Content Consumer Posted July 29, 2016 Author Posted July 29, 2016 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. That sounds like a bug. I might have accidentally deleted that script line... I'll take a look. EDIT: Looks like it's intact. I'm not sure why it's not working - it should auto-close the quest as soon as you exit the cave. Can you use this command in the console, and tell me what it says: help "ccas_globalstart" 0 And maybe also do sqs ccas_handler for good measure? EDIT 2: Nope, never mind, that was a mistake on my part - I set it up to complete for the Chaurus Egg Tender scenario and forgot to add in the Falmer Slave one (they both use the same cave). I'll fix it for the next version. Note that the quest is essentially finished the instant you use the LAL bed. You can get rid of it manually using completequest without any ill effects. Is there more to Morgabyth than lamenting her broken state and abandoning her to her fate? What about Bane? Is he up to something? Not yet. I have some vague plans for that, but nothing really concrete. And Bane is... a troubled individual. 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. True, but I have trouble making every character a blank slate. It would lead to some very sparse descriptions to do that with everything - pretty much every scenario would just have to be a variant on "I've just arrived in Skyrim and gotten myself into trouble!" So some things are pretty much set in stone. However, that doesn't mean the boilerplate is unalterable, or that all scenarios are going to be always like that. If you want to come up with a better one, or if anyone out there does for that matter, feel free. I just picked this crap because it sets up a reason for being in Skyrim without being too specific. A vaguely defined past seemed better to me than no past at all. Boilerplate explanation: Gods, what has my life come to? First I was run out of Lillandril by the damn Thalmor, Lillandril is a small port city in the Sumerset Isle. I can well believe that most non-Altmer residents, and no few non-Thalmor Altmer, were run out of the city in recent years. then I lost my job in Bruma Bruma is a city in northern Cyrodiil, one with a heavy nordic influence. I picked Bruma to be close to Skyrim, close enough to get easily across the border, and to indicate that the character has been moving north ever since he/she was deposed. when funding for the archaeological excavations in the Pale Pass area dried up. Pale Pass was an ancient Akavir outpost during the last invasion from Akavir, and featured in a quest in ES4 Oblivion. This indicates to me that after being run out of Lillandril, the character spent some time doing odd jobs, trying to make a living, and never quite found a place to settle down. Then that bastard Jaef Razeer Jaef Razeer is an individual with a mysterious past, who has been responsible for good, neutral, and bad things (depending on your point of view) happening in Skyrim for decades now. He, she, or it may or may not be Redguard, and may or may not be working directly for Molag Bal, or possibly another Daedra Prince. This is an easter-egg reference - I've used Jaef Razeer in another mod where ?he? played a more direct role in the manipulation of someone's life. The name is a sort of semi-homonym of jfraser. I've used several such names in CCAS. hoodwinked me with his damn "safe transport to Skyrim" spiel. *insert scenario-specific text*
Krh Posted July 29, 2016 Posted July 29, 2016 Thank you for the quick and informative response, CoCo.I won't try to pitch a better suggestion for the boilerplate, because a better one isn't needed. That's just a matter of taste in a matter that doesn't matter much. The way I see it, such descriptions are offerings at the altar of immersion. When a scenario provides background details that clash with what I want to imagine and those details have no impact or relevance to what happens next, I disagree that a vaguely defined past would be better than no past at all.Every character does have a past, whether it's ever discussed or not. That's one of the things I've always liked about TES games: you invariably start as a prisoner of some sort but you always have free reign to imagine what happened before that.Also, you should definitely do more questy stuff. Your writing is good and you seem to have great attention to detail.
Content Consumer Posted July 31, 2016 Author Posted July 31, 2016 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. The TID option is not available. Maybe a problem with mod detection ? hi i have things in the dark activated but do not get the start option any ideals i am missing things in the dark for some reason. Can someone help me out with this? I am also having a problem with Things in the Dark. Ah hell. I just figured out why the Things in the Dark scenario isn't showing up. This was a little bug on my part - it'll be fixed for v12 (which I might end up releasing early/unfinished as a patch just because of the TITD issue). Sorry about this, everyone. Here I am double-checking and triple-checking every possible option for it not starting except the absolute most obvious one. Derpy derpy derp.
Highborn Posted July 31, 2016 Posted July 31, 2016 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. The TID option is not available. Maybe a problem with mod detection ? hi i have things in the dark activated but do not get the start option any ideals i am missing things in the dark for some reason. Can someone help me out with this? I am also having a problem with Things in the Dark. Ah hell. I just figured out why the Things in the Dark scenario isn't showing up. This was a little bug on my part - it'll be fixed for v12 (which I might end up releasing early/unfinished as a patch just because of the TITD issue). Sorry about this, everyone. Here I am double-checking and triple-checking every possible option for it not starting except the absolute most obvious one. Derpy derpy derp. Oh, cool. Do you have an estimate date for release? I just started a new game so if it doesn't take long, I'll wait for the fix and start again.
Content Consumer Posted July 31, 2016 Author Posted July 31, 2016 Oh, cool. Do you have an estimate date for release? I just started a new game so if it doesn't take long, I'll wait for the fix and start again. I don't, really. The changelog is pretty small so far, and a lot of it players won't ever notice: Removed a bunch of unused properties from various scripts. Deleted some unused globals. Cleaned up the ccas_handler quest script. Cleaned up some unnecessary testing dialogue in the Expectant Mother scenario. Fixed a potential conflict between Succubus starts and Sexlab Hormones Fixed a really stupid weather change script on the creature starts. Derp. Changed Bregha the Small's scale back up to 1.0 to stop his head from bobbing around like a pigeon. Fixed "surprise me" option picking invalid scenarios. Special thanks to skyrimll and jfraser for this! Fixed the missing Things in the Dark scenario Fixed Sabre Cat "master" not triggering sex properly Fixed Soulgem Oven option appearing for people who don't have Soulgem Oven (requirement added back in) Fixed the magic wall and door guard appearing for people who didn't use the Vampire Larder start. Fixed "objective 360" error for prostitute starts. Changed ambient lighting in the Creature Den cell - a little brighter now. Enabled SD+ slavery option for Sabre Cat and Bear starts (optional) Changed several SD+ slavery scenarios to SD+ Optional. These scenarios will use SD+ if present but do not technically require it. --Sabre Cat, Bear, Meeko, Wolf Bitch, Troll Toy, Orc Warrior, Anise. --Other SD+ scenarios still require SD+ because without it creatures are automatically hostile (hagraven, drelas, etc). Moved Sabre Cat and Bear under the "I've been enslaved!" header. Moved all native scenarios (those without any requirements) under a separate header. Hopefully this will help fix the problem with too many options not showing up. Added SD+ and Stories requirements to Alicia and Dibella starts (in anticipation of a future update for those scenarios) Added Egg Factory scenario Added (non-enchanted) Grine Woad to the Giant Slave scenario. Mostly just minor fixes. I sort of wanted to expand on the Soulgem Oven start before releasing, but I guess it depends on how important the bug fixes are to folks.
Highborn Posted July 31, 2016 Posted July 31, 2016 Oh, cool. Do you have an estimate date for release? I just started a new game so if it doesn't take long, I'll wait for the fix and start again. I don't, really. The changelog is pretty small so far, and a lot of it players won't ever notice: Removed a bunch of unused properties from various scripts. Deleted some unused globals. Cleaned up the ccas_handler quest script. Cleaned up some unnecessary testing dialogue in the Expectant Mother scenario. Fixed a potential conflict between Succubus starts and Sexlab Hormones Fixed a really stupid weather change script on the creature starts. Derp. Changed Bregha the Small's scale back up to 1.0 to stop his head from bobbing around like a pigeon. Fixed "surprise me" option picking invalid scenarios. Special thanks to skyrimll and jfraser for this! Fixed the missing Things in the Dark scenario Fixed Sabre Cat "master" not triggering sex properly Fixed Soulgem Oven option appearing for people who don't have Soulgem Oven (requirement added back in) Fixed the magic wall and door guard appearing for people who didn't use the Vampire Larder start. Fixed "objective 360" error for prostitute starts. Changed ambient lighting in the Creature Den cell - a little brighter now. Enabled SD+ slavery option for Sabre Cat and Bear starts (optional) Changed several SD+ slavery scenarios to SD+ Optional. These scenarios will use SD+ if present but do not technically require it. --Sabre Cat, Bear, Meeko, Wolf Bitch, Troll Toy, Orc Warrior, Anise. --Other SD+ scenarios still require SD+ because without it creatures are automatically hostile (hagraven, drelas, etc). Moved Sabre Cat and Bear under the "I've been enslaved!" header. Moved all native scenarios (those without any requirements) under a separate header. Hopefully this will help fix the problem with too many options not showing up. Added SD+ and Stories requirements to Alicia and Dibella starts (in anticipation of a future update for those scenarios) Added Egg Factory scenario Added (non-enchanted) Grine Woad to the Giant Slave scenario. Mostly just minor fixes. I sort of wanted to expand on the Soulgem Oven start before releasing, but I guess it depends on how important the bug fixes are to folks. Well, I personally think it's a considerable changelog, but you know better. The grine woad in the giant slave scenario I'd have noticed because it's one of my favorite starts.
Content Consumer Posted July 31, 2016 Author Posted July 31, 2016 The grine woad in the giant slave scenario I'd have noticed because it's one of my favorite starts. It's just a regular slavetat for the Giant Slave (SD+) scenario. Same as the enchanted version (that makes the giants peaceful) for the Giant Offering (no requirements) scenario.
Content Consumer Posted August 1, 2016 Author Posted August 1, 2016 NOTE: It appears that the latest Slavetats update has broken spell effects. Script-applied tattoos (such as those used in the Giant Offering scenario or Dibellan Defender mod) don't seem to be correctly applying their associated magic effects. This means that although you get tattooed for that scenario, giants won't be pacified any more. There's nothing I can do until murfk releases a fix for that. EDIT: This also happens when manually applying tattoos too. The tattoo goes on, but the spell effect does not.
Golgo13 Posted August 3, 2016 Posted August 3, 2016 Would that also be why none of the face tats appear in my Slave Tats menu, anymore? Or, is that something else? I'm always happy to help out in any way I can, but, I haven't tested since before my computer died last year. Do I uninstall the regular mod and install the test mod; or, is the regular mod (or anything else, in addition to the base requirements) required to install it?
Content Consumer Posted August 3, 2016 Author Posted August 3, 2016 Would that also be why none of the face tats appear in my Slave Tats menu, anymore? Or, is that something else? I'm always happy to help out in any way I can, but, I haven't tested since before my computer died last year. Do I uninstall the regular mod and install the test mod; or, is the regular mod (or anything else, in addition to the base requirements) required to install it? I don't think that's the problem with face tats - that sounds like a nioverride thing. Look for the line "bEnableFaceOverlays=0" in your nioverride.ini file and change the value to 1. The beta doesn't contain any textures or meshes, so you'll need to install v11 before installing the beta. If you don't, the tattoos won't work, and a lot of stuff in the Aspiring Mage scenario will look really messed up. I think it would work fine, but it'll look bad.
bicobus Posted August 3, 2016 Posted August 3, 2016 Shan't we download the tattoo pack you provided in the download section instead of v11?
Content Consumer Posted August 3, 2016 Author Posted August 3, 2016 Shan't we download the tattoo pack you provided in the download section instead of v11? The v11 archive contains the Grine Woad tattoos used in CCAS. The optional Grine Slavetats Package contains the other tattoos Grine made up - they aren't used in CCAS, but they're good quality and deserve a posted archive somewhere.
gunnarb77 Posted August 4, 2016 Posted August 4, 2016 Hey. Do you have any new ideas for your next update? Like what new starts will be in it. If so, what new starts?
Content Consumer Posted August 4, 2016 Author Posted August 4, 2016 Hey. Do you have any new ideas for your next update? Like what new starts will be in it. If so, what new starts? The only new start for the next update so far is Egg Factory (and Things in the Dark, technically - the start was there in v11, but not accessible). I am currently working on expanding the Soulgem Incubator start too, but beyond that probably not much will change for the next version. There's still a large to-do list, but it's going s l o w l y . Beta changelog: Removed a bunch of unused properties from various scripts. Deleted some unused globals. Cleaned up the ccas_handler quest script. Cleaned up some unnecessary testing dialogue in the Expectant Mother scenario. Fixed a potential conflict between Succubus starts and Sexlab Hormones Fixed "surprise me" option picking invalid scenarios. Special thanks to skyrimll and jfraser for this! Fixed the missing Things in the Dark scenario Fixed Sabre Cat "master" not triggering sex properly Fixed Soulgem Oven option appearing for people who don't have Soulgem Oven (requirement added back in) Fixed the magic wall and door guard appearing for people who didn't use the Vampire Larder start. Fixed "objective 360" error for prostitute starts. Fixed a really stupid weather change script on the creature starts. Derp. Fixed a missing goodbye flag for the Angrim's Apprentice scenario mara dialogue Changed ambient lighting in the Creature Den cell - a little brighter now. Changed Bregha the Small's scale back up to 1.0 to stop his head from bobbing around like a pigeon. Enabled SD+ slavery option for Sabre Cat and Bear starts (optional) Changed several SD+ slavery scenarios to SD+ Optional. These scenarios will use SD+ if present but do not technically require it. --Sabre Cat, Bear, Meeko, Wolf Bitch, Troll Toy, Orc Warrior, Anise. --Other SD+ scenarios still require SD+ because without it creatures are automatically hostile (hagraven, drelas, etc). Moved Sabre Cat and Bear under the "I've been enslaved!" header. Moved all native scenarios (those without any requirements) under a separate header. Hopefully this will help fix the problem with too many options not showing up. Added SD+ and Stories requirements to Alicia and Dibella starts (in anticipation of a future update for those scenarios) Added Egg Factory scenario Switched Falmer master to Chaurus master in the "Egg Breeder" scenario. Expanded Soulgem Incubator scenario (currently unfinished) EDIT: And the new Surprise Me option seems to be malfunctioning.
bicobus Posted August 4, 2016 Posted August 4, 2016 Technically "being female" supports soulgems as babies, as long as the user configure it so. Don't know if you can change those parameters or even if you should touch them at all, but depending on what that start should do it may be a good idea to take being female into account.
Content Consumer Posted August 4, 2016 Author Posted August 4, 2016 Technically "being female" supports soulgems as babies, as long as the user configure it so. Don't know if you can change those parameters or even if you should touch them at all, but depending on what that start should do it may be a good idea to take being female into account. I know Beeing Female and SGO stopped fighting over the belly node since using NIOverride. I didn't know there was any function in BF that checked for Soul Gem pregnancy, though. What do you mean by taking it into account? I should add some sort of mutual exclusion or something? The Expectant Mother scenario will start you off pregnant with Beeing Female. The Soulgem Incubator scenario will start you off pregnant with soul gems from SGO3. There's no overlap, but ensuring that players do, or do not, use both mods at the same time is... not my job.
karlpaws Posted August 5, 2016 Posted August 5, 2016 So, question related to all of these mods being considered or discussed as potential things to start in... Is there a user-sorta-configurable mod that can determine what you just had sex with (human, undead, cat, dog, horse, etc) and let you define what should happen/be done to you/be given to you, etc as a result? IE potions, diseases, stat increases, etc? It seems like some mods can determine what fucked you, but then does what it wants, and others have choices, but they're few and there is little detection (human or creature, but not dog/cat/horse).
Content Consumer Posted August 5, 2016 Author Posted August 5, 2016 So, question related to all of these mods being considered or discussed as potential things to start in... Is there a user-sorta-configurable mod that can determine what you just had sex with (human, undead, cat, dog, horse, etc) and let you define what should happen/be done to you/be given to you, etc as a result? IE potions, diseases, stat increases, etc? It seems like some mods can determine what fucked you, but then does what it wants, and others have choices, but they're few and there is little detection (human or creature, but not dog/cat/horse). Not as far as I know. Not user-configurable, anyway, though there are several mods that have different effects based on what race you're engaging with. SexlabUtil allows you to do a lot of that kind of thing, but I don't know if it has creature race detection functions - IIRC it can detect the difference between humanoids and creatures, but not between individual races.
karlpaws Posted August 5, 2016 Posted August 5, 2016 Not as far as I know. Not user-configurable, anyway, though there are several mods that have different effects based on what race you're engaging with. SexlabUtil allows you to do a lot of that kind of thing, but I don't know if it has creature race detection functions - IIRC it can detect the difference between humanoids and creatures, but not between individual races. Util I use a lot, but since there isn't the source available for the scripts (that I know of) I doubt permission would be available for someone to take up the mod and extend that. I thought there was a mod, either a pregnancy or estrus line one that did race detection, but I am not sure which one it was, and it did not have a lot of results options, iirc. It seems like something very simple and yet apparently was not in demand.
bicobus Posted August 5, 2016 Posted August 5, 2016 Technically "being female" supports soulgems as babies, as long as the user configure it so. Don't know if you can change those parameters or even if you should touch them at all, but depending on what that start should do it may be a good idea to take being female into account. I know Beeing Female and SGO stopped fighting over the belly node since using NIOverride. I didn't know there was any function in BF that checked for Soul Gem pregnancy, though. What do you mean by taking it into account? I should add some sort of mutual exclusion or something? The Expectant Mother scenario will start you off pregnant with Beeing Female. The Soulgem Incubator scenario will start you off pregnant with soul gems from SGO3. There's no overlap, but ensuring that players do, or do not, use both mods at the same time is... not my job. I meant a player with the mod being female could be used as a soulgem oven, kinda. Depend on how the mod is configured.
Content Consumer Posted August 5, 2016 Author Posted August 5, 2016 I meant a player with the mod being female could be used as a soulgem oven, kinda. Depend on how the mod is configured. Right... but there's not much I can do about it. You could simultaneously use Egg Factory, Beeing Female, Soulgem Oven, Hentai Pregnancy, Mana Tanks, Fill Her Up, etcetera etcetera - all pregnancy and node-scaling mods on the site, at the same time... but trying to come up with that many mutually-exclusive dialogue trees alone, not to mention actual differentiation code, would be a right pain in the ass. It's not really even a problem - if a player is using two pregnancy mods at the same time, the player should already know about potential problems resulting from the intermingling. I thought there was a mod, either a pregnancy or estrus line one that did race detection, but I am not sure which one it was, and it did not have a lot of results options, iirc. Estrus Chaurus IIRC uses both chaurus and spiders, but don't quote me on that. Fill Her Up has varying levels of inflation based on which race sexes you up. Some other pregnancy mods differentiate between humanoids and creatures for % chance to impregnate. IIRC there's a mod that gives you different cum items on sex depending on which race you're having sex with, but I can't remember what it's called. I can't think of any others off the top of my head.
Content Consumer Posted August 5, 2016 Author Posted August 5, 2016 NOTE: The latest update of Slavetats (1.2.1) fixes the problems with magic effects not triggering properly. Giant Offering scenario works again.
Saeros Posted August 6, 2016 Posted August 6, 2016 hi CC, I tried to start a new game with all my mods up to date. I put ccas_start.esp at bottom of my load order, I read all the OP and installed EZ2C Dialogue Menu.. but I have only 26 text lines at Mara CCAS dialogues.. (I use CCAS v11). any idea? thanks in advance, cheers S. edit: Ok, I feel so stupid , there are multiple choices in other (enslaved) menus... sorry!
bicobus Posted August 7, 2016 Posted August 7, 2016 Remind me again about slavetats, so I'm totally certain it's not an issue on my end: does the v11 properly apply the tats or do I need the v12? I get those errors, and no tats on the body. [08/07/2016 - 01:58:10PM] CCAS starting 90 [08/07/2016 - 01:58:13PM] slaScanner start time is ....1800.443970 [08/07/2016 - 01:58:13PM] Found 0 arousedActors [08/07/2016 - 01:58:13PM] [Zad]: Set slot mask to [0]: 0 [08/07/2016 - 01:58:13PM] CCAS Quest: 90 Giant Offering [08/07/2016 - 01:58:13PM] Found 0 nakedActors [08/07/2016 - 01:58:13PM] slaScanner After getting actors is ....1801.260010, player is naked TRUE, Actor Count 0 [08/07/2016 - 01:58:14PM] slaScanner end time is ....1801.376953 [08/07/2016 - 01:58:14PM] Next update in 120.000000 [08/07/2016 - 01:58:14PM] Error: Incorrect number of arguments passed. Expected 7, got 6. stack: [ccas_handler (80005901)].ccas_QF_ccas_handler_06005901.Fragment_7() - "ccas_QF_ccas_handler_06005901.psc" Line 500 [08/07/2016 - 01:58:14PM] warning: Assigning None to a non-object variable named "::temp57" stack: [ccas_handler (80005901)].ccas_QF_ccas_handler_06005901.Fragment_7() - "ccas_QF_ccas_handler_06005901.psc" Line 500 [08/07/2016 - 01:58:25PM] CCAS Quest: 90 Giant Offering end(Yes, I am still troubleshooting my mod list. I'm starting get depressed, but it's alright, I'll get it just right one day.)
Content Consumer Posted August 7, 2016 Author Posted August 7, 2016 Remind me again about slavetats, so I'm totally certain it's not an issue on my end: does the v11 properly apply the tats or do I need the v12? I get those errors, and no tats on the body.(Yes, I am still troubleshooting my mod list. I'm starting get depressed, but it's alright, I'll get it just right one day.) Honestly? I don't remember which one fixes the tats. I know it works in the v12 beta, but I can't remember if I changed it for v11 or not. I think I did, but I'm not certain... EDIT: Don't get discouraged. If you persevere, and spend months or years tweaking your load order and settings, eventually you'll get to the point where you can play Skyrim for almost an entire hour without a CTD.
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