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#101
layam

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I'm afraid a little bit of work needs to be done to make plugins compatible with version 0.7. Essentially you've got to change the master dependencies to require only paradise_halls.esm. Here are the steps:

1. Remove the dependency on paradise_halls_base.esm and paradise_halls_core.esm (here's how: http://www.creationk...es_From_Plugins)

2. Save, then reopen with paradise_halls.esm.

3. Re-reference all the Paradise halls objects.

4. That's it.


I think I'll be writing some dev docs over the week-end, but there's a bit of bug-fixing which needs doing too. We'll see.


#102
Emotika

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New compatibility update for my Add-On Slaver's Hideout for this mod is finally up!
Sorry for the big delay I had stuff to do IRL and had no time for either my mod or Skyrim.
I also created a Map Marker for easier travel.

I hope you like it, and I'm so glad I can finally try out Layams new version, going to be a lot of fun! :D

My Add-On/Mod:
http://skyrim.nexusm...om/mods/33462/?

#103
kton555

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In response to post #8100629.

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Edited by kton555, 09 August 2013 - 04:59 PM.


#104
kton555

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Hi layam,

I was wondering if you could talk a little bit about what 0.7 is doing differently, in terms of the clone method. What happens to the original npc, after it has been cloned. In 0.6, I was able to resurrect that npc (to use as a template slave for DT). Now, I can't seem to grab the original npc ref. This is a major obstacle for a Dres Trade 0.7 update, because 0.6 was built around reusing that template slave. So any info about these changes will help a lot.

I was able to use your clone method just fine, and I love that you are using factions for behavior handling, because handlers were a bit over my head.

Thanks for all of the hard work, and I hope to continue on 0.7 at some point.

Not working on any other mods at the moment, and not looking for any others. So I will definitely be keeping an eye out for this one.

Edited by kton555, 09 August 2013 - 04:59 PM.


#105
OmegaIsraelTerri

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In response to post #8100629. #8271724 is also a reply to the same post.

Hello Layam.

When i test this "new" version to see the changes i notice that the whip is almos useless since now (as i understand) the enslavement procedure is based on the health, am i right?, and even now a collar isn't completely necessary!!!

That make me think... Why now, that a collar isn't necessary, there are 3 of them.

One last thing, enslave anyone or anythig now is ¡HARD AS HELL!, you need to be really tough to endure a battle dealing a bit of damage to not kill a potential slave, or, you end killing your victim in 2-3 hits when you are in high levels -_-




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