DeepBlueFrog Posted August 22, 2016 Author Posted August 22, 2016 and I did not know that lol. Actually, the 'Help me, please' is not from my mods either. I do have a 'Help me' in Dialogues but it is under 'Greetings'.
Zor2k13 Posted August 22, 2016 Posted August 22, 2016 Yeah that is what I was talking about it seems kind of strange for it to be there maybe change it and put it under the main dialogue but I always thought that if you used the hello sweetie or greetings dialogues enough times it would get you somewhere with that npc?
DeepBlueFrog Posted August 22, 2016 Author Posted August 22, 2016 Yeah that is what I was talking about it seems kind of strange for it to be there maybe change it and put it under the main dialogue but I always thought that if you used the hello sweetie or greetings dialogues enough times it would get you somewhere with that npc? That's why I am thinking it is not one of mine. The replies from NPCs to that dialogue are not familiar to me either.
Zor2k13 Posted August 22, 2016 Posted August 22, 2016 When I use hello sweetie or greetings I get the help me, please! dialogue and the npc reply is "sorry... I don't want any trouble" and they never say anything different.
bicobus Posted August 22, 2016 Posted August 22, 2016 That line of dialogue isn't self explanatory. It's to be used if you're pursued by something (like an angry master), and want the npc to help you fight him/her off.
Lannister Posted August 22, 2016 Posted August 22, 2016 I might have said this before but Hargraven are able to normally converse. Remember the dungeon in Blind Cliff Cave? Plus some lead gangs of Forsworn....
Z0mBieP00Nani Posted August 24, 2016 Posted August 24, 2016 When I use hello sweetie or greetings I get the help me, please! dialogue and the npc reply is "sorry... I don't want any trouble" and they never say anything different. "Greetings" I've seen before, but "hello sweetie" where does that come from? I've never seen that dialog.
bicobus Posted August 24, 2016 Posted August 24, 2016 Probably depend on your relationship rank with specific NPC.
DeepBlueFrog Posted August 24, 2016 Author Posted August 24, 2016 Probably depend on your relationship rank with specific NPC. Yes it does. It's clunky at times but there is an attempt at customizing the Greetings prompt based on the relationship rank.
DeepBlueFrog Posted August 26, 2016 Author Posted August 26, 2016 Is this compatible with SexLab (1.62)? It is
AznKronosTitan Posted August 31, 2016 Posted August 31, 2016 Hey skyrimll, Great mod . Are you planning to add a gender restriction feature like you have in SD+? That'd be neat! Thanks again.
Harry Smackmeat Posted September 1, 2016 Posted September 1, 2016 This mod sounds fun. Can't wait for the other features. You guys is makin Skyrim the best video game to play without pants! :3
LibertyPrime Posted September 1, 2016 Posted September 1, 2016 So, apparently this mod adds a new spell called "Sleep Anywhere", which well, apparently lets your character sleep anywhere. Why is it needed, and is this the same as the actual "Sleep Anywhere" mod? Because I gave a quick look to that mod's comments and apparently the mod is plagued with issues.
NNS10 Posted September 4, 2016 Posted September 4, 2016 Just added in the new dialogue and wyre bash found 1 UDR in there SexLab_Dialogues.esp: UDR(1) Was able to remove it with tes5edit [Filtering done] Processed Records: 892796 Elapsed Time: 00:04 Undeleting: [REFR:000D93C5] (places NorVineWall03NoCol [sTAT:0003A1FA] in GRUP Cell Temporary Children of GuardianStones [CELL:00009B91] (in Tamriel "Skyrim" [WRLD:0000003C] at 0,-15)) [undeleting and Disabling References done] Processed Records: 633, Undeleted Records: 1, Elapsed Time: 00:00 Found 2 identical to master ones as well [Filtering done] Processed Records: 892796 Elapsed Time: 00:04 Removing: [REFR:000F5772] (places FXMistLow01Adjust [MSTT:00016441] in GRUP Cell Temporary Children of ShorsStoneRedbellyMine "Redbelly Mine" [CELL:0001382E]) Removing: [REFR:0005B5BF] (places Barrel02Static [sTAT:0010C0E3] in GRUP Cell Temporary Children of RiverwoodAlvorsHouse "Alvor and Sigrid's House" [CELL:000133C8]) [Removing "Identical to Master" records done] Processed Records: 633, Removed Records: 2, Elapsed Time: 00:00 I saw this as well. Did skyrimll ever respond?
DeepBlueFrog Posted September 4, 2016 Author Posted September 4, 2016 Just added in the new dialogue and wyre bash found 1 UDR in there SexLab_Dialogues.esp: UDR(1) Was able to remove it with tes5edit [Filtering done] Processed Records: 892796 Elapsed Time: 00:04 Undeleting: [REFR:000D93C5] (places NorVineWall03NoCol [sTAT:0003A1FA] in GRUP Cell Temporary Children of GuardianStones [CELL:00009B91] (in Tamriel "Skyrim" [WRLD:0000003C] at 0,-15)) [undeleting and Disabling References done] Processed Records: 633, Undeleted Records: 1, Elapsed Time: 00:00 Found 2 identical to master ones as well [Filtering done] Processed Records: 892796 Elapsed Time: 00:04 Removing: [REFR:000F5772] (places FXMistLow01Adjust [MSTT:00016441] in GRUP Cell Temporary Children of ShorsStoneRedbellyMine "Redbelly Mine" [CELL:0001382E]) Removing: [REFR:0005B5BF] (places Barrel02Static [sTAT:0010C0E3] in GRUP Cell Temporary Children of RiverwoodAlvorsHouse "Alvor and Sigrid's House" [CELL:000133C8]) [Removing "Identical to Master" records done] Processed Records: 633, Removed Records: 2, Elapsed Time: 00:00 I saw this as well. Did skyrimll ever respond? I can't remember if I replied but I think I fixed these in my development version. I will check again just in case.
DeepBlueFrog Posted September 5, 2016 Author Posted September 5, 2016 A new version (2.6) is up with these changes: - Added: Add random safe option for drinks from creature master - Added: Change 'help me, please' to something more explicit - Fixed: Enslavement attempts from beasts show two popup messages back to back
bicobus Posted September 5, 2016 Posted September 5, 2016 Thanks for the update! Related to the creatures: would it be possible to have a dialogue to initiate intercourse without it leading to enslavement? By that I mean, can the player initiate something instead of being on the receiving end? So far, I only found defeat to somewhat work in that regard but only with friendly and non interactable creatures. For instance, creature framework & cie seems to remove any dialogue from the stray dogs, which leaves them as useless critters. And if I try to "submit" to a horse, I get an empty list of dialogue but for the [more options] entry introduced with Sexlab Dialogues. So far, I have seen plenty of mods that introduce a random Creature forcing the Player but never the reverse, which should be somewhat more logical and reasonable.
Content Consumer Posted September 7, 2016 Posted September 7, 2016 Thanks for the update! Related to the creatures: would it be possible to have a dialogue to initiate intercourse without it leading to enslavement? By that I mean, can the player initiate something instead of being on the receiving end? So far, I only found defeat to somewhat work in that regard but only with friendly and non interactable creatures. For instance, creature framework & cie seems to remove any dialogue from the stray dogs, which leaves them as useless critters. And if I try to "submit" to a horse, I get an empty list of dialogue but for the [more options] entry introduced with Sexlab Dialogues. So far, I have seen plenty of mods that introduce a random Creature forcing the Player but never the reverse, which should be somewhat more logical and reasonable. Aroused Creatures seems like it might come closest. It doesn't use dialogue, but it does allow the player to "invite" creatures, and settings to make the sex consensual. Not sure what to tell you about Creature Framework - I use it, and don't have any problems. What is CIE?
bicobus Posted September 7, 2016 Posted September 7, 2016 Thanks for the update! Related to the creatures: would it be possible to have a dialogue to initiate intercourse without it leading to enslavement? By that I mean, can the player initiate something instead of being on the receiving end? So far, I only found defeat to somewhat work in that regard but only with friendly and non interactable creatures. For instance, creature framework & cie seems to remove any dialogue from the stray dogs, which leaves them as useless critters. And if I try to "submit" to a horse, I get an empty list of dialogue but for the [more options] entry introduced with Sexlab Dialogues. So far, I have seen plenty of mods that introduce a random Creature forcing the Player but never the reverse, which should be somewhat more logical and reasonable. Aroused Creatures seems like it might come closest. It doesn't use dialogue, but it does allow the player to "invite" creatures, and settings to make the sex consensual. Not sure what to tell you about Creature Framework - I use it, and don't have any problems. What is CIE? Forgive my french "XX & Cie." is the equivalent of "XX & Co." I dislike creature arousal for this reason: Any nearby non-hostile creatures with a high enough arousal will rape (or seduce) your character or any available NPC. There are lots of configuration options to customise your experience. I do not want them to approach me and annoy me ever. It is annoying enough to deal with Deviously Cursed Loot solicitations while in a city, I don't want the animals to start bugging me when I'm in the middle of something. Beside, making a group of NPC susceptible to break any animation you're currently in is a recipe for disaster. The player interacting with the environment if fine. But forcing events on the player must be done carefully, and here the only rule is "Is that creature horny enough?". Cursed Loot do put several conditions for its rape mechanic and the ability for the player to choose how much of them should be fulfilled for the event to occur, that's a saner way to implement that mechanic.
Content Consumer Posted September 7, 2016 Posted September 7, 2016 Thanks for the update! Related to the creatures: would it be possible to have a dialogue to initiate intercourse without it leading to enslavement? By that I mean, can the player initiate something instead of being on the receiving end? So far, I only found defeat to somewhat work in that regard but only with friendly and non interactable creatures. For instance, creature framework & cie seems to remove any dialogue from the stray dogs, which leaves them as useless critters. And if I try to "submit" to a horse, I get an empty list of dialogue but for the [more options] entry introduced with Sexlab Dialogues. So far, I have seen plenty of mods that introduce a random Creature forcing the Player but never the reverse, which should be somewhat more logical and reasonable. Aroused Creatures seems like it might come closest. It doesn't use dialogue, but it does allow the player to "invite" creatures, and settings to make the sex consensual. Not sure what to tell you about Creature Framework - I use it, and don't have any problems. What is CIE? Forgive my french "XX & Cie." is the equivalent of "XX & Co." I dislike creature arousal for this reason: Any nearby non-hostile creatures with a high enough arousal will rape (or seduce) your character or any available NPC. There are lots of configuration options to customise your experience. I do not want them to approach me and annoy me ever. It is annoying enough to deal with Deviously Cursed Loot solicitations while in a city, I don't want the animals to start bugging me when I'm in the middle of something. Beside, making a group of NPC susceptible to break any animation you're currently in is a recipe for disaster. The player interacting with the environment if fine. But forcing events on the player must be done carefully, and here the only rule is "Is that creature horny enough?". Cursed Loot do put several conditions for its rape mechanic and the ability for the player to choose how much of them should be fulfilled for the event to occur, that's a saner way to implement that mechanic. Aye, that's the point of the "invite" option. You can restrict creatures and disallow them from ever approaching your character, and then only allow the player to initiate sex, using those options. At least, last time I checked. Has something changed recently in the mod?
bicobus Posted September 7, 2016 Posted September 7, 2016 I don't know, and I don't want to start another "testing" phase. The description isn't showing me what I want, and rather show me stuff I do not want ever in another mod than defeat, helpless or cursed loot.
SnowieScrolls Posted September 16, 2016 Posted September 16, 2016 Enjoying your mods as usual, SkyrimLL. I'm currently working on the blacksmith quest, which I really enjoy as becoming an apprentice and having a "normal" job is something I always thought was missing from Skyrim. I would LOVE to see this mod expanded to cover enchanting and alchemy as well, in a similar fashion! Perhaps you wouldn't be allowed to do multiple "apprentice" quests at the same time... or they could be designed so that they synergize well with one another. Either way, I look forward to your thoughts on future advancement in this direction It might work well if you would be able to modify the blacksmith quest so that the player isn't forced into investing skill points into heavy armor if they don't plan on using those perks otherwise (I originally thought this was an issue restricted to Perkus Maximus, but the vanilla skill tree is designed similarly). So, when the player is asked to make specific types of items, we could instead bring the heavy armor equivalent of the level OR the light armor equivalent. So, these equivalents could go something like this: Steel--Leather Dwarven--Elven Orcish--Scaled Ebony--Glass Daedric--Dragon Obviously anything requiring dragon would have to be armor, since weapons require the Dawnguard DLC. The only vanilla skill requirement differences between these equivalents are that ebony requires skill level 80, while glass is only 70, and daedric requires skill level 90 while dragons is 100. You could also just add another dialogue option when turning in the items--for example you are tasked with bringing either dwarven or elven armor/weapons. If you have the dwarven pieces, the regular dialogue will be displayed. If you have the elven pieces, a different dialogue will be the master's response (something that has to do with elves using magic instead of weapons, perhaps?). This will be a bit trickier with orcish/scaled, though, since you go through the whole orc quest to "learn" orc smithing from the orcs in their stronghold. Perhaps the dialogue could be edited to learn from the best smiths--not necessarily to learn orcish smithing. Another thought I had for the blacksmith quest would be to add quest markers when necessary... that would be really useful
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