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Posted

While I can imagine it would take a lot of work - I'd love to see the more unique "alternate" sleeping arrangements in the other major cities like the Whiterun kennels.  I don't think every city would need a completely unique cell or to be as elaborately scripted as the kennels - they could just be a place with always available beds with the knowledge that something is likely to befall the PC if they sleep there for more than a few hours, but the price is right.

 

Certainly not something the mod technically needs as the Simply Knock integration covers super desperate sleep needs, but IMO the kennels really suits the general theme and dialogue of the mod as the "you've hit rock bottom" option.  

 

 

Some ideas:

 

Markarth - bunk with one of the homeless in the area under the city.  A more elaborate idea - a student of Calelmo is willing to offer you a bed in his animonculory (unique cell) where he tinkers with dwemer automatons.  Automatons he's hoping to "test functionality" with you when you are sleeping and defenseless.

 

Solitude - not sure on this one, perhaps beg for the ability to stay at the temple.  Solitude IMO would be ripe for a unique cell.

 

Riften - a temporary bed available at Haelga's bunkhouse, but the regulars aren't likely to stick to themselves.  Alternatively, something to do with the homeless sewer area under the bunkhouse which may or may not be skeever infested.

Posted

Just started a new game with 4.01 installed. The begging doesn't give any dialogue options. At least with Orcs. I started with Immerslave in an orc stronghold. Where there any changes to that?

Posted
14 hours ago, Monoman1 said:

I changed the follower detection method in 0.4. It now checks each alias in quest DialogueFollower and each actor counts as a follower count ++. EFF works fine for me IF you set followers required to 1. 2 or more won't work because of the way that EFF works - EFF doesn't add extra follower aliases to the quest like most other follower frameworks do. 

 

I just tested with both lydia and jenassa and both worked ok. If it's still not working for you type: sqv DialogueFollower in the console. There should be at least one of the aliases filled. If not then it would seem like somethings wrong with your EFF. Load your entire load order in TesEdit and find DialogueFollower quest and see if another mod is overwriting the record. 

Bang on... a custom follower mod was overwriting DialogueFollower. I'll test with a reordered load order.

 

edit: which alias? ref_follower? Because I'm getting the same error even with the new load order.

Posted
17 hours ago, Bushi Neko said:

I LOVE THIS MOD. I just felt that needed to be said, even more so since my first chance to pop in since it happened with kennel and getting an evasion, which you seem to have fixed. :D  

 

I also noticed a lot of discussion on the city rules. I like how you implemented it. You have two choices prior to a license. Forget you had the crap and have it taken til' you pay. Which is pretty cool. Or dump it in a stash outside ( which of course can be stolen from so it ties well ) and get it back when you leave. OR a CHEAT. Hand it to your followers bags. 

 

>>> Bikini. Don't be a doofus like me. Don't forget the Bikini patch here. I did. Ouch.

Thanks for the kind words :)

17 hours ago, Reesewow said:

Some ideas:

 

Markarth - bunk with one of the homeless in the area under the city.  A more elaborate idea - a student of Calelmo is willing to offer you a bed in his animonculory (unique cell) where he tinkers with dwemer automatons.  Automatons he's hoping to "test functionality" with you when you are sleeping and defenseless.

 

Solitude - not sure on this one, perhaps beg for the ability to stay at the temple.  Solitude IMO would be ripe for a unique cell.

 

Riften - a temporary bed available at Haelga's bunkhouse, but the regulars aren't likely to stick to themselves.  Alternatively, something to do with the homeless sewer area under the bunkhouse which may or may not be skeever infested.

Hehe, test subject for experimental dwemer sexbots ;)

I like it. Just need time to do it.

13 hours ago, Kalthen said:

Just started a new game with 4.01 installed. The begging doesn't give any dialogue options. At least with Orcs. I started with Immerslave in an orc stronghold. Where there any changes to that?

Not many (that I remember). I added a global toggle in the Mcm and fixed a condition on skooma begging but that's it. 

Remember you have to actually NEED these things before you can beg. 

You need to be hungry to beg for food. Thirsty for water. You need to be addicted to ask for skooma/milk. 

There's also a restriction of begging for gold (you can't have more gold than the toll cost). But I will remove that next update. 

10 hours ago, foreveraloneguy said:

edit: which alias? ref_follower? Because I'm getting the same error even with the new load order.

Any of them. As long as the actor isn't in an 'animal faction' it should be counted as a follower. 

If it's still not working I suggest testing it on a new game with the new load order. There's no way to know how changing that quest record mid-game will affect things. 

Posted

First of all...love, love, love this mod.  It adds some very enjoyable new layers of perversion into my game :)

 

However, I've encountered a bug which is kind of borking an entire section of functionality for me.

 

I can't buy licences.  I started a new game, finally made it to Whiterun and had everything confiscated.  No problem, I was expecting that.  I run, shrieking and naked through the streets to the guard barracks, already having enough to purchase a license.  I speak to the NPC, he checks my records, says everything checks out, gives me some (very amusing) patronising dialogue, and then says "here you go".  Except...there I don't go.  He doesn't actually give me anything.  He doesn't take any gold either.  Thus the full set of bikini armour I made in Riverwood remains in their nefarious clutches, and I'm standing there stark naked while these knicker sniffers are going through my things.

 

So I'm stuck at a point where I can never go adventuring now, because I can't get a license to take weapons or armour outside the city.  I eventually had to disable the entire licensing system in the MCM, which is a pity because it's such a fun idea.

 

Any thoughts?

 

Edit: Apologies in advance if this has already been covered elsewhere.

Posted
42 minutes ago, nigwriter said:

Any thoughts?

Nothing jumps to mind. 

You don't get a licence 'book' after buying? 

 

Can you get me a papyrus log of the purchase? Cheat yourself some gold if you don't have enough: Player.AddItem f 1000

Posted
2 hours ago, Monoman1 said:

Any of them. As long as the actor isn't in an 'animal faction' it should be counted as a follower. 

If it's still not working I suggest testing it on a new game with the new load order. There's no way to know how changing that quest record mid-game will affect things. 

New game did the trick. Thanks.

 

Is there a quartermaster in Whiterun? I've gone everywhere I could think of but can't find one.

Posted
11 minutes ago, foreveraloneguy said:

Is there a quartermaster in Whiterun? I've gone everywhere I could think of but can't find one.

  • Whiterun - Trilbjorn Stone-Tooth - The barracks at the back of the Bannered Mare
  • Solitude - Ancolanar - Castle Dour (downstairs)
  • Markarth - Surgug - Guard Tower
  • Windhelm - Erilas - Bloodworks (First door on the right inside the palace)
  • Riften - Okan-Jei - The barracks to the left of Mistveil keep.
Posted
34 minutes ago, Monoman1 said:

Nothing jumps to mind. 

You don't get a licence 'book' after buying? 

 

Can you get me a papyrus log of the purchase? Cheat yourself some gold if you don't have enough: Player.AddItem f 1000

No book received, no gold taken.  At one point I resorted to giving myself one via AddItemMenu but the NPC at the gate said it expired and tore it up.

 

Papyrus attached.

Papyrus.0.log

Posted
16 minutes ago, nigwriter said:

No book received, no gold taken.  At one point I resorted to giving myself one via AddItemMenu but the NPC at the gate said it expired and tore it up.

 

Papyrus attached.

Papyrus.0.log 307.54 kB · 1 download

Hmm, your log is clean... :S

Odd. Can you test on a new game? 

 

PS: adding yourself an base item definitely won't work as the licence needs to be initialized and the base form doesn't have any of that. 

Posted
3 hours ago, Monoman1 said:

Remember you have to actually NEED these things before you can beg. 

You need to be hungry to beg for food. Thirsty for water. You need to be addicted to ask for skooma/milk. 

There's also a restriction of begging for gold (you can't have more gold than the toll cost). But I will remove that next update. 

Thanks for the details - IMO this makes sense, especially considering what people are willing to put you through for the items.  I do think gold being always an option is probably better, as you may be trying to cover something more expensive than the exit toll, like a license.

 

Perhaps to make it less jarring/buggy looking there should a backout dialogue - if gold will be always available next patch however then this probably wouldn't be needed.

 

I'll personally probably try to edit the Skooma conditions - I don't use Skooma mods per say, but I do use it as an Apropos Wear & Tear curative agent and it can be hard to find.  I do personally think it is better that it actually ties in with addiction normally however. 

 

 

Did want to mention - thanks for all the effort to make the vast majority of the mod features soft dependencies.  The mod was obviously designed around needs mods, and those not being hard requirements is great for a user like myself.  I don't care to fuss with physical needs mods and my only *need* to sleep would be to restore willpower and follower lives in Devious Followers, but the gold related features and begging dialogues are features I'm definitely interested in.  Without the use of soft dependencies I'd have a harder time justifying installing a major needs mod just for a handful of features.

 

 

Edit:  Looks like it might be a bit more complex to make Skooma always an available begging topic than just a dialogue condition.  Any advice on a TES5Edit to accomplish this, or a variable that can be manually adjusted in game?  Of course, if the Skooma topics depend on scripts and variables provided by Skooma Addict and forcing them will possibly break something, I'll probably just leave it be.

Posted
18 minutes ago, Reesewow said:

Looks like it might be a bit more complex to make Skooma always an available begging topic than just a dialogue condition.  Any advice on a TES5Edit to accomplish this, or a variable that can be manually adjusted in game?  Of course, if the Skooma topics depend on scripts and variables provided by Skooma Addict and forcing them will possibly break something, I'll probably just leave it be.

At the moment the dialogue options change depending on how addicted you are:

Low -> You wouldn't happen to have any skooma do you?

Med -> Please. Skooma. I need it!

High -> Please... Some skooma.. I'll do anything. Anything you want me to. Just please?!

 

I'd suggest maybe to try removing the 'PhysicalPool' conditions from one of the topics. (the Low one probably would be most suitable without an addiction mod)

 

Posted
57 minutes ago, Monoman1 said:

Hmm, your log is clean... :S

Odd. Can you test on a new game? 

 

PS: adding yourself an base item definitely won't work as the licence needs to be initialized and the base form doesn't have any of that. 

Yeah, I figured that was the case as the very chipper and amiable toll taker tore them up.  I'll test in a new came and post results.

Posted

My magicka is somewhat like -9999890 and unequipping the collar or buying a licene doesn't cure it. Could somebody help? using setav command doesn't help. Do I need to remove some spell?

Posted
2 minutes ago, glebbus13 said:

My magicka is somewhat like -9999890 and unequipping the collar or buying a licene doesn't cure it. Could somebody help? using setav command doesn't help. Do I need to remove some spell?

Do you use Spank that ass?

If so, just sprint into someone and get spanked. I think that needs to be fixed on STAs side. 

Posted
1 hour ago, Monoman1 said:

Do you use Spank that ass?

If so, just sprint into someone and get spanked. I think that needs to be fixed on STAs side. 

No, I don't use Spank that ass. All the ass spanking are from Survival and slapping event doesn't cure anything unfortunately.

Could you advise on alternative way to regain my magicka?

Posted
2 minutes ago, glebbus13 said:

No, I don't use Spank that ass. All the ass spanking are from Survival and slapping event doesn't cure anything unfortunately.

Could you advise on alternative way to regain my magicka?

Have you removed the collar? 

If you use devious devices: Player.RemoveSpell xx045161

If you don't use DDs: Player.RemoveSpell xx045C3C

 

Where xx is the load order of Survival. 

Posted
2 hours ago, glebbus13 said:

My magicka is somewhat like -9999890 and unequipping the collar or buying a licene doesn't cure it. Could somebody help? using setav command doesn't help. Do I need to remove some spell?

just in case:

If you have newest SLdialog installed your magic will be low until you start the quest "becoming a mage"

alternative: deactivate the low magic feature in SLdialog MCM (on the quest tab > untick box below "become mage", mahe quest still can be active)

Posted
1 hour ago, Monoman1 said:

Have you removed the collar? 

If you use devious devices: Player.RemoveSpell xx045161

If you don't use DDs: Player.RemoveSpell xx045C3C

 

Where xx is the load order of Survival. 

I have removed the collar and have a magic licence. Tried both console commands.

I have a message that this spell isn't found on my character

Posted
1 hour ago, donttouchmethere said:

just in case:

If you have newest SLdialog installed your magic will be low until you start the quest "becoming a mage"

alternative: deactivate the low magic feature in SLdialog MCM (on the quest tab > untick box below "become mage", mahe quest still can be active)

No, I don't have SLdialog as well. I have noticed that when I contacted brain rot, one of the effects of brain rot was magica-9999890, but when I cured it by shrine, magic wasn't restored.

Posted
11 minutes ago, glebbus13 said:

I have removed the collar and have a magic licence. Tried both console commands.

I have a message that this spell isn't found on my character

Type in console:

help "Magic Collar"

a list of items with the name 'magic collar' will appear. One should have SPEL in it. Then type

Player.RemoveSpell xxxxxxxx

where xxxxxxxx is the number given by the help command

Posted
14 minutes ago, Monoman1 said:

Type in console:

help "Magic Collar"

a list of items with the name 'magic collar' will appear. One should have SPEL in it. Then type

Player.RemoveSpell xxxxxxxx

where xxxxxxxx is the number given by the help command

I get Spell "Magic Collar" not found in <charactername>

Posted
6 minutes ago, glebbus13 said:

I get Spell "Magic Collar" not found in <charactername>

Ok. Then try the other effect. Do

help "Magicka Curse"

and do the same. 

 

If you haven't got that spell either then it's not this mod I'm afraid. 

Posted
7 minutes ago, Monoman1 said:

Ok. Then try the other effect. Do

help "Magicka Curse"

and do the same. 

 

If you haven't got that spell either then it's not this mod I'm afraid. 

I get the same message that it's not found in my character.

 

I have loaded a previous save from yesterday when I had the collar equipped and tried to remove Magic Collar spell, and this time it worked. But the strange thing is that before removal I had - 10009890 magicka and after removal it was -9999900 magicka. Physically removing the collar did exactly the same.

Posted
26 minutes ago, glebbus13 said:

I get the same message that it's not found in my character.

 

I have loaded a previous save from yesterday when I had the collar equipped and tried to remove Magic Collar spell, and this time it worked. But the strange thing is that before removal I had - 10009890 magicka and after removal it was -9999900 magicka. Physically removing the collar did exactly the same.

Is this save before or after you started trying to use console commands setav? Or has your character any other magicka buffs/debuffs?

 

Go 3rd person, open the console and click on your character. A window should open up on the left. 

Hover the mouse over the 'Active effects' word and hit shift. The window should expand to show all effects applied to your character.

hover the mouse over the down/up arrow and hit shift to move up or down. Look for anything that looks like a magicka effect, mouse over it and hit shift. Look at the magnitude. If it's got some massive magnitude like the numbers you mentioned then that's the problem. 

 

Edit: You only need to look at effects under the headings 'Active effects' or 'Active effects Hidden'. 

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