You may want to check out many of the other posts that report that exact same problem. One of those posts is bound to help you.
Bug Reports
Started by
layam
, Jan 14 2013 12:22 PM
239 replies to this topic
#211
Posted 04 February 2014 - 07:56 PM
#212
Posted 11 February 2014 - 04:02 AM
Well there are MASSIVE hickups with this mod (amazing idea but really needs some hard polishing (or whipping?
).
Anyways. i got version 7.3 and managed to get a few characters down into bleedout phase but could never ever activate anything... so that in my opinion is the gravest issue here. Actually getting the dialogue, stopping the fight and taking control of your opponent. Since version 7.3 was entirely unusable, i downgraded to 7.2 and voila ... after about 10 minutes of loading and loading and loading again i finally out of nowhere got the dialogue options and got me my first slave. stripped him, whipped him, all good fun really. Also in my opinion the 7.2 "tracking slaves" quest and adding whips and collars to the inventory are the best way to do it without having to move to whiterun first (no idea why you changed that). Anyways i walked further down the road, came across a watermill and wanted to get me a female slave now. I think i spent over half an hour of reloading the game, trying every combination possible but eventually had to give up. Only *once* i got the dialogue menu, and after that she still would just stand there and not obey and command, nor even let me talk to her again. Then i noticed if i beat her long enough with the whip AND her health was low she would eventually turn from *name* to *slave* but without the dialogue and still attacking me / fleeing from me. So... it's a marvellous and fun idea.... but for it to work... we need a lot of tweaks and ideas to make it work. Perhaps a spell would work... based on the characters health simply? without the bleedoutphase... maybe if they are under 5% health and a playable race i can hit them with the whip, which immediately opens the dialogue enabling me to enslave them? not as aesthetic but certainly far more stable. And then alter the script of course that the whip can be used as a normal whip again. just an idea really
Anyways. i got version 7.3 and managed to get a few characters down into bleedout phase but could never ever activate anything... so that in my opinion is the gravest issue here. Actually getting the dialogue, stopping the fight and taking control of your opponent. Since version 7.3 was entirely unusable, i downgraded to 7.2 and voila ... after about 10 minutes of loading and loading and loading again i finally out of nowhere got the dialogue options and got me my first slave. stripped him, whipped him, all good fun really. Also in my opinion the 7.2 "tracking slaves" quest and adding whips and collars to the inventory are the best way to do it without having to move to whiterun first (no idea why you changed that). Anyways i walked further down the road, came across a watermill and wanted to get me a female slave now. I think i spent over half an hour of reloading the game, trying every combination possible but eventually had to give up. Only *once* i got the dialogue menu, and after that she still would just stand there and not obey and command, nor even let me talk to her again. Then i noticed if i beat her long enough with the whip AND her health was low she would eventually turn from *name* to *slave* but without the dialogue and still attacking me / fleeing from me. So... it's a marvellous and fun idea.... but for it to work... we need a lot of tweaks and ideas to make it work. Perhaps a spell would work... based on the characters health simply? without the bleedoutphase... maybe if they are under 5% health and a playable race i can hit them with the whip, which immediately opens the dialogue enabling me to enslave them? not as aesthetic but certainly far more stable. And then alter the script of course that the whip can be used as a normal whip again. just an idea really
#213
Posted 16 February 2014 - 01:44 AM
I can't enslave anyone either, and I've done what you said.
help reboot
player.addspell 0C008E05
The spell "Reboot" was not added to Eriden
What do I do? I can't get the spell, I can't enslave and I'm really getting frustrated here.
help reboot
player.addspell 0C008E05
The spell "Reboot" was not added to Eriden
What do I do? I can't get the spell, I can't enslave and I'm really getting frustrated here.
#214
Posted 16 February 2014 - 12:46 PM
When you did "help reboot" was the ID of the reboot spell 0C008E05 or did you just use that because you saw that as narsmein's example? More often than not each person will have a different ID due to a different load order.
#215
Posted 17 February 2014 - 04:21 PM
(v0.7.3)
I have 7 slaves.
Had to do something where they stood in the way, so I let them wait.
4 of the 7 did not wait, instead they came after me. Not running as they did otherwise. But slowly wandering.
In a fast travel they are not at my spot, but also I can see their slaves marker on the map. Hour by hour closer and closer until they stand with me.
The other 3 are then still exactly where they should wait.
The 4 I can speak normally and tell them that they are to follow me again. And then they run me again behind normal. I say to them now they have to wait again, they migrate back to me afterwards. Slowly. Just like before.
Kind of funny. Is not serious bad. A bug with which I can live. Just wanted to tell this bug.
Sorry for my bad Google English...
I have 7 slaves.
Had to do something where they stood in the way, so I let them wait.
4 of the 7 did not wait, instead they came after me. Not running as they did otherwise. But slowly wandering.
In a fast travel they are not at my spot, but also I can see their slaves marker on the map. Hour by hour closer and closer until they stand with me.
The other 3 are then still exactly where they should wait.
The 4 I can speak normally and tell them that they are to follow me again. And then they run me again behind normal. I say to them now they have to wait again, they migrate back to me afterwards. Slowly. Just like before.
Kind of funny. Is not serious bad. A bug with which I can live. Just wanted to tell this bug.
Sorry for my bad Google English...
#216
Posted 18 February 2014 - 03:22 AM
Those 4 are probably slowly following you due to another package they are running do to another script or alias they are placed in. I've seen similar stuff happen if they get placed in the normal follower alias as well as one of the slave aliases.
#217
Posted 19 February 2014 - 03:28 PM
I have to mention:
These 4 are no special NPCs or companions. There are normally a vampire, Bandit, Necromancer and Summoner
So to speak, normal sword fodder.
At first they were like the 3 others. If I said wait here, then they waited there, too.
The bug must have crept somehow later in their scripts.
These 4 are no special NPCs or companions. There are normally a vampire, Bandit, Necromancer and Summoner
So to speak, normal sword fodder.
At first they were like the 3 others. If I said wait here, then they waited there, too.
The bug must have crept somehow later in their scripts.
#218
Posted 20 February 2014 - 12:31 PM
As I said before they are probably slowly following you due to another package they are running due to another script or alias they have been placed in. I never said that they were special (nor did I assume they were special), I have seen regular generic slaves get placed in the normal follower alias (as if they were standard companions even though they aren't) due to clicking on the wrong dialogue entry before (having them follow me in my game when I tell them to wait is quite annoying as they screw up my play style). In Skyrim all mods, scripts, quests, NPCs, etc... intermingle as such it is very possible for one mod to set the conditions for another mod to activate on a NPC. For example the PAHSlave script adds the slave to the Player faction and sets the relationship rank between the slave and the player to 4, this can enable certain dialogue from other mods or even from the base game that may not normally be assigned to the slave. Given this it is still quite possible that they were given another package or script somewhere along the way that is causing them to slowly follow your character (NPCs are not limited to only being in one alias or only running one script).
#219
Posted 22 February 2014 - 03:18 PM
(v0.7.3)
Bug 1: Academy of Winterhold, the mages there attack my slaves.
Bug 2: The slave Tracker, at some slaves he disappears.
In other savegames the tracker with the same slave is then also gone.
I turn off the game completely and Start and loading new, the tracker is back.
But if I have saved as missing the tracker, he is now missing also at play reboot.
Sorry for my Google english
Bug 1: Academy of Winterhold, the mages there attack my slaves.
Bug 2: The slave Tracker, at some slaves he disappears.
In other savegames the tracker with the same slave is then also gone.
I turn off the game completely and Start and loading new, the tracker is back.
But if I have saved as missing the tracker, he is now missing also at play reboot.
Sorry for my Google english
#220
Posted 23 February 2014 - 12:38 PM
(v0.7.3)
To "Bug 1: Academy of Winterhold, the mages there attack my slaves." - Supplement
Have it tested again,
In the Academy, everything remains peaceful. The mages ignore the slaves. Except Ancano the spy Talmor is near.
The Talmor Ancano attacks the slave immediately.
And when that happens all mages present also attack. Only the slaves, not the player.
Is Ancano not present, the player can with the slaves normally peaceful move anywhere in the Academy.
To "Bug 1: Academy of Winterhold, the mages there attack my slaves." - Supplement
Have it tested again,
In the Academy, everything remains peaceful. The mages ignore the slaves. Except Ancano the spy Talmor is near.
The Talmor Ancano attacks the slave immediately.
And when that happens all mages present also attack. Only the slaves, not the player.
Is Ancano not present, the player can with the slaves normally peaceful move anywhere in the Academy.



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