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Player Slave (update 2013-02-19)


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The major problem I found with using an AI package to force the player to follow an NPC was steps. If the package on the PC tries to follow an NPC up some steps it will do it in very slow motion, and sometimes get stuck on the steps for long periods of time, while the NPC walks up the steps at normal speed. I worked perfectly on flat surfaces.

 

It was in 1.4 that I last tested this so perhaps it works now, but if you plan on developing this mod further I'd strongly suggest you test it on steps. The ones leading up to dragons reach are a good example and are what caused me to have to completely re-do my mod with a different follow method.

 

If you do want the scrips I used to follow guards in Crime and Punishment then of course you are welcome to them.

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The major problem I found with using an AI package to force the player to follow an NPC was steps. If the package on the PC tries to follow an NPC up some steps it will do it in very slow motion' date=' and sometimes get stuck on the steps for long periods of time, while the NPC walks up the steps at normal speed. I worked perfectly on flat surfaces.

 

It was in 1.4 that I last tested this so perhaps it works now, but if you plan on developing this mod further I'd strongly suggest you test it on steps. The ones leading up to dragons reach are a good example and are what caused me to have to completely re-do my mod with a different follow method.

 

If you do want the scrips I used to follow guards in Crime and Punishment then of course you are welcome to them.

[/quote']

 

Thanks! This kind of knowledge is invaluable.

 

Introduced a few stairs and stuff into the test cell, and pathing and moving seems to work. There is clearly some kind of "bug" here (might be me) because at times, it seems that pathing just decides that "this is close enough", and triggers the next scene stage. Sometimes it decides to run when following, and sometimes to walk. I really don't know why it does things differently.

 

At least stairs worked in the first try. I'll make it a regular test from now on, for sure.

 

Edit: I think my problems are related to navmesh. Generated the navmesh, and everything seemed to be connected properly, but I guess gaps were too narrow (the areas were very clearly connected, so that was not the issue).

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If you do want the scrips I used to follow guards in Crime and Punishment then of course you are welcome to them.

 

By the way, I'm going to take you up on that offer. Beats decompiling them, although, that has been educational in a lot of other ways. ;)

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well everything seems working on my end, the only thing is after ysolda escort me to the cage then it just stop. ysolda (outside the cage) and player (inside the cage) just standing still doing nothing. do i missing something here.:blush:

 

and idk, startquest zzzFq is not working for me (or is it for now ?)

 

anyway great work xaz..

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well everything seems working on my end' date=' the only thing is after ysolda escort me to the cage then it just stop. ysolda (outside the cage) and player (inside the cage) just standing still doing nothing. do i missing something here.:blush:

 

and idk, startquest zzzFq is not working for me (or is it for now ?)

 

anyway great work xaz..

[/quote']

 

What should happen is, escorted to cage where you're locked in. Then Ysolda wanders off to her normal patrol. After 20s she comes back and lets you out. There is also some monologue going on, but that's about it.

 

Sometimes these quests glitch, and I'm not entirely sure why. Navmesh, I think, has been a problem at times.

 

Are you in control of your character when the quest stops? If that is the case, there might be problems with the scene triggers. You can try to enable ai control of the pc, by first stopping the zzzAi quest (if it was already running), then starting it. I've improved those triggeres in the latest version, so you can actually run the scene with full player control. I think this improves stability, but for now, sometimes giving control to the ai will move the character to the correct position.

 

Did you force ai controls for zzzFq? "startquest zzzAi" You will get a debug notification saying something along the lines of "ai now in control". When first entering the test area, try

startquest zzzAi
startquest zzzFq

and see if that works.

 

As you can tell, I'm still learning, so this is sadly still just a test chamber. :(

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I tryed it with startquest zzzFq and she led me to cage and then nothing more and i was frozen on the spot in cage

She ditn lock cage or anything just standing there

 

If you're frozen on the spot in the cage, then the ai is already in control of the pc. I'm not sure why sometimes this glitches. Try to load an early save (or new game), port to the dungeon, and restart the quest. You can even, from the main menu, bring up the console:

 

coc zzztestarea
showracemenu

 

Customize your character to your liking... unless, you prefer the default male character.

 

startquest zzzai
startquest zzzfq

 

Try it out for a while

 

startquest zzztq

 

This works for me, although I'm running the latest version of the mod, since it's on my comp, so... maybe I fixed things with the new triggers in place.

 

If that's the case, new versions are coming, so just hang in there. ;)

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So, I tested out the new version. Looks good and I like the new animation of the arms during the bound animation. The script to remove jumping and all that worked great, but I still wonder what will happen if you fall more than a few feet (I assume it will reset the animation).

 

The only annoyance is the speed at which Ysolda walks, the PC does this annoying little red light/green light dance. Although, I DO have a mod which tries to match NPC walk speed with the player, so that might be on my end.

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So' date=' I tested out the new version. Looks good and I like the new animation of the arms during the bound animation. The script to remove jumping and all that worked great, but I still wonder what will happen if you fall more than a few feet (I assume it will reset the animation).

 

The only annoyance is the speed at which Ysolda walks, the PC does this annoying little red light/green light dance. Although, I DO have a mod which tries to match NPC walk speed with the player, so that might be on my end.

[/quote']

 

Dang... didn't even think about falling. I'll probably have to keep a timer then, ... at least that will fix the problem.

 

That bumping problem is on my radar, and I think I know how to fix it.

 

How does the bound animation work with your body model? I'm using CBBEv3m, which is slightly different. It works fairly well for me, but may look funny on other sizes, etc. I'm especially worried about holding the arms too far back, as that looks unnatural.

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Dang... didn't even think about falling. I'll probably have to keep a timer then' date=' ... at least that will fix the problem.

[/quote']

 

You can still register for the animation events. The fall and land events are ones that can be listened for, I understand

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I unfortunately can only seem to get the ai and oq to activate. The other quests seem to not like me at all. But that could be very well be my mountian of other mods too.

 

Also, with the collar follow, I can't really get a lengthy follow going. I stop, run and camera lock (God help me if I'm looking the wrong way I run backwards... really hate you cant run towards to camera in Skyrim), catch up, walk awile (So sexy), then stop and regain camera control. Rinse and repeat. Its really hot... when its working right.

 

Also, anyone know perchance if there is a mod/animation that allows you to walk towards the camera? Would be really nice to have with all the PCS mods.

 

Props on the cuff fix :sleepy:

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I unfortunately can only seem to get the ai and oq to activate. The other quests seem to not like me at all. But that could be very well be my mountian of other mods too.

 

What happens when you try the other scripts? There is debug info on some of them' date=' so you should see messages on the top left side of the screen (S01 started, for instance, for zzzTq).

 

This sequence in this post works for me. If it doesn't work, there may be conflicts with other mods.

 

Also' date=' with the collar follow, I can't really get a lengthy follow going. I stop, run and camera lock (God help me if I'm looking the wrong way I run backwards... really hate you cant run towards to camera in Skyrim), catch up, walk awile (So sexy), then stop and regain camera control. Rinse and repeat. Its really hot... when its working right.

[/quote']

 

Not sure if I can fix that run backward problem. Essentially, the commands I know I can use either move the camera in annoying ways (tilt toward ceiling or floor) or allow your character to run backwards.

 

Also' date=' anyone know perchance if there is a mod/animation that allows you to walk towards the camera? Would be really nice to have with all the PCS mods.

[/quote']

 

Yes, there is. Type "animcam" in the console window and you can now adjust your camera when moving. I didn't know about this either until recently, but it's awesome. ;)

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I unfortunately can only seem to get the ai and oq to activate. The other quests seem to not like me at all. But that could be very well be my mountian of other mods too.

 

What happens when you try the other scripts? There is debug info on some of them' date=' so you should see messages on the top left side of the screen (S01 started, for instance, for zzzTq).

 

This sequence in this post works for me. If it doesn't work, there may be conflicts with other mods.

 

Also' date=' with the collar follow, I can't really get a lengthy follow going. I stop, run and camera lock (God help me if I'm looking the wrong way I run backwards... really hate you cant run towards to camera in Skyrim), catch up, walk awile (So sexy), then stop and regain camera control. Rinse and repeat. Its really hot... when its working right.

[/quote']

 

Not sure if I can fix that run backward problem. Essentially, the commands I know I can use either move the camera in annoying ways (tilt toward ceiling or floor) or allow your character to run backwards.

 

Also' date=' anyone know perchance if there is a mod/animation that allows you to walk towards the camera? Would be really nice to have with all the PCS mods.

[/quote']

 

Yes, there is. Type "animcam" in the console window and you can now adjust your camera when moving. I didn't know about this either until recently, but it's awesome. ;)

 

Nope. I really did try like every combination of Ai on/off/on+off/off+on followed by another quest and vice versa. Ai and oq where the only ones I could get messages for. Oq works great btw.

 

I doubt you could really fix the running backwards on your end (atleast easily) since its really a result of when the camera is between the pc and where it starts to head. I'll have to give animcam another go... but later. To lazy to play atm. Messed everything up after adding CBBBLE and Ladybody at the same time.

 

Wish I could have everything without conflict v.v

Why can't mods just get along D=

I'll probably have to try your mod vanilla to work out if it is indeed mod conflict. The only way a mod should be tested in alpha really. Could also be that I was using a custom race.

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piping in here that I also love the work you're doing on this, and I have similar issues as Vibe. There's roughly a 75% chance that when I fire off zzzTq, she'll only walk the PC over to the cage and unlock it. The PC will stand behind at follow distance and not enter the cage. On the few occasions the PC has entered the cage - it stays open with Ysolda standing there until you do a stopquest on it.

 

results similar with both vanilla and custom races. I'll put in a disclaimer that my Skyrim install has a tonne of mods loaded, and is very sick - as in it will CTD or hang trying to load most of the major towns. I'd bet the majority of my savegames are corrupted as a result. I'm doing a system reload soon, so once that's done I'll be able to report on a more stable install.

 

A couple of questions, probably stupid ones - is there any particular reason the arm binding items do not work on NPC's? You can force equip them, and see a debug msg, but they don't have the effect they do on the PC.

 

Also, any hints on what to look into to try to apply the same "mmpphh" attributes the test gag has, to the Zaz gags? I haven't messed with scripting in the CK much, so any hints to send me the right way would be appreciated.

 

Once again, love the work being done on this :D

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my best guess is the scripts is unable to kick in after starting the quest. and believe me theres already tons of script from various mods in my scripts folder(cursing Bethesda why they implement this papyrus scripting :@).

 

anyway this is WIP, so small progress or bugs is acceptable for me and i hope for all user. so please take your time xaz ;)

 

one thing tho, it would be great if you can pack everything in .BSA.

 

good luck xaz, and looking forward for new update.

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Nope. I really did try like every combination of Ai on/off/on+off/off+on followed by another quest and vice versa. Ai and oq where the only ones I could get messages for. Oq works great btw.

If you get the messages' date=' then you know the quest is running. I mostly use scenes and quests to run things, so not much scripting.

 

Why can't mods just get along D=

I'll probably have to try your mod vanilla to work out if it is indeed mod conflict. The only way a mod should be tested in alpha really. Could also be that I was using a custom race.

 

Trying vanilla is always the safest bet, but really messy. I use WryeBash to make mods get along, and it's working really well. Removed and reinstalled all my mods yesterday in 20mins, and my game is working (with the same flaws) again.

 

There's roughly a 75% chance that when I fire off zzzTq' date=' she'll only walk the PC over to the cage and unlock it. The PC will stand behind at follow distance and not enter the cage.

[/quote']

 

This may be issues with the scene triggers and/or NavMesh. This is just a guess, but I've seen this in my game too. That is, before I changed those things. I'll update soon again.

 

A couple of questions' date=' probably stupid ones - is there any particular reason the arm binding items do not work on NPC's? You can force equip them, and see a debug msg, but they don't have the effect they do on the PC.

 

Also, any hints on what to look into to try to apply the same "mmpphh" attributes the test gag has, to the Zaz gags? I haven't messed with scripting in the CK much, so any hints to send me the right way would be appreciated.

 

Once again, love the work being done on this :D

[/quote']

 

A very valid question. ;) I focus on the PC, but it should be doable on NPCs too. I'll add it to my wishlist and see what I can do. Though, NPCs will still follow their normal Ai routines, so they're not really restrained.

 

To add the same mechanics to the Zaz gags, they need to have the keyword "xazArmorGag" attached to them (this takes approx 30s per item), and the gag-talk quest must be started in the CK. If you have equipped any of the gags in the chest, the quest should be started.

 

I've tried to keep the mod vanilla compatible, and for now, I think that's probably best.

 

good luck xaz' date=' and looking forward for new update.

[/quote']

 

Thanks! It's really nice to get feedback on what I do

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Updates - mostly bug fixes (hopefully)

 

- Attempted to fix problems getting into the cage and triggering stages while inside. It should now be possible to run the entire scene with ai disabled, although that requires some timing, because the script enables/disables ai automatically. I should probably fix this to make testing consistent for everyone.

 

- Attempted to fix Ysolda follow stuttering. The "fun" part is that the only thing I do is to tell the player ai to follow Ysolda at a "fast walk" pace. It really should work, although, since it doesn't, it's up to me to build a workaround.

 

- Wrist bindings can now be equipped by NPCs too.

 

- BUG: It appears that sometimes you "overshoot" Ysolda now when following. I'm not really sure how/why this can happen.

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Alright I think I am on to something! When I start a new file the bind animation works. I can't tell if the others do or not because when Alduin starts to come nothing happens and we all know before that little quest you cant even see your body outside of first person. So I dunno.

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So updated to v005 without testing my theory however still had the problem. So I gave it another go with my female Nord and all the quests activated as expected. It does appear to not like custom races, or atleast the one I was using. That maybe something you'll need to look into I suppose for us poor unfortunates that use custom races. ;~;

 

Also pi acts crazy weird. One time I run to the center of the room and kneel. Another I run to the center and a random weapon in my inventory equips. Another I run to the center and she starts to attack me. And another I run to the center and bindings that are not in my inventory equip... and she starts attacking me. And one time I ran down to the basement and stood in the corner. Perhaps quest script crossover?

 

I did notice the running ahead of her bug. It was very random. Sometimes I would run ahead sometimes I would follow. Sometimes I broke out into 2 step (j/k). I'm assuming this caused by your attempt to fix the follow problem?

 

Wish I wasn't so lazy. Wouldn't mind learning how to make areas. Tried downloading the workshop. Started at it a bit and just when Duuuuuuuuuh~, too much learning to get start, close. Well thats not true. I fiddled with it a bit but I had no idea what I was doing besides creating a huge platue on a large flat area. Might take another crack when I get my new computer going.

 

Oh, also not sure what caused it but the two girls in the cages disappeared at some point. I didn't notice till much fiddling later. They exploded or something because their equips got left behind on the ground.

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well so far it worked well for me :P

 

but not always, guess have to remember about toggle ai or not before starting the quest.. the first attempt where ysolda escorting player to the cage is succes, second atempt, ysolda did'nt come back to the cage to release me..

 

but the most thing i love, is the zzzFq, where ysolda finally lead my character around without problems, no gap/distance, running or walking backward anymore..awesome

 

great work xaz

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So far I'm loving the mod. Great work! I only tried it out for a little while but I didn't have any big problems.

 

I noticed that my character didn't always follow Ysolda at a uniform pace. I think it may be how I started it. I believe that when I activated the follow quest without the collar it worked great, but when I equipped the collar my PC would just run up, wait, and stop and then run up, wait, and stop. I could be wrong though.

 

So far you have to use the console command to remove everything when your inventory is disabled. Is there any plans to have Ysolda or some other NPC remove the bindings for you instead? It'd expand on the realism and roleplayability.

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So far I'm loving the mod. Great work! I only tried it out for a little while but I didn't have any big problems.

 

I noticed that my character didn't always follow Ysolda at a uniform pace. I think it may be how I started it. I believe that when I activated the follow quest without the collar it worked great' date=' but when I equipped the collar my PC would just run up, wait, and stop and then run up, wait, and stop. I could be wrong though.

 

So far you have to use the console command to remove everything when your inventory is disabled. Is there any plans to have Ysolda or some other NPC remove the bindings for you instead? It'd expand on the realism and roleplayability.

[/quote']

 

Thanks! Nice to hear that it's working!

 

I plan to expand the mod somewhat. Not sure if I'll make a complete story arc, but at least the plan is to have a longer trip together with Ysolda. ;)

 

As a teaser: Here is a screen from the latest version of the mod. We're just outside Whiterun walking toward Riverwood, interacting with some fellow travelers in a similar "situation".

post-84192-13597878502157_thumb.jpg

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So, just wanted to popin and let you know it seems the lack of quest function was limited to my one PC. I made another PC (Trying out a new custom race). Everything seems to work fine more or less beyond the known bugs. So, false alarm on the custom race issue.

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there's so many great ideas that can come from this kind of framework. once certain NPC's are able to forcibly equip your character with the wrist bonds, collar, and gags all kinds of good things can be done with it. 

 

Here is my idea for a simple story and lets see if i can at least inspire some ideas from other people. imagine for a moment you black out and find yourself naked and bound at the back of a bandit cave. the bandit guarding you falls asleep allowing you to sneak away. if you're seen and caught by the other bandits, while wearing the bondage gear, they then lead you back to your cell instead of attacking you. all your gear is in a chest heavily guarded so you have to come back for it once your hands are free and are able to fight back. (I don't know if scripting is any different but I know there is at least a console code that you can enter to transfer all your non-quest items to a particular container) once you sneak out safely you then have to make it to town while avoiding all the nasties out there. then find someone to release you from your bonds (maybe the blacksmith?) or another idea would be allowing you to get off your wrist bonds somehow, whether by knife or NPC or time passed, but not the gag which would require a special key or device to remove. the gag would prevent you from interacting with most people since you can't talk and the gag identifies you as an escaped slave and most people would rather not get involved. the tricky part (if not impossible, I dunno) would be disabling you shouts and possibly your magic since your wearing a gag. you'd then have to find a special person or persons to be truly free from your bondage experience.

 

I don't have much modding experience so I don't know how difficult it would be for the additional scripting of NPC's to make that scenario possible. it'd probably fit right at home with the slavers guild although the idea could be expanded/changed in any number of ways. 

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