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Maybe a simple alternative could be a variation on the Left for dead start. You wake up on a battlefield as a member of one faction, surrounded by bodies of both factions. Start with a huge hit to Health to make it more interesting.

 

Not sure if one of the Death Alternative, Defeat or slavery mods has the option, but putting in 2-3 soldiers of the opposing faction, aggressive to you, would add to it.  You survived but your side lost and you woke up just in time to meet the "finishing committee" coming to check the bodies.

 

If you picked Stormcloak, getting dumped into Northwatch as a Thalmor prisoner is an option but I am not sure there are any secure Stormcloak prisons or forts until the Civil War kicks off and the bandits are replaced in their half of the forts.

 

I suppose the Stormcloaks could sell you to Mistwatch or just kick in Simple Slavery if that is present.

 

Alternately alternatively make a cell that looks like any of the fort prisons (or just copy one?), fill it with Stormcloaks, let them have their way with the prisoner and while they aren't looking, let the PC escape. Can a cell door exit to one that does not enter to it? So you could leave a non-existent fort and end up outside one that will be Stormcloak later on (but right now it is full of bandits) and just journal that the SC are hiding out the basement for now.

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I was thinking about a simple start where you start with Imperial equipment in a random cell. Some interactions with NPCs dressed as Stormcloaks and a proper journal entry. It doesn't necessarily has to involve the civil war quest line but if you can do that, it would be awesome. :)

 

To not mess with the role playing for those who want to join the legion later, we could say that the character was presumed dead after a long time missing and Tullius and Rikke doesn't know the soldier. To avoid punishment for deserting or even shame, the character doesn't tell them about her/his past.

 

 

 

Maybe a simple alternative could be a variation on the Left for dead start. You wake up on a battlefield as a member of one faction, surrounded by bodies of both factions. Start with a huge hit to Health to make it more interesting.

 

 

 

Not sure if one of the Death Alternative, Defeat or slavery mods has the option, but putting in 2-3 soldiers of the opposing faction, aggressive to you, would add to it.  You survived but your side lost and you woke up just in time to meet the "finishing committee" coming to check the bodies.

 

If you picked Stormcloak, getting dumped into Northwatch as a Thalmor prisoner is an option but I am not sure there are any secure Stormcloak prisons or forts until the Civil War kicks off and the bandits are replaced in their half of the forts.

 

I suppose the Stormcloaks could sell you to Mistwatch or just kick in Simple Slavery if that is present.

 

Alternately alternatively make a cell that looks like any of the fort prisons (or just copy one?), fill it with Stormcloaks, let them have their way with the prisoner and while they aren't looking, let the PC escape. Can a cell door exit to one that does not enter to it? So you could leave a non-existent fort and end up outside one that will be Stormcloak later on (but right now it is full of bandits) and just journal that the SC are hiding out the basement for now.

 

 

I've been thinking about this, and I'm considering adding race-specific scenarios for some of this stuff. The problem is, there are few dichotomous faction-types for all races. You've obviously got Nords vs Thalmor, and Nords vs. Imperials, but who "opposes" the Orcs and would imprison them as part of some racial, class, or other faction-style thing?

 

Nord: Imprisoned by Thalmor as a Stormcloak sympathizer (soldier or otherwise)

Imperial: Imprisoned by Stormcloaks as an Imperial soldier

High Elf: Imprisoned by Stormcloaks

Wood Elf: Imprisoned by Stormcloaks as a Thalmor

Khajiit: Imprisoned by Bandits after they ambushed your caravan

Dark Elf: Imprisoned by Reavers (solstheim) until your family pays the bounty on your head

Breton: Imprisoned by Nords as a Forsworn sympathizer

Redguard: 

Orc: 

Argonian:

 

Maybe it's better to just do like you guys suggested and a general "captured by stormcloaks" thing... but then what about the Nords?

So, it's been a while since I played my Skyrim and I think I was on v9 last time.

 

Anyways, I started up a new game and updated to v13 of the mod. Starting down the Non-Dragonborn storyline, I've encountered a bug that I recall mentioning prior:

 

  • Anakath's location in the quest journal and where she actually is, don't match up. Is she in Rorikstead or Riverwood? I checked both and she was in neither location (Journal tracker says Riverwood, quest text says Rorikstead.
  • After sort of spawning her in, it was fine.. until I reached level 15 and came back. From there, she talked up until your character says"I'm sorry, please continue" in which she talks... and the conversation just completely drops. No quest update, no further dialogue options, it just drops there and retalking to her just goes back to the start of the conversation.

Has anyone else encountered these bugs? It's strange that I encountered them again after so long.

 

Are you posting in the right thread? Who is Anakath? Is this for Escape the Cell?

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The Thalmor don't really care about the civil war, or rather less than their dominion and their beliefs of Talos not being a god. They see the civil war as an event to be constructed upon, but they don't take part in it as they are mostly cover ops and diplomats.

 

Orc:

Usually keep to themselves and have a Tribalism and patriarchal society. The daughters of the chieftains are usually traded to other strongholds, and all women of a stronghold are either wives, mothers or daughters of chieftains. There are no imprisonment in orc society, they either pay compensation or pay a "blood price".

 

From the lore, early in the fourth era Orsinium was sacked by bretons and redguards. Orc refugees were escorted to skyrim by the imperial legion.

 

So there you go, you can create a start as a orc female that choose to get outside the stronghold instead to be just yet another wife. Or use the fact that the Orc people are more inclined to join the legion than the stormcloaks.

 

Redguard: In the standard LAL, you can get an Alik'r warrior start. You could implement on it and make it so you got caught by a city guard and imprisoned because of the weird shape of your sword. Or rather, because you were sneaking inside the city in search for that damn traitor while skyrim is in the midst of a civil war.

 

Argonian: those are mostly independent and don't take part in the world affairs anymore. They couldn't care less about the civil war. But they are good at lock picking and doing thievish stuff. I wonder what would happen if an Argonian got caught sneaking in a Legion/Stormcloak officier's home...

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Orc could be captured by bandits, who want you to make better armor for them.  You either pretend you don't know how or aren't a smith.

 

Redguard could be held as Saadia or a sympathizer, until they figure out you "don't have the mark" / couldn't have been in the right place.

 

Argonian is an escaped slave, held by Dunmer.. or bandits thinking you're a slave and they plan to sell you back.  Not being good at international events, don't realize there's no one to sell you to. Like the orc, now they are trying to decide "what next?"

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Hey! Your mod doesn't work and broke my save that I've had for six years and added and subtracted many mods to and also caused my computer to crash and start smoking even though I warned it about things like lung cancer and I'm not going to give you any details about the problems I'm just going to tell you that you suck because even if this worked it wouldn't have all the things I want.

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ok small information report

 

the I am a criminal option (XPO with patches required) worked fine for me, but I did have to actually read the entries to determine which it was (I could not tell at a instant glance)

 

the SGO Incubator start the force greet worked fine for me 2 of the 3 times I tried to trigger it (3rd time he was doing alchemy)

 

for the bad ending you can get it by either his force greet OR thru dialogue choices if you talk to the Dark Counselor.

 

only bug (if it is one) is that if you go thru the bad ending of the SGO Incubator start the quest did not actually end UNTIL I went back to the start's area,

then the start's quest did end properly (and soon enough that the NPCs were hostile as they were supposed to be).

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The Thalmor don't really care about the civil war, or rather less than their dominion and their beliefs of Talos not being a god. They see the civil war as an event to be constructed upon, but they don't take part in it as they are mostly cover ops and diplomats.

Right, but I've seen Thalmor escorting Nord prisoners along the roads. Maybe not always Stormcloaks, but definitely Nords who worship Talos. That's enough.

And vice versa - any Nord worth his racist salt will immediately hate any Altmer on the belief that they're Thalmor.

 

Orc:

Usually keep to themselves and have a Tribalism and patriarchal society. The daughters of the chieftains are usually traded to other strongholds, and all women of a stronghold are either wives, mothers or daughters of chieftains. There are no imprisonment in orc society, they either pay compensation or pay a "blood price".

 

From the lore, early in the fourth era Orsinium was sacked by bretons and redguards. Orc refugees were escorted to skyrim by the imperial legion.

 

So there you go, you can create a start as a orc female that choose to get outside the stronghold instead to be just yet another wife. Or use the fact that the Orc people are more inclined to join the legion than the stormcloaks.

So, this is what... Orcs capturing an Orc for being not Orc enough, or more like Stormcloaks capturing an Orc for being too Legion, or Bandits or Forsworn capturing an Orc for being in the wrong place at the wrong time.

Any would work.

 

Redguard: In the standard LAL, you can get an Alik'r warrior start. You could implement on it and make it so you got caught by a city guard and imprisoned because of the weird shape of your sword. Or rather, because you were sneaking inside the city in search for that damn traitor while skyrim is in the midst of a civil war.

Skyrim belongs to the (straight) Swords!

 

Argonian: those are mostly independent and don't take part in the world affairs anymore. They couldn't care less about the civil war. But they are good at lock picking and doing thievish stuff. I wonder what would happen if an Argonian got caught sneaking in a Legion/Stormcloak officier's home...

 

 

The Argonians suffer racism in Windhelm. Maybe you could put some dickhead Nords like Rolff teaching a lesson to make you leave the city.

Rolff was one of my first thoughts about Dunmer and Argonians both.

 

 

Orc could be captured by bandits, who want you to make better armor for them.  You either pretend you don't know how or aren't a smith.

 

Redguard could be held as Saadia or a sympathizer, until they figure out you "don't have the mark" / couldn't have been in the right place.

 

Argonian is an escaped slave, held by Dunmer.. or bandits thinking you're a slave and they plan to sell you back.  Not being good at international events, don't realize there's no one to sell you to. Like the orc, now they are trying to decide "what next?"

 

LOL on these... I like the premise!

 

 

 

The Argonians suffer racism in Windhelm. Maybe you could put some dickhead Nords like Rolff teaching a lesson to make you leave the city.

 

Please, anything that isn't a Nord in Windhelm is frowned upon. Be it Argonians or Dunmer.

Hey now, let's not fight everyone! They can hate us all equally!  :D 

 

 

 

Hey! Your mod doesn't work and broke my save that I've had for six years and added and subtracted many mods to and also caused my computer to crash and start smoking even though I warned it about things like lung cancer and I'm not going to give you any details about the problems I'm just going to tell you that you suck because even if this worked it wouldn't have all the things I want.

Yeah? Well, your mod smells like cheese. And not a good cheese, either - a cheese even Sheogorath would reject as being too smelly.

 

 

i didn't see "410 I am a criminal and I've been captured by the guards." option... did I Miss it? Sorry my Bad English :)

You need to have Inte's Prison Overhaul Patch installed. Xaz Prison Overhaul by itself isn't enough.

 

 

ok small information report

 

the I am a criminal option (XPO with patches required) worked fine for me, but I did have to actually read the entries to determine which it was (I could not tell at a instant glance)

It's a constant problem, finding which one is which. There are, like, 50 of the damn things, which is too many for the dialogue system to handle with any sort of clarity. I'm still trying to figure out the best way to split them up so it's easier to figure out where you'd want to go.

EDIT: To get a better sense of how it's all organized, you can take a look at the "Mara dialogue for v12b" file from this link.

 

the SGO Incubator start the force greet worked fine for me 2 of the 3 times I tried to trigger it (3rd time he was doing alchemy)

I'll fix his alchemical obsession in the next version.

 

for the bad ending you can get it by either his force greet OR thru dialogue choices if you talk to the Dark Counselor.

Did I add that? I remember I wanted to, but I don't remember adding it. Glad it works anyway...

 

only bug (if it is one) is that if you go thru the bad ending of the SGO Incubator start the quest did not actually end UNTIL I went back to the start's area,

then the start's quest did end properly (and soon enough that the NPCs were hostile as they were supposed to be).

That's a known bug, one I'll fix for the next version.

 

 

 

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Re dialogue options, confusing dialogue trees, too many options:

Might it be easier if I dumped the whole thing where I try to make it seem like the statue is actually talking to you? For example, instead of:

I am a Spriggan Host, devoted to Kyne (sexlab stories)

You'd instead just see:

Sexlab Stories - Spriggan Host

Or instead of:

I am an offering to a Giant (soft requirement - slavetats)

You'd see:

Slavetats - Giant Offering

That kind of thing? It won't reduce the number of options, but it will make it easier to see at a glance which one is which...

 

I could also delete some scenarios that aren't very good in some way. How many people actually use the Inn Prostitute scenarios, for example? Getting rid of them would free up a menu slot. The Forsworn slave start - it's had enough complaints about being too small anyway (fully justified complaints, btw), I can't see anyone really having fun with it... Or the two variants on the Chaurus scenario. Apparently confusing enough just by the fact that there are two of them, and they do duplicate a lot of functionality, so I could get rid of mine and keep the Queen scenario.

I could probably get rid of four or five menu options just doing that. Not a lot of help, but some.

 

Some other suggestions (separate by mod, separate by starting location) folks have made would actually add to the size of the list rather than reducing, or in some cases (separate by mod author) reduce the number of options but make finding what specific option you want very difficult.

 

Something that would increase the number of options (not really, but it would look that way to the end user) but might help in finding things would be to cross-link some under different headers, but that just feels like a really bad idea to me. It really sounds like it would make things a lot worse.

 

I don't really like any of these ideas, but I'm willing to entertain suggestions on them.

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I'd wish people stop using green text inside quotes, it's so annoying to follow a discussion and answer the answer. But yeah, some races in skyrim doesn't fit the general "story". Also keep in mind that orcs do not capture other orcs, they are people that value honor above all else: if you screw up, you own up, no need for prisons. Orcs living in strongholds see city-orcs as outcasts and don't want to interact with them anymore than any other people in Skyrim. They're a bit like old nords (viking), bound by rules. Everybody has its place in their society, their own privileges and job based on who you are.

 

However it's been quite obvious that orcs are somewhat common in the legion, and appreciated for their craftsmanship. I'm pretty sure that working as a warrior in the legion doesn't make you an outcast though, and there is at least one example in Skyrim. So yeah, I'd make the orc scenario as: "I was a legionnaire and made enemies during a war/campaign, and now they caught up with me."

 

-*-*-

 

For your list of dialogues, I'd still suggest you to make one or multiple extra shrines or objects in the starting cell. I'm pretty sure it was designed with that idea. Use something thematic with the list of dialogues, like shackles for the enslavement one.

 

I mean really, if the list is too big you have to split it. There is no magic around it.

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I'd wish people stop using green text inside quotes, it's so annoying to follow a discussion and answer the answer.

Would orange be better? I can do orange.

I don't like the look of red, really, and I know people have problems with yellow and that blue is too dark for some monitors.

Cyan is all right, pink is good. I like salmon too.

But yeah, some races in skyrim doesn't fit the general "story". Also keep in mind that orcs do not capture other orcs, they are people that value honor above all else: if you screw up, you own up, no need for prisons. Orcs living in strongholds see city-orcs as outcasts and don't want to interact with them anymore than any other people in Skyrim. They're a bit like old nords (viking), bound by rules. Everybody has its place in their society, their own privileges and job based on who you are.

 

However it's been quite obvious that orcs are somewhat common in the legion, and appreciated for their craftsmanship. I'm pretty sure that working as a warrior in the legion doesn't make you an outcast though, and there is at least one example in Skyrim. So yeah, I'd make the orc scenario as: "I was a legionnaire and made enemies during a war/campaign, and now they caught up with me."

 

-*-*-

 

For your list of dialogues, I'd still suggest you to make one or multiple extra shrines or objects in the starting cell. I'm pretty sure it was designed with that idea. Use something thematic with the list of dialogues, like shackles for the enslavement one.

My comment from last time:

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.

There's also a post somewhere in this thread (49 pages, nobody wants to read through to find it, but it's there, I swear!) where I go into a little more depth as to why this is a good idea, but can cause potential problems.

Let me reiterate - I like the idea, I really do. But I'm worried, perhaps unnecessarily, but worried nonetheless, about compatibility and mod updates.

 

I mean really, if the list is too big you have to split it. There is no magic around it.

Thank you, I am aware of that.

 

Okay, fine. Straw poll time.

How many people want items added to the starting cell, activators that fit the theme of the scenario?

Capture and Enslavement scenarios: Shackles (need to import mesh and texture)

Creature scenarios: Animal statue

Prostitute scenarios: Dibella statue

Daedric/magical scenarios: Floating ball of magical energy

Miscellaneous/other: ???

 

There would be some crossover. The Creature Slave scenarios, for example, would go under enslavement and under creature. But this shouldn't be a problem.

Daedric/magical scenarios would cover things like Soulgem Oven, Dwemer Sexbot, Necromancer Pet, Alicia, succubus...

Miscellaneous would be stuff like egg factory, captured by a spider (also under the capture/enslavement and creature scenarios?)...

 

I'm only going to do this if there's enough demand. With ~800 users, and only a few complaints, I'm not convinced what is currently going on is enough of a problem to warrant all the extra work it would take to set this all up.

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It's not about the colors, it's about placing text inside the quotes. Because to answer your answer, I'll have to quote your "empty" post with your stuff encased in my text. It's just confusing.
 
-*-*-
 
Anyway, here some though for the brainstorming.
 
For adding objects and stuff, you don't have to do place them directly in the cell. You could still force the player to use mara's statue and choose the "I'm involved in a dark tale" option, which then will create (place) the different objects. I'm not familiar with CK and changing stuff like that, but by choosing the option, you could make a wall "fade" and replace it with an encased display of different items. That way, the player is still not allowed to move out of the cell and you can reasonably safe to assume there won't be any conflict with a third party mod. I quite like how LAL placed some lockpicks on the table if you choose the option "I just want to escape this cell", genius! So be sure to tell the user to look around the cell for new bizarre objects.

Do any of your creature starts not involve enslavement? If they all share the enslavement bit, then you need not to do any crossover as it would be confusing. An icon is powerful enough and helpful enough to help and guide the user. An animal/creature totem is self explanatory enough for the user to think "ok, this is the object for the creature starts I've read about on the description". Thus I'd suggest to take the strongest idea from your scenarios and assign them to the closest and more meaning full icon.

I'm not familiar with egg factory, but isn't it sort of the same than "milk cow"/"Milk Maid" or the being female starts? Clearly something related to procreation and being (weirdly) motherly. Sure, you get captured to be forced into egg factory but it's not the strongest point of the start. The important part is that you puff out eggs. (Naughty little rabbit!) Not sure about soulgem oven though.
What I'm more concerned about are the scenarios that starts a long quest or content, like "Angrim's Apprentice" or "Things in the Dark". Those should be in a category of their own, since they bring the player into an original story. I would use an open book as icon for those quest mods.

I'm not so attracted to the Miscellaneous option, as it is too generic.

And of course, the "surprise me" option should totally be a tiny sanguine with a "Pick me!" sign. Obviously, since it's a surprise, no dialogue there but just sanguine commenting: "Well, you're in for a big surprise!"

Honestly, but unrelated, I searched for a chibi version of sanguine but nobody thought about drawing it. Yet, I find the prospect of a tiny sanguine on the shoulder of the hero, constantly asking for booze and party, quite amusing.

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Hi Congratulations for your great work.

 

I`m having an issue, I only can choose part of the scenarios,  I have EZ2C dialogue Menu installed, and the other requierements too. 

 

I can see the I`ve been slaved Category, the I`m a prostitute Category, The only CCsA requierd Category and few more. But not the Alicia Scenario, wich is the one i am interesed in.

 

Any solutions, Any way to force it? help me please.

 

and sorry for my english.

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While the current dialogue tree works fine for me, there seem to be as many starting scenarios as there are people who can't access them. Adding statues/objects into the cell might/could help with this, but then there might be the compatibility issues you're concerned with (Or not, I know nothing about modding). Bicobus' idea of adding the items after speaking to the Mara statue sounds interesting and there could be scope for interesting visual effects associated with the various items. Anyway, while in my opinion objects added to the cell could be a good way forward, in the end its your mod, so you choose the option that best for you or that you feel is the right one. So long as the I can still start my games in a more interesting way I'm happy.

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Okay, fine. Straw poll time.

How many people want items added to the starting cell, activators that fit the theme of the scenario?

Capture and Enslavement scenarios: Shackles (need to import mesh and texture)

Creature scenarios: Animal statue

Prostitute scenarios: Dibella statue

Daedric/magical scenarios: Floating ball of magical energy

Miscellaneous/other: ???

 

Been using our mod off and on to start new games. 

Probably >10 different starts so far.

The Statue of Mara works great.  Prefer it.  Simple and quick gateway gets me to where i want to go.

Lots of options, though can't say if they all work as intended. 

The recent Beta you posted in the forum provided several fixes for several starts.

 

But I'm not a longer-term and advanced user yet, so I can't say if I'm really missing anything.

Really enjoying what this mod offers.  Thank you.

 

 

 

 

 

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It's not about the colors, it's about placing text inside the quotes. Because to answer your answer, I'll have to quote your "empty" post with your stuff encased in my text. It's just confusing.

 

-*-*-

 

Anyway, here some though for the brainstorming.

 *snip*

 

Not sure I understand about the text inside quotes... is it a problem with too much text in one post? You can delete when you quote, like what I did there with the *snip*.

Anyway...

 

Your idea about making the objects appear only after talking to the Mara statue is a good one. It still has the same problems with potential conflicts, though.

How LAL (and all most other mods) do the thing with objects appearing isn't that they just appear. They're actually already in the game, just disabled to start with, and then enabled by script when necessary. Hearthfire is an excellent example of this: If you open up Hearthfire in the CK, for example, and take a look at one of the houses, you see this:

post-462261-0-02469500-1473250464_thumb.jpg

As you can see, both main portions and all three extensions are already prebuilt, just initially disabled. Their parts are enabled one at a time as necessary by the script when you "build" them. It's even worse inside, where the rooms are so cluttered with normally-invisible objects it's almost impossible to see anything of what's going on:

post-462261-0-67645100-1473250471_thumb.jpg

And it gets worse:

post-462261-0-18964200-1473250478_thumb.jpg

I salute Bethesda on this one. I can't imagine trying to actually put stuff like that together without going absolutely insane. I have no idea how they did it. I think the vanilla houses are done the same way, and also some mods that add or alter houses that allow you to build or furnish them probably do the same thing. That's some dedication right there.

Not to say that doing that kind of thing with CCAS would be anywhere nearly as complex, I just like to point to extreme examples. ;)

Anyway, the point of this is: just because you can't see it, doesn't mean it's not there. Incompatibilities can arise when, for example, mod A wants to use a spot and mod B also wants to use the same spot. The engine can't say "hey, there's something already there, move this a little to the left," it just says "put these two objects in the same place!" leading to weird looking mesh-merges, bad z fighting on textures, or in the case of physics-enabled objects, possible processor overload or character death from ballistic baskets or catapulted corpses. Possibly. Look at some youtube videos of stuff like people spawning ten thousand cheese wheels in a small room. :)

 

All of the creature starts add optional SD+ enslavement. If you have SD+ installed, you'll start enslaved, if not, nothing will happen. I wanted to add Untamed integration and add the creatures to your pack as an optional extra too, we'll see if that can happen someday. :)

 

Egg Factory is the same as milk maid/beeing female in that it uses body scaling, yes. If we're going to separate by that, I might use the same sort of categorical system used by the Index, actually. There's still crossover, like with the creature/enslavement, but like you said, it's probably just whichever is the most obvious. You don't click on a "creature" mod to get enslavement necessarily, and you don't go searching for "enslavement" mods in the creature section.

 

For longer quest or more involved content mods, that'd probably go under the "miscellaneous" category. Generic is the point actually - we can debate endlessly whether Angrim's Apprentice should go under a "long quest" category, or "magic" category, or "enslavement," etcetera.

 

 

Hi Congratulations for your great work.

 

I`m having an issue, I only can choose part of the scenarios,  I have EZ2C dialogue Menu installed, and the other requierements too. 

 

I can see the I`ve been slaved Category, the I`m a prostitute Category, The only CCsA requierd Category and few more. But not the Alicia Scenario, wich is the one i am interesed in.

 

Any solutions, Any way to force it? help me please.

 

and sorry for my english.

I might have gotten the Alicia requirements off, but IIRC it requires both SD+ and Sexlab Stories.

Technically it only requires Sexlab Stories, but I put in the SD+ requirement because of a future SD+ update.

Your English is just fine. :)

 

While the current dialogue tree works fine for me, there seem to be as many starting scenarios as there are people who can't access them. Adding statues/objects into the cell might/could help with this, but then there might be the compatibility issues you're concerned with (Or not, I know nothing about modding). Bicobus' idea of adding the items after speaking to the Mara statue sounds interesting and there could be scope for interesting visual effects associated with the various items. Anyway, while in my opinion objects added to the cell could be a good way forward, in the end its your mod, so you choose the option that best for you or that you feel is the right one. So long as the I can still start my games in a more interesting way I'm happy.

Quite honestly, the compatibility issues have a very low likelihood, but I tend to be overcautious about stuff like that. I'd rather keep the mod's impact on the world as small as possible. I'm really hesitant about adding them, not because it's a guaranteed problem, but because it's a potential future problem.

That, and changing the dialogue trees and re-attaching all of the scripts and fixing properties is a real pain in the ass, and will lead to bugs that can take considerable time to track down.

For example, in one of the earlier versions, I forgot to flip the esm/esp bit on LAL before I edited CCAS, which led to every piece of dialogue coming unstuck and nobody could access any scenarios. The workaround I put in was a mess and led to more problems until I could fix the underlying issue.

We're talking about adding in new dialogue trees, essentially one for each object, deleting current infos, creating new ones, making sure the conditions are all correct, re-adding the scripts, and making sure all script properties are set properly, which is a ton of work, and once again I'm already halfway to convincing myself to scrap the whole idea. :(

 

 

 

Been using our mod off and on to start new games. 

Probably >10 different starts so far.

The Statue of Mara works great.  Prefer it.  Simple and quick gateway gets me to where i want to go.

Lots of options, though can't say if they all work as intended. 

The recent Beta you posted in the forum provided several fixes for several starts.

 

But I'm not a longer-term and advanced user yet, so I can't say if I'm really missing anything.

Really enjoying what this mod offers.  Thank you.

 

Glad you like it.

On the one hand, I agree, the current setup is fine for me. On the other hand, even for me it makes finding the right scenario a little time consuming.

Will adding theme-specific objects fix the issue? Probably. But the only way to find out is to do it, which is as mentioned a pain in the ass. I dunno...

 

I seem to be having an issue with the expectant mother start. Gaev doesn't have any dialogue except those added by SLDialogues. Are they conflicting? 

What version of CCAS are you using? I'm pretty sure I managed to squash that bug with the last one.

It's highly unlikely that Dialogues is conflicting. I know people have complained about SL Dialogues causing problems with other mods before (Animal Mansion springs to mind), but now I'm wondering if it's just the same vanilla Skyrim bug with the dialogue engine, fixed by EZ2C. I've never noticed any problems, but I've used EZ2C for a long time now.

Anyway, I need to know which version of CCAS you have. A papyrus log, from starting the game up through trying to talk to Gaev, may also be useful.

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