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Content Consumer's Alternate Starts


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Posted

 

 

 

EDIT: I could make an MCM I guess, but it just seems kind of pointless to have a whole MCM dedicated to turning on and off a few globals. I can't really separate out the creature scenarios as a category, because how would I classify those that are counted as "enslaved" and "creature" both? The same goes for several other scenarios.

 

 

Maybe you could give a option like is it humanoid event, friendly or not, dead or alive, or filter by types of ceauture like is it mammells or is it bugs.

Posted

Or if you want to go with immersion, you could add objects in the cell that the player can talk to. A dog figurine for the "bestiality" starts, shackles for the enslaved start and so on. If you see a subcategory to grow too big, you could just detach the whole category that way.

Posted

hi i have things in the dark activated but do not get the start option any ideals 

 

Try wait till MCM gets the EZ2C menu installed, it should have shown up after it reflesh the talk topic list.

Posted

 

Maybe you could give a option like is it humanoid event, friendly or not, dead or alive, or filter by types of ceauture like is it mammells or is it bugs.

 

That still leaves me with how to categorize things.

For example: Is the Dog Chewtoy start humanoid or animal? It has both, though I'd probably put it under a creature header since that's the point of that scenario.

Is it friendly? It isn't a slavery scenario, really, but the theme I was going for was one of involuntary servitude.

So where do I put that one? And that's just one.

I grant you, most scenarios will easily fit into a single category. But not all of them will - does Wolf Bitch go under slavery, creature, friendly, or hostile?

And I don't want to put things under multiple categories. That would actually be the best solution, but it's a lot more work. And I'm lazy. :)

 

Or if you want to go with immersion, you could add objects in the cell that the player can talk to. A dog figurine for the "bestiality" starts, shackles for the enslaved start and so on. If you see a subcategory to grow too big, you could just detach the whole category that way.

It's not a bad idea... but anything I do to modify the starting cell could conflict with any possible future update of LAL, or any mod that modifies the starting cell. Starting Spell Choice springs to mind.

 

hi i have things in the dark activated but do not get the start option any ideals 

You're not the only one having trouble with that.

I don't know what to tell you - it should be appearing just fine. You could attach a papyrus log, that might help me figure out the problem - just a few seconds, from when you start the game to when you talk to the Mara statue and select the "I am a character in a dark tale" option.

 

 

Try wait till MCM gets the EZ2C menu installed, it should have shown up after it reflesh the talk topic list.

 

I didn't think of that. It could definitely be the problem there...

Usually when I make a new game, I start up, wait about 30 seconds for all mods to finish with their MCM stuff, save, and exit. Then I reload, wait for the mods that use ongameload to update (such as EC+ or SD+ or others). Only then do I start modifying MCM settings. Talking to the Mara statue is the last thing I do, which means it usually happens at least a few minutes into the game.

Posted

Weird, I have start the Heroine in distress but I got start as escape the prison form the original ASAL mod? Is this a bug?

 

It is a bug, and one I can't seem to even find, much less fix.

Try JDough's fix:

http://www.loverslab.com/topic/60586-content-consumers-alternate-starts/page-27?do=findComment&comment=1596428

 

 

That is, if it's the bug I think it is. A papyrus log would help me make sure. :)

Posted

 

Weird, I have start the Heroine in distress but I got start as escape the prison form the original ASAL mod? Is this a bug?

 

It is a bug, and one I can't seem to even find, much less fix.

Try JDough's fix:

http://www.loverslab.com/topic/60586-content-consumers-alternate-starts/page-27?do=findComment&comment=1596428

 

 

That is, if it's the bug I think it is. A papyrus log would help me make sure. :)

 

 

I am not sure which log you would need to see, so I pack the all together:Skyrim.rar

Posted

 

 

Weird, I have start the Heroine in distress but I got start as escape the prison form the original ASAL mod? Is this a bug?

 

It is a bug, and one I can't seem to even find, much less fix.

Try JDough's fix:

http://www.loverslab.com/topic/60586-content-consumers-alternate-starts/page-27?do=findComment&comment=1596428

 

 

That is, if it's the bug I think it is. A papyrus log would help me make sure. :)

 

 

I am not sure which log you would need to see, so I pack the all together:attachicon.gifSkyrim.rar

 

That's both a lot more and a lot less than I needed... ;)

 

More, because you've included your .ini files and multiple logs and other stuff.

Less, because there is no mention of CCAS anywhere in any of those logs. That's actually impossible, because at the very least once you speak to the Mara statue a line should appear in there talking about CCAS initializing... or if everything breaks, there should be lots of lines in there about CCAS properties not being attached properly.

 

Your logs are also dated March 28, so either your computer's date is wrong or you forgot to turn logging on this time.  :lol:

 

EDIT: Instructions on getting your log are posted here. Just to make sure, delete everything that is a "log" file before trying again, that way you know the one that pops up (should be papyrus.0.log) is the right one. :)

Posted

 

That's both a lot more and a lot less than I needed... ;)

 

More, because you've included your .ini files and multiple logs and other stuff.

Less, because there is no mention of CCAS anywhere in any of those logs. That's actually impossible, because at the very least once you speak to the Mara statue a line should appear in there talking about CCAS initializing... or if everything breaks, there should be lots of lines in there about CCAS properties not being attached properly.

 

Your logs are also dated March 28, so either your computer's date is wrong or you forgot to turn logging on this time.  :lol:

 

EDIT: Instructions on getting your log are posted here. Just to make sure, delete everything that is a "log" file before trying again, that way you know the one that pops up (should be papyrus.0.log) is the right one. :)

 

 

Okay, lets try this time:Papyrus.0.log

 

Posted

 

 

That's both a lot more and a lot less than I needed... ;)

 

More, because you've included your .ini files and multiple logs and other stuff.

Less, because there is no mention of CCAS anywhere in any of those logs. That's actually impossible, because at the very least once you speak to the Mara statue a line should appear in there talking about CCAS initializing... or if everything breaks, there should be lots of lines in there about CCAS properties not being attached properly.

 

Your logs are also dated March 28, so either your computer's date is wrong or you forgot to turn logging on this time.  :lol:

 

EDIT: Instructions on getting your log are posted here. Just to make sure, delete everything that is a "log" file before trying again, that way you know the one that pops up (should be papyrus.0.log) is the right one. :)

 

 

Okay, lets try this time:attachicon.gifPapyrus.0.log

 

 

 

At first glance, it looks like it's the common problem, and JDough's fix might work.

I do see a lot of SOS errors in there... and what looks like a few Slavetats errors too (?).

 

(a bit further in-depth, don't need to read because it's probably nothing)

 

 

Between the line "CCAS starting 440" and "CCAS Quest:440 extern Heroine In Distress" should happen almost instantly. I'd normally be surprised if there are more than ten or fifteen things that happen between there. You've got about 150.

I can't say that's actually a problem, though, since I'm very new to SOS - it could very well be that those warnings are all expected and don't mean anything bad.

The problem (with CCAS) appears to be happening on lines 3059 and 3062. Where it's saying "Assigning None to a non-object variable" usually means that somewhere a non-void function didn't have a return statement. I have no idea why CCAS generates these errors, but for some players it does. There are actually around 40 of those in your log, mostly dealing with Creature Framework, which IIRC is pretty normal but Creature Framework seems to be working fine anyway.

Cleaning the save of rogue scripts (before talking to the Mara statue) does seem to fix the problem. I have no idea why, or how, the problem happens in the first place, or why it only seems to affect some players and not others. My guess would be mod incompatibility, but I can't point to any specific mod that's causing problems. My gut feeling is that cleaning scripts may put a bandaid on the problem but it won't fix the underlying issue, which for all I know could lead to massive instability later in the game - or absolutely nothing.

 

 

 

Later on it looks absolutely like it's a failure to assign properties. Go ahead and clean your save's scripts (JDough's fix) - it's been reported to work in these cases.

Good luck! :)

Posted

Another possibility of start for CCAS addicts.

Create your own starting cell and send the player there with 'I am a character in a dark take'. No sub menu.

Your Dark Retreat cell would no nicely.

Once there, you have total control over statues and other starting device. You can still have a bed there for a secondary jump to the final destination. Or another jump mechanism like a portal.

The advantage could be to save a starting game in that cell and try other scenarios later on.

Posted

Another possibility of start for CCAS addicts.

 

Create your own starting cell and send the player there with 'I am a character in a dark take'. No sub menu.

Your Dark Retreat cell would no nicely.

 

Once there, you have total control over statues and other starting device. You can still have a bed there for a secondary jump to the final destination. Or another jump mechanism like a portal.

 

The advantage could be to save a starting game in that cell and try other scenarios later on.

 

There's a problem with that too...

If you leave the LAL cell (by teleporting out, noclipping away, etc) it teleports you back after a while. I'm pretty sure there's a trigger box with an onleave event.

In order to do this, I'd have to make the scenario a legitimate start, technically registering for LAL's quests twice (basically completing a quest and then re-opening it, I believe is how it would work).

I honestly don't know if that would cause problems later on. I've never actually tried... it would be essentially the same as if you went into the console and did this:

setstage ccas_handler to 20
setstage ccas_handler to 10

In an effort to start both scenarios at the same time.

There wouldn't (or rather, there shouldn't) be any problems with duplicate items, mod scenario triggers, spell effects, etc... but there might be a problem with the main quest after that. I don't know - but given how buggy Skyrim is, and how problematic forcing quest stages to go backward would probably be, I'm not optimistic.

 

I guess I'd be willing to give it a try, but not until I've got some time to do some playing... 

I might mock up a new beta soon just to test it out. I don't actually have a lot of time, but I could toss it in the direction of players and see what happens. ;)

Posted

BTW, there are chance of me getting bald (no hair) when CCAS's start equip a helmet(hair not return after helmet taken off), is it normal?

 

No... I haven't seen that anyway.  :blink:

Try zooming out and then back in again - it could be a rendering issue?

 

Which scenario was it?

Posted

 

BTW, there are chance of me getting bald (no hair) when CCAS's start equip a helmet(hair not return after helmet taken off), is it normal?

 

No... I haven't seen that anyway.  :blink:

Try zooming out and then back in again - it could be a rendering issue?

 

Which scenario was it?

 

Mostly form Nord Queen. But also happens with every scenario that will equip you a head equipment, maybe its a slot problem? I had zoom in and out, remove and equip the head equipment, wait and sleep, even resurrect myself does not solve the problem. I can only solve it by redesign my hair through console command racemenu.

 

Posted

 

 

BTW, there are chance of me getting bald (no hair) when CCAS's start equip a helmet(hair not return after helmet taken off), is it normal?

 

No... I haven't seen that anyway.  :blink:

Try zooming out and then back in again - it could be a rendering issue?

 

Which scenario was it?

 

Mostly form Nord Queen. But also happens with every scenario that will equip you a head equipment, maybe its a slot problem? I had zoom in and out, remove and equip the head equipment, wait and sleep, even resurrect myself does not solve the problem. I can only solve it by redesign my hair through console command racemenu.

 

 

That's odd. I thought maybe the hair was still there but invisible, but I guess it's changed to bald?

There are a few mods that can change hairstyle automatically. CCAS doesn't do that (I don't actually even know how to do that), but on automatic equipping it could be triggering something from a different mod... I don't know.

It could be a slot problem, I guess, but I don't know how or why.

Does it happen only with CCAS starts, or with other LAL starts too? There are a couple (bandit starts spring to mind) that equip helmets. Try those and see?

My suggestion would be to turn off mods one at a time and test, see what's doing it. I know that SD+ and Slaves of Tamriel can change hairstyle... but I'm pretty sure you have to deliberately allow that via MCM in both cases, and then it should only ever happen when certain very specific conditions are met. Shouldn't ever happen on game start.

Hormones too, but you'd also be seeing race changes or other changes, not just hair.

 

EDIT: Does it ever happen when you put on the helmet yourself, or only when the helmet gets equipped automatically?

Posted

 

 

 

BTW, there are chance of me getting bald (no hair) when CCAS's start equip a helmet(hair not return after helmet taken off), is it normal?

 

No... I haven't seen that anyway.  :blink:

Try zooming out and then back in again - it could be a rendering issue?

 

Which scenario was it?

 

Mostly form Nord Queen. But also happens with every scenario that will equip you a head equipment, maybe its a slot problem? I had zoom in and out, remove and equip the head equipment, wait and sleep, even resurrect myself does not solve the problem. I can only solve it by redesign my hair through console command racemenu.

 

 

That's odd. I thought maybe the hair was still there but invisible, but I guess it's changed to bald?

There are a few mods that can change hairstyle automatically. CCAS doesn't do that (I don't actually even know how to do that), but on automatic equipping it could be triggering something from a different mod... I don't know.

It could be a slot problem, I guess, but I don't know how or why.

Does it happen only with CCAS starts, or with other LAL starts too? There are a couple (bandit starts spring to mind) that equip helmets. Try those and see?

My suggestion would be to turn off mods one at a time and test, see what's doing it. I know that SD+ and Slaves of Tamriel can change hairstyle... but I'm pretty sure you have to deliberately allow that via MCM in both cases, and then it should only ever happen when certain very specific conditions are met. Shouldn't ever happen on game start.

Hormones too, but you'd also be seeing race changes or other changes, not just hair.

 

EDIT: Does it ever happen when you put on the helmet yourself, or only when the helmet gets equipped automatically?

 

 

I had already turn off SD+'s,and Hormones' haircut/glow function,

I don't use slaves of tamriel,

standerd SALAL's start don't cause the problem,

only the starts in CCAS did that.

 

And it did not ever happens to change my hair when I equip the helmet on myself manually, only happens when it automatically wear it at start.

 

PS: I have another idea of how you filter the choice: Why not use location's (if in town) or nearest hold's/village's (if in wild) name? That way you don't even need to think what the start is, but put in (outskirt of) *towns name* (There are 19 of them just in skyrim, way enough then filter the choices.)

Posted

 

I had already turn off SD+'s,and Hormones' haircut/glow function,

I don't use slaves of tamriel,

standerd SALAL's start don't cause the problem,

only the starts in CCAS did that.

 

And it did not ever happens to change my hair when I equip the helmet on myself manually, only happens when it automatically wear it at start.

 

PS: I have another idea of how you filter the choice: Why not use location's (if in town) or nearest hold's/village's (if in wild) name? That way you don't even need to think what the start is, but put in (outskirt of) *towns name* (There are 19 of them just in skyrim, way enough then filter the choices.)

 

 

I'm at a loss, then. The method CCAS uses to add items is identical to the method LAL uses to add items. And CCAS doesn't actually control the Nord Queen scenario at all, including adding items... so I'm tentatively blaming this on something else.

Did this happen in previous versions, or just v11? It shouldn't make a difference, since nothing has actually changed in that way, but if it never happened before it shifts the blame back to CCAS... have you added any other mods recently? Changed your load order in any way?

 

 

PS: I have another idea of how you filter the choice: Why not use location's (if in town) or nearest hold's/village's (if in wild) name? That way you don't even need to think what the start is, but put in (outskirt of) *towns name* (There are 19 of them just in skyrim, way enough then filter the choices.)

 

I'm not sure what you mean. Do you mean, for example, putting the Dog Chewtoy under a "Markarth" header, and so on?

That would actually add a lot more items to the list, since I'd be adding one per inn (for the prostitute starts), a couple of "wilderness" headers, a couple of "wilderness solstheim" headers, an "oblivion" header, etcetera...

Besides, I don't personally like the idea. If I want to choose a scenario, I don't want to choose my start based on region, I want to choose based on what start it is. Maybe I'm alone in this, but when I'm about to start a new game I don't think to myself "I don't care what happens, I just want to start in Solitude!" I think "I want to be a prostitute (or whatever), and this time I'm picking Solitude."

You could make the argument that they're basically the same (solitude->prostitute is equivalent to prostitute->solitude) but it does feel different to me.

 

EDIT: Plus, if a player doesn't know where a specific start is ("Where did the Red Wave scenario take place, anyway?") I don't think they'll want to scuttle about trying to sort through a dozen menus trying to find just where that particular option is hidden.

Posted

 

 

I did add serveal mods into skyrim, but they should never breaks the start because they are the one CCAS needed to be running with as some starts.

I am not sure of previous version had this problem, I never choose the start with head gears equip in the old version (I had v10, but I update into v11 before I seen all the starts in V10, will try that later.).

Posted

i am missing things in the dark for some reason. Can someone help me out with this?

CCAS is the last thing in my load order and i have ec2 and things in the dark installed

Posted

I am also having a problem with Things in the Dark. When I  click I'm enslaved the dialogue box closes like there is no subtree, no options even if it is installed and the load order has CCAS at the bottom.

 

I have no other mods installed for this scenario but when I installed Simple Slavery to test, the subtree appeared with the option.

 

By the way, fantastic mod, really immersive dialogues for the other CCAS options!

Posted

I am also having a problem with Things in the Dark. When I  click I'm enslaved the dialogue box closes like there is no subtree, no options even if it is installed and the load order has CCAS at the bottom.

 

I have no other mods installed for this scenario but when I installed Simple Slavery to test, the subtree appeared with the option.

 

By the way, fantastic mod, really immersive dialogues for the other CCAS options!

 

Glad you like it. :)

 

Sorry to hear another TITD issue... I'm really not sure what's causing the problem. The method to detect the mod's presence is identical to the method used to detect every other mod. I've double- and triple-checked the spelling, the properties, the condition... everything points to it working as intended.

 

I do wonder if this is somehow magically connected to the engine bug where too many dialogue options don't show...

 

The "I've been enslaved" option will always be present, whether you've got any slavery mods installed or not. There's actually probably a way to get that to not happen, but I can't be arsed to figure out the logic, because I'm a lazy-ass modder.  :D  :D  :D

Posted

I figured I'd try the Falmer enslavement scenario. Seems like a fun way to start the game: the plot hook is just deep enough to set an interesting tone without digging too deep. Some questions for the Consumer/Creator of Content: how do I get the A New Life quest objective to escape the Falmers' clutches to complete? Even if I escape the cavern and get the poor, hapless owner killed, the quest stays active.

Is there more to Morgabyth than lamenting her broken state and abandoning her to her fate? What about Bane? Is he up to something?

And lastly, I'd like to register a (somewhat trivial) complaint about the other "I've been enslaved!" line starts. There's all kinds of talk about getting run out of a place by the Thalmor, having lost a job in some other place, Whatshisface the hoodwinkler hoodwinkling with safe passage to Skyrim... none of this impacts the starting scenario in any way whatsoever and I don't have the faintest inkling as to what those places even are. To me, this is jarring. The Falmer start is good, because it sets the PC up as part of an ill-fated adventuring party but doesn't dictate anything beyond that. You're not told you were a miner or hunter, or that you had a moderately happy childhood in Bruma or something.

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