Musje Posted February 29, 2016 Author Posted February 29, 2016 Yes, the basement of the Restless Hunter holds 14 slaves, but you need the key to the basement in order to get them out again, so to make full use of the Hunter you have to complete the questline.
Tumai Posted February 29, 2016 Posted February 29, 2016 Just tried the quest for a little bit from an old save before I start a wipe and new game and noticed that some of the subtitles for the unvoiced dialogue hung around for a very long time while others zipped by. Since you didn't have Fuz Ro D-oh as a requirement (which is a good thing, since the slave functionality is primary and the quests are only support rather than vice versa) you might want to have a look at the length of the silent voice files you put in. No biggie though, can still pretty much get the gist of it all easily enough. Cheers
Saeros Posted February 29, 2016 Posted February 29, 2016 @Musje--> the patrons and other NPCs in "Restless Hunter" have grey-face problem. you must select the Non player actors in CreationKit and press CTRL+F4 to generate the correct FaceGenData textures see this video to how-to (just in case) cheers, S.
Musje Posted February 29, 2016 Author Posted February 29, 2016 Just tried the quest for a little bit from an old save before I start a wipe and new game and noticed that some of the subtitles for the unvoiced dialogue hung around for a very long time while others zipped by. Since you didn't have Fuz Ro D-oh as a requirement (which is a good thing, since the slave functionality is primary and the quests are only support rather than vice versa) you might want to have a look at the length of the silent voice files you put in. No biggie though, can still pretty much get the gist of it all easily enough. Cheers Actually I don't supply a silent file I often play silently so I use Fuz Ro D'oh. I'll look into adding silent sounds somehow. @Musje--> the patrons and other NPCs in "Restless Hunter" have grey-face problem. you must select the Non player actors in CreationKit and press CTRL+F4 to generate the correct FaceGenData textures Done on all characters! Thank you both for very helpful comments!
Strec Posted February 29, 2016 Posted February 29, 2016 In your first post you said it has Hearthfire as a requirement and not Dawnguard. Downloaded v0.82 and it ask for Dawnguard and Hearthfire. Could you confirm that with only Hearthfire I can't use this great mod?
Musje Posted February 29, 2016 Author Posted February 29, 2016 It should be a soft requirement, it looks for Dawnguard in order to fix a conflict with that extension. But you can play it just fine without.
Strec Posted March 1, 2016 Posted March 1, 2016 Dawnguard.esm is in the master list so you can't launch the mod without it. I'll remove it from the masterlist and try playing but I fear CTDs
Musje Posted March 1, 2016 Author Posted March 1, 2016 That stinks, I'll publish a version tomorrow without Dawnguard. And in the meantime maybe someone could advise me how I can drop Dawnguard as a hard requirement while still reference a Faction defined in Dawnguard (Or have the reference come back as null when it's not installed)? I don't think I've ever seen a dependency system as insane as skyrim's
Strec Posted March 1, 2016 Posted March 1, 2016 SKSE function GetModByName(). It'll return the index of the mod from the load order. It'll be 255 if it didn't find it at all, so if you check that it's NOT 255 (look in the example script at the link destination), then you're checking if it's installed. If you don't want to use SKSE, you could use a clever while loop and GetFormFromFile checking for a specific form id that you KNOW exists in the target mod. Increment the first two digits in hex and check if the found item it what it should be. http://forums.nexusmods.com/index.php?/topic/1309101-script-check-for-mod-presence/
Dave0000 Posted March 1, 2016 Posted March 1, 2016 That stinks, I'll publish a version tomorrow without Dawnguard. And in the meantime maybe someone could advise me how I can drop Dawnguard as a hard requirement while still reference a Faction defined in Dawnguard (Or have the reference come back as null when it's not installed)? I don't think I've ever seen a dependency system as insane as skyrim's but please make one legendary version... most people have already all dlc's
therealkarlsquell Posted March 1, 2016 Posted March 1, 2016 Sorry, there's supposed to be a quest marker (really hate how those stupid quest aliases dont always get filled). Go west from Solitude for half a minute or so, at some point the road splits and doubles back up into the mountain. After a short walk you'll see a dome shaped guard post next to the road, that's it. Map attached! Hehe ... after i knew where to look it went well Did run past it during my explorations like 3 times without seeing it. But well at least i did see a bit of skyrim where i dont wander around that often Thank you anyways
CliftonJD Posted March 1, 2016 Posted March 1, 2016 That stinks, I'll publish a version tomorrow without Dawnguard. And in the meantime maybe someone could advise me how I can drop Dawnguard as a hard requirement while still reference a Faction defined in Dawnguard (Or have the reference come back as null when it's not installed)? I don't think I've ever seen a dependency system as insane as skyrim's but please make one legendary version... most people have already all dlc's this was the legendary version
Dave0000 Posted March 1, 2016 Posted March 1, 2016 That stinks, I'll publish a version tomorrow without Dawnguard. And in the meantime maybe someone could advise me how I can drop Dawnguard as a hard requirement while still reference a Faction defined in Dawnguard (Or have the reference come back as null when it's not installed)? I don't think I've ever seen a dependency system as insane as skyrim's but please make one legendary version... most people have already all dlc's this was the legendary version yeah i mean the next update also legendary
Strec Posted March 1, 2016 Posted March 1, 2016 Here is and answer after my first try of the mod. First very courageous and impressive mod, hope you'll continue for a long time Bugs and problems report : Some menus don't have a [back] options, so you must stop dialog and restart it, causing sometimes problem when low obedience Slave infos spell works well when you slave is not attached to a house but don't work if it is attached. Other problems I did see are, I think in the slavery mod, won't post them here. More to come because I'll continue to play with the slavery mods, for now I did only tests to see what is doable and which type of gameplay I'll play in a real game. As I know a little about such slavery mods in Fallout I'll give you in this spoiler some opinions and advices, with no cristiscism so do what you want with this (but beware, english is not my langage so I can be sometimes misunderstood). Be very carefull to separate fonctionnalities because wanting a mod which does all is a difficult way (impossible?): A - The choice you did for cells (adding a different one for each house) will be (for you) a hard and problematic job. To manage NPC for sex and ZaZ, a lot of place is needed. You will be (you are?) quickly limited to add new fontionalities because room is to small. Solution : mod a new cell, underground training place with/or without external entrance. After that you only have to add in each house a door (for example a sewer entrance) teleporting you in this cell from any house. When you will add a new fonctionality of a room to the training place no need to change anything in the houses and you (and others) will be able to add this entrance to any other housing mod with a patch. After that you'll can have only a single menu when in any house (testing if in an interior cell for example) to order a slave to stay/relax/follow, available in any house without any more dev. B - Same for the questline. You may have only one NPC which is your quest giver (or more than one but your own NPCs) because if you attach the quesline to a Vanilla NPCs, any patch or mod modifying these NPCs can break your mod. If you want the player to level and beeing a Jarl (Very good idea), make you starting quest like that : - Become the Jarl of xxxxx or yyyyyy or zzzzzz and go to speak to [myNPC] in [anyTown] - Put the next steps of the questline on your NPC This is a little more job but on the middle/long term if will facilitate grandly you job! M2p
Musje Posted March 1, 2016 Author Posted March 1, 2016 Version 0.9 is up. This one does not require Dawnguard anymore, but it will still work if you do have Dawnguard (thanks to some code stolen from PAHE ) This version also has the slave camps and cells that let you keep slaves in any location. Tip: if you forget where you built a slave camp, the MCM menu lists the camps and their locations.
Musje Posted March 1, 2016 Author Posted March 1, 2016 Thanks for the tips Strec! I'll look into adding a Back option in the conversation. For the slave info spell to work, PAHE would need to hook into a few of this mod's factions; maybe the developers of that mod are willing to do that. I have considered using a basement to add cells to arbitrary houses, but I prefer to have them in the house itself for immersion's sake. But check out the new version, it lets you keep slaves in any house with full functionality.
Strec Posted March 1, 2016 Posted March 1, 2016 Seen that, I'll try, I was starting a new save I'm very impatient to see the camps fontionnality (but I fear because I use too some incrasing spawning mods ) Just a question, to solve the major missing fonctionality that is using the mod in moded player houses, can we make a camp in an house? edit: cool !!!
Musje Posted March 1, 2016 Author Posted March 1, 2016 Yes in houses you can either make a camp (doesn't change the house) or a cell (adds a physical cell in a location of your choosing). Functionally they are the same.
Dave0000 Posted March 1, 2016 Posted March 1, 2016 Yes in houses you can either make a camp (doesn't change the house) or a cell (adds a physical cell in a location of your choosing). Functionally they are the same. wow congrats to new version sounds awesome... i whish now i could buy breezhome. anyways i wanted to keep them in mod home so i will. i got this: - Paradise Halls - Skyrim Slavery WIP 0.7.3 - paradise_halls sl extension repack 4 release h_rc0.5 is that ok for your mod ? Many thanks to you!
valcon767 Posted March 2, 2016 Posted March 2, 2016 ok working on trying this out and so far so good (other than what I will mention in this post) found a compatability issue with this and CD (the jarl of Falkreath {Siddagear}) if this is loaded after CD (3.84 full) it will break the whole CD expansion questline, if loaded before CD the HSH questline cannot be started thru him. I have it just before CD in my load order currently and was able to start the questline thru Morthal or Dawnstar. Did the Bounty Hunter quest starting in Morthal, and after selling a slave to Stonehills I cannot sell a second slave there (even after a full week plus in game), also cannot sell a slave at Quicksilver Mine at all either. I don't know if I just have not waited long enough to sell a second slave to them yet or not. Cannot for the life of me figure out how to start the next quest in the questline (I think its Diispensing Justice). have waited (went and did other stuff) for over a week in game time, went back and talked to the Jarl in all 3 lesser holds (no new dialogue), went and talked to all the people in Fellglow Rebuilt (1.42), and all the people in the Restless Hunter, wondered around in wilderness for over 3 days and nothing to tell me what to do next. I am Thane of Falkreath, Morthal, and Dawnstar currently, but do not have a house in a walled city (if that makes a difference). this was done on the .82 version any help would be appreciated. am going to upgrade to the .90 version and see if that makes a difference.
Musje Posted March 2, 2016 Author Posted March 2, 2016 ok working on trying this out and so far so good (other than what I will mention in this post) found a compatability issue with this and CD (the jarl of Falkreath {Siddagear}) if this is loaded after CD (3.84 full) it will break the whole CD expansion questline, if loaded before CD the HSH questline cannot be started thru him. I have it just before CD in my load order currently and was able to start the questline thru Morthal or Dawnstar. Did the Bounty Hunter quest starting in Morthal, and after selling a slave to Stonehills I cannot sell a second slave there (even after a full week plus in game), also cannot sell a slave at Quicksilver Mine at all either. I don't know if I just have not waited long enough to sell a second slave to them yet or not. Cannot for the life of me figure out how to start the next quest in the questline (I think its Diispensing Justice). have waited (went and did other stuff) for over a week in game time, went back and talked to the Jarl in all 3 lesser holds (no new dialogue), went and talked to all the people in Fellglow Rebuilt (1.42), and all the people in the Restless Hunter, wondered around in wilderness for over 3 days and nothing to tell me what to do next. I am Thane of Falkreath, Morthal, and Dawnstar currently, but do not have a house in a walled city (if that makes a difference). this was done on the .82 version any help would be appreciated. am going to upgrade to the .90 version and see if that makes a difference. Version .9 won't fix this. Strange that this breaks CD. This mod doesn't alter the Jarls, it only adds stuff to the dialogue that is already there. I don't have CD so never got this bug, but I'll have a looksee. Would like to hear from anyone else if they had issues selling slaves at the mines! Normally you can sell 2 slaves at each mine, then you have to wait 2 game days before selling more. If one mine is full you can still go to another, they are not linkd. Sounds like the mines aren't clearing properly. Did you sell 3 slaves for the quest already? If so, a lady should attack you at some point. Usually waiting in the wilderness for 1-2 game days will make her find you. I noticed that this mechanism is a bit faulty and I will change it. But make sure you have 3/3 slaves delivered to the mines already, that is the only prerequisite. If she still wont show I will post instructions to cheat your way past this bit.
Strec Posted March 2, 2016 Posted March 2, 2016 She did attack me in my house (modded) I'm stuck on Melinda quest, unable to understand how to force Melinda to follow me (my english reading have limits :/ )
Musje Posted March 2, 2016 Author Posted March 2, 2016 To grab Melinda (spoiler alert) After bringing Melinda the forged letter: Wait for her to leave the palace. She will leave around 11:00. Do not wait (using T button) inside the palace for her to leave as you will fail the quest (something I've been unable to fix). Wait outside the palace until after 11:00 and she will come out. Follow her and paralyse her using a spell, poisoned weapon or scroll. While she is down, run up to her and press E. You will see a few options: Talk, Tie Up. Choose Tie Up The quest will advance and Melina will now follow you.
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