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fred200

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Posts posted by fred200


  1. OK - this is a bit awkward.


    I recompiled all the scripts, and tried to reproduce the problem.


     


    You have to complete the 8 ball quest to have sex.


     


    Everything seemed to me to work well. Sexout animation of two people going at it.


     


    I did have to tell her to put on armor afterward.


     


    Someone give this a try and see if it works for you - file attached. Unmodified, except compiled against the new Vanessa.


     


    sexoutVanessa.esp


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  2. Let me put in a plug for notepad++. With the PU extensions, it is great for editing scripts. Will have to see what it has for compare.


     


    Found a compare plugin:


     


    http://sourceforge.net/projects/npp-compare/


     


    My usual way of working with scripts is to copy them to "source name".gek in an external library.


    Notepad++ works great in that environment. .gek sets the language. Syntax checking, highlighting, etc.


     


    Will have to see if it is usable inside GECK. Or just copy all the scripts out, like usual...


     


    While I have your attention, where can I find early planning for Fallout 4?


    We won't have a Creation Kit this year, but we could be getting started on the tools like FNVEdit, Sexout, etc.


    It would be nice to have a common place to talk about implementing some of these. Would not mind FNIS either.


     


     


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  3.  

    Does anyone have any information on what changed in the Vanessa Beta to make this mod incompatible?

    If it was something as simple as the Vanessa ref changing, that would be easy to fix.

    I can't believe it has anything to do with the sexout calling sequences.

    First think I'd checjk is whether the Author changed her REF by moving her to another sell or changing her race or something.

     

    From a quick FNVEdit look, the Vanessa ref is the same. SexoutVanessa does override three scripts from Vanessa, with additional references,

    and in some cases a different global reference order. It looks like GePalladium modified these scripts in the latest beta:

    VanessaSexyQuestScript, VanessaStripScript, VanessaStripDeuxScript.

    Halstrom - you are the one who would know. Does order of global properties in scripts of the same name matter? I think it might.

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  4. Does anyone have any information on what changed in the Vanessa Beta to make this mod incompatible?


    If it was something as simple as the Vanessa ref changing, that would be easy to fix.


    I can't believe it has anything to do with the sexout calling sequences.


     


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  5.  

    Part of the reason that interrogating Vess is so much fun is that she reacts to what you do and she progresses from defiance to tearful submission. A combination of good writing and good acting.

     

    This more than anything else is what I would like to see extended to slave training, at least for selected characters. Some of the girls are already trained, and thus don't need this dialog. But Mia (she could really do with having her dialog rewritten and re-recorded, either by the same actor another is she isn't available), Niri and Vess, and any new trainable characters should have some suitable dialog written for them. I suppose you could do some generic lines as well (darkminxi already provides "please, have mercy" as a generic).

     

    For example, now we get a message "your slave is rebellious". It would obviously be better for Vess to use her "i'm going to get you, you bastard" lines there. In fact, you might be able to adapt much of Vess's interrogation dialog to training.

    i would very much like for it to work like that

     

    currently working on something that would be a first step in that direction.

     

     

    Ack - this discussion is going in the wrong direction!!

     

    The one I want to see enhanced is Niri.

     

    Let me put in a vote or two on the Niri side...

     

    Of course, availability of the voice actresses might be a deciding factor.

    Is the Niri actress still available?

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  6. Ran into a game stopper.  I was clearing the dungeon of mages with Niri and Vess in tow, and unlocked the door to the trap.  I lured some mages towards me with a few shouts and killed them.  Unfortunately Archerone and his apprentice came as well.  I killed the assistant unknowingly.  Now that I am captured, Archerone is waiting for a non-existent helper.   I only found 1 quest I thought it could be, MiaFindCaptives.  It was at Stage 0=0

    Stage 110=1,  I tried SetStage 120 but that didn't advance the quest with archerone.   Options?

    You can't go off-script if you expect the scenes to work.

     

    My recommendation: Load your most recent save, before the trap, and work through the scene as scripted.

    In other words, let the gas trap take you down without killing anyone further along.

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  7.  

     

    Here is my Save Game o:

    I notice from your log and your savegame that the game is apparently crashing in Whiterun. What makes you think this mod specifically is responsible for the crash?

     

    I dont know, I dont have really much Mods in Whiterun. 

    Maria Eden - Slave Trade and two Follower Mods. No more I think.

     

    I have not had any luck - at all - getting Maria Eden to play nice with any other mods.

    I even get frequent CTDs with it as the only optional mod.

    And yes, it's quickstart is in Whiterun, and it has a lot of additions to that city.

     

    Suggestion to get you going - load a save from before you ever installed Maria Eden and run without it.

    Let us know if that helps.

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  8. Strong request:

    Don't change SS to a clone based system. As I have said many times here, the best thing about SS is that it is faction based, and reversible. Cloning respawnable NPCs just leads to madness. Either they just vanish, change sex, change race, or some combination. That sweet young female you enslaved becomes an old male. Not good. Use sex change to make him a female again, and she probably has a beard. Still old though. Cloning named NPCs is a guaranteed way to break quests; radiant and normal.

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  9. Starting from clean (never had this mod) save.


     


    Packages:


    RTW Catch the slaves 1-0-1


    RTW Starters


    Rule the World 0-9-7


    Sexout Rule the World


     


    Disabled:


    RTW Catch the slaves.esp


    RTW Quick start Negaton.esp


     


    Mod starts correctly with spash screen (Welcome new Master of the Mojave, etc).


    Goodsprings cemetary transports me directly to headquarters. No flying through space (I always skipped it anyway).


    No headquarters with selection of assistants.


    Is that all correct so far?


    Charlie calls me Minion (Thanks!).


    Charlie says no work for me. Rita says no work for me.


    So how is the non-capture slave version supposed to get started?


     


    Using the capture slaves start, (I only found the slaves using FNVEdit), I get the dialogue option to enslave - but I can't actually enslave them.


    No slaves dialogue.


    Might be a mod order problem.


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  10. Having started this mod over a good dozen times, and being a believer in truth in advertising, I would love to see you pick a major release


    and dump the ESP tag. With this mod, starting over is not a punishment - it is a gift. Just give advance warning.


    I really prefer esms that don't pretend they are esps. The file name is an important clue to me as to which group it is in.


     


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  11. I would never recommend Puppet Master as a general purpose follower mod.


    I use it when nothing else will work - but I have never used it since I started using EFF force follower.


    Well - I have used it a couple of times when I wanted the follower to do something for me, and there was no dialog option for it. Special cases.


    YMMV.


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  12. Once I even asked him to send me few of his saves when I wanted to test how new starting quest behaves on characters that already completed old version of it. He sent me two - "Manuela" and "Stari" characters.

    aqqh - those saves are broken now. Can't find the cause yet. But thank you for letting me know. :)

    I doubt if your saves are actually broken. Use Wrye Bash (Skyrim version) to show what mods were used in it. If your mods match and it still crashes, load a working save first then load the problematic one. That often works. Last option is to run save game cleaner on it. Save original first.

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  13.  

     

    Finalizing tir_Khurvangard01 cell's navmesh fixes this.

    Again? Sigh. And I used to make fun of people who click a button a dozen times expecting a different outcome. Apparently with the CK, that's what it takes.

     

     

    In TES5Edit the navmech ( [xx] Trapped in Rubber.esp \ Cell \ Block 4 \ Sub-Block 7 \ 0907660A <tir_Khurvangard01> \ Temporary \ xx07660B) has some doors under "External Connections", which link to old dungeon's doors.

     

    attachicon.gifUntitled.png

     

    To reproduce the quest marker drift:

      recieve the quest

      exit tower

      fast travel to Falkreath

     

    Can we give an ataboy for a decent problem report?

     

    I don't see many of these, for any mod.

     

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  14. I have been looking at the scripts for the courier trying to trouble shoot some issues and I can't see where most of the functions are used. They are not used by the quest stages or dialogue and from what I see only 1 function in the courier script is used. It is no wonder getting couriers set up in Skyrim is a hassle, they have the working parts buried in a pile of crap.

    Sounds like the average production program where you have a bunch of people maintaining it.

    Basic rule to minimize regression: Don't touch anything not related to the bug you are fixing.

    Hopefully, Bethesda has the luxury of doing a code rewrite for Fallout 4.

     

    Is it November yet?

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