VirginMarie Posted February 13, 2021 Author Posted February 13, 2021 1 hour ago, nasgektw said: I'm stuck at the first "spank a thief for dibella"... There is no thief at the marker no matter how many time I ask for a new location... Anyone has an idea how to complete the quest or what could be the problem ? You have asked the NPC for a new location, she successfully says she gave you one. You make sure the selected active quest in your journal is "Spank a thief"... Has the location changed since the previous one? There is a map marker on the map? (if not it would be in Solstheim which is the main reason you get the option to ask for a new location) What do you see at the map marker when you get there, if no NPC? Any chance that maybe you have a corrupt save (see Golden Rule for more detail) ? What version of DD are you using? If you upgraded DD recently, did you start a new game?
nasgektw Posted February 13, 2021 Posted February 13, 2021 1. The location changes correctly 2. The map marker appears when I select the quest 3. There usually is bandits at location but the floating marker stays once I have killed everyone and the quest does not complete 4. I tried loading a previous save 5. I'm using last versions of mods with a fresh game
VirginMarie Posted February 13, 2021 Author Posted February 13, 2021 43 minutes ago, nasgektw said: 1. The location changes correctly 2. The map marker appears when I select the quest 3. There usually is bandits at location but the floating marker stays once I have killed everyone and the quest does not complete 4. I tried loading a previous save 5. I'm using last versions of mods with a fresh game Then it all checks out as expected. Loading a previous save does not rule out a corrupt save as the corruption could have started many saves back. I'm focused on this because it's the only thing that I know of that could cause this. I have no other ideas to try. Note that I don't recommend using DD5. Sounds like you are using it. But this is not causing your current problem. The "floating marker" is produced using Skyrim's built in random NPC selector. This mod is not picking an NPC itself. Skyrim's own feature has given you an invisible/non-existent NPC to kill, and since you can't kill it, you won't progress the quest. I suppose beyond a corrupt save, there could be another mod changing bandit camps or something like that. There's no safe way to "setstage" your way out of quests in this mod, as this mod relies on data that is beyond setstage, so you would just make things worse. Also if you do have a corrupt save, its going to show its ugly results in other ways sooner or later. If you do end up starting over with a new save, the MCM Misc Tab has a "Skip initial Story" option that will take you to the point in the story where you have your first rebirth, which is not too far in the future from where you are now. You'd be missing a small bit of the story if you did this (i.e. if its your first time with this mod).
nasgektw Posted February 13, 2021 Posted February 13, 2021 I'll try to ask few random new locations to the NPC just to be sure. If it is caused by another mod changing some NPC, it should work eventually. I'll post the result. Thanks a lot for your fast replies EDIT : After the 6th try, the marker was finally on a valid NPC I think it was due to a mod which add random encounters and may makes NPC fight each others.
VirginMarie Posted February 14, 2021 Author Posted February 14, 2021 22 hours ago, nasgektw said: After the 6th try, the marker was finally on a valid NPC I think it was due to a mod which add random encounters and may makes NPC fight each others. I could check and confirm, then list that mod as a conflict, if you tell me it's name.
nasgektw Posted February 14, 2021 Posted February 14, 2021 I'm thinking about "Immersive Patrols" but I also have "Interesting NPCs" and "Immersive Citizens - AI Overhaul" I don't have time to test a fresh game without those mods so I'm not 100% sure.
darthnoldor Posted February 25, 2021 Posted February 25, 2021 Hi Freinds, I can make this mod working with SPECIAL EDITION with some modification? I hope... ?
VirginMarie Posted February 25, 2021 Author Posted February 25, 2021 10 minutes ago, darthnoldor said: Hi Freinds, I can make this mod working with SPECIAL EDITION with some modification? I hope... ? FAQ 18
darthnoldor Posted February 26, 2021 Posted February 26, 2021 On 2/25/2021 at 6:07 AM, VirginMarie said: FAQ 18 Thanks ?
VirginMarie Posted February 27, 2021 Author Posted February 27, 2021 Toys Alpha 2 has been released Toys (a new framework) We are getting close to Shout Like a Virgin, for Toys Beta, as this is now my main focus.
PiercingDreams Posted March 10, 2021 Posted March 10, 2021 Hi, I've forgotten, how do you visit Nocturnal to report?
VirginMarie Posted March 10, 2021 Author Posted March 10, 2021 27 minutes ago, PiercingDreams said: Hi, I've forgotten, how do you visit Nocturnal to report? Worship any Shrine of a Daedric whom you've earned trust with. The first one is Clavicus Vile's Shrine in Haemar's Shame.
PiercingDreams Posted March 10, 2021 Posted March 10, 2021 1 hour ago, VirginMarie said: Worship any Shrine of a Daedric whom you've earned trust with. The first one is Clavicus Vile's Shrine in Haemar's Shame. Thanks for the help, but I also forgot how to worship at a Daedric Shrine.
VirginMarie Posted March 10, 2021 Author Posted March 10, 2021 1 hour ago, PiercingDreams said: Thanks for the help, but I also forgot how to worship at a Daedric Shrine. FAQ #5
PiercingDreams Posted March 10, 2021 Posted March 10, 2021 1 hour ago, VirginMarie said: FAQ #5 Thank you, right under my nose.
Lupine00 Posted March 11, 2021 Posted March 11, 2021 It may well have been explained before, but I admit, I'm very lazy and read the mod front page, this page, and one other page I found a link to ... How will Toys-based mods - such as updated SLAV - avoid being broken by the DD5 filtering if the player has DD5 installed as well as Toys? Is the answer simply ... they won't? A point was raised about patching SexLab so that it doesn't fire the mod events that DD relies on - which would also break some mods, differently, but they too could be patched. This seems to have been rejected as Ashal would not do it, but ... SLSO. This seems like one viable option, that might help encourage DD5 to stop being so obstructive about its filter. Just a wild guess, but SLAV wasn't the intended recipient of this persistent eye-poking gesture. Another issue in DD4, that I doubt has improved in DD5 is that DD (almost) constantly resets the player control mask to settings of its own choosing. This forces mods that want to disable player controls to perform elaborate contrivances, or set DontMove to true, which locks the camera and is horrible. That horrid behavior should always have had an override hook, and doesn't. I haven't even downloaded DD5 yet, so I wouldn't know what it does, but I'm guessing it does the exact same thing and runs its own control mask update whenever it feels like it, with no way to disable, override, or interoperate with it? How does SLAV work around that currently?
VirginMarie Posted March 11, 2021 Author Posted March 11, 2021 1 hour ago, Lupine00 said: How will Toys-based mods - such as updated SLAV - avoid being broken by the DD5 filtering if the player has DD5 installed as well as Toys? Is the answer simply ... they won't? Ashal told me during a group PM, that he will add a feature to Sexlab, giving the option for a mod to ask for a "private thread". This would prevent DD's interruption. But no sign of that work getting done, and no reply to my inquiries on timing. Indeed, without something like that, DD will continue to interrupt any sexlab scene that any mod calls for, if any DDs are present. The calling mod can be one that is not even DD-aware, yet it will still have its Sexlab scenes altered. A very wrong design on DD's part. In some SlaV cases people will choose to run with no DD, so then no problem, or you can chose to avoid wearing DDs even if its installed. If DD is installed but but you wear no DD, there is no interruption. In the case of SLaV many (I'd guess 30-60%) play it as a sort of standalone playthrough anyhow. I have always had a backup plan, for if Ashal does not deliver. After V1 Toys is released, if no solution from Ashal, Toys will get a feature that "plays" the animation scene, replacing that component of Sexlab, while still letting Sexlab do all the other supporting functions. Instead of any patching at all, Toys would take on that role and make calls to Sexlab's internals. Sexlab can still setup the scene and the actor, deal will all the settings, deal with all the animations registration, but Toys will take over the role of playing the scene, thus no DD interruption and some other benefits/improvements, tailored for what is good for Toys, including a different more flexible approach to optionally filtering animations. In theory, I can do this, time will tell Quote A point was raised about patching SexLab so that it doesn't fire the mod events that DD relies on - which would also break some mods, differently, but they too could be patched. I almost released exactly that, back when I had Devious Deadra going on. Quote Another issue in DD4, that I doubt has improved in DD5 is that DD (almost) constantly resets the player control mask to settings of its own choosing. No changes to that at all I think, that probably has remained the same since version 1 or 2 of DD. Quote This forces mods that want to disable player controls to perform elaborate contrivances, or set DontMove to true, which locks the camera and is horrible. That horrid behavior should always have had an override hook, and doesn't. I haven't even downloaded DD5 yet, so I wouldn't know what it does, but I'm guessing it does the exact same thing and runs its own control mask update whenever it feels like it, with no way to disable, override, or interoperate with it? How does SLAV work around that currently? SlaV begins and ends all scenes that require control of the controls, by calling InitSceneStart() and a InitSceneEnd(). So it does its own controls, but then sets them back to skyrim vanilla. Toys has made those functions public, and SLaV 8 callls them there. These same functions take care of "busy" state too, so if 2 mods use them, they become aware of each other's busy status and wont clobber each other. 1
kohlteth Posted March 11, 2021 Posted March 11, 2021 From your FAQ's " Following LE release, both Toys and this mod will be ported to to SE. This could take a month. The SE versions will release on the same day BEST NEWS EVER!! I loved this on Oldrim when I first started it, obviously it has grown a lot since then, but I use SSE now as oldrim was just too unstable and the memory shortages meant very limited on Mod's I could have. SOOO looking forward as I am sure are many as SLaV is an epic mod!!
VirginMarie Posted March 11, 2021 Author Posted March 11, 2021 1 hour ago, kohlteth said: From your FAQ's " Following LE release, both Toys and this mod will be ported to to SE. This could take a month. The SE versions will release on the same day BEST NEWS EVER!! I loved this on Oldrim when I first started it, obviously it has grown a lot since then, but I use SSE now as oldrim was just too unstable and the memory shortages meant very limited on Mod's I could have. SOOO looking forward as I am sure are many as SLaV is an epic mod!! I will update that FAQ once I'm sure, but the plan has most likely changed. We are going to have a Beta 1 Toys out this weekend. Toys and SLaV will most likely release for both LE and SE on the same day, at the expense of the LE being a little later.
isaactevess1 Posted March 12, 2021 Posted March 12, 2021 Good day. I don’t mean to sound like an idiot, but I don’t know what to do with branding. After the first punishment, the next time the character does not cling to the vertical stock - he immediately knocks out of the furniture. What to do? I don't know how to solve this. I looked in the topic, but did not find anything similar (or I'm just blind). Please help, preferably as early as possible. And then I already broke my head with how to fix it. I tried everything that came into my head. Even if there are banal ideas, write anyway. I could well have missed something like that.
isaactevess1 Posted March 12, 2021 Posted March 12, 2021 So, apparently I almost got to the reason. When I turned on the AI in the MCM ZAZ animations, the character began to move somewhere constantly. I could not grasp the reason for this behavior. In the premises, the character simply winds circles. Is there any way I can get this leash off?
VirginMarie Posted March 12, 2021 Author Posted March 12, 2021 50 minutes ago, isaactevess1 said: So, apparently I almost got to the reason. When I turned on the AI in the MCM ZAZ animations, the character began to move somewhere constantly. I could not grasp the reason for this behavior. In the premises, the character simply winds circles. Is there any way I can get this leash off? Use the Test Installation feature on this mod's MCM's first tab to insure your installation for animation is good. If that fails, follow it's instructions For the leash, if you think its stuck on you, you could try Player Reset in the this Mod's MCM, Misc tab. Or maybe ZAP has similar to remove the leash? If the leash is really your source, I don't think Player Reset in the mod can help. It would be an issue to solve within ZAP. If you used that feature only recently, trying a save before using it could help troubleshooting I don't knw much about the ZAP leash, or if it could be related. First time anyone has asked about that, or had problems staying in the Branding Device of Doom For more help, I could use a much more detailed description of the problem, of exactly how the events occur and go wrong. Screenshot to go along with that would help This could also be caused by a corrupt save. See Golden Rule for that. It would also be good to walk through the steps in Trouble Shooting #3 (same link). It could be corrupt also, by, for example, installing DD5 and NOT starting a new game
isaactevess1 Posted March 12, 2021 Posted March 12, 2021 10 minutes ago, VirginMarie said: Use the Test Installation feature on this mod's MCM's first tab to insure your installation for animation is good. If that fails, follow it's instructions For the leash, if you think its stuck on you, you could try Player Reset in the this Mod's MCM, Misc tab. Or maybe ZAP has similar to remove the leash? If the leash is really your source, I don't think Player Reset in the mod can help. It would be an issue to solve within ZAP. If you used that feature only recently, trying a save before using it could help troubleshooting I don't knw much about the ZAP leash, or if it could be related. First time anyone has asked about that, or had problems staying in the Branding Device of Doom For more help, I could use a much more detailed description of the problem, of exactly how the events occur and go wrong. Screenshot to go along with that would help This could also be caused by a corrupt save. See Golden Rule for that. It would also be good to walk through the steps in Trouble Shooting #3 (same link). It could be corrupt also, by, for example, installing DD5 and NOT starting a new game Unfortunately the ZAP menu doesn't help. At least I haven't seen the character leash controllers. I tried to figure out the reasons for this behavior, but to no avail. Apparently you will have to create a new game. There is no other option. Well, in general, I described the situation completely. The character just walks back and forth for no reason. Anywhere. There is no clear goal. And I can't figure out why, because I caught the problem closer to the beginning of the branding problems. I can't figure out why the AI is taking the character somewhere. I also feel like I had the same problem a few years ago. And I was advised some kind of cheat to reset the AI of the character. I should have written it down ))))0. Maybe someone else in the subject will tell you thoughts... All the same, there is even a purely interest in how the AI disappears altogether.
VirginMarie Posted March 12, 2021 Author Posted March 12, 2021 36 minutes ago, isaactevess1 said: Unfortunately the ZAP menu doesn't help. At least I haven't seen the character leash controllers. I tried to figure out the reasons for this behavior, but to no avail. Apparently you will have to create a new game. There is no other option. Well, in general, I described the situation completely. The character just walks back and forth for no reason. Anywhere. There is no clear goal. And I can't figure out why, because I caught the problem closer to the beginning of the branding problems. I can't figure out why the AI is taking the character somewhere. I also feel like I had the same problem a few years ago. And I was advised some kind of cheat to reset the AI of the character. I should have written it down ))))0. Maybe someone else in the subject will tell you thoughts... All the same, there is even a purely interest in how the AI disappears altogether. I have no reason to believe its leash or AI. But that's because I have very little info to make any conclusion Did you try the Test Installation in SLaV MCM? What was the result? Are you sure you have not broken the Golden rule (link above)? Are you using DD4 or 5? if you are using 5, did you start a new game when you upgraded to 5? Did you try Trouble Shooting #3 (also in link above)? What exactly happens? for example, it could be "After Nocturnal ports me to the machine, nothing happens, the character just stands there", or it could be "After Nocturnal ports me to the machine, I walk to it, enter it, then immediately fall out of it and just stand there". Your description has not given me enough to know if either of those 2 guesses are even close
isaactevess1 Posted March 16, 2021 Posted March 16, 2021 The reason was the "Defeat" broken scenario introduced. The fix came through the "Death Alternative" help menu. But now I have a second problem. After summoning a Nocturnal through a shout, she does not enter into a conversation with the player. Does not respond to dialogue activation. She just writes "..." With what it can be connected?
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