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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.
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Everything posted by Verstort
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You're free to release a translated version of Deviously Enslaved Continued, I don't mind. I'm far less interested in converting the script for use with easier translation, though, mostly because I find reading Kimy's MCM script to be annoying enough that I avoid reading it, and would rather not have the same headache added to DEC when trying to read string var names instead of the actual strings. I'm concerned making some facet of modding annoying could prove to be a deterrent. However if you have already completed it, send it to me and I'll see if it's not annoying enough to consider adding it, if only because it would make it easier for other translators and DEC has some compile requirements that would probably annoy translators.
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Deviously Enslaved Continued
Verstort replied to Verstort's topic in Downloads - Skyrim Adult & Sex Mods
Haven't yet fixed this bug from my end. I've tried reevaluating the AI of the NPC, resetting AI, no difference. The only way to override the package looks like it requires actorutil, and I want to avoid using an override system because I'll need some major testing to make sure I don't end up breaking other mods by throwing their AI in the dumpster if I'm not careful. I want to clear something up: DEC doesn't use AI packages, ever. DEC causes an NPC to approach a player though the power of RefrenceAlias::ForceRefTo(alias) which normally does all the magic for us. You call that on any NPC alias, and actor will run to that thing and use it, in the case of a NPC or the player that means conversation. At no time does DEC replace the AI package of any NPC at all, and I'm guessing that the AI package is the problem, since I know so little about how to make or fix an AI package. I'm guessing SD would have never run into this issue because it already uses AI packages, so it can just set them to what it needs, and doesn't try to skirt them like DE/DEC. You're saying you completely fixed this issue on your end by removing immersive wenches, sluts and Sexlab Working girl? Which of those mods were you referring to when you said "idea2:maybe a greetings reset button or something similar that would reset all of the listed functions affected by that mod so that if anybody else finds those npc's (seems to be a pretty popular mod with talk at the paradise halls extension)" I'm assuming wenches but it's not the only mod that adds NPCs, or is causing issues. Edit: adding lola to the pile, this is starting to be too common and looks like something else, I need to test if this problem existed on old RC10X and before to see though. -
Deviously Enslaved Continued
Verstort replied to Verstort's topic in Downloads - Skyrim Adult & Sex Mods
Somehow missed your post before, DEC should check if the mod exists before checking if the toggle is turned on, so even if the toggle is on, but greyed out, it shouldn't matter because DEC realizes the mod isn't installed. -
Deviously Enslaved Continued
Verstort replied to Verstort's topic in Downloads - Skyrim Adult & Sex Mods
11.0.3 seems stable except for the forcegreet bug, which I can't replicate or pinpoint, so since it has lots of bug fixes over 10.1 I'm calling it the new stable. 11.1 is rather small, just didn't realize after rape was limited to local enslavement and collars (that's what I get for not looking at it in months) need to push this out while it looks stable on my end so I can get started on dialogue. Confidence is another actor variable, describing how likely the NPC is likely to attack enemies http://www.uesp.net/wiki/Skyrim:Confidence#Confidence I'm just testing with it, currently you can't configure it, it's either ON or OFF, and the confidence requirement from the NPC is (4 - player's vulnerability) meaning the more vulnerable you are the less brave your attacker needs to be, which seemed accurate enough for testing purposes. Edit: I just realized there are spells in the game that make NPCs more brave, not sure if they work in this application though... Because enslavement and items are now more dangerous, I reduced their likeyhood somewhat in the menu, Confidence is on by default, but you can turn it off easily enough. I think I set arousal workaround on because I got tired of turning it on in my games, but the performance lost by leaving it on is hardly measurable. Edit: Yeah, something is wrong with SLUTS, tried to break out of the cart to get attacked and nobody ran up, but I could talk to them to engage the dialogue, weird. -
Can a moderator please tell me how to change my mod location or change it for me? When I uploaded http://www.loverslab.com/files/file/2414-deviously-enslaved-continued/ I didn't really pay attention to where I uploaded the mod, and ended up putting it in Skyrim->Adult->Sexual content, but now that I look closer I think it more in Skyrim->Sexlab->* where Misc sex or Dialogue sex are probably the closest to the nature of the mod. I wasn't concerned about where I put the mod before because I thought I could change it at will, the older interface looked like that would be easy, but I don't see it in the edit options of this new site interface.
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As a matter of clarity, I think the button on the download page marked "Get Support" which links to the support thread should be renamed to "Support thread" or something that better indicates where the button goes. "Get support" sounds like a button you would find on a banking website that opens a chat window with customer support.
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Deviously Enslaved Continued
Verstort replied to Verstort's topic in Downloads - Skyrim Adult & Sex Mods
Oh good I can reply to my own thread today. I can't replicate the force greet issue on my side, I don't know what causes it but since I haven't run into it yet I'm assuming another mod is the cause of the issue. It looks like SLGW changes the actor's AI package in order to get them to follow you around without being considered a follower in-game. I'm assuming changing the AI package is what is causing DEC to work again because the actor previously had an AI package that wouldn't accept force-greet and stops the NPC from talking to you? It's the best explanation I have. I don't know of any mods that change the default AI package of so many NPCs that you guys would notice a problem, but it's what I have to go on right now. I don't think I can fix it either unless I overwrite the NPC AI package with something I wrote, which potentially causes issues with other mods the same way. If someone knows of a way to reset packages, reverting to the default the NPC is supposed to use, then I could put that in and see if it fixes the issues you guys have, but I haven't found that solution yet. I really don't want to have to change the AI package of the NPC I want to approach you in order to fix this, both because I don't know if I can return that NPC to normal and I don't want to have to store every NPC I make changes to in order to have a debug to fix them. So far, I have no reason to believe the invalid race bug is causing issues and is nothing more than a debug message I didn't write well enough, and I have no reason to believe it is tied to the forcegreet bug at all. Edit: I don't know if the winterhold sexlab mod would cause any issues, it was broken for me so I uninstalled it. SLUTS should stop you from being approached, but you should be listed as enslaved and therefor unapproachable for enslave, sex should still work fine. However, I haven't really tested it under the premise of started job but failed to finish, so you walk around with items and tattoos still on, I haven't actually played much with SLUTS beyond the first quest... -
Search isn't working for me either. Edit: It tried.
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Thread navigation doesn't work with https. If I land in a thread, change to https, the page reloads with all the data, but I cannot change which page I want to view of the thread. Nothing happens with any of the following: Page numbers, last page, first page, next page, last page, select page by typing in number. Clicking a link to a different LL page defaults back to unencrypted https.
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When you change pages it loads the new content without reloading the whole webpage, which was probably argued to be better for bandwidth from the server but somewhat flawed: Caching is a mess, if you go back a page the previous page might be still in cache, going back might not load anything at all (bug?) but most of time it seems the interface has to re-download the whole page of content again instead of caching at all: far slower and I bet it neutralizes the bandwidth benefit somewhat. Location on the page is not saved in cache, so if you go back and forth between two pages, to read a previous post for instance, you might find you lost your place on the front page. This encourages multiple tabs for the same thread. Pretty sure this isn't configurable, just an annoying web 3.0 'feature' we have to live with now.
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Assuming it is configurable, can you please remove or move the Conversation member list in the email notifications to after the actual message? If you get an update in a huge thread with >30 members the member list can take up more space in the email than the actual message.
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Deviously Enslaved Continued
Verstort replied to Verstort's topic in Downloads - Skyrim Adult & Sex Mods
Confirm: You approached a working girl for sex and payed for regular sex then got attacked by them, or are you saying the player was the working girl and got approached and then attacked? DEC is stopped by active scenes, so that's irrelivent, but skimming through the ESP I don't see a way to detect when a job is active in that mod. There's a working girl quest, which is for the player as worker, but it doesn't look like the player is locked into being a worker for the duration of that quest, like the quest can be suspended and you can come back to continue, so I can't use it to detect when whoring. I don't see a whore faction, only a followerwhorefaction which I can't tell if the player joins when the player is a working girl or if any other NPC has the same faction. I'm not sure which background quest would keep track of active jobs... For now, the only detection I can use is detecting if the NPC is a client while player is working, and therefor stopping them from attacking you, but won't stop anyone else from approaching the player. -
Deviously Enslaved Continued
Verstort replied to Verstort's topic in Downloads - Skyrim Adult & Sex Mods
Oh right, forgot I put in respect detection into DEC, haven't played with PAH so forgot to test that. Assuming Lucia is trained then I guess It's working.. Edit: That error "ERR: sex was with invalid race or mod was turned off" is from post-sex not approach, they use the same function but you shouldn't get that error except right after sex. I've changed it so that the source of the error is more obvious in the next version. I'm actually a little surprised you're getting post sex errors that deep into the function though, since your logs are full of sexlab returning empty array errors, which suggests sexlab is confused. That error should also stop crdeSexHook from going any further. Anyway, if you're having sex with NPCs that don't qualify that would explain the error, but it's not from looking for a NPC to attack you, it's from the NPC you have sex with, just in case that helps clarify which NPC is causing issues (god damn I wish your logs had this info instead of you having to post console ships) Edit: Vixen approaches me fine, so does Jonna, only the SS actor ignores me and not because of invalid race, she doesn't show up in possible actors which means she trips one of the conditions I can detect as a condition for actor alias resolution, maybe the collar keyword or a slave faction keyword, either way I couldn't get approached without changing her gear, which I haven't successfully done (I need to upgrade my follower mods to allow me easier access here I think...) (couldn't remove items through console, huh? They're zaz not DD...) -
Deviously Enslaved Continued
Verstort replied to Verstort's topic in Downloads - Skyrim Adult & Sex Mods
Interesting mod, I might give it a shot just to see if it makes skyrim more interesting. I'll see if I can replicate your symptoms on my end tonight. I'm curious if DEC doesn't work with familiar faces at all or just when FF has to try to recreate characters with custom races and other details. -
Deviously Enslaved Continued
Verstort replied to Verstort's topic in Downloads - Skyrim Adult & Sex Mods
The warning is not important, just papyrus being whiney. The actor[] to none I fixed for only one part of the mod and forgot the other part, I'll fix it in the next version. I don't think either of these would cause your approach issue, since the actor check is on a different callstack and shouldn't stop the approach stack from working, only stop sexlab from stopping an already started approach. Edit: I should note, I have no idea how sexlab can start without any actors, that's too weird. Even masturbation has one actor... [11/01/2015 - 12:51:56PM] Cannot open store for class "TIF__0304738E", missing file?I'll double check but I don't think that's from DEC. I didn't rename all fragments in 10.0, but I don't think any of them were using 03 as starter The last log you posted didn't tell me much, so I figured I would just test if the race was working on my end, which I should have done first. -
Deviously Enslaved Continued
Verstort replied to Verstort's topic in Downloads - Skyrim Adult & Sex Mods
That's an actor is busy not the same as player is busy, if that actor is actively being used by sexlab, meaning they are or have recently had sex in the last ~4 seconds then that could show up. Probably just delayed reaction. They don't have to be on screen, although they should default to "too far away" before checking sexlab status. I should note that old people are a race in skyrim, and old people are filtered out. Pretty sure chase put that in, not me, but I feel no urgency to change it. If that's not it then more info is required on which NPC is causing the issue so I can investigate. You probably know already, but you can grab the ID of the NPC in question by clicking on them in console, pretty sure that console extension is still added by default as part of sexlab. -
Deviously Enslaved Continued
Verstort replied to Verstort's topic in Downloads - Skyrim Adult & Sex Mods
Crap, I didn't realize I was overwriting the old changelog when I wrote new changes, hope nobody needed to read those... I'll remove the other files later, it wasn't all that important anyway. I'm concerned what will happen if I remove the plug assets without removing the plug from the mod, so I'll test those separately, but the shiney dds was removed at least. I love hotfixes, I can get away with uploading changes without testing them (read: this release is untested) -
Deviously Enslaved Continued
Verstort replied to Verstort's topic in Downloads - Skyrim Adult & Sex Mods
I'll just leave the quest at stage 10 for now I guess, since there are only 2 stages 0/10 for that quest in the new version anyway, I'll change it if it's a problem. I've been slowly converting quest loading over to load from game instead of load by file, only just learned it should be faster and havne't gotten around to changing everything yet. To those concerned, I've fixed it I just want a few more small changes put in first before I release the fix, can anyone remind me what are the specific files DEC has that override other mods? -
Deviously Enslaved Continued
Verstort replied to Verstort's topic in Downloads - Skyrim Adult & Sex Mods
Except I put in a mod search to look for mara of isle first, and it's only smart enough to look for the tweak at the moment. Even worse, it looked up the quest by ID rather than by name so it thinks it has the right mod but the start is broken. I need to release a fix first before DEC will use Isle of Mara 2.1 Edit: Uh, is it still stage 10? I got a slightly different begining, like 10 isn't the right stage to start it... -
Deviously Enslaved Continued
Verstort replied to Verstort's topic in Downloads - Skyrim Adult & Sex Mods
See above about suspend, it's normal. I should probably just make an exception to the debug output to not say suspend is active if DEC is the one who started it... Something else is stopping your attacker from force-greeting to the player for you, not sure if it's systemic since the user above you has a similar issue, but it was working on my machine so I assume something specific is going on. Haven't checked out your log yet though, that might say something else. Ah finally, I was wondering when race checking would be brought up by a user. In order for the player to not be assaulted by a horse or a deer, the attacking NPC is checked to be of either "playable race" (the game decides this) or a few extra races (vampires more specifically). Races found in third party mods are not in this list, so the mod assumes they are something invalid like dogs or drauger and gives up. I expected someone to complain about this months ago, but I guess the old user base didn't use extra race mods. If I can detect the race from that mod as a soft dependency I'll try to add it to the valid race list of this mod so you can use it. Edit: Your log didn't tell me much except that there is an odd case where sexlab doesn't give me a list of NPCs that take part after sex, I can add a check there but that shouldn't cause any problems to the approach working. There are several errors from mods I'm unfamiliar with, but I don't know what they are so I can't tell you why they would cause you any issues with DEC -
Deviously Enslaved Continued
Verstort replied to Verstort's topic in Downloads - Skyrim Adult & Sex Mods
Good grief -
Deviously Enslaved Continued
Verstort replied to Verstort's topic in Downloads - Skyrim Adult & Sex Mods
Concerns: I wanted the new system to be more specific about differences in types of restraints; There needs to be a slider for the different restraint type available (different collars count, as they represent different meanings(posture collar doesn't have the same meaning as a collar that has no key for instance)) different boots (slave vs pony), ect. There could well be over 50 sliders, that's a lot of work for the user to arrange them in the order they like. You intended for some items or combos to count as negative to counter balance, and some items and combos to count to reach the minimum req by themselves. This is not hard with 5 sliders, but can you so easlily balance with 50 possible combinations? Some users might be turned off to the prospect of tweaking one mod with such heavy math to keep their intended behavior working correctly. Maybe the users wants weapon to counter everything but gag, but you don't want gag to be considered as vulnerable as blindfold (cannot see), so weapon wouldn't counter blindfold because blindfold has higher vulnerability than weapon's counter value. Things get complicated if you see certain combos as being greater than the sum of their individual items. It's bad enough with the system currently being used, but wrapping my head around a system balanced the way I want with 50 components and I'm losing interest. To keep users from having to redo it all over again every clean save (which is required too frequently with this mod unfortunately) Such a system would likely require integrating a load-settings-from-save-file system like what Kimy has done with cursed loot, making the process take longer to implement. I was shying away from making a system where chance to be approached increased based on the vulnerability system because I couldn't think of an easy equation to calculate this. It needs to be progressive at first, increasing quickly as the number of items (vulnerability number) increases, but at the later point it should taper off, as adding one more item on top of 12 items should increase the change only a tiny amount since the chance should already be relatively high. I don't have the math background to remember what such a function is called (maybe it really is just the first wavelength of Sin(x)), although my biggest concern is balancing it so that users don't find it unfair (too slow, too fast), would likely have to put in three functions (linear, prog, mixed) and that's lots of work from where I'm sitting. Also, double sliders if each item has a different enslave/sex number, so ~100 sliders in MCM, sounds like a fun Saturday night >_> I'm not trying to shoot your idea down but there are problems with every system I've thought of, just pointing out what I see as issues that need to be resolved. For now I'm happy to hear reasons why any one specific case I have in the current system should be changed, I'll consider changing it if it makes sense. -
Deviously Enslaved Continued
Verstort replied to Verstort's topic in Downloads - Skyrim Adult & Sex Mods
Not that I know of. I don't even know why it stopped for you, did it stop because something got stuck like a quest stage or because there is a scene that didn't finish, or is it just another case of the mod intermittently failing... I attempted to fix the later in 11.0 btw, upgrading to 11.0.2 and save cleaning is my recommendation without more data. -
Deviously Enslaved Continued
Verstort replied to Verstort's topic in Downloads - Skyrim Adult & Sex Mods
Well, DEC is throwing some debug I thought I removed in v11.0, but maybe I removed that more recently, and DEC seems to think the dhlp system was engaged right around when SD started up which is odd, but since that system is inter-mod, I can't be sure if that bug is caused by another mod or something wrong with DEC. Neither or those two problems should affect the players ability to wear equipment, so I don't think your issue is caused by DEC. Are you sure you started getting this issue when you installed DEC and it wasn't present before DEC was installed? Your log has a couple odd errors, maybe they hint at what causes the belt to not equip: ERROR: (00036B92): has no 3d and so cannot have a visual effect applied to it. stack: [ (0009AA3A)].VisualEffect.Play() - "<native>" Line ? [None].SprigganFXSCRIPT.OnGetUp() - "SprigganFXSCRIPT.psc" Line 64 The script is 00 base, so it's vanilla skyrim, but if SD modified the vanilla spriggan it could be the source of this bug. Not a bug related to items being removed but if something is interfering with SD could stop SD from adding the belt properly. ERROR: Cannot call iDebugLevel() on a None object, aborting function call stack: [alias PlayerRef on quest zbf (0D0137E6)].zbfslot.Log() - "zbfSlot.psc" Line 1204 [alias PlayerRef on quest zbf (0D0137E6)].zbfslot.IsSameBaseItem() - "zbfSlot.psc" Line 811 [alias PlayerRef on quest zbf (0D0137E6)].zbfslot.OnItemRemoved() - "zbfSlot.psc" Line 895 zbf is from Zaz animation pack, if zaz is comparing an item removed and one of them doesn't exist could throw this error, what it means is zaz is working with a broken item, could cause issues. Or some mod like SD gave ZAP a None object by mistake, not all mods error check because papyrus is so slow. Warning: ZAZ throws errors in my own logs often enough I normally ignore them, but in this case I'm trying to find hints to help you figure out what mod is causing you issues. ERROR: Cannot call SetSlotMask() on a None object, aborting function call stack: [mz_ScriptSpellQuest (21000D66)].mz_HelmetToggleConfigMenu.CheckHelmet() - "mz_HelmetToggleConfigMenu.psc" Line 72 [alias Player on quest mz_ScriptSpellQuest (21000D66)].mz_ActorScript.OnObjectEquipped() - "mz_ActorScript.psc" Line 14 I have no idea what mod this belongs to, but since it's working with "helmets" it could cause grief to DD or Zaz by using a slot they like to use could cause something to break. Pretty sure I'm gasping at straws here. Cannot open store for class "hdtHighHeelEffect", missing file? Uhh... Even if the new DDx removed HDT highheels as a requirement in favor of NIO I would still keep HDT installed because not every mod has stopped requiring it. [10/29/2015 - 09:40:30AM] [_sdqs_enslavement] Punishment earned: 2 [10/29/2015 - 09:40:30AM] [_sdqs_fcts_outfit] Adding punishment item: Belt [10/29/2015 - 09:40:30AM] [SD] Slave set - Outfit: -1 - Part: 5 - Equip: TRUE [10/29/2015 - 09:40:30AM] [SD] Set device by tags [10/29/2015 - 09:40:30AM] [SD] Looking in Master list - [10/29/2015 - 09:40:30AM] [SD] Device keyword: [Keyword <zad_DeviousBelt (10003330)>] [10/29/2015 - 09:40:30AM] [SD] Device tags: belt,iron [10/29/2015 - 09:40:30AM] [Zad]: GetDeviceByTags([Keyword <zad_DeviousBelt (10003330)>], belt,iron) [10/29/2015 - 09:40:30AM] [Zad]: No devices found with tags, falling back to random device [10/29/2015 - 09:40:30AM] [SD] Equip: TRUE - Device inventory: None [10/29/2015 - 09:40:30AM] [SD] Device rendered: None [10/29/2015 - 09:40:30AM] [SD] Aborting device update - no device found Uh, no random belt found, nothing added, I have no idea what could cause this, ask skyrimll (sanguine's debauchery) or Min (devious devices) maybe. Actually, looks like a belt is being passed to zad (devious devices) as a tag, which is confusing zad. If it was removed so there was only iron and belt it might work just fine. -
Deviously Enslaved Continued
Verstort replied to Verstort's topic in Downloads - Skyrim Adult & Sex Mods
Sorry, but 11.0.2 is probably going to be another release that requires save cleaning. I was getting hokey behavior trying to fix Sexlab integration, first I fixed it, then it stopped working, then it only worked on old saves, then it started working again when I changed nothing.... If it doesn't work give me a log, but I think It's working for real this time.
