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oli3d

[W.I.P] oli3d Furniture Bondage 004-2014-test fix 2

421 posts in this topic

 

I have a slight problem. I am trying to create a venue, but:

 

 

1: Chain markers placed with the creation kit crash skyrim. I really hope this can be solved.

Did you place the chainmarker(the rug) within my mod? Or did you make a new plugin(mod) and placed

it there.

The chainmarkers only function correctly when placed in game with my mod, because the markers nd furnitures are quest dependend(they are manged with quests an aliases)

2. Pillars disappear.

Anyone know a solution to these?

thats new to me...

normaly a static, once placed should not disappear.....

Moin

Oli

 

 

1. I coincidentally used o3dDeviceBondage.esp and made a cell in it. Do you think I should set xo3dBondageFurniture.esp as the active file? Because I don't see any other way to load my cell with npc on the furniture besides the creation kit.

 

2. Pillars appear in the CK, but they disappear in the game.

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1. I coincidentally used o3dDeviceBondage.esp and made a cell in it. Do you think I should set xo3dBondageFurniture.esp as the active file? Because I don't see any other way to load my cell with npc on the furniture besides the creation kit.

 

2. Pillars appear in the CK, but they disappear in the game.

An esp(plugin) can not be used to be a source for another plugin(in a traditional way). Only master files(esm) can be used as a source for a plugin.

So you loaded my mod in the CK and tried to make your own plugin, dependend on my plugin, with a cell and the furnitures. That does not work.....

You can alter my mod as you wish(as active file). And have a look in the scripts and quest to understand how the mod works.

Moin

Oli

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1. I coincidentally used o3dDeviceBondage.esp and made a cell in it. Do you think I should set xo3dBondageFurniture.esp as the active file? Because I don't see any other way to load my cell with npc on the furniture besides the creation kit.

 

2. Pillars appear in the CK, but they disappear in the game.

An esp(plugin) can not be used to be a source for another plugin(in a traditional way). Only master files(esm) can be used as a source for a plugin.

So you loaded my mod in the CK and tried to make your own plugin, dependend on my plugin, with a cell and the furnitures. That does not work.....

You can alter my mod as you wish(as active file). And have a look in the scripts and quest to understand how the mod works.

Moin

Oli

The rule against ESPs using ESPs as masters is enforced by the CK which will allow you to set up such links in your script Properties pages and will later clear them to "None" evidently because Bethesda has no imagination.

Recently techniques have evolved to allow such linkages to be created virtually (at runtime) though so it is no longer an impossibility. When the other mod is a hard requirement you can keep it simple:

Outfit Property SlaveOutfit auto...SlaveOutfit = Game.GetFormFromFile(0x2348, "slaverun.esp") as Outfit...
0x2348 happens to be the ID of that item in the CK.

When you want to create a link to a mod that you'd like to remain as an optional mod you can put the soft linking into an if statement using the Game.GetModByName function. This way you can use items from an optional mod as long as that mod is present and yet still run cleanly (no Papyrus errors) when the other mod is not present.

if Game.GetModByName("slaverun.esp") > -1     SlaveOutfit = Game.GetFormFromFile(0x2348, "slaverun.esp") as Outfitendif...if SlaveOutfit <> None   ; if slave outfit is available...    ...endif
You could do without the Game.GetModByName check but the you get the untidy and unnecessary script error listed in the Papyrus Log when you try to GetFormFromFile from a mod that isn't present.

Examples drawn from my Slaverun Enforcer mod which is an ESP that uses resources from another ESP.

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Examples drawn from my Slaverun Enforcer mod which is an ESP that uses resources from another ESP.

I know....

and there is papyrusutil, Jcontainers etc..

and too little tutorials for ....

Moin

Oli

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The crashing stopped when i set xo3dBondageFurniture as the active file.


 


I guess I shouldn't use other esp's as master files.


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The crashing stopped when i set xo3dBondageFurniture as the active file.

 

I guess I shouldn't use other esp's as master files.

that's it..... you can not use an esp as an masterfile.

The other way is described by WaxenFigure...

or alter my esp...

Moin

Oli

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Moin....

Some development news:

It took me a long time(with some breaks) to solve more or less annoying problems with my new scripts.

The base development is allready done. My goal was: an easy way to expand and alter the number of furnitures/Actors that can be placed/controll and managed in game. this problem is solved.

I tested the new scripts(actor and furniture management) a while for functionality and stability and they ar working as intended.

The next step is to make a MCM menu using the information for reset, tuning etc. the furnitures and actors that are bound to the furn..

No release date yet.... but if i am ready with basic MCM options(information, reset, restart) i will release a beta.

Quit now the new mod is in alpha and has this functions:

Furniture: PLace, Remove and position a furniture(Furniture is addded to a QuestAlias for mngm.)

I do not use a ghost or other actors to place the furnitures. I think this will solve problems people got with the previous version of my mod.

Actor: Bound Actor via DoingFavor(Dialogue based) or via Spell to a furniture

There is an issue i am working on. If you order a npc to an furniture, the idle/Animation stops as soon you ended the dialogue(doingFavor).

The NPC will stay at the furniture and after cell reload(leaving/enter) the npc will stay bound as long you set them free.

Actor: A simple Enslave/Controll quest to get non follower NPCs bound to a furniture(for example Ysolda etc.)

Implemented a blacklist(you can not enslave certain npcs...).

Cell/House: A nice House with 2 NPCs to test the furnitures and buy bondage realted items(ZAZ Anim. PAck).

Moin

Oli

 

Thank you for the update, and your perseverence with this.  Looking forward very much to the release :)

 

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with the milking stuff from zaz coming now will you still be doing the milking mod you were talking about


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with the milking stuff from zaz coming now will you still be doing the milking mod you were talking about

 

Yep... but it will take its time.

most scripts are ready..... as soon as the milking macine i released i will begin with that mod.

 

Moin

Oli

 

 

Please test this alpha release of my furniture placement mod:

 

http://www.loverslab.com/topic/35759-wip-alpha-bondage-furniture-placer/

(use a non gameplay save, a testing save)

as i t will b e the base of  all my other mods to come...

 

Thanks Oli

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I really like this mod but I was wondering what are good locations/buildings people use to place the objects? Anywhere I can think of is too small.


 


I'm looking for a good size building with room for a few pieces furniture and people, can be a location added via a mod if necessary. 


 


Thanks.


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I really like this mod but I was wondering what are good locations/buildings people use to place the objects? Anywhere I can think of is too small.

 

I'm looking for a good size building with room for a few pieces furniture and people, can be a location added via a mod if necessary. 

 

Thanks.

The balconies over the main hall in Dragonsreach are large, open and easily accessed. Another place you might try is the Pelagius Wing of the Blue Palace. It is private, the clutter can be removed using the "markfordelete" console command.

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I installed the mod I got the spell but there are no books in the inventory 


Edited by dragenx
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So i am back...


Will integrate rest of the furnitures soon... no releas date  yet...


 


Deleted old mods and releases.....(there were problems with fnis...because of old outdated syntax in animation list..)


 


 




I installed the mod I got the spell but there are no books in the inventory 




 


There are no spell books... only spells added to your spell list...



Moin


Oli


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So i am back...

Will integrate rest of the furnitures soon... no releas date  yet...

 

Deleted old mods and releases.....(there were problems with fnis...because of old outdated syntax in animation list..)

 

 

Excellent!  Been waiting patiently... :shy:   Hope you had a good break from modding.

 

If you can make this work successfully, you shall go to the top plinth of my pantheon

 

I have an empty room saved up to fill with your works of, er, art...LOL

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Hi Oli,


 


I have the same problem with my papyrus log being spammed. 5mins of play gives a 3GB log. It started when I clicked on Reset, there seems to be an error in your reset script on line 149. If I uninstall your mod, the spamming stops, but the game CTDs on save. So I have had to reinstall your mod and turn off logging.


 


Anyone else know of a solution?


 


Thanks.


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Hi Oli


I have been using your mod over the last weeks and had a lot of fun, until I had some memory issues and discovered that your mod is heavily spamming the papyrus log as observed by kevinbobek.


I wanted to uninstall it for that reason and had to find out that as soon as I inactivated the mod all my saves ended in a CTD. I cannot uninstall  the mod anymore because saves end up corrupted. I have tried everything, including deleting all furniture, reseting, extensive save file cleaning etc. Same result.


This is really bad. I hope you can get this fixed as the mod as such is great.


Thx,


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Hi Oli

I have been using your mod over the last weeks and had a lot of fun, until I had some memory issues and discovered that your mod is heavily spamming the papyrus log as observed by kevinbobek.

I wanted to uninstall it for that reason and had to find out that as soon as I inactivated the mod all my saves ended in a CTD. I cannot uninstall  the mod anymore because saves end up corrupted. I have tried everything, including deleting all furniture, reseting, extensive save file cleaning etc. Same result.

This is really bad. I hope you can get this fixed as the mod as such is great.

Thx,

 

Post a bit of the papyrus log showing the exact error message.

 

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Hope we can see this continued, is pretty awesome!


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with the milking stuff from zaz coming now will you still be doing the milking mod you were talking about

 

Yep... but it will take its time.

most scripts are ready..... as soon as the milking macine i released i will begin with that mod.

 

Moin

Oli

 

 

With this thread being bumped i saw this. This still happening in any form? (unlikely, i know)

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How do i get the menu to move or remove placed furniture?


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Excuse me, How can I remove the furniture?

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