Spectre Status Posted August 21, 2015 Share Posted August 21, 2015 Can't start the quest, Gideon isn't on the stool and I can't say anything to him. Link to comment
Game Goblin Posted August 21, 2015 Author Share Posted August 21, 2015 Can't start the quest, Gideon isn't on the stool and I can't say anything to him. The new update I'm still working on requires sitting on the stool. Current version 2.1 is still walk up and talk to him. (It's also really buggy 2.1 - many people have had issues initiating dialogue with Gideon. Try either with a new Dova, or saving > Back to main menu > reloading game from save.) Link to comment
RevoX Posted August 28, 2015 Share Posted August 28, 2015 Can't start the quest, Gideon isn't on the stool and I can't say anything to him. The new update I'm still working on requires sitting on the stool. Current version 2.1 is still walk up and talk to him. (It's also really buggy 2.1 - many people have had issues initiating dialogue with Gideon. Try either with a new Dova, or saving > Back to main menu > reloading game from save.) This may be the problem if someone tries to use a mod manager to install it. SlaversGuild.SEQ gets thrown into skyrim's Data folder instead of getting thrown into SEQ folder where it belongs. P.S. I'm also having problems with the mining quest kicking in even with the console commands Link to comment
jfraser Posted August 29, 2015 Share Posted August 29, 2015 Can't start the quest, Gideon isn't on the stool and I can't say anything to him. The new update I'm still working on requires sitting on the stool. Current version 2.1 is still walk up and talk to him. (It's also really buggy 2.1 - many people have had issues initiating dialogue with Gideon. Try either with a new Dova, or saving > Back to main menu > reloading game from save.) This may be the problem if someone tries to use a mod manager to install it. SlaversGuild.SEQ gets thrown into skyrim's Data folder instead of getting thrown into SEQ folder where it belongs. P.S. I'm also having problems with the mining quest kicking in even with the console commands That would do it. Good eye, Tuck. Link to comment
AmmieKitty Posted September 1, 2015 Share Posted September 1, 2015 when I talk to the master to get a quest the mine quest doesn't activate so I do the arena quest and after killing a skeever, wolf, some slaves and a draugr nothing happens. help please? Link to comment
hegexx Posted September 5, 2015 Share Posted September 5, 2015 when I talk to the master to get a quest the mine quest doesn't activate so I do the arena quest and after killing a skeever, wolf, some slaves and a draugr nothing happens. help please? I have the exactly same problem, cant start the mine quest edit: Nevermind I used the "setstage SGMineQuest 0" command to start the quest Link to comment
hegexx Posted September 6, 2015 Share Posted September 6, 2015 My new problem is that after completing the mine quest the master tells that more content will come in next update, well i wanted to get out of the prison so i used "coc whiterun" command, but now i have none of my gear and i cant sprint. I'd appriciate help Link to comment
doktorosiris Posted September 26, 2015 Share Posted September 26, 2015 Could be me overlooking something obvious, but the quests can't really progress when I get a gag equipped. My workaround is to just drop it from the inventory, but maybe exclude gags from the item list or something. Anyways, just a small thing. In all fairness, my load order looks like the battles of Normandy and Gettysburg had an ugly lovechild, so there may be something interfering. Other than that, nothing major. I like it. Link to comment
Verstort Posted September 27, 2015 Share Posted September 27, 2015 Could be me overlooking something obvious, but the quests can't really progress when I get a gag equipped. My workaround is to just drop it from the inventory, but maybe exclude gags from the item list or something. Anyways, just a small thing. In all fairness, my load order looks like the battles of Normandy and Gettysburg had an ugly lovechild, so there may be something interfering. Other than that, nothing major. I like it. No you're right, the quest ignores what DD items you're wearing, and it can interfere with the quest because of this. Link to comment
Mufasalikemods Posted October 2, 2015 Share Posted October 2, 2015 Really glad to see Theonewhoknocks mods being picked up, I know he had a lot of bad luck with corrupted files and other computer problems but the mods themselves always had a lot of promise Link to comment
Game Goblin Posted December 30, 2015 Author Share Posted December 30, 2015 Nope, busy as hell. It's on my menu still, as is alot of other RL things. RL comes first matey. That and I hit a stumbling block on the Re-edit... I have two scripted parts that I need to magically tie together which has proven to be more a nightmare than anticipated then tie the actual kidnapping to the end of the scripted events... So time will tell if I can get away from RL and discover the magical secret to fusing two mini-quests together splunge! Link to comment
rkoelsch1 Posted January 30, 2016 Share Posted January 30, 2016 Thanks for picking this up. I always thought this had potential. Hopefully the Author of Simple Slavery will link this in. Link to comment
Verstort Posted January 30, 2016 Share Posted January 30, 2016 Thanks for picking this up. I always thought this had potential. Hopefully the Author of Simple Slavery will link this in. There's a link now? I mean, part two, once you get captured, always seemed like the writing was generic enough to be an entrance, but I never bothered with it myself because I thought it was a dead mod. Good to see it updated. BTW, download says 2.1, but the download page says 2.0, and no 2.1 changelog yet. I got over excited, appologies. Link to comment
Game Goblin Posted February 1, 2016 Author Share Posted February 1, 2016 Nope not updated per-se. Until I can figure something out which is still holding me back, I have to put this on pause and bash my head against a wall. Still on my plate of to-do things. Link to comment
Verstort Posted February 1, 2016 Share Posted February 1, 2016 Nobody offers help if they don't know there is a problem, or what the problem is. Sometimes someone pipes up with a working solution or idea if you post details of the problem, or at least that's my experience. Link to comment
Game Goblin Posted February 1, 2016 Author Share Posted February 1, 2016 Well, in the yet unreleased rebuild. There are two sub-quests. Sub1 kicks off, and plays out without a hitch. However Sub2 can start even if Sub1 hasn't been done yet. So I have to figure out a way to disable Sub2 until Sub1 is completed. Then once those two are tied together, Sub 2 needs to have a bit of tinkering done to it so the player goes to take a nap as the NPC advises then wakes up, naturally, enslaved. So as noobzilla as it sounds, and given I am still a noobzilla, tying the two sub quests together has been my hurdle. YouTube is the land of fail and I have yet to find a tutorial with the information I require to get the first part all tied together cleanly. Link to comment
Verstort Posted February 1, 2016 Share Posted February 1, 2016 In creation kit, open the quest from the object view, there is a box called "Quest Dialogue conditions" which I thought was conditions in general, but I'm not sure now since they are called dialogue conditions. If they were quest conditions for the quest to start that would allow you to prevent the second from starting until the first if finished or has started, depending on what you need. Edit: http://afkmods.iguanadons.net/index.php?/topic/4056-skyrim-your-first-quest/ would suggest I am right, that those conditions lock if the quest is active, which would do the same thing you need right? Edit2: Oh there are conditions for the stages too? Maybe you could just add a condition to the first stage to stop it from starting So what happens if you take the first stage of the second quest and use a "GetQuestCompleted" :: firstQuest == 1 to it? Link to comment
Myusenamehere Posted February 29, 2016 Share Posted February 29, 2016 Just played your remix, and what i saw was splendid! A few things here: 1.I found your poison, but used it on the wrong guy(Ash) doing the murder mystery(because i didnt find it obvious that it was the orc). 2, I did have the bug where, the mine quest didnt start(did the console thingie to trigger it). 3. the Orc lied to me! after the Arena! he didnt fuck my char as he said he would(minor bug(?) nothing big. Are you thinking about making the player being sold after a looooong slave experience? Link to comment
Game Goblin Posted March 3, 2016 Author Share Posted March 3, 2016 Thank you for a test run. Still hammering away when time permits... trying to. The mine is a wee bit buggy, as it stands console is your friend. Part 3 the post arena rape isn't coded in. Not a bug, just a missing feature. Future plans after the slave expirence... I would like to make it branching, either take over the town, or fight to freedom. Link to comment
Kelinari Posted June 25, 2016 Share Posted June 25, 2016 Sup sounds like an amazing mod, still trying to get it to start though D: Link to comment
Pokaplayer Posted October 17, 2016 Share Posted October 17, 2016 So if i talk to the guy in the bannerd mere he dosnt have dialoug he only acs like mmmm, hey, hi Link to comment
nedned Posted January 14, 2017 Share Posted January 14, 2017 As some other people pointed out, i approach Gideon in the bannered mare but he gives me no dialogue that can possibly begin the quest. I have not had issue with this personally. However my test runs have been with fresh new toons. I'll peek into the code for a fix, time permitting. I removed eager npcs for now. quest woks just fine now. how do you removed eager npcs ? Link to comment
fonixphoenix Posted January 14, 2017 Share Posted January 14, 2017 Eager NPCs is a mod Link to comment
Saber2th Posted January 15, 2017 Share Posted January 15, 2017 As some other people pointed out, i approach Gideon in the bannered mare but he gives me no dialogue that can possibly begin the quest. I have not had issue with this personally. However my test runs have been with fresh new toons. I'll peek into the code for a fix, time permitting. I removed eager npcs for now. quest woks just fine now. how do you removed eager npcs ? You don't even have to uninstall it, just disable the mod in MCM page. Save and then reload in the Inn and you are good to go. Link to comment
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