Wyvern65 Posted September 13, 2015 Posted September 13, 2015 Okay - my experience with Sordid (using the main download, not a test version): The first scene - I could speak with him, no issues. The second time, couldn't speak with him. I had to go do something, so I saved in the basement. Reloaded and his dialogue was there. Third scene - as above. Couldn't speak but a reload fixed it. Fourth scene - ditto. Because the dialogue issue could be fixed by a game reload, I'm wondering if there's a missing or malformed SEQ file related to Sordid and that's what the issue might be, not the throne or how he's sitting or whatever. Moar issues: The player's dialogues when speaking to Sordid after the dragurg parts are too long. The second time I went to speak with him after the draugr sex there was no dialogue for him available. I fixed that by turning off SLEN. The fourth scene it happened again, so I turned off SexlabRomance as well. Both of those fixes freed up enough space on the dialogue box to allow the player's reactions to show up. You may want to note this for players or prune down the player's reactions to one line like "Ugh" have him say something then proceed to a new dialogue box with the paragraph of text the player says "They filled all my holes, etc." I just happen to have 3 mods which add 'extras' to dialogue boxes, but fortunately they can all be temporarily turned off in game. I didn't need to turn them off for any other scene and I did all the other quests. Also, no shrine showed up for me. Should also note I use 1.6 hotfix 2 and had no trouble with anything because of that, so to those folks asking if it's compatible, I'd say yes. Hope this helps some. Thanks for the interesting new content.
mybrainhurts Posted September 13, 2015 Author Posted September 13, 2015 Okay - my experience with Sordid (using the main download, not a test version): The first scene - I could speak with him, no issues. The second time, couldn't speak with him. I had to go do something, so I saved in the basement. Reloaded and his dialogue was there. Third scene - as above. Couldn't speak but a reload fixed it. Fourth scene - ditto. Because the dialogue issue could be fixed by a game reload, I'm wondering if there's a missing or malformed SEQ file related to Sordid and that's what the issue might be, not the throne or how he's sitting or whatever. Moar issues: The player's dialogues when speaking to Sordid are too long. The second time I went to speak with him after the draugr part there was no dialogue for him available. I fixed that by turning off SLEN. The fourth scene it happened again, so I turned off SexlabRomance. Both of those fixes freed up enough space on the dialogue box to allow his to show up. You may want to note this for players or prune down the player's reactions to one line like "Ugh" have him say something then proceed to a new dialogue with the paragraph of text the player says "They filled all my holes, etc." I just happen to have 3 mods which add 'extras' to dialogue boxes, but fortunately they can all be temporarily turned off in game. Also, no shrine showed up for me. Hope this helps some. Thanks for the interesting new content. I am convinced that issues with Sordid are due to mod conflicts, as you have just experienced. Nevertheless, I have negated my own desire for what I want Sordid to do in an attempt to accommodate conflicting mods. As for player's dialogue being too long, I would flip that around and note that my dialogue is as long as it needs to be to describe what just happened. You could just as well try going to other mods' support threads and telling them their topics are too long - see how well that goes over, even if they really are needlessly wordy. The line of dialogue you cited contains 95 characters, well below the 160 character limit. In any case, the problem with Sordid's dialogue has nothing to do with topic length. What I will put up on the front page is a reference to SexLab Sex Slave's OP about conflicting mods (scroll down to the section on Badly Behaving Mods). I have seen several Papyrus logs from players who needed help with Sordid and I see things like Wet and Cold or other similarly misbehaving mods stack dumping all over the place. Or mods that behave well, but are simply resource-intensive. Those kinds of things messes stuff up for other mods.
Wyvern65 Posted September 13, 2015 Posted September 13, 2015 I am convinced that issues with Sordid are due to mod conflicts, as you have just experienced. Nevertheless, I have negated my own desire for what I want Sordid to do in an attempt to accommodate conflicting mods. As for player's dialogue being too long, I would flip that around and note that my dialogue is as long as it needs to be to describe what just happened. You could just as well try going to other mods' support threads and telling them their topics are too long - see how well that goes over, even if they really are needlessly wordy. The line of dialogue you cited contains 95 characters, well below the 160 character limit. In any case, the problem with Sordid's dialogue has nothing to do with topic length. What I will put up on the front page is a reference to SexLab Sex Slave's OP about conflicting mods (scroll down to the section on Badly Behaving Mods). I have seen several Papyrus logs from players who needed help with Sordid and I see things like Wet and Cold or other similarly misbehaving mods stack dumping all over the place. Or mods that behave well, but are simply resource-intensive. Those kinds of things messes stuff up for other mods. The wonderful thing about Mod Organizer is it makes it very easy to set up test profiles, since it doesn't touch your Skyrim game folder. I just set up a test profile and tested your mod. This test profile contained no mods except those needed to run AM and quickly get to Falkreath. No ENB, no textures, just the basics. To make the test as clean as possible I used Sexlab 1.59c. 1) Made a new generic character. 2) Cheated myself a heal potion and saved Hadvar to get the Live Another Life Quest out of my quest journal and end it, so it couldn't interfere. 3) Cheated on map markers and fast traveled to the Mansion 4) Cheat started NA_PS_Dragur. No issues with Sordid. 5) Spoke to Theana, she gave me the key to my room and paid me. 6) Restarted NA_PS_Dragur and Sordid could not be interacted with. Conclusion: Unless one of the mods below interferes with the Sordid scene, the problem isn't conflicts with other mods. Skyrim.esm Update.esm Unofficial Skyrim Patch.esp Dawnguard.esm Unofficial Dawnguard Patch.esp HearthFires.esm Unofficial Hearthfire Patch.esp Dragonborn.esm Unofficial Dragonborn Patch.esp Schlongs of Skyrim - Core.esm SexLab.esm ZaZAnimationPack.esm CreatureFramework.esm HighResTexturePack01.esp HighResTexturePack02.esp HighResTexturePack03.esp Unofficial High Resolution Patch.esp UIExtensions.esp RaceMenu.esp RaceMenuPlugin.esp RaceMenuOverlays.esp NonSexLabAnimationPack.esp Schlongs of Skyrim.esp SOS - Smurf Average Addon.esp SOS - VectorPlexus Regular Addon.esp SOS - VectorPlexus Muscular Addon.esp SOSRaceMenu.esp MoreNastyCritters.esp SexLabNudeCreatures.esp SexLabNudeCreaturesDG.esp SexLabNudeCreaturesDB.esp SkyUI.esp dD - Realistic Ragdoll Force - Realistic.esp animal_mansion.esp XPMSE.esp Alternate Start - Live Another Life.esp Note: I never asked you to re-write your dialogue, I wouldn't presume. I merely noted a conflict and suggested you either make a note on the main post or consider moving it off the first branch. I apologize if that offended you. I was (and am) trying to be helpful.
Skull Tyrant Posted September 13, 2015 Posted September 13, 2015 omg the draugrs orgasm face is hilarious question - will Jasper ever come back or is he gone for good? idea for new quest - something to do with the Greybeards maybe finding a dragon egg or having the player recover it and the egg hatching a baby dragon which would be kept in the mansion, it would be maybe smaller than a horse. just an idea
mybrainhurts Posted September 14, 2015 Author Posted September 14, 2015 omg the draugrs orgasm face is hilarious 2015-09-13_00002.jpg question - will Jasper ever come back or is he gone for good? idea for new quest - something to do with the Greybeards maybe finding a dragon egg or having the player recover it and the egg hatching a baby dragon which would be kept in the mansion, it would be maybe smaller than a horse. just an idea Jesper will be back, he just needs a timeout. As for dragons, there is the Paarthurnax quest. I'm also considering some other dragons, but only named ones the player has met - Odahviing and Durnehviir.
Teruke Posted September 14, 2015 Posted September 14, 2015 "ho" yeah! sounds good. In regards to content, anything related to Dragonborn to be included in the mansion in the far future?
Skull Tyrant Posted September 14, 2015 Posted September 14, 2015 omg the draugrs orgasm face is hilarious 2015-09-13_00002.jpg question - will Jasper ever come back or is he gone for good? idea for new quest - something to do with the Greybeards maybe finding a dragon egg or having the player recover it and the egg hatching a baby dragon which would be kept in the mansion, it would be maybe smaller than a horse. just an idea Jesper will be back, he just needs a timeout. As for dragons, there is the Paarthurnax quest. I'm also considering some other dragons, but only named ones the player has met - Odahviing and Durnehviir. ah ok. well i look forward to that. also what happened to Jala?
mybrainhurts Posted September 14, 2015 Author Posted September 14, 2015 "ho" yeah! sounds good. In regards to content, anything related to Dragonborn to be included in the mansion in the far future? Dragonborn is on the horizon. Right now I'm working on Dawnguard. omg the draugrs orgasm face is hilarious 2015-09-13_00002.jpg question - will Jasper ever come back or is he gone for good? idea for new quest - something to do with the Greybeards maybe finding a dragon egg or having the player recover it and the egg hatching a baby dragon which would be kept in the mansion, it would be maybe smaller than a horse. just an idea Jesper will be back, he just needs a timeout. As for dragons, there is the Paarthurnax quest. I'm also considering some other dragons, but only named ones the player has met - Odahviing and Durnehviir. ah ok. well i look forward to that. also what happened to Jala? She will be back but in an entirely new role. She's the proprietor of her own business and an old friend of Thaena.
BogBrush82 Posted September 14, 2015 Posted September 14, 2015 I do have MNC 8.33 as far as I know - I only updated a couple of days ago. Just to let you know - It's been flawless for me up until this point. Added a log. did you reset sexlab animation registry after updating MNC? Ah. *edit* - Okay, it's working now. Also, Sordid works fine for me (I think. Had him appear twice but can't seem to get him now - They're all obsessed with Spiders in my playthrough )
mybrainhurts Posted September 14, 2015 Author Posted September 14, 2015 I am convinced that issues with Sordid are due to mod conflicts, as you have just experienced. Nevertheless, I have negated my own desire for what I want Sordid to do in an attempt to accommodate conflicting mods. As for player's dialogue being too long, I would flip that around and note that my dialogue is as long as it needs to be to describe what just happened. You could just as well try going to other mods' support threads and telling them their topics are too long - see how well that goes over, even if they really are needlessly wordy. The line of dialogue you cited contains 95 characters, well below the 160 character limit. In any case, the problem with Sordid's dialogue has nothing to do with topic length. What I will put up on the front page is a reference to SexLab Sex Slave's OP about conflicting mods (scroll down to the section on Badly Behaving Mods). I have seen several Papyrus logs from players who needed help with Sordid and I see things like Wet and Cold or other similarly misbehaving mods stack dumping all over the place. Or mods that behave well, but are simply resource-intensive. Those kinds of things messes stuff up for other mods. The wonderful thing about Mod Organizer is it makes it very easy to set up test profiles, since it doesn't touch your Skyrim game folder. I just set up a test profile and tested your mod. This test profile contained no mods except those needed to run AM and quickly get to Falkreath. No ENB, no textures, just the basics. To make the test as clean as possible I used Sexlab 1.59c. 1) Made a new generic character. 2) Cheated myself a heal potion and saved Hadvar to get the Live Another Life Quest out of my quest journal and end it, so it couldn't interfere. 3) Cheated on map markers and fast traveled to the Mansion 4) Cheat started NA_PS_Dragur. No issues with Sordid. 5) Spoke to Theana, she gave me the key to my room and paid me. 6) Restarted NA_PS_Dragur and Sordid could not be interacted with. Conclusion: Unless one of the mods below interferes with the Sordid scene, the problem isn't conflicts with other mods. Skyrim.esm Update.esm Unofficial Skyrim Patch.esp Dawnguard.esm Unofficial Dawnguard Patch.esp HearthFires.esm Unofficial Hearthfire Patch.esp Dragonborn.esm Unofficial Dragonborn Patch.esp Schlongs of Skyrim - Core.esm SexLab.esm ZaZAnimationPack.esm CreatureFramework.esm HighResTexturePack01.esp HighResTexturePack02.esp HighResTexturePack03.esp Unofficial High Resolution Patch.esp UIExtensions.esp RaceMenu.esp RaceMenuPlugin.esp RaceMenuOverlays.esp NonSexLabAnimationPack.esp Schlongs of Skyrim.esp SOS - Smurf Average Addon.esp SOS - VectorPlexus Regular Addon.esp SOS - VectorPlexus Muscular Addon.esp SOSRaceMenu.esp MoreNastyCritters.esp SexLabNudeCreatures.esp SexLabNudeCreaturesDG.esp SexLabNudeCreaturesDB.esp SkyUI.esp dD - Realistic Ragdoll Force - Realistic.esp animal_mansion.esp XPMSE.esp Alternate Start - Live Another Life.esp Note: I never asked you to re-write your dialogue, I wouldn't presume. I merely noted a conflict and suggested you either make a note on the main post or consider moving it off the first branch. I apologize if that offended you. I was (and am) trying to be helpful. Attached is a test version which may help with Sordid issues. Neither he nor his quest alias have any AI packages and the mod includes a newly-minted SEQ file. As always, anyone who wishes to try this test version should use a save that has never had Animal Mansion on it. A clean save should also work. AMP_TEST_4.zip
Wyvern65 Posted September 14, 2015 Posted September 14, 2015 Attached is a test version which may help with Sordid issues. Neither he nor his quest alias have any AI packages and the mod includes a newly-minted SEQ file. As always, anyone who wishes to try this test version should use a save that has never had Animal Mansion on it. A clean save should also work. I re-ran the first test on a new character to test again, same errors. Using the same setup, swapped out the original mod and swapped in AMP_TEST_4. Made new character, and everything worked properly. Sordid could be spoken to each time. The shrine appeared, and I finally saw the fifth scene! So, thank you very much for this fix. Again, I apologize if I came across as rude or critical. I've done a lot of beta testing and programming over the years and I tend towards the curt at times. Just as an addendum, since I haven't seen this. This was the error I was getting before. I don't know how this is even possible. It's like the game wasn't even acknowledging Sordid existed. (Ignore the terrible quality of the image, all my nice mods were disabled.) If you look very closely at the feet area, you can see my character actually clipping through him. Anyway, thank you again for all your hard work.
shinji72 Posted September 14, 2015 Posted September 14, 2015 Goats are coming. Soon we'll need Animal Zoo plus.http://www.loverslab.com/topic/51846-more-creature-animations-10-sep-2015-wispmother/page-12?do=findComment&comment=1317391
Twycross448 Posted September 14, 2015 Posted September 14, 2015 Personally, I am more looking forward to the deer/elk one. ^_^"
aqqh Posted September 14, 2015 Posted September 14, 2015 it would take a little of mod redesign. So for example at first you would be obtaining more or less domesticated creatures (dog, horse, goat, elk) then more aggressive and then more exotic But tbh it would require a different building. In current one there is no space left for skeevers already.
Twycross448 Posted September 14, 2015 Posted September 14, 2015 But tbh it would require a different building. In current one there is no space left for skeevers already. I do not think extending the mansion would be that much of a problem. If worst comes to pass, just add another basement level.
aqqh Posted September 14, 2015 Posted September 14, 2015 I guess MBH has something else planned. It may be worth to consider revamping the quest start. So you will get the dog, then goat, then elk and then you will have enough money for a horse etc.
mybrainhurts Posted September 14, 2015 Author Posted September 14, 2015 Attached is a test version which may help with Sordid issues. Neither he nor his quest alias have any AI packages and the mod includes a newly-minted SEQ file. As always, anyone who wishes to try this test version should use a save that has never had Animal Mansion on it. A clean save should also work. I re-ran the first test on a new character to test again, same errors. Using the same setup, swapped out the original mod and swapped in AMP_TEST_4. Made new character, and everything worked properly. Sordid could be spoken to each time. The shrine appeared, and I finally saw the fifth scene! So, thank you very much for this fix. Again, I apologize if I came across as rude or critical. I've done a lot of beta testing and programming over the years and I tend towards the curt at times. Just as an addendum, since I haven't seen this. This was the error I was getting before. I don't know how this is even possible. It's like the game wasn't even acknowledging Sordid existed. (Ignore the terrible quality of the image, all my nice mods were disabled.) sordid.jpg If you look very closely at the feet area, you can see my character actually clipping through him. Anyway, thank you again for all your hard work. Hallelujah! Thanks for the testing and for your careful testing methodology.
mybrainhurts Posted September 14, 2015 Author Posted September 14, 2015 Goats are coming. Soon we'll need Animal Zoo plus. http://www.loverslab.com/topic/51846-more-creature-animations-10-sep-2015-wispmother/page-12?do=findComment&comment=1317391 Personally, I am more looking forward to the deer/elk one. ^_^" it would take a little of mod redesign. So for example at first you would be obtaining more or less domesticated creatures (dog, horse, goat, elk) then more aggressive and then more exotic But tbh it would require a different building. In current one there is no space left for skeevers already. Leaving aside questions on the Mansion itself (i.e., its size and structure) for the moment, how do you all propose I get these creatures into the mod? Each should have a quest and folded into the party/show system? Or perhaps added into the side quest system - a client needs help with a special creature that won't end up in the Mansion itself? Or should it end up in the Mansion after such a side quest? Other ideas?
shinji72 Posted September 14, 2015 Posted September 14, 2015 To me, i doesnt make much difference if the new animal are added via main quest or side quest (maybe the latter is easier to implement). I think it would be nice for all this animals/creatures to become permanently part of the mansion and to be included in the party/show system.
aqqh Posted September 14, 2015 Posted September 14, 2015 might be cool if it could be made as "levels of progression" so having a few of domesticated creatures would allow you to make normal party - mansion get a little more popular. having a few "aggresive" ones would allow you to start a party for richer folk (could be men, female night with all sort of traders as guests) - mansion gets much more popular having some exotic creatures would allow you to start parties for nobility (and then jarls?) - mansion gets famous. And rich. It would require some reorganization tho...
sfeile Posted September 14, 2015 Posted September 14, 2015 Just a thought on this, you can take it for what you will. You mentioned bringing Jala back as an old friend of Theana. Maybe she could come visit/work at the existing mansion for a bit going with what you already have planned. Maybe Jala could mention to Theana something about her success with her new partner. Then between the 3 of you there could be a discussion of Jala opening a second mansion up north somewhere to expand. Since you have such "skills" with animals you agree to help her get it started and stock it with the newer animals. This could actually kind of fit "lore" wise since it may be tough getting a horker all the way to Falkreath. Your main home could still be with Theana, but you could still get special requests for headlining at the second mansion after it is stocked. This could also open up a recruitment quest to find willing and able "entertainers" to help you at both places due to the rising popularity. After all we already have some guests participating in shows, so there may be some like minded people willing to work to help you out.
Skull Tyrant Posted September 14, 2015 Posted September 14, 2015 "ho" yeah! sounds good. In regards to content, anything related to Dragonborn to be included in the mansion in the far future? Dragonborn is on the horizon. Right now I'm working on Dawnguard. omg the draugrs orgasm face is hilarious 2015-09-13_00002.jpg question - will Jasper ever come back or is he gone for good? idea for new quest - something to do with the Greybeards maybe finding a dragon egg or having the player recover it and the egg hatching a baby dragon which would be kept in the mansion, it would be maybe smaller than a horse. just an idea Jesper will be back, he just needs a timeout. As for dragons, there is the Paarthurnax quest. I'm also considering some other dragons, but only named ones the player has met - Odahviing and Durnehviir. ah ok. well i look forward to that. also what happened to Jala? She will be back but in an entirely new role. She's the proprietor of her own business and an old friend of Thaena. oooooo cant wait
mybrainhurts Posted September 15, 2015 Author Posted September 15, 2015 No. Test 4 is the most recent version. But it's intended for testing so it's not on the front page.
Shadowscale Posted September 15, 2015 Posted September 15, 2015 I noticed in the dialog with Jesper's recruitment after bringing him to the mansion I believe it was Thaena or Jesper says she when playing a male. With Sexlab 1.60 able to apply a gender to your character for sex acts perhaps it can be made to reference if your character is male or female in that scene or changed to gender neutral I guess. Edit: Later in the dialog Jesper says when your describing the mansion, "Now I'm really intrigued. Go on woman." Edit: First line called she was, "You're lucky she's here, bard."
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