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      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.

Verstort

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Everything posted by Verstort

  1.   Getting other mod authors to implement changes to suit other mods is difficult enough that I don't even bother, especially since DE doesn't just step on other DD/Zaz mods but gets in the way of every other mod in the game, even vanilla quests. I can't expect every mod in existence to implement their own fix to stop DEC stepping on their toes; I can't trust them to do it and It's the responsibility of the mod author making the conflict to fix it from their end if they can anyway.   I don't really see a reason to create another busy/pause mechanic when we already have dhlp. I know it's not as widely used as it could be, but I don't see a simpler solution than two modevents that don't require any dependency beyond knowing the string name of the event you're calling, unless you mean there should be additional functionality. Making my own two events that serve the same function just doubles the number of events to look for and doesn't offer any additional functionality, no reverse compatibility for dead mods that may still be using dhlp, ect.   And yeah, DEC is already checking against some 30 mods to stop itself from working in awkward situations, that was the main reason I picked up this mod in the first place because I thought it was silly that slaves in the old slaverun could approach the player while wearing restraints and animating as bound to zaz furniture. I need to update the front page with a list of mods currently being detected by DEC...
  2.   The MCM toggle to enable the mod doesn't install/uninstall the mod, it just locks the loop from working, so if you toggle it it effectively stops attacks.   DEC already catches dhlp events, and shouldn't do anything during that time, I'm 99% positive that it's working because cursed loot sexattacks used to clash with DE before I put it in.   I have no issue adding mod detection for Sexlab stories to DE, I just normally wait until I play it myself or someone requests it, and I haven't played sexlab stories yet. If you put something in that I can detect I'll gladly add it.  
  3.   Scenes are caught.   Hmm... milkmachine should trigger sexlab right? Sexlab being active should stop approaches but maybe I set it up so that there needs to be a second partner... I'll double check.   I wanted ZAZ furniture to count as a reason for the player to be vulnerable, but I forgot about sexlab animated furniture, I'll see about making an exception.
  4.   Yes, there is no combat interaction at all, other than detecting that combat has ended and waiting several seconds before continuing.    
  5.   Is there some necessary init for starting the dream sequence? I might be adding too many enslavements without fixing the dialogue to suit, but for future refrence how do I send the player to the dream world?   None of these did anything last I tried Mods.sdDreamQuest.Start() SendModEvent("SDDreamworldPull", 100) SendModEvent("SDDreamworldStart")  
  6.   I haven't been playing with PAH recently because there's some trick you need to do before you can get the event in combat, add some spell to the player or something, I completely forgot PAH had it's own collar (and one with a leash too)   I didn't realize the collar didn't count for slave detection, I thought it had a zbfWornCollar keyword, but I guess not.   The next version has PAHRestraints keyword detection, which should detect both collars from PAH (if I'm reading tes5edit right)
  7.   Wait what?   Paradise hall slaves attack the player in 10.X? I thought that was fixed already.   Specifically, you're saying PAH slaves attack the player if they aren't wearing other slave gear?   My bad, was thinking of Hydra slaves. Paradise halls slaves aren't considered slaves unless they wear slave gear. I never got around to checking the PAH loyalty rating to see if the slave should still be loyal to you while you are a slave, that got lost in my todo list.   But right now, slaves won't treat you like a slave unless you wear bondage and they don't, at which point it would be normal to assume you were the slave and they aren't, so it doesn't break context too bad.   Workaround: just put them in gear too.
  8. Deviously Enslaved v1.04 (1/7/15)

    Taking my version to a new thread:   http://www.loverslab.com/topic/54135-deviously-enslaved-continued/?p=1359881
  9. Version 11.2.1

    7,348 downloads

    Alright fine, I'll make a new thread...     Old support thread for Deviously Enslaved (chase roxand): http://www.loverslab.com/topic/40916-deviously-enslaved-v104-1715/page-47 Old download page: http://www.loverslab.com/files/file/1602-deviously-enslaved-v104-1715/     VERSION 11.0 specific notes: Isle of mara detection is incomplete, DE turns itself off when you get sent there, and I suggest you leave it off unless you want DE to interrupt that mod's gameplay,     Description/summary: Deviously enslaved was originally created to make the world react to the player while the player was wearing slave gear and other DD/Zap Bondage gear. If the player is found wearing such gear, they may be approached (out of combat) by the population of skyrim for free sex or acquired as a new slave.   Overview of changes since Chase's last 1.04 release: Better control over when the player is attack-able through MCM options More slavery outcomes: Instead of just the original SD and Maria eden, several mods have been added as possible outcomes Better integration with modern DD/Slavery mods, Requiring less user intervention and less DE interruption Better detection of NPC slaves in the world, leading to less awkward interaction from "unavailable" NPCs Optimizations: DEC should be faster and lighter that DE, so users with weaker computers may be able to play it where previously could not.   Frequently Asked Questions: Mods that DEC connects with (slavery): SD+ Maria Eden (1.19 and 1.24 mostly work) Cursed loot Simple slavery Devious Cidhna Wolfclub (old) Slaverun and Slaverun Reloaded S_L_U_T_S Isle of Mara Tweaked   Incompatible mods: Currently, the only mod I recommend users not use in combination with DEC is Sky Slavery, which adds male slaves around skyrim. I cannot find a way to detect that they are slaves, so there is no way to stop them from attacking the player, and some of them were bugged out and could not interact with last time I tried the mod. Mia's Lair: I think I got all incompatibilities with Mia's lair sorted out, but you might still get a stack dump during the interrogation part, because I haven't added location based detection for that part yet. Everything after that is smooth, and you shouldn't need to turn DEC off. Submit: Once in awhile, a user shows up saying they think Submit breaks the mod. I don't even know if or which submit variant is still being maintained, and I'm not going to test them all. I'm going to assume the issue was misattributed to something else until a user gives me a replicatable case with a specific Submit version, but be aware that there might be a real issue here. As a reminder: if DEC is getting in the way of a mod/quest/scene you can turn it off temporarily in the MCM settings   TODO: Find a good image to use for mod icon TODO: Find someone who wants to write dialogue TODO: Figure out minimum requirements for mod versions TODO: add future feature considerations TODO: add list of known bugs   Permissions: I allow anyone to make any change to DEC for personal use or for improvement but I require that you keep the source code available to the users and other developers if you upload said changes.   Thanks to: Chase Roxand, the original author, for doing the hardest part Zippy for being a bro The authors of Sexlab, Devious devices and ZAP for providing the necessary framework The authors of LoversLab for freely providing their code source for code discovery and providing their assistance where available simplefries for pointing out that I was an idiot Everyone else who has helped me when I couldn't figure out the solution to a problem myself   Less important details about the mod have been moved to the second post of the support thread to keep this page to a reasonable size
  10. Deviously Enslaved v1.04 (1/7/15)

    Cursed loot 4.10 works fine for me, I play with it extensively. I haven't seen a real incompatibility between the two, and nobody else has reported one that I know of, since cursed loot added group sex attacks, and that was fixed back around 9.1 or something.   Can you describe the problem in more detail and post a log? I'll see if there are any clues in the debug output left in the log, as well as errors. When you say they don't work together, I take it cursed loot works and DE is the one that doesn't start right?   Prison overhaul is not a requirement, I forgot to remove that debug message back in 10.0.1 when I was trying to figure out why prison overhaul would load some of the time for some people which was weird, I've removed that debug from the next version.
  11. Deviously Enslaved v1.04 (1/7/15)

      I forgot one possibility: Old saves that have been upgraded without a savecleaning can result in broken MCM pages (if new pages are added)   If you are upgrading from an old DE version try save cleaning as well.  
  12. Deviously Enslaved v1.04 (1/7/15)

      They should not be blank. I've only seen them blank when I try loading the MCM menu before it's finished working, at the very start of the game when I'm too antsy to wait.   If you've waited a long time and nothing shows up, post the papyrus log.  
  13. Deviously Enslaved v1.04 (1/7/15)

      Oh yeah, reusing the esp name of the mod you're patching makes more sense than making a new one, missed that.   I haven't played too far into Isle of mara, are there any quests/parts where DE would normally get in the way that you can specify so I can block them? (since previously I just told users to turn DE off instead)   I'm assuming NPC slaves will be in melslavefac, and the player will be in melslavecapturedfac if enslaved, but are there any NPCs that should never attack the player through DE?   What's melstaffrapefaction? People getting raped or rapists? Are they background NPCs or...
  14. Deviously Enslaved v1.04 (1/7/15)

      Oh good, another one to add to the list.   I assume isle of mara is still male centered, right? I haven't looked at it in a long time... Would it break anything if I let female characters start the quest from that trigger or would it be best to limit it to male characters only?   I'm surprised nobody else has a ESP named "Debauchery.esp" yet, thought that was the old SD esp name, before skyrimll took it over.
  15. Deviously Enslaved v1.04 (1/7/15)

      Wait, what version are you using? I thought I fixed DE detecting the player while in stealth a long time ago... I suppose it's possible the mod ignores stealth if you've been caught pickpocketing in the past, been awhile since I've looked at that code.   I may have written the slaverun detection incorrectly, it should only stop the player from being enslaved, not sex attacks, when the quest is active. Maybe slaverun has something else that is being detected, I've been busy testing something else and haven't played through the whole slaverun from start to finish yet to make sure slaverun detection is working.   Never used sexlife, don't know if it conflicts with DE in some way or not, but since I don't recall anyone else previously mentioning it getting in the way I'm guessing DE is misbehaving with slaverun.  
  16. Deviously Enslaved v1.04 (1/7/15)

      Assuming debug is turned on, there might be a reason listed in the log for why you aren't considered approachable, or why the NPCs you pass aren't considered valid either. Or it could be broken, log would help identify why there too.   I don't expect slaverun reloaded's approach to get in the way, I certainly haven't seen it happen on my end yet, but I might ask the author to add a check to make sure they don't both go off at the same time.
  17. Deviously Enslaved v1.04 (1/7/15)

      Double checking, you're saying DE led to a NPC approaching you, tried to add items to the player and that "failed" somehow? Can you describe what that failure looks/behaves like, or be more specific about what kind of fail case it was? Was the player character already wearing DCL items or are there any other details from your memory of the event? I mean... you had some clue to give you reason to assume DE was the source of the issue, right? I'm not sure what a failing case for adding DD items looks like here.   I've never seen DCL and DE clash so violently that sexlab won't start properly. Even if DE's add item code, which I haven't modified that much from the original 1.04 would clash with DCL to cause DD to enter some sort of race condition, that must be some crazy broken state to stop sexlab from starting....   "both in my console it keeps referring back to that failed attack" Huh? You mean DE or DCL is telling you something? Is it an error or is the state stuck somewhere? If the player is stuck what reason does it give, or if there is an error did you catch what it was? "Incomplete" what?   The only bug I've come across that is even remotely close to what you describe is when DE gets blocked by a scene that never completes, complaining that a scene is permanently in progress, but since DE doesn't use scenes anywhere I assumed it was sluts or another young mod breaking skyrim and not a problem with DE   Edit: assuming DE is the source of the output in your console, "incomplete" is used in two debug outputs, one for busy and one for if the approach is still working, either means the mod is locked because it think the last approach isn't finished, and should tell you how many in-game minutes are left on the clock, or it's telling you the player is busy and just printing the incomplete status for debug purposes. In the former case, you should be able to reset it with the devious helpless approach reset in debug, in the later case, something is causing your DE install to think the player is too busy to do anything, log would say what it is.   Theory: If sexlab is broken, I'm betting you can't start a new sexlab animation and DE, which checks that sexlab isn't already busy, will be stuck waiting for sexlab to finish.
  18. Deviously Enslaved v1.04 (1/7/15)

      The cooldown implemented by chase was only made to work for enslavement, not for sex. I've been meaning to add one, but arousal normally takes care of that for me.   Turn minimum arousal up from 0, set it to something reasonable like 25 or 40, which should stop the same attacker from raping your character over and over again since his arousal should drop significantly (often to 0) after sex, just don't rush through the end of the sex animation you can end up skipping the arousal drop.   Over and over again also means that the chance is triggering every time, maybe turn down sex approach chance from the 40something it starts at to a lower number (I need to lower it, it was set that high for testing purposes). Increasing the time between approach attempts to longer than 12 seconds might be a good idea too.  
  19. Deviously Enslaved v1.04 (1/7/15)

      Actually I don't recognize half of the mods in that load order, but then It's been ages since I've scrounged nexusmods for new non-LL mods...   I don't judge people on load orders, most people on this site don't because of the nature of this site. Most of the time I don't even notice what mods they have unless there are mountains of errors in the log, only then do I bring it up as possible because I can't make anything from the CRDE output so I just mention it as a possible alternate mod problem.
  20. Deviously Enslaved v1.04 (1/7/15)

      Actually, looks like this a universal issue, DE isn't seeing nearby NPCs for me after I tested some new changes, could have been in 10.1 all along.   It would have had to start in the last 2-3 changes I made, since I tested 10.1 a million times making sure SD was working correctly, and simple slavery.   Will release hotfix when I can find the reason for this bug.   Jumped to conclusions, 10.1 is working, changes I made after that are broken, my old advise stands.
  21. Deviously Enslaved v1.04 (1/7/15)

      If you open console (~) and don't see anything being posted there by CRDE (debug and debug console must be turned on in MCM, which they are default) then the mod might be broken for you, post a log.   If you see output in the console, maybe something else is causing issues. If you see a lot of "NPC arousal is too low -2/X" that's a bug with sexlab arousal redux, which isn't setting a default arousal for NPCs very quickly and DE isn't forcing it to start by calling the function, using the faction instead (faster). You can set the approach % lower, and turn arousal down to -2 for now, but It's on my list of things to fix.   Edit: I should point out you can force SAR to init arousal for any NPC by pointing the cursor at them and hitting "N" which is the default arousal lookup keybinding, should tell you their arousal and your arousal (after initializing them as well)
  22. Deviously Enslaved v1.04 (1/7/15)

    Unofficial version 10.1   Changes since 10.0.1 (some of this was already in 10.0.2): Added SexlabForbid keyword to keywords that stop approach (never came up before now is my excuse, only learned of it recently) Added zbfSlaverFaction to slaver factions that are checked for (forgot to fully implement) Added valtheim keep chief and the treasury guy from markarth to distant SD masters list Added Wizard robes detection, counts as holding a weapon (currently only the same robes that trigger dialogue, I'll add the rest later) Fixed POx detection (no feedback from users, assumed fixed) Fixed wolfclub type bug (assumed fixed) Fixed Simple slavery integration, should now work with all known past versions with/without DA Increased time it takes before DE starts, in the vain hope it might prevent the former bug Edit: forgot, fixed panel gag to NOT count as chastity (since panel is an open gag) SLUTS detection is still not finished, and bugged, you shouldn't get approached for enslavement while hauling a cart but if you do, turn DE off or turn enslave chance to 0% until you're done with that part of the quest.   Those of you who do have SLUTS, do me a favor and turn on the Debug:SLUTS test button and see if it enslaves the player, I'm told this function is supposed to be working for other users who use SS but it doesn't work for me, don't know if it's my buggy skyrim install or if other users aren't getting anything from it. Test buttons need time to work outside of the menu, you know they are done working if the button has turned itself off.   Everything else I was holding out for is moving too slow, might as well push these changes now.   I haven't tested the new SD in detail, but it looks like it's working fine, let me know if you notice any bugs. Deviously Enslaved Unofficial(v10.1 full).7z
  23. Deviously Enslaved v1.04 (1/7/15)

    Haven't tried the new SD+ yet, let me know if you guys run into any problems.   Anyone else having issues with the mod starting (wolfclub issue I presume) like bahamut?   Can I assume the POx issue hasn't shown up for you guys yet or are all of you running into the same issue as bahamut preventing you from testing it?   Edit: 10.1 was released lower down the page
  24. Haven't played all the way through this mod, trying to add compatibility without spoiling myself too much looking through the esp for something to detect.   Trying to prevent DE from working, or at least the enslave part, while the player is busy with a cart. Don't want to spoil myself as to what the other quests do, so I can't implement quest specific detection. Globals don't seem specific enough, Can't see any storageutil variables other than reading SD compatibility.   Player isn't in any of the four factions during the first quest, and the slavery and mission keywords are missing from the player and the items the player is wearing. I don't know where else to find the keywords than to use WornHasKeyword and HasKeyword, some of the restraints have a sluts specific keyword, but can I assume the player is only wearing those during those kinds of events?   Tattoo detection seems the best if the player has their tattoos removed after every mission, can I expect this to be the case for the whole mod or is there a quest where the player is tatooed but not locked down and generally un-enslavable?   Is there a better way to detect when the player is busy with Skyrim Licensed Universal Transport Service?
  25. Deviously Enslaved v1.04 (1/7/15)

      Go figure, I completely forgot to double check the slot was correct....   and I didn't think the form would match the generic, but that makes more sense given the name of the function.   Thank you for walking me through my mistakes, on to testing ...