Delzaron Posted February 8, 2017 Author Posted February 8, 2017 Does any one know where Serasha can be found? withou using the "placeatme" command? In lias retreat cave.
heroko Posted February 8, 2017 Posted February 8, 2017 I rebuilted the part 3. The part 4 will be the last : it will contain : - the council scene + free Chaur Tegoth - the empire quests : i will recycle the last factions quests for that. Temple : select one priestess for each temple in Skyrim. Mutator : infect key NPCs with the new neurax worm strain. Corrupters : train/convert and place whores and courtesan in every cities. Whisper One : kill a psijic monk Slaver : manipulate bandits, and get lot of slaves. Make an huge profit. - and the epilogues will close the mod. soo are you almost done whit the mod now ? or do you still have more ideas comming ?
Delzaron Posted February 8, 2017 Author Posted February 8, 2017 I rebuilted the part 3. The part 4 will be the last : it will contain : - the council scene + free Chaur Tegoth - the empire quests : i will recycle the last factions quests for that. Temple : select one priestess for each temple in Skyrim. Mutator : infect key NPCs with the new neurax worm strain. Corrupters : train/convert and place whores and courtesan in every cities. Whisper One : kill a psijic monk Slaver : manipulate bandits, and get lot of slaves. Make an huge profit. - and the epilogues will close the mod. soo are you almost done whit the mod now ? or do you still have more ideas comming ? Only a side quest with Sharie... after all, her help is not free... and she can be tired to satisfy all her clients : she need to outsource !
Delzaron Posted February 8, 2017 Author Posted February 8, 2017 Hum... I'm blocked in the part 3. Ok, the plot is done, and the Whisper One get his three broodmaidens. The next phase is Free Chaur Tegoth... he will summon the player directly to Korathi... So, between these quests, something should happen... a mission for Nathrezin maybe, sudecing and/or kill a target, like in the 12 little nigers? I don't know...
Naps-On-Dirt Posted February 9, 2017 Posted February 9, 2017 Any chance you could release a temp hotfix for the "Hashepslave Int set to 0. slavejob : i dont have a specific master. I should aks to daithe." bug? It pretty much stops all progress right there. I don't remember enough of the overall plot to offer suggestions, but I'd like to.
Delzaron Posted February 9, 2017 Author Posted February 9, 2017 Any chance you could release a temp hotfix for the "Hashepslave Int set to 0. slavejob : i dont have a specific master. I should aks to daithe." bug? It pretty much stops all progress right there. I don't remember enough of the overall plot to offer suggestions, but I'd like to. I'm still trying to fix that bug... A teste release could be done since I'll fix that...
Drinx Posted February 10, 2017 Posted February 10, 2017 Heyo. Downloaded this and gave it a go and i must say it has some great potential and I'm really liking what I've seen so far even if it was quite buggy. I can't help much with fixing the bugs but I can help with the dialog if you wanted? I get that you are not a native english speaker and thats perfectly fine, but it really shows when you read the dialogs and quest texts. My english isn't perfect either mind you so I'm not trying to insult you or anything, just want to help polish things up. :3
Kitsudragon Posted February 10, 2017 Posted February 10, 2017 Hi. I've tried it to the point where I think it's still being developed, and it's really good so far! I found my way out into the rest of Skyrim, and of course, all Falmer encounters are nonhostile. Since it doesn't make sense the Falmer "out there" should care one way or another about my character, is there a command I can trigger which will set the "escaped" condition, and another which will reset it when the mod gets updated? That way I can continue to explore the mod as you develop it, while still massacring all the other Falmer tribes in Skyrim! Edit: I'm at the same point Naps-On-Dirt mentioned. I've got the message to talk to Daithe about changing masters, but nothing happens when I talk to Hashep. I figured something was broken, and that it was the current limit of development. A quick read up above shows it's not, and that it's some kind of bug. Oh well. But considering I've been playing on the surface for a while now, the character's too invested in the rest of the game's plot to manage passive Falmer across all of Skyrim. Is there a way to make all other Falmer hostile, and just not the Ibn clan?
Delzaron Posted February 10, 2017 Author Posted February 10, 2017 Hi. I've tried it to the point where I think it's still being developed, and it's really good so far! I found my way out into the rest of Skyrim, and of course, all Falmer encounters are nonhostile. Since it doesn't make sense the Falmer "out there" should care one way or another about my character, is there a command I can trigger which will set the "escaped" condition, and another which will reset it when the mod gets updated? That way I can continue to explore the mod as you develop it, while still massacring all the other Falmer tribes in Skyrim! Edit: I'm at the same point Naps-On-Dirt mentioned. I've got the message to talk to Daithe about changing masters, but nothing happens when I talk to Hashep. I figured something was broken, and that it was the current limit of development. A quick read up above shows it's not, and that it's some kind of bug. Oh well. But considering I've been playing on the surface for a while now, the character's too invested in the rest of the game's plot to manage passive Falmer across all of Skyrim. Is there a way to make all other Falmer hostile, and just not the Ibn clan? About falmers : That's mean I need to design falmers for TID and allied tribes (like gloomreach), and others, like Blackreach and shimmermish ones... Very complex, because falmers in skyrim are leveled creatures. And some tribes begins hostile, but become allied during the mod progression.
heroko Posted February 11, 2017 Posted February 11, 2017 Hi. I've tried it to the point where I think it's still being developed, and it's really good so far! I found my way out into the rest of Skyrim, and of course, all Falmer encounters are nonhostile. Since it doesn't make sense the Falmer "out there" should care one way or another about my character, is there a command I can trigger which will set the "escaped" condition, and another which will reset it when the mod gets updated? That way I can continue to explore the mod as you develop it, while still massacring all the other Falmer tribes in Skyrim! Edit: I'm at the same point Naps-On-Dirt mentioned. I've got the message to talk to Daithe about changing masters, but nothing happens when I talk to Hashep. I figured something was broken, and that it was the current limit of development. A quick read up above shows it's not, and that it's some kind of bug. Oh well. But considering I've been playing on the surface for a while now, the character's too invested in the rest of the game's plot to manage passive Falmer across all of Skyrim. Is there a way to make all other Falmer hostile, and just not the Ibn clan? About falmers : That's mean I need to design falmers for TID and allied tribes (like gloomreach), and others, like Blackreach and shimmermish ones... Very complex, because falmers in skyrim are leveled creatures. And some tribes begins hostile, but become allied during the mod progression. oki i know that i dont know annything about moding but couldnt u just copy the vanila falmer race and maybe call em atid_falmer and make it so that those are friendly? btw did u change the stats of vanila falmer? since i was heading to blackreach and got killed from 1 hit by an vanila falmer
Kitsudragon Posted February 11, 2017 Posted February 11, 2017 Hi. I've tried it to the point where I think it's still being developed, and it's really good so far! I found my way out into the rest of Skyrim, and of course, all Falmer encounters are nonhostile. Since it doesn't make sense the Falmer "out there" should care one way or another about my character, is there a command I can trigger which will set the "escaped" condition, and another which will reset it when the mod gets updated? That way I can continue to explore the mod as you develop it, while still massacring all the other Falmer tribes in Skyrim! Edit: I'm at the same point Naps-On-Dirt mentioned. I've got the message to talk to Daithe about changing masters, but nothing happens when I talk to Hashep. I figured something was broken, and that it was the current limit of development. A quick read up above shows it's not, and that it's some kind of bug. Oh well. But considering I've been playing on the surface for a while now, the character's too invested in the rest of the game's plot to manage passive Falmer across all of Skyrim. Is there a way to make all other Falmer hostile, and just not the Ibn clan? About falmers : That's mean I need to design falmers for TID and allied tribes (like gloomreach), and others, like Blackreach and shimmermish ones... Very complex, because falmers in skyrim are leveled creatures. And some tribes begins hostile, but become allied during the mod progression. oki i know that i dont know annything about moding but couldnt u just copy the vanila falmer race and maybe call em atid_falmer and make it so that those are friendly? btw did u change the stats of vanila falmer? since i was heading to blackreach and got killed from 1 hit by an vanila falmer I expect it would mean creating a new faction and assigning the NPC falmer in his mod to the new faction ID. It would probably work, since that would make those falmer friendly, while not altering the behavior of any other falmer in the game. I'm not sure how to do that, however.
Delzaron Posted February 11, 2017 Author Posted February 11, 2017 Hi. I've tried it to the point where I think it's still being developed, and it's really good so far! I found my way out into the rest of Skyrim, and of course, all Falmer encounters are nonhostile. Since it doesn't make sense the Falmer "out there" should care one way or another about my character, is there a command I can trigger which will set the "escaped" condition, and another which will reset it when the mod gets updated? That way I can continue to explore the mod as you develop it, while still massacring all the other Falmer tribes in Skyrim! Edit: I'm at the same point Naps-On-Dirt mentioned. I've got the message to talk to Daithe about changing masters, but nothing happens when I talk to Hashep. I figured something was broken, and that it was the current limit of development. A quick read up above shows it's not, and that it's some kind of bug. Oh well. But considering I've been playing on the surface for a while now, the character's too invested in the rest of the game's plot to manage passive Falmer across all of Skyrim. Is there a way to make all other Falmer hostile, and just not the Ibn clan? About falmers : That's mean I need to design falmers for TID and allied tribes (like gloomreach), and others, like Blackreach and shimmermish ones... Very complex, because falmers in skyrim are leveled creatures. And some tribes begins hostile, but become allied during the mod progression. oki i know that i dont know annything about moding but couldnt u just copy the vanila falmer race and maybe call em atid_falmer and make it so that those are friendly? btw did u change the stats of vanila falmer? since i was heading to blackreach and got killed from 1 hit by an vanila falmer I expect it would mean creating a new faction and assigning the NPC falmer in his mod to the new faction ID. It would probably work, since that would make those falmer friendly, while not altering the behavior of any other falmer in the game. I'm not sure how to do that, however. No. Falmers are designed based on baseactors... allt hese base actors serves to create the different falmers, and these falmers are added in the leveled this. So, you can't just change the faction...you need to create baseactors, actors, leveled list... for each cave... that's an horrible work, and it's not sure to work.
Kitsudragon Posted February 11, 2017 Posted February 11, 2017 Hi. I've tried it to the point where I think it's still being developed, and it's really good so far! I found my way out into the rest of Skyrim, and of course, all Falmer encounters are nonhostile. Since it doesn't make sense the Falmer "out there" should care one way or another about my character, is there a command I can trigger which will set the "escaped" condition, and another which will reset it when the mod gets updated? That way I can continue to explore the mod as you develop it, while still massacring all the other Falmer tribes in Skyrim! Edit: I'm at the same point Naps-On-Dirt mentioned. I've got the message to talk to Daithe about changing masters, but nothing happens when I talk to Hashep. I figured something was broken, and that it was the current limit of development. A quick read up above shows it's not, and that it's some kind of bug. Oh well. But considering I've been playing on the surface for a while now, the character's too invested in the rest of the game's plot to manage passive Falmer across all of Skyrim. Is there a way to make all other Falmer hostile, and just not the Ibn clan? About falmers : That's mean I need to design falmers for TID and allied tribes (like gloomreach), and others, like Blackreach and shimmermish ones... Very complex, because falmers in skyrim are leveled creatures. And some tribes begins hostile, but become allied during the mod progression. oki i know that i dont know annything about moding but couldnt u just copy the vanila falmer race and maybe call em atid_falmer and make it so that those are friendly? btw did u change the stats of vanila falmer? since i was heading to blackreach and got killed from 1 hit by an vanila falmer I expect it would mean creating a new faction and assigning the NPC falmer in his mod to the new faction ID. It would probably work, since that would make those falmer friendly, while not altering the behavior of any other falmer in the game. I'm not sure how to do that, however. No. Falmers are designed based on baseactors... allt hese base actors serves to create the different falmers, and these falmers are added in the leveled this. So, you can't just change the faction...you need to create baseactors, actors, leveled list... for each cave... that's an horrible work, and it's not sure to work. Okay. What about a workaround, then? An MCM screen which has the option to enable or disable "Falmer Ally" status? With a click, the player is either a friend or an enemy, and that allows the player to enter or leave the environment depending on their gameplay.
Grey Cloud Posted February 11, 2017 Posted February 11, 2017 Kitsudragon, Manipulator by ffabris will let you do that. Changing friendly factions can also affect factions which are friendly/hostile to that faction. e.g. if you make vampires friendly then the Vigilant faction will not be pleased.
heroko Posted February 11, 2017 Posted February 11, 2017 Hi. I've tried it to the point where I think it's still being developed, and it's really good so far! I found my way out into the rest of Skyrim, and of course, all Falmer encounters are nonhostile. Since it doesn't make sense the Falmer "out there" should care one way or another about my character, is there a command I can trigger which will set the "escaped" condition, and another which will reset it when the mod gets updated? That way I can continue to explore the mod as you develop it, while still massacring all the other Falmer tribes in Skyrim! Edit: I'm at the same point Naps-On-Dirt mentioned. I've got the message to talk to Daithe about changing masters, but nothing happens when I talk to Hashep. I figured something was broken, and that it was the current limit of development. A quick read up above shows it's not, and that it's some kind of bug. Oh well. But considering I've been playing on the surface for a while now, the character's too invested in the rest of the game's plot to manage passive Falmer across all of Skyrim. Is there a way to make all other Falmer hostile, and just not the Ibn clan? About falmers : That's mean I need to design falmers for TID and allied tribes (like gloomreach), and others, like Blackreach and shimmermish ones... Very complex, because falmers in skyrim are leveled creatures. And some tribes begins hostile, but become allied during the mod progression. oki i know that i dont know annything about moding but couldnt u just copy the vanila falmer race and maybe call em atid_falmer and make it so that those are friendly? btw did u change the stats of vanila falmer? since i was heading to blackreach and got killed from 1 hit by an vanila falmer I expect it would mean creating a new faction and assigning the NPC falmer in his mod to the new faction ID. It would probably work, since that would make those falmer friendly, while not altering the behavior of any other falmer in the game. I'm not sure how to do that, however. No. Falmers are designed based on baseactors... allt hese base actors serves to create the different falmers, and these falmers are added in the leveled this. So, you can't just change the faction...you need to create baseactors, actors, leveled list... for each cave... that's an horrible work, and it's not sure to work. Okay. What about a workaround, then? An MCM screen which has the option to enable or disable "Falmer Ally" status? With a click, the player is either a friend or an enemy, and that allows the player to enter or leave the environment depending on their gameplay. i think maria eden made an ring u could equipt that made u friendly whit bandits wouldnt it be possible to do the same whit falmer ?
Kitsudragon Posted February 11, 2017 Posted February 11, 2017 Kitsudragon, Manipulator by ffabris will let you do that. Changing friendly factions can also affect factions which are friendly/hostile to that faction. e.g. if you make vampires friendly then the Vigilant faction will not be pleased. Interesting. I've just downloaded it. I'll see if it solves the immediate crisis. If so, it would be a functional workaround, even if nothing as added in-mod. More on that after I test it. Edit: Hmm. I just ran it, and there's a problem. The mod doesn't show me allied to the Falmer. As far as the mod is concerned, the friendly flag has not been set. Yet they don't attack around me. Manipulator isn't going to fix this one, I don't think.
heroko Posted February 11, 2017 Posted February 11, 2017 btw del did u figure out an fix for the you have no master bug yet ?
Delzaron Posted February 11, 2017 Author Posted February 11, 2017 Kitsudragon, Manipulator by ffabris will let you do that. Changing friendly factions can also affect factions which are friendly/hostile to that faction. e.g. if you make vampires friendly then the Vigilant faction will not be pleased. Interesting. I've just downloaded it. I'll see if it solves the immediate crisis. If so, it would be a functional workaround, even if nothing as added in-mod. More on that after I test it. Edit: Hmm. I just ran it, and there's a problem. The mod doesn't show me allied to the Falmer. As far as the mod is concerned, the friendly flag has not been set. Yet they don't attack around me. Manipulator isn't going to fix this one, I don't think. It's because you have the same faction... btw del did u figure out an fix for the you have no master bug yet ? A test version is already available. I need to finish the part3, and to design the part4.
Grey Cloud Posted February 11, 2017 Posted February 11, 2017 Kitsudragon, Manipulator by ffabris will let you do that. Changing friendly factions can also affect factions which are friendly/hostile to that faction. e.g. if you make vampires friendly then the Vigilant faction will not be pleased. Interesting. I've just downloaded it. I'll see if it solves the immediate crisis. If so, it would be a functional workaround, even if nothing as added in-mod. More on that after I test it. Edit: Hmm. I just ran it, and there's a problem. The mod doesn't show me allied to the Falmer. As far as the mod is concerned, the friendly flag has not been set. Yet they don't attack around me. Manipulator isn't going to fix this one, I don't think. Try making them friendly with Manipulator, saving and loading then unfriendly them? Might work? Failing that, just attack the pointy-eared bastards anyway.
heroko Posted February 11, 2017 Posted February 11, 2017 btw del did u figure out an fix for the you have no master bug yet ? A test version is already available. I need to finish the part3, and to design the part4. is that the one called 0 ? and also will finishing the next version take long ? like should i wait for thatone instead of instaling thisone ? planing on completeing dawnguard, falskar and other none loverslab mods b4 i get screwd over and enslaved by falmer
hioluy Posted February 11, 2017 Posted February 11, 2017 Great Cthulu atmosphere! Great work, looking forward to future developments!
Delzaron Posted February 12, 2017 Author Posted February 12, 2017 btw del did u figure out an fix for the you have no master bug yet ? A test version is already available. I need to finish the part3, and to design the part4. is that the one called 0 ? and also will finishing the next version take long ? like should i wait for thatone instead of instaling thisone ? planing on completeing dawnguard, falskar and other none loverslab mods b4 i get screwd over and enslaved by falmer No, that's just a bug. The version have the 2.0 number, but the upload failed.
Naps-On-Dirt Posted February 12, 2017 Posted February 12, 2017 Two bugs with the Slave Whore quest. First, the counter doesn't reset if you get assigned to it multiple times, so after the first time through you can just go in and complete it immediately. Second, if someone turns you down, it subtracts one from the customers served count. Maybe you did that on purpose to make it harder, it just doesn't make sense logically. I had to service customers 8 times to get my counter to 5. That test version you said is available, does that fix the Hashep bug? I don't see a new file in the downloads.
orthax Posted February 12, 2017 Posted February 12, 2017 Hi,downloaded right now I saw in download the version 2.0 Is it the last for test,isn't it? thanks
Naps-On-Dirt Posted February 12, 2017 Posted February 12, 2017 The bug is still there in version 2, except instead of saying Hashep it says Daithe. "DaitheSlave Int set to 0 Slavejob: I don't have a specific Master, I should aks to Daithe." Repeats ad infinitum. Ignoring it, I tried to continue, but once the Tunnelling quest starts, she didn't lead me to the location after the quest told me to follow her. Also, there's a large FPS drop looking east from the center area, near the new smith location. Note that upgrading while you're inside Ibn isn't a great idea, there's leftover stuff lying around and some NPCs fall and hurt themselves.
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