Highborn Posted March 15, 2023 Posted March 15, 2023 5 minutes ago, Gwynbleid_ said: Hi everybody, what should i do After the pregnancy quest? Assuming you already finished the main quest and got your stuff back - which is a requirement to complete the pregnancy quest, there is no more content. Your character is free to continue her adventures
Gwynbleid_ Posted March 15, 2023 Posted March 15, 2023 Thanks for your answer. I found a settlement in the forest with a Guy a the entrance, is it the New falkreath path?
Highborn Posted March 15, 2023 Posted March 15, 2023 3 hours ago, Gwynbleid_ said: Thanks for your answer. I found a settlement in the forest with a Guy a the entrance, is it the New falkreath path? in Eastmarch? in the way between the hot springs and Whiterun? If that's the case, it's the new hot springs addon, that happens after you lose three times to the boy at the hot springs.
waiyan Posted March 16, 2023 Posted March 16, 2023 How do I fix my character's loose v condition from the troll?
brewmasterhal Posted March 16, 2023 Posted March 16, 2023 1 hour ago, waiyan said: How do I fix my character's loose v condition from the troll? You can do the quest in the Solitude sewers area, or you can use the debug menu to just turn it off.
zbigniew Posted March 17, 2023 Posted March 17, 2023 Soo I just updated the mod from 0.9.5 to 1.4, but I get a CTD whenever I try to load a savegame. The saves made previous to the update work ok, but any save made after it seems to be corupted... tried to run a new game, but again the same problem, saves simply won't work. Any ideas? Thanks in advance!
Jarl_of_Tits_and_Wine Posted March 17, 2023 Posted March 17, 2023 (edited) I have a question While using the Skip function, I get a choice that I do not seem to remember nor can I find in any playthroughs. Regarding the Solitude part, "when a worker comes up to you in a tavern, you: 1) Said to fuck off 2) Postpones the meeting, 3) Follow him. Can anyone give me a bit of context on what this is to refresh my memory please? Edited March 17, 2023 by Jarl_of_Tits_and_Wine
Highborn Posted March 17, 2023 Posted March 17, 2023 1 hour ago, zbigniew said: Soo I just updated the mod from 0.9.5 to 1.4, but I get a CTD whenever I try to load a savegame. The saves made previous to the update work ok, but any save made after it seems to be corupted... tried to run a new game, but again the same problem, saves simply won't work. Any ideas? Thanks in advance! Did you set your load order properly? I think there is a bug with schlongs of skyrim .dll that causes this kind of crash when you change the load order of the mod. If it's your case, there are some fixes on the internet. 1 hour ago, Jarl_of_Tits_and_Wine said: I have a question While using the Skip function, I get a choice that I do not seem to remember nor can I find in any playthroughs. Regarding the Solitude part, "when a worker comes up to you in a tavern, you: 1) Said to fuck off 2) Postpones the meeting, 3) Follow him. Can anyone give me a bit of context on what this is to refresh my memory please? It's about the porter, Cooli/Abbard, the guy that helps you into Solitude through the craters. After you have sex with him in the alley the PC agrees to meet him in the tavern, but she can ignore him, postpone ir or just go along.
Jarl_of_Tits_and_Wine Posted March 17, 2023 Posted March 17, 2023 21 minutes ago, Highborn said: Did you set your load order properly? I think there is a bug with schlongs of skyrim .dll that causes this kind of crash when you change the load order of the mod. If it's your case, there are some fixes on the internet. It's about the porter, Cooli/Abbard, the guy that helps you into Solitude through the craters. After you have sex with him in the alley the PC agrees to meet him in the tavern, but she can ignore him, postpone ir or just go along. Ah I suspected as much, thank you! The thing is, I decided to try out all three options and none of them mention the being escorted in the nude in solitude and the prison rape scenes. Is that normal do you reckon?
Highborn Posted March 17, 2023 Posted March 17, 2023 27 minutes ago, Jarl_of_Tits_and_Wine said: Ah I suspected as much, thank you! The thing is, I decided to try out all three options and none of them mention the being escorted in the nude in solitude and the prison rape scenes. Is that normal do you reckon? I think it is. Perhaps Dogma didn't think it was that relevant to include in the skip script. 1
brewmasterhal Posted March 17, 2023 Posted March 17, 2023 1 hour ago, Jarl_of_Tits_and_Wine said: Ah I suspected as much, thank you! The thing is, I decided to try out all three options and none of them mention the being escorted in the nude in solitude and the prison rape scenes. Is that normal do you reckon? 1 hour ago, Highborn said: I think it is. Perhaps Dogma didn't think it was that relevant to include in the skip script. Only choices that impact the story are included in the skip script, so karma changes and more direct impacts. There are a few examples of choices that cause no karma changes so they don't show up in the skip options. 1
zbigniew Posted March 18, 2023 Posted March 18, 2023 20 hours ago, Highborn said: Did you set your load order properly? I think there is a bug with schlongs of skyrim .dll that causes this kind of crash when you change the load order of the mod. If it's your case, there are some fixes on the internet. It's about the porter, Cooli/Abbard, the guy that helps you into Solitude through the craters. After you have sex with him in the alley the PC agrees to meet him in the tavern, but she can ignore him, postpone ir or just go along. Thank you! Indeed it was related to SOS and reloading the mod did the trick. Cheers! 1
Jarl_of_Tits_and_Wine Posted March 19, 2023 Posted March 19, 2023 (edited) Is it normal that after recovering the thief's 2 pouches at the end of the quest I didn't recieve a single one of the items I lost when I started the quest except for the gold? I used the Skip function if it helps. Edited March 19, 2023 by Jarl_of_Tits_and_Wine
Jarl_of_Tits_and_Wine Posted March 19, 2023 Posted March 19, 2023 One more question if I may. Now that I have finished the quest, is it safe to uninstal it from MO2? Or should I take further steps in the MCM or something like that as other mods do that. And Will Jarl Elisif, for example, revert back to her former self, as Thief seems to have completely removed the old Elisif and replaced her with another that doesn't have the same dialogue options. Thank you very much in advance.
xxrebornxx Posted March 19, 2023 Posted March 19, 2023 On 2/7/2023 at 3:58 AM, xxrebornxx said: Hidara just stands outside her house while the player is waiting at the well. Move to player command also does not work. Any way to fix this?
Highborn Posted March 19, 2023 Posted March 19, 2023 5 hours ago, Jarl_of_Tits_and_Wine said: One more question if I may. Now that I have finished the quest, is it safe to uninstal it from MO2? Or should I take further steps in the MCM or something like that as other mods do that. And Will Jarl Elisif, for example, revert back to her former self, as Thief seems to have completely removed the old Elisif and replaced her with another that doesn't have the same dialogue options. Thank you very much in advance. I'd simply uninstall and reload the save before I had Thief installed just in case. But theoretically you can uninstall it and make a clean save to remove remaining scripts. There are tools for that on Nexus. Despite it being technically complete as a quest, I'd still consider the mod a WIP, because Dogma is still releasing content and he will release a definitive version fixing all the bugs and adding the content he didn't have time to put into the game. I assume stuff like Elisif will be dealt with. I know that there is a MCM menu option to reset the Jarl's longhouse in Falkreath to vanilla. 1
Highborn Posted March 19, 2023 Posted March 19, 2023 So, Dogma has made a huge post today on patreon asking for help or advice regarding Object IDs. If anyone knows a way to help him, please contact him or post here, and I'll send to him. I'll post what he said, google translated: _____________________ "I wrote to you that there is one thing that worries me. There is a lot of text, so you can not waste time on this, it is not required reading. It's about ID. As you all know very well, in Skyrim, objects use IDs. A bit of theory for those who are not familiar with this - ID is a unique number that is assigned by the program to any created object. It can be an actor, a dialogue line, a quest, and even a triangle on the navigation mesh - everything has its own ID. It consists of 6 characters, to which, during the game, two more characters are added from the plug-in loading serial number so that the mods do not conflict with each other and the main game (that's why you need to use the XX format for entering codes in the console --- ---, where xx is the sequence number of the plugin from which you want to perform some manipulations with a certain item). The ID uses a hexadecimal number system, that is, from 0 to F (0,1,2...9ABCDEF). For example, - since only two characters are allocated for the plug-in loading serial number, then the maximum number of plug-ins that can be connected is FF - if translated into the decimal system we are used to, then this is 256 with zero (0 is skyrim.esm), that is, this is the maximum number of plugins that can be connected to the game (although I have never checked this personally, but the Internet confirms that this is the case, trust him). In the editor, 6 characters are allocated for ID, that is, the maximum number of IDs, respectively, is FFFFFF, which is 16,777,216 in decimal. Seems to be more than enough, but not really... When you create a new plugin, the first object you create (a simple object like globalvalue, or keyword, which consists of only one element under which only one ID is allocated), then it will have ID - 000D62, next 000D63 and so on. (the fact that it starts immediately with 000D62 and not with 000001 is obviously due to the fact that when creating a plugin, a certain number of IDs are allocated in advance for some important elements, but this does not change the essence, all further objects will have +1, except for complex elements that take multiple IDs) Why am I doing this - at the moment, the last object that I created has ID = C39445, so I have already used up 12,817,477 million IDs out of 16,777,216 possible. And even so, one could say that ~4 million should be enough with a margin, given that only the second part remains to be done, and the final version. Maybe, maybe not. They are spent very quickly, and it depends on many factors, for example, when I started working on the first part of Silentwood, I was at point 82 **** - which is about 8,500,000, that is, for the first part I spent about 4 million ID. Why so much? I also asked myself this question the first thing after I noticed this fact - mainly, of course, because of the location, and probably most of it because of the navmesh, which I deleted many times and sometimes remade 10 times. And if you added an item and then deleted it, then the ID was not restored, the ID counter for new objects only moves forward. I have no idea what will happen when all the IDs run out, and I don’t know if there is some kind of mechanism that will re-enumerate the free ones. Maybe you know something about this? Actually, for this reason, I decided to write this text. Maybe some of you know or can find information, because I personally could not dig anything sensible. Based on all of the above, we can conclude that a very serious problem is approaching us. And as many of you have probably already guessed, the solution to which could be to create a separate ESP, for example 'Dogma - Thief (Final).esp' in which I would continue to work by simply connecting Dogma - Thief.esp kind of like we connect ESM, or by converting the original ESP to ESM. But, firstly, I have never done this, I don’t know what problems this can lead to, I already have a lot of problems and errors all the time and with one plugin, and here another additional factor is connected to this. Secondly, I don't think it's a good idea to do this when I have an unfinished part and everything is sorted around, I need to at least complete the second part, but at the same time I can't finish all the IDs (although in this case one could say, that I passed the Creation Kit :)), but who knows how the game will behave later, and that if I suddenly need to change something in the original plugin, I need to have a margin, at least stop at no more than F00000. Of course, I am no longer going to do such large-scale construction projects as in the first part, but I am not sure that I will meet this value. There is another issue that worries me, it appeared about the middle of the work on the last update, or maybe earlier, and I think it is also related to the topic under discussion. When I'm working on dialogs, at some point the dialog box becomes inactive and I can't add new topics. This is solved by rebooting the CK. I'm worried that at some point it won't turn out at all that I won't be able to add new dialogs even after a reboot, because this problem is starting to manifest itself more and more often. If at the moment when it appeared, it could happen once a day, or even less often, with active work with dialogs, now it happens literally after adding 10-20 lines, and you need to restart the CK, and if you add here the fact that after loading the program in 50% of cases, when adding a script, the program crashes, then these are extra spokes in the wheels, which do not contribute to productive work in any way, and constantly slow down. In general, as you can see, the further - the more problems. The above factors are probably the most important reasons why I want to finish work on The Thief as soon as possible and move on to a new project. Start from scratch, at least so that the program does not crash due to the large number of scripts in the folder, which it checks every time it starts, and so that everything works faster, because the more objects in the mod, the longer all windows inside the program open, and so that the plugin does not save for 20-30 seconds as it is now, which seems to be not much, but a lot of time is spent at a distance, this is especially felt when you need to find an error and you often have to re-save and restart the game. I also want Notepad++ to not open for 30+ minutes after restarting the computer (I'm not joking, it really opens for about half an hour, or even more, due to the number of scripts, but it's convenient for me to keep them all open at once, because I often have to look for functions and variables in all files, you can search there in a folder, but it searches for a very long time, and it is not possible to use it, in the same VS Code the search in the working folder is instantaneous, and there is no need to keep all files open, but I don’t I like to work there for various reasons, and I'm already used to Notepad ++, I set it up for myself for a long time, and the syntax and my functions with hints). But, of course, I won't start a new project until I've added everything I want to The Thief and finished it completely, you don't have to worry about that. But when I do start a new project, I will take into account all my mistakes from the first one, of course I have no plans for another such huge project, but to be honest, even when I started this one I could not even think that I would be doing it more than 6- you years. So it’s better to play it safe, and at least I’ll do the same locations in a separate plugin, and then you won’t have to worry about the ID, and the plugin will save faster if there is no extra data about locations and navmeshes."
brewmasterhal Posted March 20, 2023 Posted March 20, 2023 6 hours ago, Highborn said: So, Dogma has made a huge post today on patreon asking for help or advice regarding Object IDs. If anyone knows a way to help him, please contact him or post here, and I'll send to him. I'll post what he said, google translated: I've also noticed this problem, quite a while ago. Fortunately, there are easy solutions. 2
Highborn Posted March 20, 2023 Posted March 20, 2023 2 hours ago, brewmasterhal said: I've also noticed this problem, quite a while ago. Fortunately, there are easy solutions. Nice. I made a thread here to see if other people from the forum knew some solutions: I'm gonna send the link to Dogma later, so he can check if there is something useful.
brewmasterhal Posted March 20, 2023 Posted March 20, 2023 (edited) 3 hours ago, Highborn said: Nice. I made a thread here to see if other people from the forum knew some solutions: I'm gonna send the link to Dogma later, so he can check if there is something useful. I posted a list of possible solutions on the Patreon post. Dogma's seen it, but no response yet. Edit: Got a response. Two of the easy solutions I suggested will work, so problem solved and crisis averted. Edited March 20, 2023 by brewmasterhal 2
sagar123 Posted March 21, 2023 Posted March 21, 2023 at this point thief has soo much content that someone can easily make ren'py or rpgm based game uisng screenshots and animation loop videos.. if i knew how to make ren'py game.. i could have really tried it 1
brewmasterhal Posted March 21, 2023 Posted March 21, 2023 9 minutes ago, sagar123 said: at this point thief has soo much content that someone can easily make ren'py or rpgm based game uisng screenshots and animation loop videos.. if i knew how to make ren'py game.. i could have really tried it Interesting idea. Seems like it would be extremely tedious to make, with the like 21k+ lines that already exist and hundreds upon hundreds of screenshots, but you could do some really cool stuff as well. Not just changing clothes and hairstyles but using different skin textures for things like dirt, rope burn, bruises, etc. You'd definitely want to sit down first and write out complete scripts and maybe some storyboards to do it right. Fortunately, for the most part, choices made in one Part of the story have little-to-no bearing on other Parts, with very few notable exceptions. I wouldn't start on anything like this until Dogma finishes this project completely and moves on to another. Otherwise, you'll find yourself re-doing something that gets changed later.
sagar123 Posted March 21, 2023 Posted March 21, 2023 9 hours ago, brewmasterhal said: Interesting idea. Seems like it would be extremely tedious to make, with the like 21k+ lines that already exist and hundreds upon hundreds of screenshots, but you could do some really cool stuff as well. Not just changing clothes and hairstyles but using different skin textures for things like dirt, rope burn, bruises, etc. You'd definitely want to sit down first and write out complete scripts and maybe some storyboards to do it right. Fortunately, for the most part, choices made in one Part of the story have little-to-no bearing on other Parts, with very few notable exceptions. I wouldn't start on anything like this until Dogma finishes this project completely and moves on to another. Otherwise, you'll find yourself re-doing something that gets changed later. yeah thats another thing.. and tbh rather than me doing it i was thinking mayb dogma should try it.. f95zone is filled with countless amount of those games.. and i've seen shittiest games getting too many Patreon supporters.. if it wasnt a mod it would have defo in f95 top spot and could have received lotta support another thing is copyright issue.. like sure u can use lotta custom outfits in scene variation but idk if outfit/animation creators would allow that.. infact there are actully lotta games there with 2d bad cg or with honey select animations(which lacks expressions) 3d loop which i imagined would be far better with skyrim animations.. like the amount of sex animations made for skyrim is astonishing and graphics isnt going to be dated as well.. i bet my custom ingame charter is wayy better than most of those even with skyrim expressions.. i may try making with small part i guess and see how it works.. i have 0 experience with those programs.. i'd be doing from scratch
H Bof Posted March 21, 2023 Posted March 21, 2023 Does anyone know what the conditions for starting the pregnancy quest are? It was one of the few things I wasn't able to try last time I played through the mod and I can't seem to find it on here (I probably scrolled right passed it).
brewmasterhal Posted March 21, 2023 Posted March 21, 2023 5 hours ago, H Bof said: Does anyone know what the conditions for starting the pregnancy quest are? It was one of the few things I wasn't able to try last time I played through the mod and I can't seem to find it on here (I probably scrolled right passed it). Copied from the FAQ: If you've had sex with at least three unique men before entering the Skunkway, Toris will tell you that you're pregnant and that he has a potion that will cause an abortion, but he'll only give you one if you work for him. The list of men with whom you can have sex prior to this is like nine different guys, but the only ones that can currently be the actual father are: Lod the blacksmith Viggi the cheesemonger Ortiz (I think this is the Russian name for Cooli the porter?) 1
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