Jump to content

Recommended Posts

Posted

Well here is a few problems ive been having with this mod...*snip*

 

These are the problems we've all been having since the mod was redone for version 4.0. There were minor bugs before then in 3.1, but this mod didn't seem to like improvements much, and I think it went on a union strike against vinfamy, since it seems like every time he fixes something, something else completely breaks.

 

But a few posts before this one, he announced he has a new version coming out at the end of the month, that should fix all these issues. If you haven't already, follow this mod, so you can get alerted when the update is out.

Posted

 

Well here is a few problems ive been having with this mod...*snip*

 

These are the problems we've all been having since the mod was redone for version 4.0. There were minor bugs before then in 3.1, but this mod didn't seem to like improvements much, and I think it went on a union strike against vinfamy, since it seems like every time he fixes something, something else completely breaks.

 

But a few posts before this one, he announced he has a new version coming out at the end of the month, that should fix all these issues. If you haven't already, follow this mod, so you can get alerted when the update is out.

 

I am very glad I am not the only one thanks for reassuring me and I will keep an eye out on it and check back later ^^

Posted

Well here is a few problems ive been having with this mod I don't know if anyone else experience anything else maybe my load order is bad:

 

1.) The way the kidnap scene happens: The way you're kidnapped with the enemies just spawning right next to you is not really immersive, maybe you can spawn them a little farther away make them use invisibility spells to cloak themselves until they get close.

 

2.) Confusing MCM options: I feel the descriptions could be a little bit easier to decipher with the whole - and + thing doesn't make sense too me. Some of the options can be set to %200 percent and I am not sure if %200 means more or less.

 

3.) Essential Kidnappers: When the scene is in progress these NPC's can't be killed regardless of what you do with the MCM menu.

 

4.) Most of the MCM toggles I swear don't work: I don't know if its me but you can't turn off kidnappings and they happen like clockwork despite how low I set any setting.

For instance I set the "- kidnapping change in walled cities" to %200 meaning it should be off if I am not confusing the MCM menu and turned off the player kidnappings option to no avail.

----------------

 

I mean i wanted a kidnapping to happen naturally but I never got that far everytime they would show up I would be around 10 or more NPC's and I would have to restart my save because they can't be killed. I had to remove the mod just so it would stop with the kidnappings.

 

I am not trying to hate only trying to let you know my experience I appreciate and respect what you have done so far!

With #2 they mean more, so + options make kidnappings more likely to happen & - options make the penalties stronger.

 

#3 is a big issue for me too, especially if the NPCs are named or special characters from quests & other locations. I've tried turning them unessential through the console during an ambush & that didn't help either.

 

#4 happened to me for a while as well. Did you install this mod to an existing save or a new game entirely? When I did it on an existing save, nothing worked but like on my previous post, even on a new game certain settings like the chances of what groups will ambush me don't work as I keep getting Argonians even though they're at 0.

 

Let's hope Vinfamy fixes these with that next update

Posted

 

Well here is a few problems ive been having with this mod I don't know if anyone else experience anything else maybe my load order is bad:

 

1.) The way the kidnap scene happens: The way you're kidnapped with the enemies just spawning right next to you is not really immersive, maybe you can spawn them a little farther away make them use invisibility spells to cloak themselves until they get close.

 

2.) Confusing MCM options: I feel the descriptions could be a little bit easier to decipher with the whole - and + thing doesn't make sense too me. Some of the options can be set to %200 percent and I am not sure if %200 means more or less.

 

3.) Essential Kidnappers: When the scene is in progress these NPC's can't be killed regardless of what you do with the MCM menu.

 

4.) Most of the MCM toggles I swear don't work: I don't know if its me but you can't turn off kidnappings and they happen like clockwork despite how low I set any setting.

For instance I set the "- kidnapping change in walled cities" to %200 meaning it should be off if I am not confusing the MCM menu and turned off the player kidnappings option to no avail.

----------------

 

I mean i wanted a kidnapping to happen naturally but I never got that far everytime they would show up I would be around 10 or more NPC's and I would have to restart my save because they can't be killed. I had to remove the mod just so it would stop with the kidnappings.

 

I am not trying to hate only trying to let you know my experience I appreciate and respect what you have done so far!

With #2 they mean more, so + options make kidnappings more likely to happen & - options make the penalties stronger.

 

#3 is a big issue for me too, especially if the NPCs are named or special characters from quests & other locations. I've tried turning them unessential through the console during an ambush & that didn't help either.

 

#4 happened to me for a while as well. Did you install this mod to an existing save or a new game entirely? When I did it on an existing save, nothing worked but like on my previous post, even on a new game certain settings like the chances of what groups will ambush me don't work as I keep getting Argonians even though they're at 0.

 

Let's hope Vinfamy fixes these with that next update

 

 

#1 It's not very immersive that all characters suddenly can cast advanced illusion spells, but that would work for mages and warlocks. How about spawning them close to the player without warning you of the ambush? That would be the most immersive imo. But they also need to be focused on the player, and not go killing animals just because they happen to be nearby.

 

#3 How is that an issue? Named npcs should be essential so you don't miss any potential interactions or quests with them later. What do you have to gain by them dying where they shouldn't even be in the first place? The problem is that the mod takes named npcs as kidnappers, and that's why they have to be essential.

Posted

 

#3 How is that an issue? Named npcs should be essential so you don't miss any potential interactions or quests with them later. What do you have to gain by them dying where they shouldn't even be in the first place? The problem is that the mod takes named npcs as kidnappers, not that they are set essential during the scene

 

#3 Its an issue because its not like they disappear are you just suppose to run from them until the time runs out? They obviously can't die and you're wrong about that they are set essential during the scene if they weren't they would respond to the setessential command regardless if they're set that way in the first place and the ones I got weren't even NPC's with quests they were essential bandits.

 

When someone tries to kidnap you not everyone would handle it the same some people would run some peopel would fight and when they're essential in a town guess what? Everyone in that town is going to die accept for anyone who's set to essential.

 

EDIT #1 yeah that would be good, if figured they bought a potion from a warlock and are using it for evil means lol

Posted

 

 

#3 How is that an issue? Named npcs should be essential so you don't miss any potential interactions or quests with them later. What do you have to gain by them dying where they shouldn't even be in the first place? The problem is that the mod takes named npcs as kidnappers, not that they are set essential during the scene

 

#3 Its an issue because its not like they disappear are you just suppose to run from them until the time runs out? They obviously can't die and you're wrong about that they are set essential during the scene if they weren't they would respond to the setessential command regardless if they're set that way in the first place and the ones I got weren't even NPC's with quests they were essential bandits.

 

When someone tries to kidnap you not everyone would handle it the same some people would run some peopel would fight and when they're essential in a town guess what? Everyone in that town is going to die accept for anyone who's set to essential.

 

EDIT #1 yeah that would be good, if figured they bought a potion from a warlock and are using it for evil means lol

 

 

I see what you mean now. I agree that bandits shouldn't be essential. Anyway, the author said he will do an update addressing the issues, and the ambushes that happens in cities will be adressed. I wouldn't make them spawn in cities even if they can be killed, because it wouldn't make sense that they tried to kidnap you with guards nearby, and it would only create chaos in the game. A city in Skyrim isn't big enough for an ambush. Guards have ears and eyes everywhere, except maybe the grey quarter in Windhelm.

Posted

In the next version, the ambushers will be merely copies of the vanilla actors so you can do whatever you want to them without worrying about breaking quests.

Posted

In the next version, the ambushers will be merely copies of the vanilla actors so you can do whatever you want to them without worrying about breaking quests.

Probably also planned, but i mention it in case you forgot. Imho almost more important than vanilla NPCs: NPCs from other mods. ;)

 

That also counts for Dovakiins infamy, i'm currently playing captured dreams and after i've dreamed about the CD version of Elenwen, she stands around in my cage. Didn't get another visit to the embassy yet, so i don't know if she would appear in the embassy if she's supposed to, so far it's just a little annoying... since she doesn't have any vanilla AI package, she doesn't have any intentions to leave even if i teleport her outside. I think creating a copy and delete the copy when the dream is finished would be better. 

 

But take your time, i'm just glad you didn't totally leave Syrim. ;)

Posted

 

 

With #2 they mean more, so + options make kidnappings more likely to happen & - options make the penalties stronger.

 

#3 is a big issue for me too, especially if the NPCs are named or special characters from quests & other locations. I've tried turning them unessential through the console during an ambush & that didn't help either.

 

#4 happened to me for a while as well. Did you install this mod to an existing save or a new game entirely? When I did it on an existing save, nothing worked but like on my previous post, even on a new game certain settings like the chances of what groups will ambush me don't work as I keep getting Argonians even though they're at 0.

 

Let's hope Vinfamy fixes these with that next update

 

 

#1 It's not very immersive that all characters suddenly can cast advanced illusion spells, but that would work for mages and warlocks. How about spawning them close to the player without warning you of the ambush? That would be the most immersive imo. But they also need to be focused on the player, and not go killing animals just because they happen to be nearby.

 

#3 How is that an issue? Named npcs should be essential so you don't miss any potential interactions or quests with them later. What do you have to gain by them dying where they shouldn't even be in the first place? The problem is that the mod takes named npcs as kidnappers, and that's why they have to be essential.

 

The issue with #3 is that they're also essential whether or not they are named NPCs. Even random bandits or necromancers are set essential so I can't kill them to avoid capture. A "me" problem specifically is that I have a mod installed to make all city guards & unnamed hostile NPCs female but since this mod still generates both male NPCs that are supposed to be female & the normal male named NPCs, it makes it harder for me to get the kidnapping experience I want. If the mod didn't make them essential &/or didn't use named NPCs, then I'd be fine because I could just kill the male NPCs and surrender to the female ones.

 

But a new issue I discovered last night is that all female ambush groups are unable to knock me down. Also even in a group with at least 1 or 2 males, only 1 specific NPC is able to knock me down. I have had 2 of them hit me for a while without knocking me down & it took the last guy hitting me to do it while the opposite happened and the first guy to hit me knocked me down before the others did anything. Even worse is that even if the group I want to kidnap me comes and even if they're not using named NPCs and even if there's at least 1 male, there are times where NONE of them can knock me down. Meaning at least for me (unless others have had these problems as well) this mod is broken at multiple levels that even starting a new game won't fix as I have already done that 4 times in previous posts both here & on Simple Slavery. So like i said, I'm hoping this upcoming update is more of an overhaul in terms of fixing the issues than just a couple patches.

Posted

 

The issue with #3 is that they're also essential whether or not they are named NPCs. Even random bandits or necromancers are set essential so I can't kill them to avoid capture. A "me" problem specifically is that I have a mod installed to make all city guards & unnamed hostile NPCs female but since this mod still generates both male NPCs that are supposed to be female & the normal male named NPCs, it makes it harder for me to get the kidnapping experience I want. If the mod didn't make them essential &/or didn't use named NPCs, then I'd be fine because I could just kill the male NPCs and surrender to the female ones.

 

But a new issue I discovered last night is that all female ambush groups are unable to knock me down. Also even in a group with at least 1 or 2 males, only 1 specific NPC is able to knock me down. I have had 2 of them hit me for a while without knocking me down & it took the last guy hitting me to do it while the opposite happened and the first guy to hit me knocked me down before the others did anything. Even worse is that even if the group I want to kidnap me comes and even if they're not using named NPCs and even if there's at least 1 male, there are times where NONE of them can knock me down. Meaning at least for me (unless others have had these problems as well) this mod is broken at multiple levels that even starting a new game won't fix as I have already done that 4 times in previous posts both here & on Simple Slavery. So like i said, I'm hoping this upcoming update is more of an overhaul in terms of fixing the issues than just a couple patches.

 

 

It has been requested that you can specify the kidnappers' gender in the MCM. If I play a female, I want only male kidnappers, because I just hate strapons, so let's hope for that. The mod could also have a setting for what gender is available for sex scenes, if the first is too difficult to make. Defeat has that feature. You can get attacked by a mixed group but females can't start a sex scene if you only enable the male option.

Posted

In the next version, the ambushers will be merely copies of the vanilla actors so you can do whatever you want to them without worrying about breaking quests.

I'm not really convinced by this solution. I slay this important, named bandit chief to gain freedom and two days later a jarl will call me to kill said warlock. Again? What I then do. Again. Even in Skyrim necromancy is not THAT powerful ^^

Maybe it's somehow possible to exclude essential NPCs as a total? Check if a NPC is essential and not following you and then don't use him in the scene? Is there a way to do this?

Posted

Came here to ask about the constant ambushes and I see it's being addressed.  Question for current mod, with everything set to 0% and all ambush percentages set to zero, I'm still getting ambushed constantly, is there a way to disable the mod until the fix or is it okay to simply remove it or uncheck it from the plug-in list in NMM?

Posted

Is there a way to get the event to stop triggering in towns wouldn't mind so much but the NPC keep murdering the whole town if i don't let them succeed.

I've tried playing with the options but can't seem to get it to stop happening. Hell even try just un-checking so it stop all events on the first page still triggers the events

Posted
4.1 Released 

  • Implemented fixes for the constant kidnapping bug. 
  • The ambushers are now copies of the original actors (which are deleted after the player is kidnapped): meaning they can be killed without breaking anything and the original actors are never moved out of their existing location, again preventing potential quest-breaks
  • The head kidnapper (i.e. the guy that steals your stuff) will never be essential.
  • Increased the relationship rank condition for fellow victims so that you don't get random people and it's more likely that you'll get all your followers + the ones you specify
  • Thanks to CGi, mod installer in FOMOD implemented + SKSE Translations in German and Spanish
Those that were having issues with the above before, please test if the issues remain. I'll be available this weekend to make further updates if any problems remain.

 

Clean save is recommended as Skyrim is a bit funny when it comes to scripts baked in your save, although I did implement a simple internal update mechanism this time.

 

One issue I have not addressed is the conflict that some people have with OBIS and mods that spawn enemies dynamically after you're already in the cell. The reason for this is I can't think of a performance friendly way to constantly check for whether there's combat between your kidnappers (and there could be up to 20 of them to check) and a third party - such a check would be a waste of resource especially for people that don't have such mods. So if you're using one of those mods, look in its MCM to see if there's a way to disable dynamic spawning.

Posted

I just installed the update onto a clean save as well as a new game and most of the MCM options are not working. What I mean is everything that has a check box instead has arrows and cannot be changed. There's also a $ string error for the option for the sex of fellow victims instead of the normal male, female, or both options.

Posted

[bUG Report v4.1]

 

Within the MCM menu every bool option looks like this. When trying to change the value it opens a num slider that can't be moved.

post-441196-0-15329000-1500657764_thumb.png

Posted

I know you told me your mods on Fallout 4 can be updated without a clean save on an existing save but what about this one on Skyrim? Will I have to do a clean save on a new game?

Posted

Thank you, but does this update fixed attacks in walled cities? I disabled this mod because of that. Covered areas of cities like inns mod identified as wilderness

Posted

Due to changes to the scripts, a clean save is needed. if the MCM still shows errors on a new game then let us know.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...