Jump to content

Recommended Posts

Posted

I stopped using HSG because I could hear, rather I could see conversations between masters and slaves from across the map.

 

Bearcano posted a replacement file to Slave Girls thread, which removed that problem.

Posted

I have a small question, related to POP and Slave Girls. Is it just the amount of girls that is causing the problem, or something that was made in that mod?

 

I am asking, because I have been working with my own mod, which includes alternative set of slave girls. I do not yet know, if that mod will ever get released. The plan is that I would have more specific set of girls, in various positions around the city. I was not planning on flooding cities with them.

 

I currently has slave girl levels, based on ZAP metal collar types. Higher level girls have clothes, while lowest level girls are walking and working naked. There should be 2-4 nude girls around each walled city.

 

For those having a better clue of what is going on, would that work with POP? Or, should I cut down the number to prevent extra calls from other mods?

 

The problems in Hydra's mod got an airing at this, and the follow up posts

http://www.loverslab.com/topic/28253-slave-girls-by-hydragorgon/page-43?do=findComment&comment=1714891

 

Hope that helps

Posted

Huh, so I seem to have been able to get guards to take me to the jail (at least, some of the time. Sometimes they still time out, I guess)...but now the jailor just stands there.

 

In case it helps, here's a list of the mods I have active: http://pastebin.com/hP5C0r7L (I don't know how to make MO output the load order though?)

 

Is there something in there I shouldn't have?

Posted

 

I have a small question, related to POP and Slave Girls. Is it just the amount of girls that is causing the problem, or something that was made in that mod?

 

I am asking, because I have been working with my own mod, which includes alternative set of slave girls. I do not yet know, if that mod will ever get released. The plan is that I would have more specific set of girls, in various positions around the city. I was not planning on flooding cities with them.

 

I currently has slave girl levels, based on ZAP metal collar types. Higher level girls have clothes, while lowest level girls are walking and working naked. There should be 2-4 nude girls around each walled city.

 

For those having a better clue of what is going on, would that work with POP? Or, should I cut down the number to prevent extra calls from other mods?

 

The problems in Hydra's mod got an airing at this, and the follow up posts

http://www.loverslab.com/topic/28253-slave-girls-by-hydragorgon/page-43?do=findComment&comment=1714891

 

Hope that helps

 

 

So it is a problem with scripts filling aliases? In that case it should not be a problem in my end.

Thanks.

 

Huh, so I seem to have been able to get guards to take me to the jail (at least, some of the time. Sometimes they still time out, I guess)...but now the jailor just stands there.

 

In case it helps, here's a list of the mods I have active: http://pastebin.com/hP5C0r7L (I don't know how to make MO output the load order though?)

 

Is there something in there I shouldn't have?

 

You can get your resource priority order (as inverted view, compared to MO standard view, but that is not a problem) from your MO profile folder:

...Mod Organizer\profiles\<ProfileName>\modlist.txt

 

You can also get your load order from same location, but easiest way is to get it directly from LOOT.

-> Top right corner menu, marked with three dots. There is an option to copy load order to clipboard.

Posted

 

You can get your resource priority order (as inverted view, compared to MO standard view, but that is not a problem) from your MO profile folder:

...Mod Organizer\profiles\<ProfileName>\modlist.txt

 

You can also get your load order from same location, but easiest way is to get it directly from LOOT.

-> Top right corner menu, marked with three dots. There is an option to copy load order to clipboard.

 

 

 

Thanks for the instructions!

 

resource priority order: http://pastebin.com/3155nBMt

load order from LOOT: http://pastebin.com/CFhGj5ZA

Posted

Thanks for the instructions!

 

resource priority order: http://pastebin.com/3155nBMt

load order from LOOT: http://pastebin.com/CFhGj5ZA

 

 

Your resource priorities need some work.

 

Normally (with NMM, Workshop and manual installation) Skyrim loads BSA archive resources in the same order than ESP is loaded in the load order. Loose files will win all conflicts against this rule.

 

MO does not work that way. It's strength (and weakness, when someone is not fully aware about the difference) is that it treats resource files - both loose and BSAs - separately from ESM/ESP files in the load order. The order they are loaded is managed by the left panel. This includes all resources: scripts, meshes, textures, animation files etc. Additionally, MO treats all files as loose files, when ever it can.

 

This may feel like obvious, but needs a short rundown, to understand the left panel. Basically records in your ESM and ESP files expect that resources are loaded in the same order as they are. Order is not strict as such, but if records expect to find a specific version of script file, then that file needs to be loaded in the correct position.

 

Loose files are equally demanding. Managing them is actually a lot easier in MO than with NMM. In latter, loose files are sorted out by the order of installation of mods. This is what happens, when NMM asks, if it is allowed overwrite some files. Some files - especially animation files - need to be sorted this way in NMM, or game will bug out. Same rule applies in MO, but instead of installing such mods in some specific order, you just move them around in left panel and be done with it.

 

If you compare your right panel load order and left panel mod priorities, you will notice that they will not match. This is already true for your official DLC files, which are loaded in the wrong order in your left panel.

 

Additionally, XPMSE should win all conflicts in your load order. Only tool output data folders made from Overwrite folders should be loaded after it - though nothing there should actually conflict with XPMSE.

 

If you keep these rules in mind, you can do a fast resorting to your left panel. Try to match it with your right panel at first. It is not 100% required, but it does give you the best and most stable outcome, until you know exactly which files you can and wish to order differently, to better match your personal preferences.

Posted

Have you looked at the Devious Framework leashes Inte?

 

Well, what about it?

 

...

BTW, I left something there for you and @Punga. Don't worry, they are brand new.

It was buckets, wasn't it? Buckets!

 

 

What do you think?

 

 

I see. Though, I thought PapyrusUtil backwards compatible, you are saying it's not?

 

No it's not entirely.  For example paputils v32 changed a routine in the priorities for AddPackageOverride which is what causes problems with Deviously Helpless and I had to patch to get DH working again. I did keep the old order so theoretically the DH patched version is backward compatible but I wouldn't trust using it myself with SL1.59c (and there's no point).

 

As for using paputils v32 with a SL under v1.50 I wouldn't like to say, it may or may not work, I honestly don't know but I'd be surprised if there wasn't some problems.

 

EDIT: If you look back in the papyrusutils thread to around Oct 2014 you'll see a number of issues raised by Srende where paputil updates caused problems with backward compatibility (I think it was 2014) I can get you the dates tomorrow if you're really interested

 

I am surprised that POP still works with PU (PapyrusUtil) 2.28, as it is using a bunch of functions only found in PU 3+.

 

I've not had any problems so far and from the initial tests I did in Whiterun it seemed to run better than v8k.

 

Bear in mind I never use followers and when we last talked about this (a good while back) that was what was what would be affected iirc. Also I only use DDE for POP as it doesn't interest me otherwise. No offense meant btw, I'm just not personally into bondage at all and I find rubber as erotic as a Tesco polythene shopping bag. My only real interest in Devious Devices per se is the awkward and compromising situations they create in game, but good luck to those that do find bondage exciting.

 

Having all requirements up to date is very important for a healthy save, so I am reluctant to remove that popup message box.

 

I don't recall it having been an issue before now, so maybe have a toggle to switch it off or just a check on Reset, having two click boxes every time a save is loaded does seem a bit excessive to me.

 

I do understand the reason but I personally feel it's down to the user to decide on the framework mods they use, and no one would expect you to support it if they go outside of your recommendations (which is why I always double check bugs with paputils v32 first before I report them).

 

 

 

 

 

I see.

Posted

 

 

...

BTW, I left something there for you and @Punga. Don't worry, they are brand new.

It was buckets, wasn't it? Buckets!

What do you think?

 

Yes, buckets. Why else would there be 20 of them there? :)

Posted

You know, it doesn't have to be rubber. And you wearing that leather armor... Well, there is a lot to say about that! But in all seriousness, bondage isn't about the material, it's about the exchange you have with your partner(s). Awkward and compromising situations as you said. You can be into bondage without being an exhibitionist or a sadomasochist.

 

I do agree it is about the exchange with your partner but for me that revolves around Dom/Sub, rather than being tied up which leaves me rather cold. For me the materials do matter as well, nice fabrics with a sensual feel to the skin for instance which look nice (like velvets etc), on the other hand rubber feels horrible on the skin (I have tried it) and makes you look like you've been spray painted with plastic.

 

Leather is nice, but my armour is because of the character I play (assassin/conjuror) and it's a little skimpy but lore friendly

 

But enough about my personal taste - each to their own :)

 

Posted

:)

 

 

 

...

BTW, I left something there for you and @Punga. Don't worry, they are brand new.

It was buckets, wasn't it? Buckets!

What do you think?

 

Yes, buckets. Why else would there be 20 of them there? :)
BTW, they are all mine.

It would have been funnier if you made them really heavy. Like 100, um... what is Skyrim's weight measurement, kilos?

Anyway, 100 of those units. That way you could look, but not take.

Posted

 

 

 

I am surprised that POP still works with PU (PapyrusUtil) 2.28, as it is using a bunch of functions only found in PU 3+.

 

Lots snipped...

 

I see.

 

 

Out of interest, what now relies on pap32 as I'll be happy to test it to see what happens. I'm pretty busy with rl work at the moment but should have some time over the weekend.

 

Posted

@Inte

 

After some deliberation I've decided to rollback to POP 8J until SL1.63 is published and can be assessed.

 

I was thinking of changing the check in xpoconfig to 28 but ran into problems with multiple errors from paputils when trying to compile the script even without making any changes at all. This has proven a useful exercise though as I'll need to find the cause to avoid the same issue for a new DH patch. I don't recall any issues with paputil compilation when I did the last patch but there were problems with DDI and I recall having to restore old copies that matched what Srende used.

 

My apologies if I've caused you offense or annoyance in regard to my view on the 8M paputil check, it was not my intent and although I personally disagree with the approach of enforced checks, I do fully respect your reasons.

 

Anyway, I'll keep quiet from now on and wish you well :)

 

Posted

@Inte

 

After some deliberation I've decided to rollback to POP 8J until SL1.63 is published and can be assessed.

 

I was thinking of changing the check in xpoconfig to 28 but ran into problems with multiple errors from paputils when trying to compile the script even without making any changes at all. This has proven a useful exercise though as I'll need to find the cause to avoid the same issue for a new DH patch. I don't recall any issues with paputil compilation when I did the last patch but there were problems with DDI and I recall having to restore old copies that matched what Srende used.

 

My apologies if I've caused you offense or annoyance in regard to my view on the 8M paputil check, it was not my intent and although I personally disagree with the approach of enforced checks, I do fully respect your reasons.

 

Anyway, I'll keep quiet from now on and wish you well :)

 

As you wish. :-/ 

 

I thought we were having a discussion and as such you did not offend nor annoyed me at all.

We had different opinions on the matter yes, but that is what makes for a good discussion, no?

  

For example, I'm not sure if you listen to talk radio (I do, especially when I drive) but I find it quite annoying and a waste of everyone's time when a caller calls in to agree with the host. I mean, why bother?

Hi, any idea if this mod here would conflict with prison overhaul?

http://www.nexusmods.com/skyrim/mods/73194/?

 

Probably, but you should try it to confirm.

Just load POP after it in your load order.

Having problems with pillories disappearing and arm cuffs not showing up at all.

 

Yup, what @Punga said.

:)

 

 

 

...

BTW, I left something there for you and @Punga. Don't worry, they are brand new.

It was buckets, wasn't it? Buckets!
What do you think?

 

Yes, buckets. Why else would there be 20 of them there? :)
BTW, they are all mine.

It would have been funnier if you made them really heavy. Like 100, um... what is Skyrim's weight measurement, kilos?

Anyway, 100 of those units. That way you could look, but not take.

 

 

^_^ 

Posted

 

I thought we were having a discussion and as such you did not offend nor annoyed me at all.

We had different opinions on the matter yes, but that is what makes for a good discussion, no?

  

 

Ahh, that's good. I know I can be a bit over persistent on things that I feel strongly about and it it's not always appreciated by some folk

 

Posted

Sounds like your animation pack install is corrupt.

Reinstalled and still have the issue. I'm noticing the latest version simply uses "shackle set" instead of arm cuffs and leg cuffs independently? Shackle set only shows cuffs on the legs, but uses the arm bound animation. Inox works fine, but pop black iron doesn't.

 

My followers collar is also not properly equipped always, resulting in it needing to be reequipped by the jailer.

Posted

Maybe you can tell us where you put the guards outside of whiterun to so we can contnue playing skyrim. as you SHOULD know without the guards you cant enter Whitzerun coming first time from riverwood.

i really like those modders who destroy Major functions of Skyrim WITHOUT EVEN NOTICE IT !

Posted

Maybe you can tell us where you put the guards outside of whiterun to so we can contnue playing skyrim. as you SHOULD know without the guards you cant enter Whitzerun coming first time from riverwood.

i really like those modders who destroy Major functions of Skyrim WITHOUT EVEN NOTICE IT !

 

This mod does not alter guard positioning in Whiterun at all. I even double-checked my own game and the gate still has its two guards.

 

 

Besides, people still use the buggy, mod-unfriendly vanilla Helgen start after all these years?

Posted

It comes definitely from POP and nothing else.

 

When i unlock the gate by console and enter the City, two guards are Walking down the street, zoning out of the gate and, after follwing them, they take their place in front of the gate. the speechcraft spending dialogue about the closed citygate is ruined by this.

 

this implements that ALL Guards in the game can be affected by this, destroying every quest involving guards, maybe the civil war and of course the mod itself !

Posted

Maybe you can tell us where you put the guards outside of whiterun to so we can contnue playing skyrim. as you SHOULD know without the guards you cant enter Whitzerun coming first time from riverwood.

i really like those modders who destroy Major functions of Skyrim WITHOUT EVEN NOTICE IT !

 

Maybe you should install USLEEP and stop blaming pop. The guards were properly placed in all my playthrough.

Posted

 

Maybe you can tell us where you put the guards outside of whiterun to so we can contnue playing skyrim. as you SHOULD know without the guards you cant enter Whitzerun coming first time from riverwood.

i really like those modders who destroy Major functions of Skyrim WITHOUT EVEN NOTICE IT !

 

Maybe you should install USLEEP and stop blaming pop. The guards were properly placed in all my playthrough.

 

 

Yes the guards were there on my latest play through with POP ...so chill.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...