karlpaws Posted December 22, 2016 Posted December 22, 2016 With spriggans, charus, falmer and such, a mod like One With Nature or Manipulator with its faction hacks could be used to toggle the enemies into friends. Let the game load you in the new area, and then go in and turn things off if needed. Relies on another mod and if someone has enough script load or other stresses, adding another mod to the mix might not be the best idea. Now as I type this, what are the chances that adding the player to the correct faction or friendly faction during that AI is Off timer instead? I don't think it is as wise to add people to the bandit faction like some mods do, since there are banditcaptive and other factions that would work better, probably. It's really quite easy to add the player to a faction or remove from a faction. The problem is, some mods (notably SD+) use this faction information to determine how to deal with your master and master's allies. Adding factions in that split second before the other mod takes over isn't a great idea, because of what might happen down the road when it's time for the mod to kick in. For example, if I teleport the player into a Falmer hive for an SD+ slavery scenario, and I don't want that split-second of aggression that can kill a player, I could add the player to the falmer faction just before teleporting. Which would work, right enough... but a split-second later when SD+ kicks in, it determines which factions the master is a member of, adds the player to that, and keeps it in memory unless the player is already a member of that faction. Later on, when the player escapes or is sold to a different master or something, it checks the list and determines that the player was already a member of the falmer faction before enslavement, so it should not remove that faction after enslavement. SD+ does this to make sure the player can be enslaved to, for example, the Companions or Stormcloaks or something without forcing the player to leave the faction when breaking free of the master. Thus, by my adding the player to the falmer faction in this scenario, once the player breaks free you'd end up permanently a member of the falmer faction. Bug reports to SD+ about failing to properly remove now. Adding to a bandit friendly faction (or other [_____] friendly faction) like you suggested is a much better idea, but there's still the issue of a mod or mods looking at this information and doing something based on it that we don't really want to do. Now, when it comes to skyrimll's mods, SD+ for example, I can listen for the modevents SD+ sends out when a player is removed from slavery, so I can force-remove from the faction or _friendly faction at that point. And just cross my fingers and hope that no other mod has done something with this information in the meantime. I dunno... the way I figure it, if someone knew of a method to dynamically scale a stability increase on older hardware with an outdated engine and multiple conflicting modifications, we'd know about it by now. Ah. Are there some mods that are more prone to issues like this than others, and do those happen to be more SD like recording and using factions, and maintained by an active and skilled modder like SkyrimLL or ... less so? Might be a solution that only works for some. Can you toggle god mod via script? Make the player invulnerable for a short time? I dunno... the way I figure it, if someone knew of a method to dynamically scale a stability increase on older hardware with an outdated engine and multiple conflicting modifications, we'd know about it by now. Well there probably are some really smart programmers that could do it, but they're liking working on silly projects like national defense, curing cancer or making sure the graphical widget on the screen during the sporting event does its thing.
Content Consumer Posted December 23, 2016 Author Posted December 23, 2016 Ah. Are there some mods that are more prone to issues like this than others, and do those happen to be more SD like recording and using factions, and maintained by an active and skilled modder like SkyrimLL or ... less so? It depends on what the mod does, really. Something like OBIS would probably be a good candidate for faction interaction issues. Civil war overhauls probably the same, I guess? Anything that does any sort of faction manipulation might cause that kind of problem. On its own, the mod will probably work just fine, but they're not generally designed to work together well. SD+ is one of the better ones, it has multiple ways of trying to deal with a situation like that. I generally shy away from mods that do that kind of thing. Consider all of the problems CCAS has caused players with the older animal starts or that dang Bandit Honeypot scenario, and you'll see why. Can you toggle god mod via script? Make the player invulnerable for a short time? I don't know if you can specifically tgm via script - my guess is, probably you can - , but it's not hard to make the player invulnerable in any case. Doing that would certainly solve some of these problems... actually, I seem to vaguely remember making plans to do that with the Spriggan Host scenario at one point. EDIT: I remember now, I dropped the idea because of an update to Stories in October. https://github.com/SkyrimLL/SkLLmods/issues/449 I haven't actually checked since then - is it still even a problem with that scenario?
PubliusNV Posted December 23, 2016 Posted December 23, 2016 I tried asking in the generic "What mod is this" thread, but got no response. So I'll try here, based on a tip from Inte. Is this the mod that adds dialogue to Farengar to ask if he has any love spells, which then prompts him to equip the PC with a DD posture collar?
xeivous Posted December 23, 2016 Posted December 23, 2016 I tried asking in the generic "What mod is this" thread, but got no response. So I'll try here, based on a tip from Inte. Is this the mod that adds dialogue to Farengar to ask if he has any love spells, which then prompts him to equip the PC with a DD posture collar? I just tested my game and even with the other stuff i got i had nothing of the sort. This mod has rather little in the way of any sort of changes outside of it's starts, and that which it does have seems to just be references to the other starts. Also Farengar isn't even touched by this mod as far as I'm aware.
PubliusNV Posted December 23, 2016 Posted December 23, 2016 Thanks, I thought it was a longshot, but since Inte suggested it I thought I'd try asking.
PubliusNV Posted December 23, 2016 Posted December 23, 2016 Would help if you had a mod list. # This file was automatically generated by Mod Organizer. Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Skyrim Project Optimization - Full Version.esm Unofficial Skyrim Legendary Edition Patch.esp Lanterns Of Skyrim - All In One - Main.esm SexLab.esm ApachiiHair.esm JSwords.esm ZaZAnimationPack.esm SexLabAroused.esm Devious Devices - Assets.esm Devious Devices - Integration.esm Devious Devices - Expansion.esm dcc-soulgem-oven-000.esm ETaC - RESOURCES.esm EFFCore.esm Schlongs of Skyrim - Core.esm HighResTexturePack01.esp HighResTexturePack02.esp HighResTexturePack03.esp Appropriately Attired Jarls Redux.esp Brawl Bugs CE.esp Paralysis.esp dD - Realistic Ragdoll Force - Realistic.esp RelightingSkyrim_Legendary.esp Chesko_LoreBasedLoadingScreens.esp RaceMenu.esp RaceMenuPlugin.esp SkyUI.esp Beards.esp Brows.esp ETaC - Complete.esp AOS.esp Guard Dialogue Overhaul.esp Weapons & Armor Fixes_Remade.esp Better Stealth AI for Followers.esp Nausicaa's Tweaker.esp FNIS.esp FISS.esp fFastTravelSpeedMult_4.esp FNIS_PCEA2.esp FNISSexyMove.esp SGEyebrows.esp 3DNPC.esp Clothing & Clutter Fixes.esp Complete Crafting Overhaul_Remade.esp Book Covers Skyrim.esp Immersive Orc Strongholds.esp NPCs Protected Redux.esp Feminine Females.esp Mighty Magick Skyrim - Main.esp SkyFalls + SkyMills + DG + DB.esp Immersive Whiterun.esp Immersive Solstheim.esp LocalizedGuildJobs.esp Point The Way.esp DungeonQuestAwarenessRedux.esp Lightweight Potions and Poisons.esp Atlas Legendary.esp Run For Your Lives.esp SMIM-Merged-All.esp SexCrime.esp xazPrisonOverhaul.esp xazPrisonOverhaul - Patch.esp Radiant and Unique Potions Poisons and BOOZE.esp SexLabSkoomaWhore.esp ETaC - Dragon Bridge South.esp Thornrock.esp Devious Cidhna.esp Svs Collection Jewelry.esp NARC.esp KS Hairdo's.esp Maevan2EyeBrows.esp Slightly Reduced Distance NPC Greetings.esp UnreadBooksGlow.esp CitrusHead - Standalone.esp Remodeled Armor - Vanilla Replacer.esp SPTConsistentOlderPeople.esp ArmoredCircletsQuickFox.esp LeatherBackpackBrownWithout-300.esp Uncapped Perks Merged.esp craftablelockpicks.esp female mannequins in homes.esp female mannequins.esp Sexier Housecarls.esp richer merchants.esp Mighty Magick Skyrim - Dragonborn.esp RaceMenuMorphsUUNP.esp SexLab_SOS-Stapon.esp UIExtensions.esp AddItemMenu.esp Devious Devices - Equip.esp SexLab_Paycrime.esp When Vampires Attack.esp SWT1.2.esp Books of Skyrim Compilation.esp Apropos.esp SexLabNudeCreatures.esp SexLabNudeCreaturesDB.esp SexLabNudeCreaturesDG.esp SPTUnlimitedAmulets.esp SPTUnlimitedAmuletsDawnguard.esp SPTUnlimitedAmuletsDragonborn.esp SPTUnlimitedRings.esp SPTUnlimitedRingsDawnguard.esp SPTUnlimitedRingsDragonborn.esp GreenWaterFix_v2withDawnguard.esp NusbieVoices.esp SlaveTats.esp chfshPlayerVoicesets.esp Waterbreathing Breathless Emerge.esp Vidani's Bag of Holding.esp SLA Monitor Widget.esp AMatterOfTime.esp Smelter_Riften & Solitude.esp Blacksmith Chests.esp The Paarthurnax Dilemma.esp SexLab Eager NPCs.esp iNeed.esp Gildergreen Regrown.esp Black Books Begone.esp BBB Scroll Rack.esp MF_RadiantProstitution.esp Remove Your.esp ETaC - Complete Atlas Patch.esp Apocalypse - The Spell Package.esp LycHairstyler.esp Devious Deviants.esp Dr_Bandolier.esp WR_EnchantingTable2.esp The Eyes Of Beauty - Elves Edition.esp SLAnimLoader.esp SLALAnimObj.esp SimplyKnock.esp Ish's Souls to Perks.esp TheEyesOfBeauty.esp Rounded Lanterns.esp Remodeled Armor - Vanilla Replacer - Dawnguard.esp Remodeled Armor - Vanilla Replacer - Dragonborn.esp MannequinStayStill.esp NPCs Protected Redux - COP.esp NPCs Protected Redux - iNPC.esp Extended Slider Colors.esp SLSW Addicted.esp ThievesGuildTrapDoor.esp SexLab TDF Aggressive Prostitution.esp TDF_AP_IndHookersPlug_In.esp SexistGuards.esp GoToBed.esp TavernAIFix.esp LSFX-Audiosettings.esp EFFDialogue.esp Grimoire.esp HDT Piercingsets.esp SexLabDefeat.esp XPMSE.esp Schlongs of Skyrim.esp SOS - Smurf Average Addon.esp SOS - VectorPlexus Muscular Addon.esp SOS - VectorPlexus Regular Addon.esp CraftableClothes.esp CFTO.esp Alternate Start - Live Another Life.esp ccas_starts.esp ETaC - Complete AS-LAL Patch.esp JaxonzMapMarkers.esp SimpleSlavery.esp Skyrim Particle Patch for ENB - Flame Atronach Fix.esp Vividian - Lanterns of Skyrim Preset.esp Vividian - Weather Patch Vanilla.esp Bashed Patch, 0.esp Edit: In the POP thread I was advised that the responsible mod is Devious Cidhna. Edit2: And I confirmed it via TES5Edit, it is indeed Devious Cidhna.
chimiz Posted December 31, 2016 Posted December 31, 2016 I like the SD+ options to allow for enslaved starts. Although the wolf cave for example is pitch black (probably my enb), and impossible to see anything. Also seems a bit hard to obtain items for the master. Any chance for a SD+ compatible Werewolf enslave start? The darkness of the cave has been a problem. It's actually quite a bit brighter than it used to be, but I could add some more lights in there. As for obtaining items for your master, you can just leave the cave... the wolf should teleport out there with you and then you can go hunting/harvesting. By SD+ compatible Werewolf enslave start, do you mean a start where you're enslaved to a werewolf? I could do that, I guess. I've been meaning to expand on those creature scenarios a bit anyway (move the "chaurus" scenario to the cave, add some other items in there), adding another one should be relatively simple. Yeah, starting off enslaved to a werewolf was what I meant. Zoning into some of the starts, example being chaurus, it takes a little bit before the faction triggers, meaning you're hostile for a bit. (I'm guessing this has something to do with script load). But maybe there's some workaround to prevent you from dying on higher difficulties before it triggers, like could some sort of damage reduction effect be applied until the script has run? I'm not sure how reliable it would be, or if there's a risk it would stay on for longer than desired though. Just a random thought.
karlpaws Posted December 31, 2016 Posted December 31, 2016 I like the SD+ options to allow for enslaved starts. Although the wolf cave for example is pitch black (probably my enb), and impossible to see anything. Also seems a bit hard to obtain items for the master. Any chance for a SD+ compatible Werewolf enslave start? The darkness of the cave has been a problem. It's actually quite a bit brighter than it used to be, but I could add some more lights in there. As for obtaining items for your master, you can just leave the cave... the wolf should teleport out there with you and then you can go hunting/harvesting. By SD+ compatible Werewolf enslave start, do you mean a start where you're enslaved to a werewolf? I could do that, I guess. I've been meaning to expand on those creature scenarios a bit anyway (move the "chaurus" scenario to the cave, add some other items in there), adding another one should be relatively simple. Yeah, starting off enslaved to a werewolf was what I meant. Zoning into some of the starts, example being chaurus, it takes a little bit before the faction triggers, meaning you're hostile for a bit. (I'm guessing this has something to do with script load). But maybe there's some workaround to prevent you from dying on higher difficulties before it triggers, like could some sort of damage reduction effect be applied until the script has run? I'm not sure how reliable it would be, or if there's a risk it would stay on for longer than desired though. Just a random thought. This might not be an option for some of the other initially-hostile starts but that cave is probably large enough that if you spawned the PC in one back corner and the Master Npc either closer to the door or far enough away, the initially hostile actor wouldn't attack the PC.
Content Consumer Posted January 1, 2017 Author Posted January 1, 2017 I had originally placed the player right next to the creature master because I was worried about triggering the "you are too far away from your master" problem, but actually there's quite a lot of give in that radius. I'll make a note to move the masters further away, maybe around a corner or something so they don't even have line of sight. I also have plans to move the spider scenario in there, and maybe the chaurus one as well. I'll just keep reusing that cave for creature master starts, I think. Re cave darkness: I've increased the ambient light considerably and changed the direction (source was pointing at the ceiling, for some weird damn reason). Should help.
zardoz1011 Posted January 5, 2017 Posted January 5, 2017 I love this mod. I wish I could figure out a way to use these alternate starts with Death Alternatives. Would love to have to start over with random starts, at the same place quest-wise and level-wise each time the character dies.
karlpaws Posted January 5, 2017 Posted January 5, 2017 I love this mod. I wish I could figure out a way to use these alternate starts with Death Alternatives. Would love to have to start over with random starts, at the same place quest-wise and level-wise each time the character dies. Do you want to start over at the same quests-never-started level or "die" and just restart at level 1 with no gear but some quests completed and others in progress. I think the first is not possible with the caveats I've read all over about setting quest stages back and advancing others via console leading to problems. The second may be possible if these alt-starts can be added into either DA and the slavery options or as their own captured options in DA. Then again... here's your salt block, cause what do I know.
zardoz1011 Posted January 5, 2017 Posted January 5, 2017 I love this mod. I wish I could figure out a way to use these alternate starts with Death Alternatives. Would love to have to start over with random starts, at the same place quest-wise and level-wise each time the character dies. Do you want to start over at the same quests-never-started level or "die" and just restart at level 1 with no gear but some quests completed and others in progress. I think the first is not possible with the caveats I've read all over about setting quest stages back and advancing others via console leading to problems. The second may be possible if these alt-starts can be added into either DA and the slavery options or as their own captured options in DA. Then again... here's your salt block, cause what do I know. Well unless I do not understand how the Alternate Start mod works, I just want to have the character stripped of all non-quest items and teleported back to the room where you choose where you start your adventure. Basically starting again with nothing, but having the same character.
karlpaws Posted January 5, 2017 Posted January 5, 2017 Well unless I do not understand how the Alternate Start mod works, I just want to have the character stripped of all non-quest items and teleported back to the room where you choose where you start your adventure. Basically starting again with nothing, but having the same character. Usually an alt start is taking the normal start at 0 and just not starting some of the usual main quest threads, or starting them and progressing to certain points but not starting the usual "step 2". DA interrupts your normal death sequence, starts and puts you on a quest that either ends shortly or leads you to recovering any "stolen" belongings.. an alternate prison sequence in a sense. You could have options (and I think there are a few) that take all of your non-quest items and leave you with rags. The problem would come from resetting quests... and I think the Mara statue in the LAL cell is a one shot kind of thing so teleporting back to it wouldn't really work without duplicating it for return trips.
zardoz1011 Posted January 5, 2017 Posted January 5, 2017 Well unless I do not understand how the Alternate Start mod works, I just want to have the character stripped of all non-quest items and teleported back to the room where you choose where you start your adventure. Basically starting again with nothing, but having the same character. Usually an alt start is taking the normal start at 0 and just not starting some of the usual main quest threads, or starting them and progressing to certain points but not starting the usual "step 2". DA interrupts your normal death sequence, starts and puts you on a quest that either ends shortly or leads you to recovering any "stolen" belongings.. an alternate prison sequence in a sense. You could have options (and I think there are a few) that take all of your non-quest items and leave you with rags. The problem would come from resetting quests... and I think the Mara statue in the LAL cell is a one shot kind of thing so teleporting back to it wouldn't really work without duplicating it for return trips. That might be true actually. I was envisioning the Mara statue as just selecting the specific cell that you are sent to when you activate the bed. If it messes with much more than that, then my suggestion would not be so simple.
Content Consumer Posted January 5, 2017 Author Posted January 5, 2017 I love this mod. I wish I could figure out a way to use these alternate starts with Death Alternatives. Would love to have to start over with random starts, at the same place quest-wise and level-wise each time the character dies. Do you want to start over at the same quests-never-started level or "die" and just restart at level 1 with no gear but some quests completed and others in progress. I think the first is not possible with the caveats I've read all over about setting quest stages back and advancing others via console leading to problems. The second may be possible if these alt-starts can be added into either DA and the slavery options or as their own captured options in DA. Then again... here's your salt block, cause what do I know. Well unless I do not understand how the Alternate Start mod works, I just want to have the character stripped of all non-quest items and teleported back to the room where you choose where you start your adventure. Basically starting again with nothing, but having the same character. Well unless I do not understand how the Alternate Start mod works, I just want to have the character stripped of all non-quest items and teleported back to the room where you choose where you start your adventure. Basically starting again with nothing, but having the same character. Usually an alt start is taking the normal start at 0 and just not starting some of the usual main quest threads, or starting them and progressing to certain points but not starting the usual "step 2". DA interrupts your normal death sequence, starts and puts you on a quest that either ends shortly or leads you to recovering any "stolen" belongings.. an alternate prison sequence in a sense. You could have options (and I think there are a few) that take all of your non-quest items and leave you with rags. The problem would come from resetting quests... and I think the Mara statue in the LAL cell is a one shot kind of thing so teleporting back to it wouldn't really work without duplicating it for return trips. That might be true actually. I was envisioning the Mara statue as just selecting the specific cell that you are sent to when you activate the bed. If it messes with much more than that, then my suggestion would not be so simple. Live Another Life does a lot more than setting equipment and teleporting the player, actually. Between the statue, the bed, and the cell where you end up, a whole bunch of stuff is going on behind the scenes. Trying to reset the quest(s) is potentially hazardous to your game. Not fatally so - I don't think it would cause crashes or anything - but it might permanently screw up the main quest. I don't know, though, I've never tried doing that actually. For all I know it would work just fine. The good news is, I think it would be possible to rewrite my main script from scratch to allow for this. A couple of "do this only once" checks, as well as moving sections from the main script into ~70 smaller scripts, should fix these potential issues. At that point, adding in Death Alternative should be possible. The bad news is, most of these scenarios won't work (thematically at any rate) with Death Alternative. Something like the Vampire Larder would be just fine, but many (most?) of them just won't go. Defeated by vampires and sent to a cell is fine, but bandit honeypot? Novice of Dibella? Angrim's Apprentice? I don't see it working out. Besides which, even those that would be relatively easy to add DA functionality to would require enough of a rewrite that it'd basically be an entirely different scenario. Egg Factory, or the Succubus starts for instance. Even then, my gut tells me that some scenarios just plain wouldn't work with Death Alternative, particularly those with well-developed questlines. Take Things in the Dark or Trapped in Rubber for example - restarting those quests midway through or even after they're finished would probably require a fundamental rewrite of those mods. Something those authors may end up doing on their own, but certainly not something I can do. In truth, a Death Alternative version would be better off as a completely separate mod. tl,dr: I'll look into it, but no promises, and even then probably not for most of these scenarios.
zardoz1011 Posted January 5, 2017 Posted January 5, 2017 I love this mod. I wish I could figure out a way to use these alternate starts with Death Alternatives. Would love to have to start over with random starts, at the same place quest-wise and level-wise each time the character dies. Do you want to start over at the same quests-never-started level or "die" and just restart at level 1 with no gear but some quests completed and others in progress. I think the first is not possible with the caveats I've read all over about setting quest stages back and advancing others via console leading to problems. The second may be possible if these alt-starts can be added into either DA and the slavery options or as their own captured options in DA. Then again... here's your salt block, cause what do I know. Well unless I do not understand how the Alternate Start mod works, I just want to have the character stripped of all non-quest items and teleported back to the room where you choose where you start your adventure. Basically starting again with nothing, but having the same character. Well unless I do not understand how the Alternate Start mod works, I just want to have the character stripped of all non-quest items and teleported back to the room where you choose where you start your adventure. Basically starting again with nothing, but having the same character. Usually an alt start is taking the normal start at 0 and just not starting some of the usual main quest threads, or starting them and progressing to certain points but not starting the usual "step 2". DA interrupts your normal death sequence, starts and puts you on a quest that either ends shortly or leads you to recovering any "stolen" belongings.. an alternate prison sequence in a sense. You could have options (and I think there are a few) that take all of your non-quest items and leave you with rags. The problem would come from resetting quests... and I think the Mara statue in the LAL cell is a one shot kind of thing so teleporting back to it wouldn't really work without duplicating it for return trips. That might be true actually. I was envisioning the Mara statue as just selecting the specific cell that you are sent to when you activate the bed. If it messes with much more than that, then my suggestion would not be so simple. Live Another Life does a lot more than setting equipment and teleporting the player, actually. Between the statue, the bed, and the cell where you end up, a whole bunch of stuff is going on behind the scenes. Trying to reset the quest(s) is potentially hazardous to your game. Not fatally so - I don't think it would cause crashes or anything - but it might permanently screw up the main quest. I don't know, though, I've never tried doing that actually. For all I know it would work just fine. The good news is, I think it would be possible to rewrite my main script from scratch to allow for this. A couple of "do this only once" checks, as well as moving sections from the main script into ~70 smaller scripts, should fix these potential issues. At that point, adding in Death Alternative should be possible. The bad news is, most of these scenarios won't work (thematically at any rate) with Death Alternative. Something like the Vampire Larder would be just fine, but many (most?) of them just won't go. Defeated by vampires and sent to a cell is fine, but bandit honeypot? Novice of Dibella? Angrim's Apprentice? I don't see it working out. Besides which, even those that would be relatively easy to add DA functionality to would require enough of a rewrite that it'd basically be an entirely different scenario. Egg Factory, or the Succubus starts for instance. Even then, my gut tells me that some scenarios just plain wouldn't work with Death Alternative, particularly those with well-developed questlines. Take Things in the Dark or Trapped in Rubber for example - restarting those quests midway through or even after they're finished would probably require a fundamental rewrite of those mods. Something those authors may end up doing on their own, but certainly not something I can do. In truth, a Death Alternative version would be better off as a completely separate mod. tl,dr: I'll look into it, but no promises, and even then probably not for most of these scenarios. Wow thank you for the detailed response! Is there a way to manually teleport to the starting room? If the Statue of Mara works a second time, that itself might work for my needs.
karlpaws Posted January 5, 2017 Posted January 5, 2017 Wow thank you for the detailed response! Is there a way to manually teleport to the starting room? If the Statue of Mara works a second time, that itself might work for my needs. Well, the Abandoned Prison is an actual location, east of Valtheim Towers and north ish of Fort Amol or so. I could get a map location if you cannot find it. That is how the "I want to escape this cell" option works.. it just opens the door and lets you tie into the little story of the prison (there are a few journals and notes left behind by guards and other prisoners in that place. You should take a look once at least). I think the LAL author set up the mod so that the bed and Mara statue is disabled when you sleep in the bed to activate any start to prevent wandering back down there and trying to pick another one. That was the thought behind my "Mara statue a one shot thing" as much as the scripts firing to start stuff, with a "do once" conditional... the way CC mentioned he did his.
Content Consumer Posted January 5, 2017 Author Posted January 5, 2017 Wow thank you for the detailed response! Is there a way to manually teleport to the starting room? If the Statue of Mara works a second time, that itself might work for my needs. Well, the Abandoned Prison is an actual location, east of Valtheim Towers and north ish of Fort Amol or so. I could get a map location if you cannot find it. That is how the "I want to escape this cell" option works.. it just opens the door and lets you tie into the little story of the prison (there are a few journals and notes left behind by guards and other prisoners in that place. You should take a look once at least). I think the LAL author set up the mod so that the bed and Mara statue is disabled when you sleep in the bed to activate any start to prevent wandering back down there and trying to pick another one. That was the thought behind my "Mara statue a one shot thing" as much as the scripts firing to start stuff, with a "do once" conditional... the way CC mentioned he did his. I don't know if the "coc" command would take you directly to that room (my guess is, probably not), but you could try "coc AbandonedPrison01" But yeah, it won't do you any good, because the Mara statue disappears after sleeping in the bed the first time. EDIT: If you're looking for some more DA scenarios, try Death Alternative - Captured.
Wyvern65 Posted January 6, 2017 Posted January 6, 2017 Odd issue with the chewtoy start. My character serviced both dogs and left, and the quest ended - that was fine. Many hours later in the playthrough I was doing the Heart of Dibella quest. Went into the room at the top of the keep and killed the briar heart. To my surprise, when I went to get the loot chest I was force greeted by a Master who told me about a sacrifice and gave me the chance to have sex to get out of it. I've also killed 2 assassins that have attacked me thus far carrying contracts from Master E, who I assume is the same dude (and who was quite dead by that point.) Now this is my first time using the mod, and I've not done the 'Forsworn' start (nor do I have any other story or quest mods like A Forsworn Story installed) so I'm assuming something glitched and the contents of the forsworn start are active even though I didn't select it. Whether it's something screwy on my end or a bug in the scripting I don't know. Not a huge deal, just amusing, and something you might want to look into. NB - I noticed while I was searching for known bugs that a few pages back you posted a fix for the chewtoy start - I did NOT download or use that fix, just used the mod from the download page. Maybe this bug is fixed in that already?
Content Consumer Posted January 6, 2017 Author Posted January 6, 2017 Odd issue with the chewtoy start. My character serviced both dogs and left, and the quest ended - that was fine. Many hours later in the playthrough I was doing the Heart of Dibella quest. Went into the room at the top of the keep and killed the briar heart. To my surprise, when I went to get the loot chest I was force greeted by a Master who told me about a sacrifice and gave me the chance to have sex to get out of it. I've also killed 2 assassins that have attacked me thus far carrying contracts from Master E, who I assume is the same dude (and who was quite dead by that point.) Now this is my first time using the mod, and I've not done the 'Forsworn' start (nor do I have any other story or quest mods like A Forsworn Story installed) so I'm assuming something glitched and the contents of the forsworn start are active even though I didn't select it. Whether it's something screwy on my end or a bug in the scripting I don't know. Not a huge deal, just amusing, and something you might want to look into. NB - I noticed while I was searching for known bugs that a few pages back you posted a fix for the chewtoy start - I did NOT download or use that fix, just used the mod from the download page. Maybe this bug is fixed in that already? Oops... nope, that bug isn't fixed yet, that's an oversight on my part. Those extra Forsworn in the tower should be disabled, but I forgot to do so. I'll make a note to fix it. I don't know where the assassins with a contract from Master E are coming from. I did look it up once, but forgot. It isn't this mod though, and I'm *pretty* sure I never made anything like that - but I have a wicked headache right now, so I could be forgetting something.
chaimhewast Posted January 6, 2017 Posted January 6, 2017 Quick Google says that the "Master E" assassins are from Populated Lands Roads Paths.
KingJones123 Posted January 7, 2017 Posted January 7, 2017 I've found a bug I can't start any of the Alternate starts in this mod it's on the bottom of my load order, I really need help. can someone point out how to help me please.
PubliusNV Posted January 7, 2017 Posted January 7, 2017 I've found a bug I can't start any of the Alternate starts in this mod it's on the bottom of my load order, I really need help. can someone point out how to help me please. 1) It's not a bug, you've got a problem with your install. 2) You haven't posted your load order, so we can't tell what you might have done wrong. 3) You haven't told us whether you have installed all the prerequisite mods, they are listed in the first post of this forum thread.
KingJones123 Posted January 7, 2017 Posted January 7, 2017 00 Skyrim.esm 01 Update.esm 02 Dawnguard.esm 03 HearthFires.esm 04 Dragonborn.esm 05 Unofficial Skyrim Legendary Edition Patch.esp [Version 3.0.3] 06 ApachiiHair.esm 07 ApachiiHairFemales.esm 08 BeeingFemale.esm [Version 2.7] 09 SleepingDangers-SandsofTime.esp 0A Unofficial Skyrim Modders Patch.esp 0B Campfire.esm 0C SexLab.esm [Version 1.61] 0D Devious Devices - Assets.esm [Version 2.8.3] 0E SexLabAroused.esm [Version 2.6] 0F ZaZAnimationPack.esm 10 Devious Devices - Integration.esm 11 Devious Devices - Expansion.esm 12 PSQ PlayerSuccubusQuest.esm 13 SexLab - Sexual Fame [sLSF].esm 14 daymoyl.esm 15 LevelersTower.esm 16 MagicDuel.esm 17 hdtHighHeel.esm 18 PubicMeshColorRE.esm 19 Schlongs of Skyrim - Core.esm 1A Havok Breast Physic.esm 1B TouringCarriages.esp 1C Skyrim Audio overhaul.esp 1D Populated Skyrim Legendary.esp 1E Rebirth Monster.esp 1F Thunderchild - Epic Shout Package.esp 20 System Overhual mod.esp 21 Sweetroll Randomization Act.esp 22 RealisticNeedsandDiseases.esp 23 NewHeelsAutumn.esp 24 NonSexLabAnimationPack.esp 25 PC Head Tracking - MCM.esp 26 PC Head Tracking - Patch.esp 27 PSQ ERF Animated Wings.esp 28 racemenu.esp 29 RaceMenuMorphsCBBE.esp 2A racemenuplugin.esp 2B Real Flying.esp 2C SL Deadly Drain.esp 2D SLAnimLoader.esp 2E SexLabDefeat.esp 2F SexLabNudeCreatures.esp 30 SexLabNudeCreaturesDB.esp 31 SexLabNudeCreaturesDG.esp 32 SexLabSexBounty.esp 33 ShowRaceMenuAlternative.esp 34 SkyDie.esp 35 Skyrim Shadows and FPS Fix.esp 36 SmartCast_1_0.esp [Version 1.0] 37 Stinger.esp 38 SuccubusLife.esp 39 TDNEquipableHorns.esp 3A Tenebrae.esp [Version 1.2] 3B Tentapalooza.esp 3C TrololoSneakAttack.esp 3D UIExtensions.esp 3E UsefulDogs.esp 3F VioLens.esp [Version 2.11] 40 ZaZHDTWorkshop.esp 41 unlimited rings multilingual.esp 42 yield.esp 43 zzEstrus.esp 44 SRA Hearthfire Add-on.esp 45 SkyUI.esp 46 SlaveTats.esp 47 SGEyebrows.esp 48 NPC Body Scale Randomizer.esp 49 SexLab_SOS-Stapon.esp 4A Remodeled Armor - Underwear.esp 4B Remodeled Armor - Vanilla Replacer - Dawnguard.esp 4C Remodeled Armor - Vanilla Replacer - Dragonborn.esp 4D RND_Dawnguard-Patch.esp 4E RND_Dragonborn-Patch.esp 4F WetandCold.esp 50 WetandCold - Ashes.esp 51 more craftables.esp 52 SexLab-Stories.esp 53 SimpleSlavery.esp 54 Slaverun_Reloaded.esp 55 Remodeled Armor - Vanilla Replacer.esp 56 RND_HearthFires-Patch.esp 57 pokemonspells.esp 58 SexLab-StoriesDevious.esp 59 P1FlyingRing.esp 5A SlowtimeSlower.esp 5B RailLight.esp 5C nolevellimitconquestofskyrim.esp 5D SwimmingEnemies.esp 5E PCEA - 0 - DG and DB DLC - All Races.esp 5F Schlongs of Skyrim.esp 60 SOS - Shop.esp 61 WheelsOfLull.esp 62 sheogorath_shout.esp 63 Nuclear Spell.esp 64 ShoutTravel.esp 65 SexLab_MindControl.esp 66 PortableDwavenShelter.esp 67 SexLab Eager NPCs.esp 68 vMYC_MeetYourCharacters.esp 69 My Home Is Your Home.esp 6A vanishspell.esp 6B xd99cheats.esp 6C TrueEyes of Beauty.esp 6D portable hole.esp 6E serana dragonborn2.esp 6F Predator Vision.esp 70 Non-hostile Vampires 1_1.esp 71 PSQ RND.esp 72 NPC Bartering.esp 73 SimplyKnock.esp 74 sweetrollshout.esp 75 SOS - Smurf Average Addon.esp 76 SOS - VectorPlexus Muscular Addon.esp 77 SOS - VectorPlexus Regular Addon.esp 78 WetFunction.esp 79 XPMSE.esp 7A SOSRaceMenu.esp 7B mxmaxallskills.esp 7C CollegeOfWinterholdImmersive.esp 7D Immersive Citizens - AI Overhaul.esp 7E fasttraveleverywhereincdlc.esp 7F Immersive Sounds - Compendium.esp 80 Aetherius Magic 2.0.esp 81 betterbreezehome.esp 82 Havok Breast Physic.esp 83 marriagemod - alpha v3.esp 84 epiccreaturesskyrim.esp 85 Clockwork.esp 86 HentaiCreatures.esp 87 Items Merged V2 part 1.esp 88 Items Merged V2 part 2.esp 89 Items Merged V2 part 3.esp 8A AmazingFollowerTweaks.esp 8B Inconsequential NPCs.esp 8C Frostfall.esp 8D Atlas Legendary.esp 8E Hunterborn.esp 8F levelingmerchantswallets.esp 90 Immersive Patrols II.esp 91 jh_people2.esp 92 Lucky Blocks.esp 93 fairy tail music replacer part1.esp 94 fairy tail music replacer part2.esp 95 allmarkersvisible_dawn_en.esp 96 dragonslayer.esp 97 MJP_Schwarzenegger.esp 98 Better Vampires.esp 99 BatTravel.esp 9A Extended Slider Colors.esp 9B masterofthevoice.esp 9C Devils Fruit 2.0.esp 9D daymoyl_DawnguardAddon.esp 9E MilkModNEW.esp 9F Midas Magic Expanded.esp A0 Follower Neisa.esp A1 cheeseshout.esp A2 jutsu.esp A3 Additional Shouts-Restore Life.esp A4 DuSuMo.esp A5 MF_RadiantProstitution.esp A6 Brevi_MoonlightTales.esp A7 Equipping Overhaul.esp A8 100xcarryweight.esp A9 AddItemMenu.esp AA alduinwing.esp AB Animated Dragon Wings.esp AC BeeingFemaleBasicAddOn.esp AD Bijin NPCs.esp AE jh_dawnguard.esp AF Bijin Warmaidens.esp B0 JH_dragonborn.esp B1 Bijin Wives.esp B2 Blaze Of Eventide.esp B3 Blush When Aroused.esp B4 CircleSword.esp B5 ContinueGameNoCrash.esp B6 a tale of tongues - standard unbound.esp B7 Hakari.esp B8 DBZKaioken.esp B9 DBZKiBlastAuto.esp BA DBZMagc.esp BB DBZmultidestructodisc.esp BC DSAMG - Greybeard Fix.esp BD DSAMG - Miraak Music Fixes.esp BE DbzKiBlast.esp BF DeadlyDragons.esp C0 Dragon Combat Overhaul.esp C1 FNIS.esp C2 FNISSexyMove.esp C3 FNIS_PCEA2.esp C4 FixCombatMusic.esp C5 GR123 Healing Shout.esp C6 HDT Maid Outfit.esp C7 HeartBreaker.esp [Version 3.3] C8 Immersive Speechcraft.esp C9 JaxonzMCMKicker.esp CA Jugs.esp CB KS Hairdos - HDT.esp CC LootandDegradation.esp CD MHYH_RentRoomFollower.esp CE MilkModNEW ZaZ.esp CF MoreNastyCritters.esp D0 _jumprunchanger.esp D1 Devious Deviants.esp D2 Kamehameha.esp D3 abundant enchantments.esp D4 bigbangattack.esp D5 bm_SimpleAction.esp D6 conjuregold.esp D7 ktxcompleteskyforge.esp D8 cowdeath.esp D9 FNISspells.esp DA haaax.esp DB kvn.esp DC dD - Enhanced Blood Main.esp DD dD - Realistic Ragdoll Force - Realistic.esp DE multifollowerlite.esp DF JaxonzUtilities.esp E0 god ring.esp E1 InfernoStormShout.esp ++ levelfast.esp E2 mastersprinter.esp E3 montyxaddperkpoints.esp ++ mxlevelupallperks.esp E4 HDTPhysicsWeaponSling.esp E5 ImmersiveFP.esp E6 banditfemale.esp E7 jh_ELF.esp E8 JH_Companion.esp E9 12FemaleBrows.esp ++ HDT Maid Outfit Slot Change.esp EA glowing-enemies-wellsantos.esp EB Alduin the Ultimate Dragon Boss.esp EC MonnoBikini.esp ED change_children_to_adult.esp EE HumanoidVampires.esp EF VLW_Hybrid.esp F0 explosivechickens.esp F1 chickenshout.esp F2 CollectBodies.esp F3 Deadly Traps.esp F4 Havok Breast Physic Dragonborn.esp F5 Havok Breast Physic Dawnguard.esp F6 Bathing in Skyrim - Main.esp F7 Bathing in Skyrim - Hunterborn.esp F8 Dead Body Collision.esp F9 Bashed Patch, 0.esp FA Alternate Start - Live Another Life.esp [Version 3.1.4] FB Alternate Start - Live A Deviant Life.esp FC da_alternate_start_extension.esp FD ASIS-Dependency.esp FE ccas_starts.esp This is my load order CCAS_starts is at the bottom, you can clearly see everything in it can you help. ( I have the newest version of SEXLAB even thou it doesn't say it. I posted this before I checked everything, SexLab Framework V1.62 is installed. Everything els is exactly the same.)
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