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Posted
2 hours ago, fahrockza said:

I can't take Kust's shovel 

anyone can help me

You have to do it immediately after you give him back the money, then he will notice it's gone and from that point on you can meet him at the tavern.

Posted

My Thief male NPCS have 2 SoS Schlongs. 

 

I only have the muscular and regular addons enabled. I've turned off all the SOS settings in the Thief MCM menu, but nothing is working.  I deactivated SoS, and Kust still had a schlong attached to him.  When I have SoS installed both schlongs are changed and controlled with SoS hotkeys. When I click on the NPC in console and type in "removeallitems" the SoS schlong is removed, and what remains in one that is attached to the mesh. I don't think I have any other mods that add male bodies.  I don't have "better males" or whatever mod adds a body.  I have tried deactivating all of my texture replacers also.  All of the SoS files are coming from SoS itself.  It is overwriting everything.  I've tried troubleshooting and cannot fix the issue.

 

Issue fixed by unpacking BSA and looking how the malebody meshes were stored, then overwriting them with another mod.

 

Also does anyone know what to edit in CK or TES5EDIT to make minigames last longer?  Such as the Kust scene, Liorel scenes, and others?

 

Any help would be great.  Thanks.

Posted

antoher bug with brewmaster version.
 

I got finfinite fade to black screen when the player starts to having sex(first time) with Olaf (before the animations)and the first time working as Dibellan (before the supplicant start to touch the player)

 

can anybody confirme the same issue?

sorry for my poor english

Posted
20 hours ago, Highborn said:

Well, funny, as I believe that the mod isn't very compatible/immersive with a mage build, if we try to make sense from most of the scenes at least. When the character is constantly in "helpless" situations, any player character with a destruction spell could threat some of the npcs that want to take advantage of her, like the bandits on the road, the rapists employed by Petit and other situations. And. also, the player is easily fooled by Zoe so I'd assume she is completely gullible about magic. Since I don't play as a mage, it's fine for me, but I do think it would be nice if there were some different outcomes/changes in the quest that would detect if the player is a mage/warrior, but I guess that would be too troublesome. That's why I believe Dogma came up with the magicka/weapons restriction in the Skunkway. If the character can use those at will, she wouldn't have to stick with most of the bargain and manipulation she is victim of. 

Sure, but what I meant with the possibility of completing the quest without sex is that you can choose what specific encounters you don't want to do, rather than having to do all of them. Or having to do at least one of them. At some point you could think that Dogma would be too tired of making branches that he would start taking away the possibilty of advancing without sex, but so far, that's not the case.

I really don't see the difference between a mage and a warrior in the situations you describe.  A mage that is book smart is going to be just a gullible as a warrior -- perhaps even more so.  A player with a sword is just as much of a threat as a player with a spell.  I personally don't care for Skyrim combat animations which is why I generally play an archer or mage character.  I would imaging that a melee based warrior would find the Zoe battle very difficult.

 

I am thinking of trying a zero karma run.  I started one once, but a new update showed up. 

Posted
2 hours ago, geraldofrivia said:

antoher bug with brewmaster version.
 

I got finfinite fade to black screen when the player starts to having sex(first time) with Olaf (before the animations)and the first time working as Dibellan (before the supplicant start to touch the player)

 

can anybody confirme the same issue?

sorry for my poor english

 

I have the same problem.  Turn off the fade to black effect in the MCM options to avoid the crash.

Posted
1 hour ago, WaterRabbit said:

I really don't see the difference between a mage and a warrior in the situations you describe.  A mage that is book smart is going to be just a gullible as a warrior -- perhaps even more so.  A player with a sword is just as much of a threat as a player with a spell.  I personally don't care for Skyrim combat animations which is why I generally play an archer or mage character.  I would imaging that a melee based warrior would find the Zoe battle very difficult.

 

I am thinking of trying a zero karma run.  I started one once, but a new update showed up. 

A melee character when disarmed is as good as any random npc - then is up to you to roleplay the adventure without strong weapons (after all, the thief stole all your weapons and  money). If the character is a thief, without the possiblity of a stealth approach, they are also in disadvantage. And if they are an archer, it won't be any good in close combat. The mage, however, can't be 'disarmed' and they can also cast illusion and other spells to make their life easier, especially conjuration. All they need is magicka. That's why I think in most of situations, the mage is the less vulnerable of the classes. And in this quest, the player character is supposed to be most vulnerable to agree to do many dirty stuff. But of course, you can roleplay the way you want, and a mage apprentice could be vulnerable as well, after all, a mage is not guaranteed to win any fight. There is no right way to do it. Just saying what I believe is more immersive, and immersion is something personal.

 

 

Posted
On 12/5/2019 at 7:31 PM, Highborn said:

It's either Skyrim being Skyrim or your load order. Possibly the amount of new animations included is making your game crash. I had this problem once. Removing several animation mods like posers or sex animation made it work for me.

 

 

 

On 12/6/2019 at 3:22 AM, WaterRabbit said:

I completely rebuilt my MO2 profile for this game before starting it over.  I purposely limited it to the fewest mods I could live with (70 installed, 65 active; though I could probably just dump a few more if needed).  I used FNIS XXL 7.5, cleaned every mod with TES5EditQuickClean that Loot indicated needed cleaning.  I use RealVision ENB (mostly due to its easy of installation with MO2) to provide greater stability to the game.

 

 

Well, I don't have any poser mods at all and I'm running FNIS 7.5 XXL with around 9000 animations. I painstakingly made my load order according to instructions a while ago and I keep it that way and it works with Thief 9.1 without any issues. I removed the only conflict that caused CTDs with 9.1, which was People of Skyrim because it edited outdoor cells. I don't use any ENB because it messed too much with my framerate. I guess I'll just stick with 9.1 until the next update comes and hopefully can make it work with that one without having to go into the trouble of reinstalling Skyrim completely.

Posted

Hello,

I have a little problem here. When I loose the minigame with the haystack, the werewold automatically kill my character. There is the moment when she thinks that the werewolf is still human when it grabs her but one second later, she says something like "Oh no" and game over.

Does anyone else have this issue or is there a requirement that I forgot ? I use the brewmasterhal edition btw and it worked fine in a previous version.

Posted
2 hours ago, Invidiam said:

Hello,

I have a little problem here. When I loose the minigame with the haystack, the werewold automatically kill my character. There is the moment when she thinks that the werewolf is still human when it grabs her but one second later, she says something like "Oh no" and game over.

Does anyone else have this issue or is there a requirement that I forgot ? I use the brewmasterhal edition btw and it worked fine in a previous version.

well, you're supposed to have the option to talk him down before he tries to kill you. Something seems to be wrong.

Posted

Question how do we know which version if which version? I supposedly have the "Base" version of the mod but how the hell can i tell the difference?

Also has anyone figured out the bug where the flag for killing the dremora lord and getting his heart is not saying you have the heart even though it is in your inventory?

Posted
11 hours ago, user9120975435 said:

 

 

 

Well, I don't have any poser mods at all and I'm running FNIS 7.5 XXL with around 9000 animations. I painstakingly made my load order according to instructions a while ago and I keep it that way and it works with Thief 9.1 without any issues. I removed the only conflict that caused CTDs with 9.1, which was People of Skyrim because it edited outdoor cells. I don't use any ENB because it messed too much with my framerate. I guess I'll just stick with 9.1 until the next update comes and hopefully can make it work with that one without having to go into the trouble of reinstalling Skyrim completely.

Unless you are using a really intensive ENB, its effect on framerate is fairly small.  I run a solid 60 fps with Realvision ENB.  You can also run with just the base ENB if you just want the default Skyrim visuals.  Just using the base ENB increases the stability of Skyrim tremendously.  CrashFixes also helps to some extent (though occasionally it will cause a crash on its own).  While Thief is script heavy, it isn't the most script heavy of the LL mods.

 

It could also just be hardware too,  I run with a GTX 1080 and I still get micro-stutters in a completely vanilla install of Skyrim off my SSD drive.

 

Also, Thief by itself only adds about 2500 animations and in total I have less than 3000.  You have 5500 animations coming from something else. You might try without those as they are probably superfluous to a Thief play through anyway.  Look at your FNISListCollect.txt and you can see where they are coming from and perhaps there is a conflict there as the module does use a lot of animations from other sources.  The file also has a bunch of other useful information for debugging a setup.

Posted
12 hours ago, Highborn said:

A melee character when disarmed is as good as any random npc - then is up to you to roleplay the adventure without strong weapons (after all, the thief stole all your weapons and  money). If the character is a thief, without the possiblity of a stealth approach, they are also in disadvantage. And if they are an archer, it won't be any good in close combat. The mage, however, can't be 'disarmed' and they can also cast illusion and other spells to make their life easier, especially conjuration. All they need is magicka. That's why I think in most of situations, the mage is the less vulnerable of the classes. And in this quest, the player character is supposed to be most vulnerable to agree to do many dirty stuff. But of course, you can roleplay the way you want, and a mage apprentice could be vulnerable as well, after all, a mage is not guaranteed to win any fight. There is no right way to do it. Just saying what I believe is more immersive, and immersion is something personal.

 

 

A melee character is as strong as a mage character at any given level (see Skyrim brawler builds and people defeating the game with only brawling).  They are going to have more stamina and health, so even unarmed and without armor, they are just as viable.  In the Thief mod the only time a character has to fight without arms and armor is in the arena.  There are very few opportunities in the mod to use stealth kills, so a pure rogue build will be difficult.  A mage build, even at high level, with only 100 health is definitely not guaranteed to win any fight.

 

I actually don't see the character as so much "vulnerable" as more gullible and moral -- i.e., not willing to indiscriminately harm people in pursuit of her goals as at a minimum, getting jailed would stop her pursuit.

 

Because immersion is personal, so to speak, I don't see limiting build types as a good way to balance the game, as it were.  There are really only a few fights in the game as it is up to the Skunkworks, so restricting character options seems unnecessary.  

 

Even if a mage build is the "I Win" button, it should exist as an option for people that don't want to bother with the fighting.  Even in the walkthrough you can see brewmasterhal talks about just using the console to win fights to move the story along.  He also seems to share the same opinion about the arena as I do.

 

"The final and worst major way to make money is to fight in the arena. "

"You get paid whether you win or lose, but winning is more profitable and the higher you get in the ranks the more you make.  It's still a very small amount, so I find this option to be mostly a waste of time. "

 

I don't really have a problem with reducing the mana available by 160 since the choice of weapons and armor is similarly limited.  I just don't like being forced to wear a specific item of armor/clothing that I cannot remove.  That is the problem I have with the maze.

Posted

Any change how the penis meshes work since the last version? because i use this mod along with naturalistic hdt one and always use "unequipall" with all npc from this one to enable penis-vag colision but for some reason it doesnt work anymore, any advice?

Posted
14 hours ago, Zanzuki93 said:

Question how do we know which version if which version? I supposedly have the "Base" version of the mod but how the hell can i tell the difference?

Also has anyone figured out the bug where the flag for killing the dremora lord and getting his heart is not saying you have the heart even though it is in your inventory?

Well, the files you downlaod should have the number of the version. The most recent is 0.9.5.7. brewmasterhal also releases patches that should match the version of the original mod. Also, never overwrite the mod with a new version. You need to uninstall the mod and first, then install the new version and load a clean save (a save before you installed Thief in the first place).

13 hours ago, WaterRabbit said:

A melee character is as strong as a mage character at any given level (see Skyrim brawler builds and people defeating the game with only brawling).  They are going to have more stamina and health, so even unarmed and without armor, they are just as viable.  In the Thief mod the only time a character has to fight without arms and armor is in the arena.  There are very few opportunities in the mod to use stealth kills, so a pure rogue build will be difficult.  A mage build, even at high level, with only 100 health is definitely not guaranteed to win any fight.

 

I actually don't see the character as so much "vulnerable" as more gullible and moral -- i.e., not willing to indiscriminately harm people in pursuit of her goals as at a minimum, getting jailed would stop her pursuit.

 

Because immersion is personal, so to speak, I don't see limiting build types as a good way to balance the game, as it were.  There are really only a few fights in the game as it is up to the Skunkworks, so restricting character options seems unnecessary.  

 

Even if a mage build is the "I Win" button, it should exist as an option for people that don't want to bother with the fighting.  Even in the walkthrough you can see brewmasterhal talks about just using the console to win fights to move the story along.  He also seems to share the same opinion about the arena as I do.

 

"The final and worst major way to make money is to fight in the arena. "

"You get paid whether you win or lose, but winning is more profitable and the higher you get in the ranks the more you make.  It's still a very small amount, so I find this option to be mostly a waste of time. "

 

I don't really have a problem with reducing the mana available by 160 since the choice of weapons and armor is similarly limited.  I just don't like being forced to wear a specific item of armor/clothing that I cannot remove.  That is the problem I have with the maze.

I was talking about roleplaying and immersion. Sure, you can go all the way with just brawling but I would never do that because it's not immersive for me. Like I said, it's a personal matter of how I see this mod, imo it fits more a melee build than a mage build because my mage character would act differently from what the mod proposes in many situations. If it's not the case of your mage character, great. It was never my intention to make this a debate, I was just saying how my vision was different, that's all.

 

And yeah, the mod will eventually restrict the character options, because, well, it's still a story that needs to follow the narrative of its creator. Even vanilla Skyrim will restrict options in the main quest in order to follow the story Bethesda wanted to tell. Dogma wanted to create a fighter arena where people would fight with only their fists. I understand it doesn't appeal to everyone, but well, it's the story he wants to tell and he thinks that mages would be too overpowered for the Skunkway, so here we are. He might change it in the next updates if people complain to him.

 

Regarding the armor/cloth you have to equip, at least it was given the option for the players to use your own custom outfit. 

3 hours ago, SexLaberrrr said:

Any change how the penis meshes work since the last version? because i use this mod along with naturalistic hdt one and always use "unequipall" with all npc from this one to enable penis-vag colision but for some reason it doesnt work anymore, any advice?

I changed the penis meshes with ones from All-in-one HDT animated pussy and it's working fine. I don't think it had any particular change. You should extract the meshes with BAE or other .bsa extractor and replace the bodies and penis that came with the mod with HDT friendly ones you have and put them on the correct path as loose files.

Posted
4 hours ago, Highborn said:

Well, the files you downlaod should have the number of the version. The most recent is 0.9.5.7. brewmasterhal also releases patches that should match the version of the original mod. Also, never overwrite the mod with a new version. You need to uninstall the mod and first, then install the new version and load a clean save (a save before you installed Thief in the first place).

 

I did create a completely new save without the mods that are known conflicts for the mod. Honestly i think there is a script not firing properly IMO

Posted
On 12/6/2019 at 5:08 PM, Abxcd said:

I can't give the dremora lord heart to Zoe for the potion. The line to give it to her does not show up and the questmarker is still on the ruin.

Somebody got a fix for that?

Posted
9 hours ago, asdfa93 said:

Do the NPCs react in any manner to the player character's race?

 

Yes, in some circunstamces. If your character is a dark elf, then you can skip Liorel's quest because you get to enter the New Gnisis without help. Other comments might change during the quest, like in Falkreath, supposedly you should get a comment about you being an Imperial or not by the Private when traveling with them, or in the Skunkway when Jorik comments about you being a Nord, etc. But these reactions are very few.

 

Posted
4 hours ago, Abxcd said:

Somebody got a fix for that?

maybe @brewmasterhal can help with a console command. I never had a problem with that so maybe this is a part of the quest that stopped working with the new update.

Posted
49 minutes ago, Highborn said:

maybe @brewmasterhal can help with a console command. I never had a problem with that so maybe this is a part of the quest that stopped working with the new update.

Everything has worked for me so far in the latest update.  I'm just starting the Dibellan coins part in Solitude.

Posted

Sorry for bothering but i have a problem when i decide to work the first time at the mast .

First the dialoge with Toris seems kinda strange, after he tell me to sit in the bed for some time i literally can't (cannot sleep here message), after a  while he speak again about i'm not forced to do it again and at this time i can decide to work or not after i sat on the bed.

Now for the big problem. either if i decide to work or not i can't leave the mast (i cleaned up after work btw). when i approach the door  i can't speak to min (no dialogue option are popping up).

If i use TCL and go to talk to min he says  something like we're not accepting people and if i try to leave the mast after i used tcl to bypass the door (naked since i can't recover the clothes from min ) my characther start talking about she need to cleaned up first (even if i didn't work or i have already cleaned up after work).

Another thing, after i decided to start to work toris will not return to the counter, he will lean on a pillar near the bed even if he tell me to go the the counter to get paid.

Btw sorry for my english haha XD

Posted

i cant get past windhelm, after i do the favour for the dark elf i return. he tells me to wait then the mod gets stuck with him doing nothing and me leaning against the wall with no ability to skip

Posted
31 minutes ago, magnet7 said:

i cant get past windhelm, after i do the favour for the dark elf i return. he tells me to wait then the mod gets stuck with him doing nothing and me leaning against the wall with no ability to skip

 

I haven't tried it myself, so make sure to save your game, but you could try to put into console:

 

startscene xx014d8c

xx is your "Dogma - Thief.esp" index number in your load order.

 

That is the scene ID for when Liorel goes inside and comes back out.

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