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Posted
2 hours ago, sharp013 said:

Thank You so much! I have one more problem. I can't seem to get her to spit in the sink after the old man blowjob scene. any tips? 

Make sure your character didn’t select the dialogue option that include swallowing as part of the deal. It’s kinda easy to quickly accept that. But of course, if you did select that, you should have seen your character swallowing it. That said, if your character say something like “I need to spit this out” when you come back to the room, you should be able to spit in the sink by just selecting it with the activation key.

 

if there is no message/dialogue from your player, something might be wrong. You can test it by trying to spit on the vase outside the room.

Posted
4 hours ago, Highborn said:

Make sure your character didn’t select the dialogue option that include swallowing as part of the deal. It’s kinda easy to quickly accept that. But of course, if you did select that, you should have seen your character swallowing it. That said, if your character say something like “I need to spit this out” when you come back to the room, you should be able to spit in the sink by just selecting it with the activation key.

 

if there is no message/dialogue from your player, something might be wrong. You can test it by trying to spit on the vase outside the room.

 

There's also the problem that my translation for parts of that scene are wrong, making it unclear what deal the old man is offering.  One of a number of problems that I intend to fix as part of the next version.

 

But yes, if your character swallows and the old man pays you 12 gold, then you're not able to spit, regardless of the old man's warning not to spit.

Posted

this mod is great, is like seeing an erotic movie related to skyrim,

Spoiler

loved the cinematics scenes with the bandits and Lod kinda hilarious too :D

 

Posted

- Beta is out for v9 -

 

@brewmasterhal I can't find any Patreon of yours. If you had a buymeacoffee account or the like would love to hit you with some support; translations like this can be a lot of work, especially at the quality you've done for v8

Posted
2 hours ago, kstaps said:

 

@brewmasterhal I can't find any Patreon of yours. If you had a buymeacoffee account or the like would love to hit you with some support; translations like this can be a lot of work, especially at the quality you've done for v8

 

There's a reason for that: I'd rather not have to claim it on my taxes.

 

Also, translation is sort of a loose term: the semantic meaning of many of the lines is significantly different from the Russian meaning, as far as I can tell.

Posted
1 hour ago, brewmasterhal said:

 

There's a reason for that: I'd rather not have to claim it on my taxes.

 

Also, translation is sort of a loose term: the semantic meaning of many of the lines is significantly different from the Russian meaning, as far as I can tell.

Interesting, I did not think of that. Well then, we can only give you our thanks for your patches, it seems. They're great!

Posted
2 hours ago, Gimlord said:

@brewmasterhal Any estimation about when the translated, or generally the mod 0.9 would be available here?

 

Right now, I've done a preliminary pass covering 1588 out of the 3227 lines added so far in the new version.  that's just under 50% of a first draft.

 

Once I have made it all the way though the dialog in the main quest and all the side quests once, that's usually about 90% of a first draft.

 

Then I start a new game and play it all the way through, translating any lines I find that I missed while skipping around, that allows me to get through all of the dialog in order, and make sure that it all: makes logical sense, provides all of the necessary information for a new player to figure out what to do, and is varied enough that characters aren't just repeating the same phrases over and over and all of the different dialog branches are distinct.  When this is done, about 98% of the text is more-or-less final.

 

The final step for the translation is to try to find all of the lines that I can see in the data but haven't found in-game.  This can take a surprising amount of time, because some of them involve very specific triggers and I end up having to dig through the decompiled code trying to figure out what all of the conditions are.  Once I've found all of these that I reasonably can, I package everything up and release the translation.

 

I also keep an eye out for any bugs that I can potentially fix with my micro-patches while I'm playing.  For instance, I had a problem this morning with a character who had an invisible penis mesh - there was just a big hole instead of a dick - I suspect that this was an issue with one of my patches that only I was seeing, but I fixed it and it works just fine now.

 

It's Tuesday now, so at the current pace I would tentatively estimate that I should have a release about 8-10 days from now.  Hopefully sooner, but no promises.

 

As far as when Dogma will do the public release, certainly not before this Friday the 5th, but I would estimate later.  It seems that there are a lot of beta testers for this version.  As of right now there are almost 200 comments on the Patreon posts, and Dogma has already released a bug fix patch yesterday to help with issues that have been reported.  If we go by dialog alone, v0.9 increased the total number of lines in the mod by just under 70% compared to the v0.8.2, which means that there's a lot that can go wrong and a lot of testing to be done.

Posted
1 hour ago, brewmasterhal said:

 

Right now, I've done a preliminary pass covering 1588 out of the 3227 lines added so far in the new version.  that's just under 50% of a first draft.

 

Once I have made it all the way though the dialog in the main quest and all the side quests once, that's usually about 90% of a first draft.

 

Then I start a new game and play it all the way through, translating any lines I find that I missed while skipping around, that allows me to get through all of the dialog in order, and make sure that it all: makes logical sense, provides all of the necessary information for a new player to figure out what to do, and is varied enough that characters aren't just repeating the same phrases over and over and all of the different dialog branches are distinct.  When this is done, about 98% of the text is more-or-less final.

 

The final step for the translation is to try to find all of the lines that I can see in the data but haven't found in-game.  This can take a surprising amount of time, because some of them involve very specific triggers and I end up having to dig through the decompiled code trying to figure out what all of the conditions are.  Once I've found all of these that I reasonably can, I package everything up and release the translation.

 

I also keep an eye out for any bugs that I can potentially fix with my micro-patches while I'm playing.  For instance, I had a problem this morning with a character who had an invisible penis mesh - there was just a big hole instead of a dick - I suspect that this was an issue with one of my patches that only I was seeing, but I fixed it and it works just fine now.

 

It's Tuesday now, so at the current pace I would tentatively estimate that I should have a release about 8-10 days from now.  Hopefully sooner, but no promises.

 

As far as when Dogma will do the public release, certainly not before this Friday the 5th, but I would estimate later.  It seems that there are a lot of beta testers for this version.  As of right now there are almost 200 comments on the Patreon posts, and Dogma has already released a bug fix patch yesterday to help with issues that have been reported.  If we go by dialog alone, v0.9 increased the total number of lines in the mod by just under 70% compared to the v0.8.2, which means that there's a lot that can go wrong and a lot of testing to be done.

Thank you for your answer and for your hard work man!

Posted
3 hours ago, brewmasterhal said:

 

Right now, I've done a preliminary pass covering 1588 out of the 3227 lines added so far in the new version.  that's just under 50% of a first draft.

 

Once I have made it all the way though the dialog in the main quest and all the side quests once, that's usually about 90% of a first draft.

 

Then I start a new game and play it all the way through, translating any lines I find that I missed while skipping around, that allows me to get through all of the dialog in order, and make sure that it all: makes logical sense, provides all of the necessary information for a new player to figure out what to do, and is varied enough that characters aren't just repeating the same phrases over and over and all of the different dialog branches are distinct.  When this is done, about 98% of the text is more-or-less final.

 

The final step for the translation is to try to find all of the lines that I can see in the data but haven't found in-game.  This can take a surprising amount of time, because some of them involve very specific triggers and I end up having to dig through the decompiled code trying to figure out what all of the conditions are.  Once I've found all of these that I reasonably can, I package everything up and release the translation.

 

I also keep an eye out for any bugs that I can potentially fix with my micro-patches while I'm playing.  For instance, I had a problem this morning with a character who had an invisible penis mesh - there was just a big hole instead of a dick - I suspect that this was an issue with one of my patches that only I was seeing, but I fixed it and it works just fine now.

 

It's Tuesday now, so at the current pace I would tentatively estimate that I should have a release about 8-10 days from now.  Hopefully sooner, but no promises.

 

As far as when Dogma will do the public release, certainly not before this Friday the 5th, but I would estimate later.  It seems that there are a lot of beta testers for this version.  As of right now there are almost 200 comments on the Patreon posts, and Dogma has already released a bug fix patch yesterday to help with issues that have been reported.  If we go by dialog alone, v0.9 increased the total number of lines in the mod by just under 70% compared to the v0.8.2, which means that there's a lot that can go wrong and a lot of testing to be done.

 

That's some crazy amount of work you're doing. Seriously thank you for that !

Posted
22 hours ago, brewmasterhal said:

 

Right now, I've done a preliminary pass covering 1588 out of the 3227 lines added so far in the new version.  that's just under 50% of a first draft.

 

Once I have made it all the way though the dialog in the main quest and all the side quests once, that's usually about 90% of a first draft.

 

Then I start a new game and play it all the way through, translating any lines I find that I missed while skipping around, that allows me to get through all of the dialog in order, and make sure that it all: makes logical sense, provides all of the necessary information for a new player to figure out what to do, and is varied enough that characters aren't just repeating the same phrases over and over and all of the different dialog branches are distinct.  When this is done, about 98% of the text is more-or-less final.

 

The final step for the translation is to try to find all of the lines that I can see in the data but haven't found in-game.  This can take a surprising amount of time, because some of them involve very specific triggers and I end up having to dig through the decompiled code trying to figure out what all of the conditions are.  Once I've found all of these that I reasonably can, I package everything up and release the translation.

 

I also keep an eye out for any bugs that I can potentially fix with my micro-patches while I'm playing.  For instance, I had a problem this morning with a character who had an invisible penis mesh - there was just a big hole instead of a dick - I suspect that this was an issue with one of my patches that only I was seeing, but I fixed it and it works just fine now.

 

It's Tuesday now, so at the current pace I would tentatively estimate that I should have a release about 8-10 days from now.  Hopefully sooner, but no promises.

 

As far as when Dogma will do the public release, certainly not before this Friday the 5th, but I would estimate later.  It seems that there are a lot of beta testers for this version.  As of right now there are almost 200 comments on the Patreon posts, and Dogma has already released a bug fix patch yesterday to help with issues that have been reported.  If we go by dialog alone, v0.9 increased the total number of lines in the mod by just under 70% compared to the v0.8.2, which means that there's a lot that can go wrong and a lot of testing to be done.

Thank you so much for doing this.

Posted
On 10/2/2018 at 7:54 PM, brewmasterhal said:

 

Right now, I've done a preliminary pass covering 1588 out of the 3227 lines added so far in the new version.  that's just under 50% of a first draft.

 

Thanks for you hard work, Dogma too!

Posted
On 10/2/2018 at 3:56 PM, Gimlord said:

Thank you for your answer and for your hard work man!

 

23 hours ago, Cema said:

 

That's some crazy amount of work you're doing. Seriously thank you for that !

 

3 hours ago, ajelic said:

Thank you so much for doing this.

 

I mean, the thanks is appreciated, but I do all this stuff for myself because I find the machine translations really distracting.  I would still do it all even if Dogma didn't allow me to release my version for everyone else to use.  I'm really happy so many of you guys seem to appreciate my work though.

 

 

On 10/2/2018 at 4:09 PM, kakaer said:

Ahh shit. I was hoping I'd get to play before Oct 9th. I'm moving on 10th without my PC :(

 

At least I got to play up until 0.8.

 

When Dogma puts out the public release of the latest version, I can pretty quickly package whatever I have and push it out if people are happy with a partial or very rough translation until I can get a more polished version put together.

Posted
1 hour ago, namjey said:

When is the public release scheduled to happen?

 

On 10/2/2018 at 2:54 PM, brewmasterhal said:

As far as when Dogma will do the public release, certainly not before this Friday the 5th, but I would estimate later.  It seems that there are a lot of beta testers for this version.  As of right now there are almost 200 comments on the Patreon posts, and Dogma has already released a bug fix patch yesterday to help with issues that have been reported.  If we go by dialog alone, v0.9 increased the total number of lines in the mod by just under 70% compared to the v0.8.2, which means that there's a lot that can go wrong and a lot of testing to be done.

 

Posted
On 10/2/2018 at 4:09 PM, kakaer said:

Ahh shit. I was hoping I'd get to play before Oct 9th. I'm moving on 10th without my PC :(

 

At least I got to play up until 0.8.

You could try the machine-translated version! I found it enjoyable for .9; it's easy to understand what's going on, some of the dialogue works well, instructions are clear. It can be fun to think up what the characters are saying yourself, too.

That being said hal's translations are way better, and maybe you're like hal and find the machine translations distracting.

 

@brewmasterhal I'd be in favor of a rough translation release right away. But it's not a big deal to me, not if it's a lot of work especially

Posted

Dogma made a public post on his patreon, apparently you can all download the beta (if I understood it right), which still need some minor fixes. He wants to make an official public release with those fixes when @brewmasterhal finishes the English translation. Immediately he will start working on the patch to add the scenes that wasn't made in time for the beta. 

Posted
9 hours ago, Highborn said:

Dogma made a public post on his patreon, apparently you can all download the beta (if I understood it right)

I just looked and found no public post. Probably he made it public by mistake and turned it patreons only after that. Anyways, thanks for the update it is great to know that a new version of that amazing mod is on its way :D

Posted
9 hours ago, Highborn said:

Dogma made a public post on his patreon, apparently you can all download the beta (if I understood it right), which still need some minor fixes. He wants to make an official public release with those fixes when @brewmasterhal finishes the English translation. Immediately he will start working on the patch to add the scenes that wasn't made in time for the beta. 

19 minutes ago, Amrovich said:

I just looked and found no public post. Probably he made it public by mistake and turned it patreons only after that. Anyways, thanks for the update it is great to know that a new version of that amazing mod is on its way :D

 

Yeah, not fully public, just not limited only to those who pledge enough for early beta access.  It's still limited to patrons only.

 

The translation is about 70% complete now, but it won't be done until at least Monday or Tuesday of next week.  Dogma will probably be releasing soon, maybe before then, still not sure when exactly.

Posted

Hi all, really wanna get the super secret imperial corporal scene, but the command isn't working for me, any help? 

 

(EDIT: The command to move the phantom to my location :) ) 

Posted
8 hours ago, EllieLeeLee said:

Hi all, really wanna get the super secret imperial corporal scene, but the command isn't working for me, any help? 

 

(EDIT: The command to move the phantom to my location :) ) 

I think you can use tai command to pause the npc AI, then you can go at the rocks near the tower(righ side of the tower i think) where the phantom is and kill it. I believe that the phantom npc might not be visible until you hit it so try some swings.

Posted
11 hours ago, EllieLeeLee said:

Hi all, really wanna get the super secret imperial corporal scene, but the command isn't working for me, any help? 

 

(EDIT: The command to move the phantom to my location :) ) 

Wanna know how I did it?

 

I used the "Za Warudo" mod which allows you to stop time. Simply walk up close enough before getting quickscoped, stop time, walk up behind her and start killing her in stopped time. Once she's down she cannot kill you or the Imperials, so just kill her and wait.

 

If the Imperials get stuck, resurrect the phantom and kill her again, this will reset the scene and allow you to proceed further and get the scene.

Posted
15 hours ago, EllieLeeLee said:

Hi all, really wanna get the super secret imperial corporal scene, but the command isn't working for me, any help? 

 

(EDIT: The command to move the phantom to my location :) ) 

I find this one doable but tight without any console commands. (I suppose some mods might affect this, though.) But it should be possible to do something like go up to the tower, stand just outside of her instant kill range, cast the slow time scroll while sprinting around the right side of the tower towards the phantom, and hit her once you get to her. If you get to her before the spell ends she shouldn't shoot you. This method works for me every time once I learned how to do it. That section is pretty frustrating, though. Can't see there being very high odds of doing it right the first time with no prior knowledge of what happens, though... pretty much the only way I could have done it is plan it out extensively, scout out where the phantom stays, does she move, time how long the slow time spell lasts, measure how far PC can run in that time, cast the spell from that distance etc... more planning than I was expecting to need to use to beat a smut mod of all things

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