Jump to content

A Rubber Facility (old version)


Recommended Posts

Posted

Whoever said that drugs are no solution clearly has never attempted to mod Skyrim. :cool:

 

couldn't hurt the experience, that's for sure.

Posted

Solution to the nurse catsuit texture not working? My first janky script to disable/enable a character for no reason other than how it mysteriously makes her look right. So it begins.

Posted

This is too funny not to share -- for some reason, any NPC who has been given the GenericHomeOwner AI package eventually decides they NEED to get on the conveyor belt. They path to a corner of the vacbed room and bang themselves against the metal cage until they pop through, then calmly ride it to the drop-off at the end.

 

I wonder what they want. There's no idle marker, furniture, etc. Guess I'll just have to delete the navmesh or throw up a collision plane.

 

Or, you can work with it - add an entrance, subject them to 'preparation' nd (something-something-something) at the end. Give them a change of uniform?

Posted

 

This is too funny not to share -- for some reason, any NPC who has been given the GenericHomeOwner AI package eventually decides they NEED to get on the conveyor belt. They path to a corner of the vacbed room and bang themselves against the metal cage until they pop through, then calmly ride it to the drop-off at the end.

 

I wonder what they want. There's no idle marker, furniture, etc. Guess I'll just have to delete the navmesh or throw up a collision plane.

 

Or, you can work with it - add an entrance, subject them to 'preparation' nd (something-something-something) at the end. Give them a change of uniform?

 

Eventually yes, I'll put the conveyor to good use... but from a modding perspective, if I can't make my actors to stand in one place reliably, how could I hope to get them to do anything more complex? So I crushed that bug.

Posted

The warden force greets me on the stairs while she sits comfortably in her chair. Also the staircase has a staircase at the bottom of it? This cell is weird, lol.

Also it's really really dark with lighting mods on. Please install some lights, I can't see anything! D: Actually I can see some candles flickering in the ceiling? Looks like someone forgot to pay their light bill.

 

Oh and Tali keeps foregreeting me whenever I get near her (even through) walls. She doesn't have anything else to say though.

Posted

The warden force greets me on the stairs while she sits comfortably in her chair. Also the staircase has a staircase at the bottom of it? This cell is weird, lol.

 

Also it's really really dark with lighting mods on. Please install some lights, I can't see anything! D: Actually I can see some candles flickering in the ceiling? Looks like someone forgot to pay their light bill.

 

Oh and Tali keeps foregreeting me whenever I get near her (even through) walls. She doesn't have anything else to say though.

My lighting is generated in the creation kit. When I turn on lighting simulation, it looks fine. When I load up the mod in skyrim, it looks the same. Without knowing what lighting mods you're using or how those mods work and what they require, there's not much I can do.

 

Are you using a new save? You can also test via COC 0_rubber_room straight from the splash screen of skyrim.

 

If the warden is already in her chair, that would imply to me that the stage of the introduction quest is already at 10.

 

The fact the characters are forcegreeting you means aliases are being filled, which is a good thing. The fact they're doing it from distances further than allowed is less encouraging. The forcegreet ranges are all set to 200-500, which isn't that far. And generally from X-markers on the ground.

 

The Warden's forcegreet has always been pretty reliable, but it's also the oldest AI package in the mod, so I can recheck. But Tali is brand new and very precise. She stands in her cell, on her Xmarker, and can only move in a tiny radius. Her forcegreet range is only long enough to stop people from walking past her cell, because I had the same problem of her greeting through the wall. And she can only forcegreet once. After you leave the conversation, it will never repeat... the "say once" box is checked for her dialog, and that's that.

 

So... I don't know.

 

A little more confirmation from other people that they're seeing problems would be helpful for me to troubleshoot.

Posted

 

The warden force greets me on the stairs while she sits comfortably in her chair. Also the staircase has a staircase at the bottom of it? This cell is weird, lol.

 

Also it's really really dark with lighting mods on. Please install some lights, I can't see anything! D: Actually I can see some candles flickering in the ceiling? Looks like someone forgot to pay their light bill.

 

Oh and Tali keeps foregreeting me whenever I get near her (even through) walls. She doesn't have anything else to say though.

My lighting is generated in the creation kit. When I turn on lighting simulation, it looks fine. When I load up the mod in skyrim, it looks the same. Without knowing what lighting mods you're using or how those mods work and what they require, there's not much I can do.

 

Are you using a new save? You can also test via COC 0_rubber_room straight from the splash screen of skyrim.

 

If the warden is already in her chair, that would imply to me that the stage of the introduction quest is already at 10.

 

The fact the characters are forcegreeting you means aliases are being filled, which is a good thing. The fact they're doing it from distances further than allowed is less encouraging. The forcegreet ranges are all set to 200-500, which isn't that far. And generally from X-markers on the ground.

 

The Warden's forcegreet has always been pretty reliable, but it's also the oldest AI package in the mod, so I can recheck. But Tali is brand new and very precise. She stands in her cell, on her Xmarker, and can only move in a tiny radius. Her forcegreet range is only long enough to stop people from walking past her cell, because I had the same problem of her greeting through the wall. And she can only forcegreet once. After you leave the conversation, it will never repeat... the "say once" box is checked for her dialog, and that's that.

 

So... I don't know.

 

A little more confirmation from other people that they're seeing problems would be helpful for me to troubleshoot.

 

 

Last time I gave it a run through, the lighting looked fine in my game. A little on the darker side, but you can see well enough. I'm running climates of tamriel, realvision ENB, and ELFX.

 

Also the forcegreet only happened to me once, then it was up to me to talk to her again IIRC. I will load it up again and give it a go to refresh my memory and try to grab a couple screens for you.

 

Posted

Wow, seems I missed some stuff. Last one I tried only had the warden in it.

 

So, follower still doesn't want to go inside. Not sure if you had looked at that or not.  I was force greeted by the warden upon reaching the bottom of the stairs. (And the second staircase is helpful.) Went through the let her choose part of the dialog and it flashed "paperwork" and she went to the desk and sat down. So that seems to be working.

 

Went to the piston and got knocked into the conveyor as it should do. Had to kind of hop a little to be able to fall off the end, but not sure if that's just my game or not.

 

Came back up through the door by the warden, and yes the steps are still hell. :D She stayed seated, no other force greets by her at all.

 

Went to the cell area and saw the nurse. Talked to her a little. No issues. Went down and got force greeted by the prisoner. Talked a little and told her I'd talk to the warden for her.

Went and asked the guard if I could go in, and she told me to behave. Walked through the rubber room and back out and past the prisoner again and no extra force greets at all.

 

Talked to the warden again and got the seated dialog and chose the explore option and she told me to watch the stairs.

 

So far everything looks to be working as it should on my end. Had a little thing I noticed with some tile blocks going a little dark, but I think it is just my lighting and/or texture replacer. If I move a certain way it will darken, but when I turn or sidestep, it goes back to normal.

 

post-754416-0-93877000-1480404225_thumb.jpg

post-754416-0-81769600-1480404236_thumb.jpg

post-754416-0-73201800-1480404248_thumb.jpg

post-754416-0-32147400-1480404260_thumb.jpg

post-754416-0-36934600-1480404271_thumb.jpg

post-754416-0-85691100-1480404290_thumb.jpg

post-754416-0-74878000-1480404305_thumb.jpg

Posted

Okay!! That's very encouraging!!

 

For you at least, most things appear to be working more or less as intended.

 

Bummer to see the nurse catsuit texture is still being moody. I thought I had fixed it. If you tried a disable/enable on the nurse, I wonder if it would work or not.

 

Either way, I think I might have to just rebuild that texture, starting back in photoshop.

 

I also get the flickering textures. It's not just you. From room tile to room tile, the edges can seem to pick up different light despite being flush. I suspect there's something odd/wrong with the lighting. Noobsaleh's mods obviously amplify it.

 

Thanks for doing the playthrough and reporting back.

 

If you restart dialog with the warden and stop at stage 5, (leaving the conversation or saying you need time to think) There's a little more interaction with the guard and nurse.

 

At some point, I will make it possible to sneak past the warden and try to investigate the place in secret, with risks.

Posted

Went back in again and tried the disable/enable and that fixed the textures. Also re-did the dialog with the warden saying I needed time to think. Nurse asked me how I got in there and said I needed to talk to the warden, and the guard said I wasn't allowed back there and was getting ready to be hostile.

 

Went back out and warden was still standing there, so I asked about the job and chose the go over the options one and she went and sat at the desk. Still no second or extra force greets, so other than the suit hiccup and the little shading deal it looks like all is well so far!

post-754416-0-04289900-1480405892_thumb.jpg

Posted

Nice.

 

The only other thing I'm seeing as odd is the face tint on the nurse. She's the palest of the NPCs but looks painfully spray-tanned in some of your pics. So... if that's one of my biggest problems, then I count this is a pretty big win!

 

Thanks again for confirming that it's at least possible to recreate what I see with my skyrim install on another computer.

Posted

I did notice the faces seemed a little dark. Not quite the full grey face bug ck seems famous for, but just a little off.

 

No problem to test it out for you, I like where you are going with it and have been a fan of your "wall decorations" since before they were an actual mod. I'm no modder, but if I can run it on another system to help you confirm or deny something, I'm happy to help.

Posted

Oddly, (after the learning curve) the hardest thing about modding is not being able to fully trust anything my computer does is reproducible.

 

It's getting better though. I think I'd work a lot faster if I had more confidence/experience. But already, some areas are getting really efficient, like cranking out new dialog trees.

 

Yeah--I figured out the gray face bug (I had it myself) but there must be a separate category for tints. Maybe since I didn't use a default tint it's freaking out.

Posted

Don't know if anyone has posted anything about it yet but I've found that I can't get the mod to talk to me at all unless I make a new save file.   The place and the NPC's are there but they have no dialog for me what-so-ever.    I can't wait to see where this mod goes,  it seems to be something i've been longing for without knowing it.

Posted

Those screenshots are extremely bright compared to what I see, lol.

 

I'm not running any lighting mods, per se, just NLVA ENB. The rest of Skyrim looks fine, even other mods' custom locations. I don't mind having to pull out a torch in, say, dungeons. But the prison is technically a populated area, more so than some other prisons.

Posted

Those screenshots are extremely bright compared to what I see, lol.

 

I'm not running any lighting mods, per se, just NLVA ENB. The rest of Skyrim looks fine, even other mods' custom locations. I don't mind having to pull out a torch in, say, dungeons. But the prison is technically a populated area, more so than some other prisons.

This one?

http://www.nexusmods.com/skyrim/mods/75346/?

 

If so I'll give it a look, see if I get the same result.

Posted

Don't know if anyone has posted anything about it yet but I've found that I can't get the mod to talk to me at all unless I make a new save file. The place and the NPC's are there but they have no dialog for me what-so-ever. I can't wait to see where this mod goes, it seems to be something i've been longing for without knowing it.

Hmm... had you previously installed this mod on the same save? If so, there might be some existing data that's confusing the introductions quest. It was a significant rebuild this time, it almost surely requires a new save.

 

If this is your first time installing the mod, then it's a little peculiar that a save that has never seen this mod is still confused by it... either way, I'm glad it worked eventually and you liked it! Hopefully stability will improve, especially as the introduction quest stops getting edited.

Posted

 

Don't know if anyone has posted anything about it yet but I've found that I can't get the mod to talk to me at all unless I make a new save file. The place and the NPC's are there but they have no dialog for me what-so-ever. I can't wait to see where this mod goes, it seems to be something i've been longing for without knowing it.

Hmm... had you previously installed this mod on the same save? If so, there might be some existing data that's confusing the introductions quest. It was a significant rebuild this time, it almost surely requires a new save.

 

If this is your first time installing the mod, then it's a little peculiar that a save that has never seen this mod is still confused by it... either way, I'm glad it worked eventually and you liked it! Hopefully stability will improve, especially as the introduction quest stops getting edited.

 

 

Yes,  I have had this mod installed since it's release,  just thought I'd post about it so people would know that it might require a clean save since it dosn't say on the main page.

Posted

 

 

Don't know if anyone has posted anything about it yet but I've found that I can't get the mod to talk to me at all unless I make a new save file. The place and the NPC's are there but they have no dialog for me what-so-ever. I can't wait to see where this mod goes, it seems to be something i've been longing for without knowing it.

Hmm... had you previously installed this mod on the same save? If so, there might be some existing data that's confusing the introductions quest. It was a significant rebuild this time, it almost surely requires a new save.

 

If this is your first time installing the mod, then it's a little peculiar that a save that has never seen this mod is still confused by it... either way, I'm glad it worked eventually and you liked it! Hopefully stability will improve, especially as the introduction quest stops getting edited.

 

 

Yes,  I have had this mod installed since it's release,  just thought I'd post about it so people would know that it might require a clean save since it dosn't say on the main page.

 

 

Sounds like there could definitely be something hanging around from the older version. The tests I did last night were new version on a new game, so I can't confirm. I just recently deleted most of my old saves to clear up space and script clutter, so I don't have one to go back to either.

Posted

 

 

Don't know if anyone has posted anything about it yet but I've found that I can't get the mod to talk to me at all unless I make a new save file. The place and the NPC's are there but they have no dialog for me what-so-ever. I can't wait to see where this mod goes, it seems to be something i've been longing for without knowing it.

Hmm... had you previously installed this mod on the same save? If so, there might be some existing data that's confusing the introductions quest. It was a significant rebuild this time, it almost surely requires a new save.

 

If this is your first time installing the mod, then it's a little peculiar that a save that has never seen this mod is still confused by it... either way, I'm glad it worked eventually and you liked it! Hopefully stability will improve, especially as the introduction quest stops getting edited.

Yes, I have had this mod installed since it's release, just thought I'd post about it so people would know that it might require a clean save since it dosn't say on the main page.

Oh--gotcha.

 

Been meaning to update and format the main page a little. I'll make it clear, there!

Posted

Great mod but when is there going to be something to do in this mod? in what version.

Likely in the next release I'll have a "tour" available, where the warden walks you through the dungeon and explains how everything works.

 

It'll be a little bit on rails, but I have to ask myself what the best use of my time is, considering my skills. I have a great number of ideas, but implementing them will be tough and involve whole new areas of learning. For example, having an NPC or player actually be IN a vacbed isn't possible yet, yet that's the logical conclusion for much of this mod.

 

I do want to add Devious devices and Zaz furniture as dependencies soon, so that a "first tier" of being taken prisoner can occur.

 

So, what skills I already have in modding are best to leverage to their max: world and story-building, then participatory stuff later.

Posted

Also. Here's another future plan I have: escape. If you escape the prison, they're going to try to hunt you down.

 

It'll be a random event, when in nature or on the roads (not exactly sure what sort of location conditions I can check for) I'd like to have a group of guards spawn nearby. (Maybe I hand-place a dozen or so big trigger boxes around skyrim?)

 

The player will get a warning on their screen that they hear the familiar sound of rubber-clad guards approaching, giving the player a short time to hide. a group of guards would then show up, and wander around the loose vicinity of the player. You could then try to sneak away, or possibly fight. Winning a fight would increase the number of guards sent for the next encounter. Loss to the guards results in getting shocked/stunned and hauled back to the prison, for some intense indoctrination.

 

Would it could get tedious being a fugitive? I don't know, probably! But I think it sounds like fun at first. But if it is tedious, it's because it's really not a good long-term solution, and it would be meant to wear down the player into seeking out resolution with the warden at the prison instead!

 

This is ultra-long-range planning. But when you have a thought, best to put it in writing somewhere.

Posted

I highly doubt even mid to high level range guards will be able to bring in my female succubus. I made her OP to the max to counter everything any mod could throw at her. Most of the time if the mod requires a "death" or capture i have to transform back into human and even then it's not easy for them..   :sleepy: By the way i did a playthrough it looks very *scratch* *scratch* interesting can't wait to see the VAC beds and other machines used on her for the "test" subject. I did not have any issues with the nurse's uniform it showed up light Blue with orange nurse written on it. Only issue i had was Tali constantly stopping me when i walked by her before and after talking to the warden.

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...