Jusperson Posted July 17, 2016 Posted July 17, 2016 Thank you for your wonderful mod. I am a huge fan of it. I tried the bear and sabre cat starts. When I got to the bear there was a forcegreet and then an animation But when I got to the sabre cat there was no greeting and no animation, just text in (). It didn't break the immersion of the scenario though.
cecik Posted July 17, 2016 Posted July 17, 2016 Tried new version last night and experienced no issues with the dialogue options (female char). Everything appeared including the new ones (well, the ones for which i have the depending mods installed) and the ones in the subtrees.
raindy88 Posted July 17, 2016 Posted July 17, 2016 I saw the same issue with missing options. What I found was if I used the mouse to scroll down, I just got the first 5 .... but if I used the Up/Down keys on the keyboard I could see ALL the options! And, every one I selected worked fine. have the same issue, if use mouse only 5 option, but use arrow key can get all the options
vahn02 Posted July 17, 2016 Posted July 17, 2016 I saw the same issue with missing options. What I found was if I used the mouse to scroll down, I just got the first 5 .... but if I used the Up/Down keys on the keyboard I could see ALL the options! And, every one I selected worked fine. I can confirm that this is what was happening. The mouse scroll wheel will not work to select the rest of the start options. You will not see them until you use the up and down arrow keys to select them first, they will not show up in the list until you do this. After you have moved over all of them at least once with the up and down arrow keys then the mouse scroll wheel will work on them again but not until then. All the starts are indeed there though.
carolight Posted July 17, 2016 Posted July 17, 2016 I can confirm by changing nothing, I got it to work by the above method... only 5 options show up with mouse scroll, using arrow keys everything showed and worked I then decided to test every soft requirement (on a new profile in MO) and everything worked, except 1 mod didn't show... "Things in the dark", further still.. I tested this again using only a bare requirement profile for this 1 mod, it still didn't show.
ShinCogoShin259841 Posted July 17, 2016 Posted July 17, 2016 . only 5 options show up with mouse scroll, using arrow keys everything showed and worked Hello. Same thing for me. For the start " I am an Alicia, promised to Lord Sanguine." requirements are SD+ and a female character, but the option doesn't show with. I need to have sexlab stories for see the option...
bicobus Posted July 17, 2016 Posted July 17, 2016 Sounds like it's a job for "EZ2C Dialogue Menu". There are many issues with the vanilla dialogue interface, one of witch is the absence of topics if the list gets too big. EZ2C Dialogue Menu takes care of that. There is also "Better Dialogue Controls", but since they both tweak the same area, it's one or the other.
Content Consumer Posted July 17, 2016 Author Posted July 17, 2016 I saw the same issue with missing options. What I found was if I used the mouse to scroll down, I just got the first 5 .... but if I used the Up/Down keys on the keyboard I could see ALL the options! And, every one I selected worked fine. ...what? You're kidding. Why the hell would it be doing that? I'm glad at least they're working... I can only report that mouse wheel scrolling got me through the list, and it had all I expected with a female character start. Tried the saber cat start... liked the surprise in there. Glad it's working for you, and glad you like it! Thank you for your wonderful mod. I am a huge fan of it. I tried the bear and sabre cat starts. When I got to the bear there was a forcegreet and then an animation But when I got to the sabre cat there was no greeting and no animation, just text in (). It didn't break the immersion of the scenario though. I just tested and ran into the same problem. I think I might have forgotten to set a property on the saber cat sex script... EDIT: Yep, that was the problem. I'll fix it for v12. Tried new version last night and experienced no issues with the dialogue options (female char). Everything appeared including the new ones (well, the ones for which i have the depending mods installed) and the ones in the subtrees. Excellent. I saw the same issue with missing options. What I found was if I used the mouse to scroll down, I just got the first 5 .... but if I used the Up/Down keys on the keyboard I could see ALL the options! And, every one I selected worked fine. have the same issue, if use mouse only 5 option, but use arrow key can get all the options I can confirm by changing nothing, I got it to work by the above method... only 5 options show up with mouse scroll, using arrow keys everything showed and worked I then decided to test every soft requirement (on a new profile in MO) and everything worked, except 1 mod didn't show... "Things in the dark", further still.. I tested this again using only a bare requirement profile for this 1 mod, it still didn't show. Not sure about Things in the Dark... I'll take a look. Maybe I put in a wrong condition or something. EDIT: I just checked, and it appears to be working fine here. I'll check the zThingsInDark.esp filename, I might have misspelled it... EDIT: Nope. Not sure why it's not working for you. I'd ask for a papyrus log, but your last one didn't actually show any CCAS stuff, so it probably wouldn't help. Sorry. Well, I'm glad the mod is working with arrow keys even if it isn't working with the mouse wheel. That's really strange. My guess? It's because of the (requirements) I put after the text of every option. I'd guess that if a text option goes onto a second line it... somehow... breaks mouse scrolling. That's fucked up, but I suppose it's not entirely unexpected - in point of fact, the Creation Kit (english version) does not allow for text as long as I'm writing it, and I had to use a workaround to add in more text. I can either remove the (requirements) text from each option, or just put a note on the OP saying to use arrow keys instead of the mouse to scroll through the options. Which would be preferable? EDIT: For now, I put a note in the OP about using arrow keys, and a link to EZ2C Dialogue Menu. Requiring another mod isn't ideal though, and for that matter neither are arrow keys. I'm still considering getting rid of the (requirements) text. For the start " I am an Alicia, promised to Lord Sanguine." requirements are SD+ and a female character, but the option doesn't show with. I need to have sexlab stories for see the option... The requirement is SD+, not Stories. I think. I'll double-check - I've gotten those mixed up several times so far. Sounds like it's a job for "EZ2C Dialogue Menu". There are many issues with the vanilla dialogue interface, one of witch is the absence of topics if the list gets too big. EZ2C Dialogue Menu takes care of that. There is also "Better Dialogue Controls", but since they both tweak the same area, it's one or the other. I'm using EZ2C dialogue Menu, maybe that's why I don't notice the problem. Makes sense. EDIT: Still wondering why male characters get more options than female characters. Odd, that.
windu190 Posted July 17, 2016 Posted July 17, 2016 -snip- Well I'll be damned. I'm happy to report that using the arrow keys did fix the problem for me as well
Morferous Posted July 17, 2016 Posted July 17, 2016 About scenario description in OP. 410: Xenius Prison Overhaul. Did Xaz go and changed the name?
Content Consumer Posted July 17, 2016 Author Posted July 17, 2016 About scenario description in OP. 410: Xenius Prison Overhaul. Did Xaz go and changed the name? LOL. I think I must have gotten XPO and XCE switched in my head for a bit there.
bicobus Posted July 17, 2016 Posted July 17, 2016 Hello there, I just posted a wall of text over in the SD+ thread and within wrote about a start as an indentured servant. Do you think it would be possible to implement such a thing in your alternative starts? For example, the player would be the thalmor's "servant" for several weeks instead of being enslaved. If the player chooses to escape, a hunt party could be launched and if the player chooses to complete its contract, could be rewarded. Of course the thalmor is but an example, the player could be under contract by a jarl friendly to the empire. Or the empire itself.
karlpaws Posted July 17, 2016 Posted July 17, 2016 Sounds like it's a job for "EZ2C Dialogue Menu". There are many issues with the vanilla dialogue interface, one of witch is the absence of topics if the list gets too big. EZ2C Dialogue Menu takes care of that. There is also "Better Dialogue Controls", but since they both tweak the same area, it's one or the other. I am using Better Dialogue Controls. Probably why I had no issues.
Content Consumer Posted July 17, 2016 Author Posted July 17, 2016 Hello there, I just posted a wall of text over in the SD+ thread and within wrote about a start as an indentured servant. Do you think it would be possible to implement such a thing in your alternative starts? For example, the player would be the thalmor's "servant" for several weeks instead of being enslaved. If the player chooses to escape, a hunt party could be launched and if the player chooses to complete its contract, could be rewarded. Of course the thalmor is but an example, the player could be under contract by a jarl friendly to the empire. Or the empire itself. It's certainly possible. I'll add it to my to-do list, but I've got to be honest, it's probably going to be quite a while.
bicobus Posted July 18, 2016 Posted July 18, 2016 Hello there, I just posted a wall of text over in the SD+ thread and within wrote about a start as an indentured servant. Do you think it would be possible to implement such a thing in your alternative starts? For example, the player would be the thalmor's "servant" for several weeks instead of being enslaved. If the player chooses to escape, a hunt party could be launched and if the player chooses to complete its contract, could be rewarded. Of course the thalmor is but an example, the player could be under contract by a jarl friendly to the empire. Or the empire itself. It's certainly possible. I'll add it to my to-do list, but I've got to be honest, it's probably going to be quite a while. If I can help with anything not related to the creation kit, let me know. I have some ideas, and might get some work off your back. Writing dialogues in my broken english isn't optimal, but I'm sure I can prevail. The base idea is to create a starting quest instead of a staging start. But while thinking over it, I can't find any idea good enough to entertain the fun factor: what could a indentured servant do in skyrim? What can the player do that is different than the other starts? And especially, keeping the player entertained for the duration of the quest. I mean, if you are a servant to an inkeeper, how is it different than the "prostitute" start? And so I thought maybe the player could be sent on errands, like entertain the guard in the barracks or so go-fetch quests about cabbages and leeks. So yeah, a set of small little quests would be best. I have some ideas that I'm writing down in a document, but I don't know if it fit the scope of this mod.
Content Consumer Posted July 18, 2016 Author Posted July 18, 2016 If I can help with anything not related to the creation kit, let me know. I have some ideas, and might get some work off your back. Writing dialogues in my broken english isn't optimal, but I'm sure I can prevail. The base idea is to create a starting quest instead of a staging start. But while thinking over it, I can't find any idea good enough to entertain the fun factor: what could a indentured servant do in skyrim? What can the player do that is different than the other starts? And especially, keeping the player entertained for the duration of the quest. I mean, if you are a servant to an inkeeper, how is it different than the "prostitute" start? And so I thought maybe the player could be sent on errands, like entertain the guard in the barracks or so go-fetch quests about cabbages and leeks. So yeah, a set of small little quests would be best. I have some ideas that I'm writing down in a document, but I don't know if it fit the scope of this mod. There's actually a lot of thought going into that - both skyrimll and veladarius are working on it for various types of masters and various types of activities. And there are a lot of possibilities. For example in your "innkeeper" scenario, there's obviously serving food and drink to the customers (Radiant Prostitution has that), or going out and chopping wood for the fire, or sweeping/cleaning up, advertising (street-corner hawking for example, or informing specific individuals [Hey Jarl, have you heard about our new brews down at the inn?])... And more fetish or sexual activities too, obviously. Prostitution is a good one, or like you said, entertaining the guards. Doing a sexy dance. "Hey player, last night a table broke in a brawl, and we need you to be a piece of furniture for a few hours until the carpenter can build us a new one." But no, that's not really in the scope of this mod. I think Captured Dreams is pretty well locked in to the next version at this point, but you could try posting your ideas there, or in the SD+ thread. The tougher thing is coming up with ideas for creature masters. Human (elf, falmer, etc) masters are easy enough to figure out, but what "tasks" would a wolf have you do? Fetching food, sex, guarding the den, childcare maybe, what else? Maybe Giants would have you paint cows or rocks, or cook skeevers on a spit for dinner. Egg tending for Chaurus masters. But the list of possible activities is kind of small for nonsentient masters/owners.
bicobus Posted July 18, 2016 Posted July 18, 2016 Creature masters isn't possible in the long run, for the simple reason that they are not sentient. Now, what could happen would be a werewolf or werebear master that is also be chief of a pack. That way, you get to be the "spouse" of the chief. Mmh, should I post this on SD+ thread?
karlpaws Posted July 18, 2016 Posted July 18, 2016 Creature masters isn't possible in the long run, for the simple reason that they are not sentient. Now, what could happen would be a werewolf or werebear master that is also be chief of a pack. That way, you get to be the "spouse" of the chief. Mmh, should I post this on SD+ thread? I've seen requests for locations of werewolves, were camps, and other content like this. It seems that they were limited to random encounters and Sindig. A hunter camp with 7-10 NPCs that shift at night or during the moon would be interesting. A Frostmoon crag based start could have the werebear master situation.
Content Consumer Posted July 18, 2016 Author Posted July 18, 2016 Creature masters isn't possible in the long run, for the simple reason that they are not sentient. Now, what could happen would be a werewolf or werebear master that is also be chief of a pack. That way, you get to be the "spouse" of the chief. Mmh, should I post this on SD+ thread? I've seen requests for locations of werewolves, were camps, and other content like this. It seems that they were limited to random encounters and Sindig. A hunter camp with 7-10 NPCs that shift at night or during the moon would be interesting. A Frostmoon crag based start could have the werebear master situation. For werewolves, I'm basically limited to either using Frostcrag Spire in Solstheim, or making my own new location. There are problems with both - I'm not sure how Frostcrag Spire is done (faction? race? something else?) and depending on how Bethesda did it, it might be impossible unless I also force the player to be a werewolf on that scenario. Which wouldn't necessarily be terrible, I guess... And making my own spot for werewolves invites the potential for mod conflicts. Creature masters are possible, just not as in-depth as human masters, and pretty limited to pack animals like Wolves or Chaurus.
karlpaws Posted July 18, 2016 Posted July 18, 2016 Creature masters isn't possible in the long run, for the simple reason that they are not sentient. Now, what could happen would be a werewolf or werebear master that is also be chief of a pack. That way, you get to be the "spouse" of the chief. Mmh, should I post this on SD+ thread? I've seen requests for locations of werewolves, were camps, and other content like this. It seems that they were limited to random encounters and Sindig. A hunter camp with 7-10 NPCs that shift at night or during the moon would be interesting. A Frostmoon crag based start could have the werebear master situation. For werewolves, I'm basically limited to either using Frostcrag Spire in Solstheim, or making my own new location. There are problems with both - I'm not sure how Frostcrag Spire is done (faction? race? something else?) and depending on how Bethesda did it, it might be impossible unless I also force the player to be a werewolf on that scenario. Which wouldn't necessarily be terrible, I guess... And making my own spot for werewolves invites the potential for mod conflicts. Creature masters are possible, just not as in-depth as human masters, and pretty limited to pack animals like Wolves or Chaurus. A search for Silent Moons camp mods turn up a few on the Nexus related to the forge but not the camp itself. With its interest in the moon, I'd be all for tweaking that place. A camp out in the middle of the wilderness would make more logical sense though. Another possible option... not sure it would work for a start, but Bloated man's Grotto could become a werewolf home after Sindig's quest, as a group of Hircine worshipers. "Werewolves and the cultists that love them" might be Skyrim's next biggest seller I would say you could just use the location for a start, except that there is a Talos statue there with a sword and treasure when the Ill Met by Moonlight quest isn't active (if I understand correctly). On the other hand, *I'd* be willing to sacrifice the sword for a werewolf start.
bicobus Posted July 18, 2016 Posted July 18, 2016 UESP tell us that in frostmoon crag, they filled it with a specific faction (DLC2dunFrostmoonWerewolvesFaction) and all resident are of class Werewolf. I'm afraid, to be proper and clean, that a brand new spot for werewolves/werebear is required as it doesn't exists in vanilla.
Neodarkside Posted July 19, 2016 Posted July 19, 2016 Wait, almost all of the animal starts require Sanguine Debauchery? Well fuck, kinda kills this mods use for me. I tried and disliked SD. Guess I'll be stuck using Version 10.
weird Posted July 19, 2016 Posted July 19, 2016 Thank you for your mod, i've been using the trapped mage start and it is very good, nice way to start the game with some spells. Just found two small bugs, one is with the giant start, the tattoo isn't applied to my char, i remember seeing something about a wrong number of parameters just when the pc spawn on the camp. And the second bug is very easy: your "grine.json" has an extra period after the last tattoo declaration, causing the entire file to be ignored by slave tats (all the grine tattoos).
Content Consumer Posted July 19, 2016 Author Posted July 19, 2016 Wait, almost all of the animal starts require Sanguine Debauchery? Well fuck, kinda kills this mods use for me. I tried and disliked SD. Guess I'll be stuck using Version 10. Yeah, I figured there would be some people who wouldn't like that. SD+ works fine for me, but not for others. Two reasons for using SD+ - one, it's a heck of a lot easier to rely on someone else's work. And two, by doing so I'm eliminating a number of potential problems with conflicts between CCAS and SD+. These potential conflicts aren't necessarily game-breaking, but they could do something like making your enslaved master hostile to you for no apparent reason. By going SD+ only, I'm guaranteeing that the creature starts actually work. The exceptions are the Bear and Sabre Cat starts, which use a new faction fix to prevent auto-hostility. Technically the Wolf and Troll scenarios use the same fix, but since they auto-trigger SD+ it doesn't matter anyway. Since SD+ isn't technically required for some of those (it just uses a modevent on top of my faction fix), you can actually bypass it by using the command "set ccas_mod_sdplus to 1" in the console before you talk to the Mara statue. It's not guaranteed to work (your "master" may be hostile to you), but it can't be any worse than v10. Here are the creature starts and what they use: Bear - Native faction fix Sabre Cat - Native faction fix Wolf - Native faction fix and SD+ (can use the console to bypass SD+ requirement and it *should* still work) Troll - Native faction fix and SD+ (can use the console to bypass SD+ requirement and it *should* still work) Spider - SD+ Dog (meeko) - SD+ (can use the console to bypass SD+ requirement and it *should* still work because dogs are nonhostile by default) Hagraven - SD+ Falmer - SD+ Giant Slave - SD+ (ignore it and use the Giant Offering start instead - they're basically identical) Chaurus (egg breeder) - SD+ (and EC+ too) Chaurus (brood maiden) - SD+ Giant Offering - Slavetats faction fix Spider (arachnophobia) - None (they're supposed to be hostile ) Dog (markarth) - None (dogs are nonhostile by default) Chaurus - Forgot to add in chaurus enslavement to v11. Chaurus slave will be added to the Egg Breeder scenario instead of a falmer master for v12. Note that you can use that console command to get access to all of the SD+ scenarios, but without it, nearby creatures will be hostile. Thank you for your mod, i've been using the trapped mage start and it is very good, nice way to start the game with some spells. Just found two small bugs, one is with the giant start, the tattoo isn't applied to my char, i remember seeing something about a wrong number of parameters just when the pc spawn on the camp. And the second bug is very easy: your "grine.json" has an extra period after the last tattoo declaration, causing the entire file to be ignored by slave tats (all the grine tattoos). Glad you like it. Not sure why the tattoo wouldn't be applied to your character - tattoo application is working fine for me, and the number of parameters haven't changed. Also, while the problem in the grine.json file needs to be fixed (comma, not period ), it doesn't need to be fixed for CCAS, since CCAS uses a ccas.json file. The grine pack is optional. (EDIT: Fixed, uploaded again. Thanks btw.) Are you using CCAS v11?
weird Posted July 19, 2016 Posted July 19, 2016 Thank you for your mod, i've been using the trapped mage start and it is very good, nice way to start the game with some spells. Just found two small bugs, one is with the giant start, the tattoo isn't applied to my char, i remember seeing something about a wrong number of parameters just when the pc spawn on the camp. And the second bug is very easy: your "grine.json" has an extra period after the last tattoo declaration, causing the entire file to be ignored by slave tats (all the grine tattoos). Glad you like it. Not sure why the tattoo wouldn't be applied to your character - tattoo application is working fine for me, and the number of parameters haven't changed. Also, while the problem in the grine.json file needs to be fixed (comma, not period ), it doesn't need to be fixed for CCAS, since CCAS uses a ccas.json file. The grine pack is optional. (EDIT: Fixed, uploaded again. Thanks btw.) Are you using CCAS v11? Oh, sorry, period/comma, not my native language, thanks for the correction. My char did not get the tattoos but applying it by hand through the menu worked fine for me, including being part of the giant faction. And the faction is what made me find your comment about alternative tattoos that we could use, and when i could not find (found?) these tattoos... About the trapped mage start, i tough that the Dremora comments about his project implied on the "activation" of some mods, if present (sgo, bf). And i am using v11, why?
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