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#11
kton555

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@layam: I was wondering if there is a safe way to skip the capture dialogue, when handling purchased slaves. They shouldn't be surprised at this point. Plus, if you buy 10 slaves at a time, it takes a long time just to get back on the road. It looks like the method FinishCapture() is involved?

Edited by kton555, 27 January 2013 - 09:10 PM.


#12
layam

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Yeah, don't worry at all about the capture quest.. All you need to do is (slave is of type Actor): PAHSlaveCoreQuest.Handle(slave) slave.SetFactionRank(PAHPlayerSlaveFaction, 1) Then maybe if they're not wearing a collar: PAHSlaveCoreQuest.GetAliasFor(slave).EquipCollar() EDIT: It's all about the faction rank. Rank 0 means they've been enslaved but still don't have a clue, rank 1 means they know that they're slaves.

Edited by layam, 28 January 2013 - 12:23 AM.


#13
kton555

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Perfect, that worked just fine.

Ok, well that's it for my inheritance issues (for now). I have one more BIG problem, though. I saved this for last because I don't know that there is a fix for it. This was an issue long before we had our discussion about master files, so I don't know that it could have been helped at that point.

The problem is that when I run the game with Farengar's study, I get duplicates of the whip and collars. when I use the new whip (and any other that I place in world) they enslave just fine. Then, if I use the original whip, they just stay nude, and won't branch to the next capture dialogue. Even worse, I have duplicate dialogue when I talk to any and all slaves. I don't suppose there is a way to locate and delete the original instances, is there? One thing that confused me is that I also have an npc, that I placed, which is also duplicated (can't find the other copy in CK) The mod still works, but I can see players getting frustrated with the duplicate dialogue.
Thanks.

#14
layam

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It sounds like you've still got paradise_halls.esp from an earlier version checked in. That's no longer needed.

#15
kton555

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That worked. Thanks for all of your help!

#16
VGC

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Im currently making a prison from the imperial kit where you can store your slaves for convenience, however its only a level and i cant integrate it to the mod itself, im planning to add slave pits in every major city later:)

#17
kton555

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@ VGC: Looking forward to seeing them!

#18
kton555

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@layam: Alright, the first versions of my camps have been posted. I still need to set up the Nexus page, but I have listed the installation instructions. I have tested this mod out on my main machine quite a bit, and everything seems to work as it should. However, when I tried it on a second machine, I got a strange bug: When I buy one of my slaves (and pass the reference to your main) The whole process seems to pause. Once I open up slave tracking, I get a dialogue box that pops up that says "start handling", I hit ok, then the newly handled slave appears as it should. But if I don't tell the slave to stop or follow, it will walk out of the room and go somewhere. Other than that it seems to be working fine. The machine that I used is HORRIBLE. It gets like 3 FPS, and is extremely painful to test on. If you don't mind installing Moonpath (this was a mod for Moonpath before it had anything to do with slaves), I was hoping you might check it out. Thanks. http://skyrim.nexusmods.com/mods/30297

Edited by kton555, 02 February 2013 - 01:42 PM.


#19
kton555

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Ok, I got some feedback from users, and their slaves aren't walking off. So, hopefully this was an isolated incident.

#20
layam

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@VGC: That'll be good to see. Please post it up here when you've finished. If you need any help with integration, let me know.




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