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Pearl Juice [OBSOLETE]


Guest ffabris

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Guest ffabris
Posted

Guards were probably not mixed gender but i might have missed one but there might definitely be a problem with a bounty because of comments of the guards. I did pay them off though. Will fiddle a bit with the console to set things straight :). BTW nice mod!

 

Thank you! :)

 

Apologies if this can be found easily and I just missed it like an idiot, but can anyone point me to a decent male body with HDT support? I'd be grateful.

I use SAM. SOS might work as well, not sure on the status of that, however.

Posted

 Apologies if this can be found easily and I just missed it like an idiot, but can anyone point me to a decent male body with HDT support? I'd be grateful.

I use SAM. SOS might work as well, not sure on the status of that, however.

 

 

Cheers! I hadn't found SAM yet. I will investigate that

Guest ffabris
Posted

How do you start the bandit and forsworn quests? They're friendly, but none of them give new dialogue options, even the mini boss at the end of the cave. 

 

Once you reach a camp where the quests will work, you'll be notified the usual way and get a journal entry. Not all camps qualify, they need to have a "boss" (as defined in the game). Forsworn camps are listed in the description page. In both cases, you need to speak to the boss first, before anything else can happen.

Guest ffabris
Posted

The d/l page is updated with a bit more info, based on questions asked here. The file itself has not changed.

Posted

 

This mod saves settings to a JSON file in: .../Data/SKSE/Plugins/StorageUtilData/PearlJuice - the file will be reloaded if you start a new game.

 

 

Thank you... I like that... now manipulator is the second one for doing it ;):P

 

(just kidding.. but seriously :)  )

Guest ffabris
Posted

:)  Yeah, a few mods save stuff automagically - thankfully. SSX, for example, which kinda pushed me to do the same. I wish more did, however.

Posted

lol ... You are doing excellent job my friend... Thank you for all your mods... that includes ones I do not play too... :)

Posted

Hi, playing through the mod and found that if I enter the guard barracks, I get a 'fun with guards' quest completed notice and no gang bang. I set the odds to 90, the guards are all male (as is my character) and I don't have any bounties yet. Can anyone suggest why the animations for the gang bang aren't there? Other mods (like defeat) give animations just fine so I know its not a sexlab or FNIS problem. Any thoughts would be appreciated, thanks.

Posted

Apologies if this can be found easily and I just missed it like an idiot, but can anyone point me to a decent male body with HDT support? I'd be grateful. 

I use SAM HDT as well, but I've heard SOS Retooled has HDT weightmapping. I've yet to see a video of someone using it, though.

 

Hi, playing through the mod and found that if I enter the guard barracks, I get a 'fun with guards' quest completed notice and no gang bang. I set the odds to 90, the guards are all male (as is my character) and I don't have any bounties yet. Can anyone suggest why the animations for the gang bang aren't there? Other mods (like defeat) give animations just fine so I know its not a sexlab or FNIS problem. Any thoughts would be appreciated, thanks.

That's a bug that I noticed in alpha testing. ffabris thought it was related to a counter reset glitch with all gangbang scenes, but since this bug is still occuring for me as well, it probably has a deeper root in specifically the guard quest.

 

So, ffabris, that bug is still a thing! Sorry for finding that so late.

Posted

 

 

 

Hi, playing through the mod and found that if I enter the guard barracks, I get a 'fun with guards' quest completed notice and no gang bang. I set the odds to 90, the guards are all male (as is my character) and I don't have any bounties yet. Can anyone suggest why the animations for the gang bang aren't there? Other mods (like defeat) give animations just fine so I know its not a sexlab or FNIS problem. Any thoughts would be appreciated, thanks.

That's a bug that I noticed in alpha testing. ffabris thought it was related to a counter reset glitch with all gangbang scenes, but since this bug is still occuring for me as well, it probably has a deeper root in specifically the guard quest.

 

So, ffabris, that bug is still a thing! Sorry for finding that so late.

 

 

Thanks for the fast reply, I'll wait to see if an update happens. still enjoying the rest of the mod though!!

I actually have another glitch with the 'Get Gang Banged' mod where once sucessfully cast, the spell won't work properly a second time, people just stand around clapping! Ho hum, off to that support thread I go.

Thanks again. I appreciate all the work people put into these mods, creators and testers alike.

Guest ffabris
Posted

Hi, playing through the mod and found that if I enter the guard barracks, I get a 'fun with guards' quest completed notice and no gang bang. I set the odds to 90, the guards are all male (as is my character) and I don't have any bounties yet. Can anyone suggest why the animations for the gang bang aren't there? Other mods (like defeat) give animations just fine so I know its not a sexlab or FNIS problem. Any thoughts would be appreciated, thanks.

 

As noted above: Gang bang won't start if:

  • chance is set to zero
  • you're not in an interior
  • you are wanted for a crime (ie, there's a bounty on you)

Please make sure that none of these apply, especially the last one. A bounty in any hold will prevent the quest from starting.

 

Added: Actually, there's an easy way to determine if the code is buggy or not. If you're greeted by a guard very shortly after entering the jail/barracks, then there's a bug preventing the gang bang from starting; if you're ignored, then the gang bang is deliberately not starting.

Posted

 

How do you start the bandit and forsworn quests? They're friendly, but none of them give new dialogue options, even the mini boss at the end of the cave. 

 

Once you reach a camp where the quests will work, you'll be notified the usual way and get a journal entry. Not all camps qualify, they need to have a "boss" (as defined in the game). Forsworn camps are listed in the description page. In both cases, you need to speak to the boss first, before anything else can happen.

 

 

Not seeing any quests pop up at a bandit cave or the Forsworn places listed. =(

Guest ffabris
Posted

 

 

How do you start the bandit and forsworn quests? They're friendly, but none of them give new dialogue options, even the mini boss at the end of the cave. 

 

Once you reach a camp where the quests will work, you'll be notified the usual way and get a journal entry. Not all camps qualify, they need to have a "boss" (as defined in the game). Forsworn camps are listed in the description page. In both cases, you need to speak to the boss first, before anything else can happen.

 

 

Not seeing any quests pop up at a bandit cave or the Forsworn places listed. =(

 

 

Make sure the mini-quests are enabled in MCM; they are off by default.

Posted

 

 

 

How do you start the bandit and forsworn quests? They're friendly, but none of them give new dialogue options, even the mini boss at the end of the cave. 

 

Once you reach a camp where the quests will work, you'll be notified the usual way and get a journal entry. Not all camps qualify, they need to have a "boss" (as defined in the game). Forsworn camps are listed in the description page. In both cases, you need to speak to the boss first, before anything else can happen.

 

 

Not seeing any quests pop up at a bandit cave or the Forsworn places listed. =(

 

 

Make sure the mini-quests are enabled in MCM; they are off by default.

 

 

I have it togged, which is why they're friendly, but nothing else happens. 

Guest ffabris
Posted

0.11 uploaded. All I changed was to add console/papyrus logging of whether the barracks/gangbang starts or not, and why. Once you enter a barracks or jail, wait a bit, then check console. Output starts like:

PJ_Guards:Can We Start -

I tested the bang bang just now - twice in a row (enter barracks, be gang banged, exit, re-enter), and it does work.

Guest ffabris
Posted

I have it togged, which is why they're friendly, but nothing else happens.

OK, once you're in on of the camps, open console then type:

player.sqs pj_forsworn

or

player.sqs pj_bandits

(depending on the type of camp). That will show whether the quest has started at all. You'll have a 1 for completed stages, a zero for stages yet to be completed. If the quest has started, you'll have a 1 for stage 0, at the very least.

 

Console may also show errors, such as:

Camp not identified; aborting quest
Posted

Dose it play well with Milk Mod Economy I did the six and return to Arcadia was put on a machine that look like the one in milk mod after she was put on the machine she was stuck on it how long will the player be on the machine to extracted such I disable the milk mod  

Guest ffabris
Posted

Dose it play well with Milk Mod Economy I did the six and return to Arcadia was put on a machine that look like the one in milk mod after she was put on the machine she was stuck on it how long will the player be on the machine to extracted such I disable the milk mod  

 

I haven't tested this with MilkMod, so no-idea if it conflicts. You shouldn't be on the machine more than a minute, I'd say. It does show a notification (upper left) as it extracts.

 

Posted

ffabris - have you noticed that the spell you are using on bandits (friendly behaving) by the time makes your Player the friend of bandits and they do not attack rather losing their hostility? :)

lol .. it's not bad but sometimes i want to cut some khajit's and argonaina's troat ;)

Posted

I'm pretty sure the friend of bandits check box is meant to -- crazy thinking -- make you a friend of bandits.

 

I know, but I'm talking about effects after disabling "friend of bandits", when playing the game not using the mod. Sorry for not describe it better earlier.

Posted

Hey ffabris,

 

tried the new version with log output to debug the guard scene. Still not working, no outstanding bounties anymore.

[06/23/2016 - 05:13:02PM] [BDSchlongs] Player changed location to [Location < (0008B5EC)>]

[06/23/2016 - 05:13:02PM] PJ_Guards Started...

[06/23/2016 - 05:13:02PM] PJ_Guards:Can We Start - No: Random value less than chance

[06/23/2016 - 05:13:02PM] Error: PJ_Guards (520153DD): attempting to start event scoped quest outside of story manager.

stack:

    [PJ_Guards (520153DD)].PJ_Guards.SetCurrentStageID() - "<native>" Line ?

    [PJ_Guards (520153DD)].PJ_Guards.SetStage() - "Quest.psc" Line 124

    [PJ_Guards (520153DD)].PJ_Guards.Fragment_0() - "PJ_Guards.psc" Line 33

[06/23/2016 - 05:13:06PM] [CF][Creature Apply] Failure on ["Whiterun Guard" [Actor < (001000EE)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]

[06/23/2016 - 05:13:06PM] warning: Assigning None to a non-object variable named "::temp5"

stack:

    [Active effect 9 on  (0001A69A)].BFA_AbilityHungry.OnUpdate() - "BFA_AbilityHungry.psc" Line 33

[06/23/2016 - 05:13:13PM] slaScanner start time is ....3591.742920

[06/23/2016 - 05:13:13PM] Found 1 arousedActors

[06/23/2016 - 05:13:13PM] Found 0 nakedActors

[06/23/2016 - 05:13:14PM] slaScanner After getting actors is ....3593.108887, player is naked False, Actor Count 1

[06/23/2016 - 05:13:14PM] slaScanner end time is ....3593.589111

[06/23/2016 - 05:13:14PM] Next update in 120.000000

[06/23/2016 - 05:13:16PM] FWPantyWidget::UpdateContent - System is none

Not sure if you want to but couldn't you just drop the whole requisite regarding to crime?

 

Cheers.

Guest ffabris
Posted

 

I'm pretty sure the friend of bandits check box is meant to -- crazy thinking -- make you a friend of bandits.

 

I know, but I'm talking about effects after disabling "friend of bandits", when playing the game not using the mod. Sorry for not describe it better earlier.

 

 

I did test this too: if you disable "friend of the bandits" they will go hostile again, though sometimes not immediately.

 

 

Hey ffabris,

 

tried the new version with log output to debug the guard scene. Still not working, no outstanding bounties anymore.

 

Not sure if you want to but couldn't you just drop the whole requisite regarding to crime?

 

Cheers.

 

The reason is right there:

[06/23/2016 - 05:13:02PM] PJ_Guards:Can We Start - No: Random value less than chance

 

This:

[06/23/2016 - 05:13:02PM] Error: PJ_Guards (520153DD): attempting to start event scoped quest outside of story manager.

 

is a minor bug which I will fix for next release, but it isn't causing the quest not to start. That error happens because there is code trying to execute when the quest has already been terminated.

 

As for dropping the bounty check, no, because I don't want the gang bang to mess with being arrested.

Guest ffabris
Posted

OK, I found a logic error in the code that determines whether the guard gang bang should start. Will upload a fix in about an hour.

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