• Announcements

    • Ashal

      SITE MOVED - IN READ ONLY MODE   12/08/2015

      Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.

wubwubwub

Members
  • Content count

    51
  • Joined

  • Last visited

Everything posted by wubwubwub

  1.   It's the way the corset merges with belts. It works well until it... doesn't. Then the scripts get set the wrong way and do their best to stay that way. A version that doesn't merge with belts will probably have zero problems.
  2.   Blindfold? By default it stops you from functioning in 3rd person.
  3.   For replays, I'd have Patient Zero be your follower after any of the situations where the follower gets bound by NPCs or otherwise "lost" to defeat / assault scenarios. After YOU escape your fate, you track down your follower to free them. Normally that would involve stripping them out of whatever they've been bound in, although every now and then rather than the default dialogue to untie them, your attempt to talk to them shows your option as "Huh, that's odd..." Bonus points if your character's dialogue springing the trap the next time is "Uh oh...."   Also, I'd suggest that the potion (a cursed sex toy suit will probably have an open mouth gag) be to neutralize the "spread" of the restraints. You've broken the replication magic, but you're still stuck and need to escape.   Yep, deviously cursed followers
  4.   I had something like that happen to me. No cursed loot events. Estrus on plants and key finding in plants and chests would work, as would flashbang events. Fresh character, so not a case of a bad safe file.   I had to disable cursed loot in MCM -> cursed loot -> debug -> shut down all functions. Then exit the menu, wait 30 seconds, uncheck that to enable it again, 30 seconds waiting outside the menu, *and then* cursed loot events showed as unchecked. After checking it my character is again happily wrapped in bindings when opening things.   Weird, but that was my workaround. DCL is now complex enough to warrant that most ancient of tech rituals: "Have you tried turning it off and on again?"
  5.   I *HATE* it when that happens and I can't figure out why.
  6.   I had some oddities with the textures on them too: First time 'round it only displayed the diffuse map (color information). Normal / specular / environment didn't load. Second equip fixed all that and I had shiny goodness.
  7. About to download & check for workarounds. It might be that without a trap trigger event declared that (time since last trap) is breaking (how long since last trap).   First thing I'll try is the self bondage button, since as of last version that popped a trap.
  8.   Can you pull from leveled lists, but with something like playerlevel+10 to spawn the item with a custom enchantment that triggers the event? This way players will get whatever they have installed dropping, and the higher level drops ("ooh, glass at level 10? sweet!") will blend in.
  9. I thought he took vibrate on cast just off of the mage plugs, as they're the ones that 100% shut down mages. So you've got an "old" set of mage plugs with the old enchantment built in to the item, meaning they'll still vibrate. The "new" set were assassin plugs, which I think still vibrate.   Console up some mage plugs, see what that does.
  10.     I'm not sure exactly how it works, but I think the device hider item doesn't get unequipped when you disable it. It just gets set to not hide different equipment slots. Like a null object that MCM settings tell to impersonate hair, or gloves, or cloak, but only with respect to visuals to in theory hide items that would clip badly.   If it's causing major problems, perhaps add in / remove an item tag on the device hider (which belongs to one of the DD mods) to make sure the mod in question considers that item not clothing. TES5edit should be able to do it. Unless your mod just scans for ANYTHING equipped. Then honestly the mod probably needs a tweak.   Also, as mentioned earlier: I like the idea of creating a pair of people as a fallback for when a flashbang goes off and the player doesn't have any valid NPCs in range. In honor of recent events, I'd suggest naming them Val (male) and Bethany (female). The player's personal Team Rocket, as they'll be popping up maddeningly frequently with an extreme dedication to a specific goal. That'll also let you make them a custom faction / no faction, to avoid the troubles that happen when bandits spawn near hostile creatures.
  11. You're looking for deviously cursed loot, located here: http://www.loverslab.com/topic/33986-deviously-cursed-loot-v46-2015-04-01/   To answer your question, bring up the console and type help slave, look for the key you need.
  12.   Another note: One of DD's default settings is to use the skill system from SkyRe to determine the chance to pick a lock. Not having SkyRe, I need to uncheck this to have it default back to the standard lockpicking skill. Unless of course the mod checks for SkyRe and falls back to standard lockpicking itself.
  13.   Another use: If you need to fill up the mine with slaves, change "dead courier" to a loot bag named "Delivery bag" or such. Have a 2nd recovery quest to recover the courier. They become a temporary, killable follower and dialogue choices let you return them in chains, unbound, or let them escape. Choices affect your dom <-> sub number, and returning a set number of people will populate the mine. Also establishes that more people that just the player get debt to work off for losing stuff.   Bonus: Mine NPCs now have a score to settle with the player, in the event they become a mine slave.
  14. Devious Devices (Assets)

      Guesses:   -There's an old version of assets in your load order in addition to your new one. -Another mod cloned part of assets for some reason, and with the latest update to assets it's breaking things.   Use TESVedit and see if something is overwriting parts of assets?
  15. Clear, and good to know about cloak effects being potential horrors with script load.   In a note related to script load and my trouble with loot events happening several seconds after opening a container: Coopervane was also talking about script load in the DD Integration support thread, with respect to two mods: When Vampires Attack, and Run for Your Lives. He had said they caused delays in scripts activating when he tried them. I was running both, and just took them out. My script lag has vanished. I had been checking my log files to see if anything was filling them with garbage that would delay loot events, and there was no log spam while I was looting.   Odd, but I'm glad to be rid of the problem.
  16.     It had some irritations for me, specifically regarding distance. If I'm in a 100 yard standoff with someone using a bow or spells and I momentarily don't have a weapon equipped, my combatants make a beeline for me regardless of anything but that one millisecond spent "helpless." I either need to wait out the scene or kill my target and have a bugged scene stuck on me, which can lead to oddities. Works perfectly well in melee: drop your weapon and the fight is over, because the enemy trying to subdue you is at arm's reach already.   I have an idea for a sanity check to handle if a scene triggers: Have multiple cloak spells activate when in combat / search mode. A long range "Start looking for me!" and a melee range "you've caught me, initiate a scene!" and have the cloaks disabled when the player stops being helpless as defined by the mod?   The logic for the above paragraph would be: Bandit detects / partly detects player, begins searching for player / combat with the player. Player is disarmed by being already helpless, dropping a weapon, or deciding now would be a brilliant time to loot a sack. The two cloak effects trigger. The bandit and other nearby bandits are hit by the cloak effect and either continue searching or close in on the player if already in combat. The results would be: -If attempting to stealth and successful the bandits reset. -If attempting to stealth and detected "combat" begins, see below. -If in combat and a weapon is equipped before someone gets to the short range cloak spell, the cloak that triggers the scene vanishes and combat continues as normal. -If in combat and still helpless, the player could run like hell and possibly get away (currently impossible as the bandits will chase you across all creation when that DH script triggers). -If in combat, helpless, and a bandit "catches" you, DCL gets to do it's evil / awesome thing.   You can now knock over a cup in a castle basement and not have someone on the ramparts jump on you, provided you hide. In long range combat, you can recover and keep fighting, or if not the enemy captures you. In short range combat if you drop your weapon you're their prisoner.   This also gives an in game surrender option without a hotkey. Drop your weapon and stand still.... your opponent will be *right with you.*
  17.   Dropping would be fine, except for Skyrim's tendency to have items phase through the floor and vanish. It's why you can't drop (vanilla) keys.
  18.   Any chance you were looting a number of containers quickly and several cursed loot events "queued" up and triggered after you were done? You may have also seen an error message about being unable to equip an item because another is already in that slot.   I'm asking because I've managed to get the inventory and cosmetic items that make up a DD item out of sync when the above happens to me. It's rare, but when it hits it's as you described.
  19.   Suggestion: copy / paste the OP from a text file. If it's sitting in notepad the links won't get eaten by the forum's shortening software.
  20.   For the keys: Did your new keys stack with the old ones in your inventory? There's another mod that adds a chance to find fake keys. It's caught me a couple of times.
  21.   Can't remove an armbinder from a follower while wearing an armbinder type restraint.... like those gloves.
  22. Another oddity with the slave rubber gloves: I don't know if Skyrim's RNG is sticking for me (again) but I just had one hell of a streak with my follower linking my gloves together. The problem is my follower was in an armbinder, I don't have the ability to get the gloves off, and I kind of need the follower to have the use of their hands. Effectively, the follower is flat out preventing me from getting the armbinder off of her.   Could someone: -Get their follower in an armbinder -Get themselves in a pair of slave rubber gloves -Talk to their follower and see if they're stuck at 100% chance to link gloves?
  23.   I don't see SkyUI in your load order, which is required to see MCM in the menus as far as I know. Also SKSE / launching skyrim via it's shortcut would be required, not sure if you're doing that.   Pretty much look at captured dreams install instructions, see it's dependencies. make sure you have those dependencies and read their install instructions. Repeat till you're done. Right now all we'd be doing is walking you through them with a gap of a few hours between question and answer.
  24.     Another possible direction if we're going for a leather catsuit type of thing (Links are to webstores as they both block outside linking of images:   Webstore link (Trashy): [spoiler]https://www.trashy.com/Toxic-Collared-Catsuit.18454-product.htm   The thing about distinguishing a catsuit from the current one we all enjoy is that the vast majority of it is going to be covered. Get your character in to a full set of restrictive gear + belt + bra and you've got very little to show for the layer beneath. It's primary purpose in life is probably going to be to not clip with existing gear. The above link could have locks at the top and bottom of the zipper, neck, wrists and ankles... but we already have separate gear for all those locations. As it stands, it has some nice seam lines that show off curves and a zipper (if we want to include such a device) that should probably go down between the legs and wrap around to the tailbone to imply accessibility. Add in topstitching at the seams to keep the theme of the other restrictive gear and we're good.   Effectively: "Plain" enough on it's own to not clash with restraints being worn over it, but detailed enough that if you're not wearing a full set the suit holds it's own.   Another webstore link, simpler lines w/ through crotch zip (ebay): [spoiler]http://www.ebay.com/itm/Gothic-Punk-Overall-Catsuit-Costume-Wetlook-Romper-Zipper-to-Crotch-YL10325w-/350955782531   In both cases I've linked high necked full arm and leg coverage suits to cover as much skin as possible, as I suspect getting a clean looking low cut or powergirl style boob window would be challenging.   Last link is off the topic of catsuits, but if you're looking for a mini-lexicon of how bondage gear looks and is assembled, check out http://www.fetishleathercrafter.blogspot.comThe fellow running the blog does some amazing looking work (armbinders, hoods, sleepsacks) and walks through pattern creation to assembly and some beauty shots when done. Also: *downloadable patterns* which may be useful if your modeling software lets you stitch them together.   Back to Deviously Cursed Loot: I've downloaded, installed, and now I'm going to go coat my poor character in things that lock >
  25. Devious Devices (Assets)

    Koffii, I just have to say that what you do is amazing. The lacing looks real, the straps bend around the head in ways that look natural, the strap keepers make sense and feel like they're retaining an actual object. The details in the edge stitching, the shape the ears make, and the subtle wrinkles that you need to watch the reflections to define give the impression that hood is on *tight.* They even get slightly bulkier at the neck where you can't pull the hood as tight, and trace back to stress points at rivets and lacing. The slight asymmetry to the wrinkles and the chin strap fastener on the side of the head get rid of the mirror reflection effect a lot of 3d sculpted models end up with.   (Short version: Wow!)