fixing a few things and added better compatibility with SD+ on the first escape scenario.

 

The main issue I have with the mod is replayability. Once you escape the first time, there wasn't much to do if you were sent back again later on by Simple Slavery for example, especially if Darren was killed in the process of the first escape.

Posted
32 minutes ago, skyrimll said:

@pchs - Do you know if that update builds on the patch I released? It was already fixing a few things and added better compatibility with SD+ on the first escape scenario.

 

The main issue I have with the mod is replayability. Once you escape the first time, there wasn't much to do if you were sent back again later on by Simple Slavery for example, especially if Darren was killed in the process of the first escape.

I am actively using your patch during regular play. I intend to work alongside it, I do not want to rework what you have already fixed. Thanks for the patch BTW!

 

I will try to check replayability in some way, however I am not aware of an easy fix for dead Darren or Yoren, since it would require building second line of story for repeated play. I may fix it so even when they are dead, they get mysteriously resurrect and don't remember the PC being there in the first place at all :-D

Posted (edited)

20171120 Alpha is up and running.

 

As I said before, scene-related bugs (stuck scenes) will persist, other bugs I have tried to fix. There is lot of new dependencies (no, I will not reduce it, probably on the contrary). I am still not sure what will happen in regard to latest t.ara's ZaZ/TUFP packs, I will see what directions t.ara takes and maybe switch to his ZaZ V8. For now it is neccessary to use ZaZ V7 and TUFP.

 

There are now totally 3 ways to get out of Wolfclub.

 

I also suggest updating my mod Immersive Plugs, since I added sounds upon equip/unequip even for the plugs utilized by Wolfclub. Should play nice with it.. 

 

New game or at least a clean save is required in order to new stuff to work properly.

 

Changelog
 

Quote

* serving customers dialogue should be now less confusing, one option at a time
* food/drink is no longer spawned at the barrel but should be requested from the bartender (solves conflicts with mods restricting access to containers when being bound f/e in Yoke)
* MCM modifier of serve-fail chance leading to punishment scene
* reworked punishment scene (broken broom pun. is gone), now using higher limbs amputation as a form of punishment
* too many punishments lead to Yoren getting rid off the PC (currently back to Simple Slavery; another way to get out)
* PC can earn healing of the amputations (trading with Yoren)
* Yoren now provides HP healing service
* customers now indeed "reward" the PC when being late with delivery (random chance)
* customers now have masks, aliases and backstory dialogues
* Darren has backstory dialogue fitting his role
* slaves now have backstory dialogues
* lot of cosmetic changes utilizing those various dependencies, mod is now considered to be Gore & Cannibalic (Namira stuff, zdd, beautiful corpses)
* lighting tweaks in the pit
* NPCs are now leveled up according to PC level

* any player sex scenes in Cragslane cavern (technically speaking in mod stage between 0 and 600) are registered as serving a customer

* MCM configurable status key (reports number of served customers)

 

Edited by pchs
Posted

is it possible to get a bodyslideable uunp version of the bellystretcher?

 

i use atm uunp special because itworks way smoother with the bellysizechanges than cbbe based bodys

Posted (edited)

It's unfortunate that Namira's stuff has been made a hard dependency because it causes a lot of issues on my end. 

I don't use RND (and I don't plan to, honestly) but RND is a dependency of Namira's Goat. There is an esp without the RND dependency but that esp does not get recognized by Wolfclub. 

Is there a workaround to get it running with the RND-dependency-removed version of Namira's Goat?

 

edit: Ok, the fix for that problem was surprisingly easy. The RND-dependency-removed version of Namira's Goat has a wrong name for the esp. Unpacking, renaming, repacking and overwriting the regular esp in NNM worked fine. 

 

edit 2:

I cannot seem to get this mod to start. Everything is in place but none of the NPCs have any dialogue for me. 

Alfred has no dialogue. If I enter the cave, I get attacked.

Tried to get to the enslavement part through Simply Slavery but after the loading screen I end up on the ground with a guy standing near me that does nothing and has no dialogue. 

Being defeated with daymoyl does not activate the wolfclub quest either.

 

In the MCM under mod status it says "Mod Started: no"

 

I checked the thread and found a few people with similar problems but no one provided any solution to their problem either. Any ideas?

Edited by End.Werk
Posted
6 hours ago, xarvenius said:

is it possible to get a bodyslideable uunp version of the bellystretcher?

 

i use atm uunp special because itworks way smoother with the bellysizechanges than cbbe based bodys

I am not author of the Bodyslideable bellystretcher. I don't have the skill to do so, nor I plan to learn it. You may try to ask Gedion who converted the original bs to CBBE to convert it also to UUNP, if he's willing. I would appreciate it too since I am using UUNP.

 

4 hours ago, End.Werk said:

It's unfortunate that Namira's stuff has been made a hard dependency because it causes a lot of issues on my end. 

I don't use RND (and I don't plan to, honestly) but RND is a dependency of Namira's Goat. There is an esp without the RND dependency but that esp does not get recognized by Wolfclub. 

Is there a workaround to get it running with the RND-dependency-removed version of Namira's Goat?

 

edit: Ok, the fix for that problem was surprisingly easy. The RND-dependency-removed version of Namira's Goat has a wrong name for the esp. Unpacking, renaming, repacking and overwriting the regular esp in NNM worked fine. 

 

edit 2:

I cannot seem to get this mod to start. Everything is in place but none of the NPCs have any dialogue for me. 

Alfred has no dialogue. If I enter the cave, I get attacked.

Tried to get to the enslavement part through Simply Slavery but after the loading screen I end up on the ground with a guy standing near me that does nothing and has no dialogue. 

Being defeated with daymoyl does not activate the wolfclub quest either.

 

In the MCM under mod status it says "Mod Started: no"

 

I checked the thread and found a few people with similar problems but no one provided any solution to their problem either. Any ideas?

Did you try this on a clean save? After enabling the mod in a clean save, start a game session and wait some time to give it time for all to load. If it is still showing "Mod Started: no", do a quicksave and try to reload and see if it helps.

 

Another solution might be trying to generate SEQ file, but I believe it is not necessary since many ppl are able to play the mod without it, including me.

Posted

Question about Skyrimll's patch... after we install the new version of Wolfclub, do we install his patch and allow it to override, or the other way around?

Posted

Allow the SkyrimII's patch to override wolfclub.esp. 

 

In next version I will incorporate it in the main mod. To simplify things.

Posted (edited)

No matter what I do, I can't start this mod.

 

The weird thing is that the previous version used to work. This new one simply does not active: it shows "Mod Started: no" when I enter the Wolfcub menu. And because of this, Akfred has nothing to say to me.

 

Edited by psicomaniaco
Spelling
Posted
26 minutes ago, zwdragonbone8314 said:

Hi, I just updated to Zap v8.0 recently. And it included the figures in ZazExtensionPack - zaira
TaraUltimateFurniturePack - t.ara; But loot still warned for missing master file of these two. Does that mean I need to downgraded to Zaz v7.0 and install these two mod?

You need to either downgrade or use it simultaneously.

14 minutes ago, psicomaniaco said:

No matter what I do, I can't start this mod.

 

The weird thing is that the previous version used to work. This new one simply does not active: it shows "Mod Started: no" when I enter the Wolfcub menu. And because of this, Akfred has nothing to say to me.

 

Try generating SEQ file for yourself and see if it solves the error. I will include SEQ file in next version, but it will take some time before I am at my PC again.

 

https://www.loverslab.com/topic/41931-what-are-bsa-bsl-and-seq-files/

https://www.nexusmods.com/skyrim/mods/30628/? (haven't tried, but seems useful)

Posted

Hi, I tried this mod. The new version does not seen to work. If I walk to Alfred. The forced greeted happen, but the dialogue does not start. If I tried to start the mod via Simple slavery. Yaren does not come to speak to my PC. 

Posted
58 minutes ago, Jappa123 said:

shame i also moved to zaz v8 already :( i hope new version will come with zaz v8 

It can coexist. Just use MO and install ZaZ V8over the Zaz V7 and TUFP and ZaZ extension pack. You can have all these mods installed using MO.

Posted

Nice to see this has received an update, but that's a LOT of dependencies. Keep in mind that a lot of people already have a heavily modded game. Forcing them to add a whole bunch more can be problematic. That's all the more when it's mods that fill niches that may mean that the percentage of people interested not already using them anyway is nonsubstantial. More mods=higher chance of incompatibilities and stability issues. Aside from that, a lot of your requirements change the game and gaming experience above and beyond Wolfclub itself. 

Posted
12 minutes ago, OH1972 said:

Nice to see this has received an update, but that's a LOT of dependencies. Keep in mind that a lot of people already have a heavily modded game. Forcing them to add a whole bunch more can be problematic. That's all the more when it's mods that fill niches that may mean that the percentage of people interested not already using them anyway is nonsubstantial. More mods=higher chance of incompatibilities and stability issues. Aside from that, a lot of your requirements change the game and gaming experience above and beyond Wolfclub itself. 

What he said, i was so stocked that Wolfclub would have a update but then i saw all the hard requirements and decided that i wont install it

 

I respect the author vision but i am sad that i wont play it

Posted
3 hours ago, pchs said:

Try generating SEQ file for yourself and see if it solves the error. I will include SEQ file in next version, but it will take some time before I am at my PC again.

 

https://www.loverslab.com/topic/41931-what-are-bsa-bsl-and-seq-files/

https://www.nexusmods.com/skyrim/mods/30628/? (haven't tried, but seems useful)

Tried. Creation Kit crashed twice when I tried creating the SEQ file... :/

 

I guess I'll wait for the next version of Wolfclub then. :/

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