DeepBlueFrog Posted September 23, 2019 Author Posted September 23, 2019 56 minutes ago, MeatSackGamer said: So....apparently reading the forums would have saved me from some confusion as to why the priest and mage quests ween't working correctly (dumb me). Anyway, got part of the way through the blacksmith using the 20190907 version and liked it so far (a bit tedious if you don't know about certain sidequests that can help like how to become bloodkin). But got completely stuck by the first mage quest where I'm supposed to make and deliver 10 health potions (potion of rejuvenation iirc) to Danica. No matter how many I made, she would never have any dialog option to deliver them. Is that a bug, is there a shadow quest requirement to complete some other sidequest before, or is development that early? I had issues with custom food/potion mods. Try leaving the potions in the chests on each side of the altar in the kyne temple.
MeatSackGamer Posted September 24, 2019 Posted September 24, 2019 11 hours ago, DeepBlueFrog said: I had issues with custom food/potion mods. Try leaving the potions in the chests on each side of the altar in the kyne temple. Okay, I'll try it when I get back to Whiterun.
????? Posted September 24, 2019 Posted September 24, 2019 On 9/15/2019 at 2:32 PM, donttouchmethere said: Sounds like a missing requirement too me. Either from SLdialog or another mod in your LO. Or you deinstalled another mod and forgot to remove a patch. Alternative: too many animations installed Changed load order too much during a running game? HDD full? Installation error? For got to run FNIS? Patches not rebuild? or wrong version installed or more than 254 plugins or cracked game? Changed load order too much during a running game? (X) HDD full? (?) Installation error? (X) For got to run FNIS? (X) Patches not rebuild? (X) or wrong version installed : No or more than 254 plugins : No or cracked game? : No
Vegetius Posted September 25, 2019 Posted September 25, 2019 On 9/24/2019 at 11:24 AM, Ɲσχтυяη said: Changed load order too much during a running game? (X) HDD full? (?) Installation error? (X) For got to run FNIS? (X) Patches not rebuild? (X) or wrong version installed : No or more than 254 plugins : No or cracked game? : No I can confirm I have the same problem. Last mod version prevent the game from launching. I can start with my old version DL'd in March and the May version. Tried with Zaz 7 and 8+ to no avail. I can provide logs and info if needed. Any way, thank you very much for all your work. EDIT : Ok I guess I am a total idiot, I never realized you maintained both Oldrim and SE and I took the most recent version... for Oldrim. Everything is ok then. 1
????? Posted September 26, 2019 Posted September 26, 2019 13 hours ago, IronSlug said: I can confirm I have the same problem. Last mod version prevent the game from launching. I can start with my old version DL'd in March and the May version. Tried with Zaz 7 and 8+ to no avail. I can provide logs and info if needed. Any way, thank you very much for all your work. EDIT : Ok I guess I am a total idiot, I never realized you maintained both Oldrim and SE and I took the most recent version... for Oldrim. Everything is ok then. Ok nvm i though both are for SE , thanks mate. So all is fine forgot my post!
MeatSackGamer Posted September 27, 2019 Posted September 27, 2019 On 9/23/2019 at 8:54 AM, DeepBlueFrog said: I had issues with custom food/potion mods. Try leaving the potions in the chests on each side of the altar in the kyne temple. By chests do you mean the storage cabinets that aren't marked as "steal from"? I tried placing the potions in one then talking to Danica, and no new dialog. Then took them out and placed in the other cabinet and talked to her again and still no dialog. Do I just leave them in the cabinets and go back to Farengar like a Skyrim version of amazon where you don't tell them it has been delivered and they have to find it themselves?
Vegetius Posted September 28, 2019 Posted September 28, 2019 On 9/26/2019 at 1:23 PM, Ɲσχтυяη said: Ok nvm i though both are for SE , thanks mate. So all is fine forgot my post! Glad I could help !
BruceWayne Posted October 20, 2019 Posted October 20, 2019 On 9/23/2019 at 1:28 PM, DeepBlueFrog said: Disabling it works.. .but it does not restore you back to normal levels. That's something I still have to do. Meanwhile, how can we restore it to a default state? Magicka, MagickaRate and MagickaRateMult are all on default values, but it's still not regenerating for me. Not trying to bash you or the mod, but there should be more explicit explanation in the OP or in the MCM that actually explains what this is doing. Even if you don't do that, disabling the option or putting a "not finished, use at your own risk" would/should suffice to restore the game to its default state or not use it to begin with.
DeepBlueFrog Posted October 20, 2019 Author Posted October 20, 2019 53 minutes ago, BruceWayne said: Meanwhile, how can we restore it to a default state? Magicka, MagickaRate and MagickaRateMult are all on default values, but it's still not regenerating for me. Not trying to bash you or the mod, but there should be more explicit explanation in the OP or in the MCM that actually explains what this is doing. Even if you don't do that, disabling the option or putting a "not finished, use at your own risk" would/should suffice to restore the game to its default state or not use it to begin with. I am currently working on the next batch of improvements to the story of the Mage Apprentice AND testing/balancing/fixing the new Magicka system while I am play testing it. That includes a reset of the MAgicka/MagickaRate values based on your level at the time you decide to uncheck that box. I am also including a MCM slider to set the base amount of magicka you want to account for racial variations, and an immersive way to severely reduce the impact of low magicka at rest. So for example in my tests, I start with -140 magicka at rest and a maximum of 220 at level 1 when I am seriously injured (at level 10, that max value goes to 400... and at level 50, it goes to 1200). That means, during combat, you get to chose between healing yourself fully and losing that extra boost of Magicka. It also means you cannot jump into combat with spells 'cold'... you need to take some damage first. With that immersive way (no spoilers), the minimum value will move from -140 to -70, to a positive value based on your overall mastery and to an even higher positive value. Magicka Mastery involves everything you do around Magicka, from tasting ingredients, making potions, enchanting items, to absorbing souls and learning shouts. It is quite useable and gives a feeling of growth so that, by the time you become Archmage, you actually deserve to be Archmage I am aiming for a release of this update in a week or so. 2
BruceWayne Posted October 20, 2019 Posted October 20, 2019 2 hours ago, DeepBlueFrog said: *snip* That's great and thanks for the reply, but how do I fix my game now? What quest do I have to terminate, what values needs to be reset, etc? As I said above, Magicka, MagickaRate and MagickaRateMult I have already reset to default values, yet Magicka regen still doesn't work. The quests have also been disabled in the MCM. I'm sorry to say this, but as it stands my game is broken, due to me blindly assuming that these mage quests were similar flavour stuff like the blacksmith quest. Also, as a general advice, you might want to consider to split off these functionalities in a seperate mod. But at least make it so that disabling these quests restores everything back to default values.
DeepBlueFrog Posted October 20, 2019 Author Posted October 20, 2019 13 minutes ago, BruceWayne said: That's great and thanks for the reply, but how do I fix my game now? What quest do I have to terminate, what values needs to be reset, etc? As I said above, Magicka, MagickaRate and MagickaRateMult I have already reset to default values, yet Magicka regen still doesn't work. The quests have also been disabled in the MCM. I'm sorry to say this, but as it stands my game is broken, due to me blindly assuming that these mage quests were similar flavour stuff like the blacksmith quest. Also, as a general advice, you might want to consider to split off these functionalities in a seperate mod. But at least make it so that disabling these quests restores everything back to default values. I don't change MagickaRateMult at all ... just Magicka and MagickaRate. I will double check but the loop that updates those values should stop if the option is unchecked in the menu. Not sure how they keep getting reset. 1
ladyaira Posted November 1, 2019 Posted November 1, 2019 sse update? it's not available on your update page
DeepBlueFrog Posted November 1, 2019 Author Posted November 1, 2019 42 minutes ago, ladyaira said: sse update? it's not available on your update page I am sorry... I am not using SSE right now so I have to rely on other people to do the conversion for me.
ladyaira Posted November 2, 2019 Posted November 2, 2019 23 hours ago, DeepBlueFrog said: I am sorry... I am not using SSE right now so I have to rely on other people to do the conversion for me. according to the updater they are waiting on you
DeepBlueFrog Posted November 2, 2019 Author Posted November 2, 2019 50 minutes ago, ladyaira said: according to the updater they are waiting on you I am sorry... I can't remember what they are waiting on me for.. but that is going soon to be a moot point because I am just about ready to push another release (unless that *is* what they are waiting for of course). 1
donttouchmethere Posted November 2, 2019 Posted November 2, 2019 DBF, don't let yourself get pushed around by some SE guys ?
DeepBlueFrog Posted November 2, 2019 Author Posted November 2, 2019 Happy to announce a new update to Dialogues... this is a big one largely centered around the second chapter of my Mage Apprentice quest and new Magicka system. I hope you will enjoy it. RELEASE NOTES for milestone SLD 2019-10-31 Enhancements: Expected stance from SD+ - add kneeling condition for gift menu and gold Mage apprentice - Complete chapter 2 (from Farengar to College of Winterhold) Cap Magicka based on level/mastery Add min Magicka menu slider for racial adjustments Sleep should reduce toxicity effect Display number of potion/item crafted in debug menu Finding nettlebane should be enough to complete quest with Farengar Adjustments to potion toxicity with visual effects to simulate headaches Add check for Magicka > 50 as speechcraft alternative to become apprentice Make sky shard a quest item with an alias Mage apprentice - improve refresh of magicka values with update loop Restore Magicka value and Heal Rate to defaults if Magicka Mastery effect is turned off Make sure creature messagebox menu can be turned off Bug Fixes: Gift menu doesn't give any gift for some dialogue with sex Many non blacksmith NPCs have dialogue to start blacksmith quest Ice wraith teeth are floating above altar Aeterial Fragments should be a skill book / cannot be read Mage apprentice - Incorrect count of potions used Mage apprentice - Danica doesn't react to rejuvenation potions 1
DeepBlueFrog Posted November 2, 2019 Author Posted November 2, 2019 3 minutes ago, donttouchmethere said: DBF, don't let yourself get pushed around by some SE guys ? I am not... I do want to move on to SE eventually. I will evaluate if the time is right for that in January. Until then... I will keep working on my quests for Dialogues, SD+ and PArasites especially. 2
donttouchmethere Posted November 2, 2019 Posted November 2, 2019 15 hours ago, DeepBlueFrog said: I am not... I do want to move on to SE eventually. I will evaluate if the time is right for that in January. Until then... I will keep working on my quests for Dialogues, SD+ and PArasites especially. Okey, I got the wrong impression for a moment. Yeehaa! Thanks for the update!
Highborn Posted November 2, 2019 Posted November 2, 2019 1 hour ago, DeepBlueFrog said: Happy to announce a new update to Dialogues... this is a big one largely centered around the second chapter of my Mage Apprentice quest and new Magicka system. I hope you will enjoy it. RELEASE NOTES for milestone SLD 2019-10-31 Enhancements: Expected stance from SD+ - add kneeling condition for gift menu and gold Mage apprentice - Complete chapter 2 (from Farengar to College of Winterhold) Cap Magicka based on level/mastery Add min Magicka menu slider for racial adjustments Sleep should reduce toxicity effect Display number of potion/item crafted in debug menu Finding nettlebane should be enough to complete quest with Farengar Adjustments to potion toxicity with visual effects to simulate headaches Add check for Magicka > 50 as speechcraft alternative to become apprentice Make sky shard a quest item with an alias Mage apprentice - improve refresh of magicka values with update loop Restore Magicka value and Heal Rate to defaults if Magicka Mastery effect is turned off Make sure creature messagebox menu can be turned off Bug Fixes: Gift menu doesn't give any gift for some dialogue with sex Many non blacksmith NPCs have dialogue to start blacksmith quest Ice wraith teeth are floating above altar Aeterial Fragments should be a skill book / cannot be read Mage apprentice - Incorrect count of potions used Mage apprentice - Danica doesn't react to rejuvenation potions Great, thanks for the update! By the way, will the progress be carried with the update or we should start the mage quest from the beginning?
DeepBlueFrog Posted November 2, 2019 Author Posted November 2, 2019 4 minutes ago, Highborn said: Great, thanks for the update! By the way, will the progress be carried with the update or we should start the mage quest from the beginning? The progress should be carried over. I did adjust some quest objectives but that's minor. I am curious to see if there are issues with backward compatibility. There is one dialogue in particular I had to include to carry over older choices. If you use the Magicka system, expect larger changes. I revisited the way Magicka is calculated and you may end up with more or less Magicka depending on where you are in your game. I tried to drop hints in dialogues with your mentors to let people know how to bring up the pool of Magicka at rest from a negative value. I am getting close to the Magicka I wanted to play with for a long time and I find it enjoyable. Two hints: - Practice everything Magic, from making potions to doing Daedric quests and absorbing dragon souls - Dance close to death for major boosts of Magicka (the closer to death, the bigger the survival surge you get). I was able to get very nice, sustained double handed fire blasts during combat after getting badly hurt.
tznvlw Posted November 3, 2019 Posted November 3, 2019 For SSE users, here, ported SD SE 201910 by me (unofficial) Optimized meshes for SSE Recompiled Scripts Regenerated SEQ file. Sexlab Dialogues SE 201910.7z if you found bug, then se bug = le bug, so please ask the mod's author @DeepBlueFrog
ladyaira Posted November 4, 2019 Posted November 4, 2019 16 hours ago, tznvlw said: For SSE users, here, ported SD SE 201910 by me (unofficial) Optimized meshes for SSE Recompiled Scripts Regenerated SEQ file. Sexlab Dialogues SE 201910.7z 1018.6 kB · 4 downloads if you found bug, then se bug = le bug, so please ask the mod's author @DeepBlueFrog ty!
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