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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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Deviously Enslaved v1.04 (1/7/15)
Verstort replied to Chase Roxand's topic in Downloads - SexLab Framework
Well that explains where there were only 3 items in there, but it doesn't help me unless I have a way to use it. GetEquipped() and hasform() don't seem to use the same compare format, when I tested: WICommentCollegeRobesList.hasform(player.GetWornForm(0x00000003) as Armor) I got false negatives for all cases, so I can't use it for templates it seems. I either need a way to get a refrence to the template from the player armor, find a way to call GetEquipped from papyrus, or implement a different system. I'm not making a new quest with the sole purpose of detecting if the robes are being worn, like what they did, too much work for a lesser feature. Edit: Haven't released a fix for SS yet because it looks like the new SD+ doesn't work with my old code, so I need to fix that too, need to figure out why SLUTS enslavement event isn't working otherwise that could be added to DE, and slaverun reloaded is coming out with a proper slavery hook I need to put in. Or... nvm, SD is still working fine when I tested again, weird. -
Deviously Enslaved v1.04 (1/7/15)
Verstort replied to Chase Roxand's topic in Downloads - SexLab Framework
Oh I thought it was the first cell you made and forgot you left it in or something. -
Deviously Enslaved v1.04 (1/7/15)
Verstort replied to Chase Roxand's topic in Downloads - SexLab Framework
Alright, no news is just no news then. -
Deviously Enslaved v1.04 (1/7/15)
Verstort replied to Chase Roxand's topic in Downloads - SexLab Framework
NM? -
Deviously Enslaved v1.04 (1/7/15)
Verstort replied to Chase Roxand's topic in Downloads - SexLab Framework
Good to hear wolfclub is working fine, but keep an eye out for Prison overhual bugging out again. Hopefully, it works and only leaves you an odd half error rather than not working at all. Oddly enough, I got a suspended stack dump last playthrough, but none of the frames were CRDE functions, but keep an eye out for those too Edit: anyone know how to extract a marker from a cell and move the player to it in papyrus? There doesn't seem to be an idlemarker object type for papyrus... Edit 2: Simple slavery sure has changed.... No more cage and audience, just me and randal in a room together, and an unowned chest -
Deviously Enslaved v1.04 (1/7/15)
Verstort replied to Chase Roxand's topic in Downloads - SexLab Framework
I haven't tested it yet, but I'm sure DE will not work with the new Simple slavery version that doesn't require DA, since DE uses that quest to start it. For now, stick with the DA version and install DA but leave the esp off if you don't want DA but you do want to play with SS through DE, I'll see if I can implement the other way to start simple slavery for the next release. -
Deviously Enslaved v1.04 (1/7/15)
Verstort replied to Chase Roxand's topic in Downloads - SexLab Framework
10.0.2 is a testing release, some of the new changes are untested, I'm just throwing this out to see if it fixes the POx issue for users who have it, and/or the last wolfclub fix attempt before I consider removing it from the mod (at that point, it will be almost 100% what it was back in 9.7.5, when it was reported working by most people) FIgured I would rather throw this out for users to play with over the weekend now so they can test it on their own time, faster. Deviously Enslaved Unofficial(v10.0.2 full untested).7z -
Deviously Enslaved v1.04 (1/7/15)
Verstort replied to Chase Roxand's topic in Downloads - SexLab Framework
I've never used formlists, always arrays of forms instead, but since I can't really see how the engine balances load for something like searching through a data structure, I can't rule out that searching a form list is faster since they could have used an internal function for it. I'll add this as a potential solution as well, thanks for the suggestion. -
Deviously Enslaved v1.04 (1/7/15)
Verstort replied to Chase Roxand's topic in Downloads - SexLab Framework
Getting some "warning: Assigning None to a non-object variable named "::temp1"" errors are normal and they don't normally cause any problems, but I've never seen one be called for those lines in that script. Several properties on MCM don't seem to exist, suggests a corrupted or missing MCM script, you could try redownloading in the event your download got corrupted somehow, if the upload was corrupt I would have expected several users to show up with these errors before now. Are you sure there aren't any more lines at the top of the log that match the filter "crde"? Giving me any errors found above that first line, something like "Cannot open store for class "pchswolfclubdaymoyl", missing file?" or similar might tell me more. Otherwise this is a completely new bug to me, never seen this and not sure what would cause it if not for corrupt mcm script. Double checking here, but this is a clean save right? -
Deviously Enslaved v1.04 (1/7/15)
Verstort replied to Chase Roxand's topic in Downloads - SexLab Framework
http://www.loverslab.com/topic/40916-deviously-enslaved-v104-1715/page-29#entry1244225 I haven't seen ebondream in a long time, but normally I assume that when I try to build a connection into a mod without instruction, and it fails in some way, that it's because I did something wrong and that there is already a correct way to do it, so I put it on my todo list (which has become a blackhole) and moved on to fixing the other bugs that didn't have workarounds and needed my more immediate attention, then my bad memory made me forget about it. Making a DA-less version seems a bit extreme though... the error is caused by DE starting the quest by calling: (Quest.getQuest("SSLV_DAInt") as SSLV_DAIntScript).QuestStart(none, none, none) So I assumed the problem was that the VM couldn't find DA type daymoyl_QuestTemplate when it tried to start the quest. Assuming quests that inherit from daymoyl_QuestTemplate cannot be created/started without DA installed, which I haven't really tested I'm just assuming, then you could probably just move the quest script code to a general quest and make the DA_quest call/start the general quest, that way the DA_quest failing to be used doesn't stop the quest from working. If I'm wrong, and daymoyl_QuestTemplate quests can start just not by my mod for some reason, an event alternative should be all that is needed. You mentioned moving the character to a marker, something I had never actually considered and haven't tried that yet. -
Deviously Enslaved v1.04 (1/7/15)
Verstort replied to Chase Roxand's topic in Downloads - SexLab Framework
Oh that's really useful, I'll check it out tomorrow. Thanks for the help! -
Deviously Enslaved v1.04 (1/7/15)
Verstort replied to Chase Roxand's topic in Downloads - SexLab Framework
Sorry that went over my head since I normally don't work with assets, NIF is the mesh not the texture, right? I'm pretty sure there are at least two more models you missed, arch mage and one of the robes has a hood, but you might be right, if they really are just recolored from novice->apprentice->adept that reduces the range pretty significantly. We still need to double for the two genders though, and while I imagine the string comparison is slow like in any language, string compare lets me avoid mod dependency so I could even check against DLC robes, so there are still going to be over 10 string compares, more than I would like but could be manageable. Edit: So if the user has a mod that changes the robes so that there is more variety, not the HD textures but completely different robes, do I just throw those users under the bus? I'm not even sure there is such a mod, but I can't help but think there HAS to be a better and faster way to identify robes that the game uses for the dialogue. -
Deviously Enslaved v1.04 (1/7/15)
Verstort replied to Chase Roxand's topic in Downloads - SexLab Framework
[10/08/2015 - 02:12:30AM] Cannot open store for class "pchswolfclubdaymoyl", missing file?[10/08/2015 - 02:12:30AM] Error: Unable to link types associated with function "enslaveWC" in state "" on object "crdedistantenslavescript".[10/08/2015 - 02:12:30AM] Error: Unable to link type of variable "::DistantEnslaveScript_var" on object "crdemodsmonitorscript"Welp, guess the issue isn't resolved. Either try installing death alternative and see if you get the same bug or revert back to having wolfclub installed. I still have no idea why that specific class call causes the papyrus engine to have a fit if it can't find it and only some of the time, at this rate I might as well disable wolfclub since it's a dead and incomplete mod anyway. Reading the papyrus assembler is going to take time, it might contain some useful information but not sure yet. And, yeah, once in a blue moon I get the zaz is not loaded bug too, no idea what causes it, but I suggest if you catch it that you save and cycle skyrim to see if it fixes it, since it might interfere with DE working correctly (depending on what else didn't load correctly from zazanimationpack) -
Deviously Enslaved v1.04 (1/7/15)
Verstort replied to Chase Roxand's topic in Downloads - SexLab Framework
Not good to hear it's not working for you all the time. The MCM could take as long as 2 minutes to show up in high load situations, but reloading shouldn't fix it unless SkyUI got stuck. Speculating without a log, although it sounds like you can work around it anyway. -
Deviously Enslaved v1.04 (1/7/15)
Verstort replied to Chase Roxand's topic in Downloads - SexLab Framework
Yeah that works for one armor, but there are at least ~30 armors in the vanillia game that count as college wizard robes (since all the varients (destruction, illusion, ect) are different forms) Maybe the game engine can get away with checking if the player is wearing one of ~30 forms but that's too heavy for papyrus, especially DE which is already too heavy. I was expecting a keyword or something but couldn't find it. -
Deviously Enslaved v1.04 (1/7/15)
Verstort replied to Chase Roxand's topic in Downloads - SexLab Framework
I assumed Wolfclub was the only issue since several users said wolfclub scripts added fixed their issues. If you think any of the other mods are causing similar problems let me know. -
Deviously Enslaved v1.04 (1/7/15)
Verstort replied to Chase Roxand's topic in Downloads - SexLab Framework
DocClox's new mod. http://www.loverslab.com/files/file/2364-the-skyrim-licenced-universal-transport-service/ Edit Top of the page hijack: If you missed it, 10.0.1 released last page. -
Deviously Enslaved v1.04 (1/7/15)
Verstort replied to Chase Roxand's topic in Downloads - SexLab Framework
I take it back, If I release it to you, and the fixes don't work, the same workarounds should apply so no difference. It will, however, confirm or deny if this change to the wolfclub code fixes anything, which is sorta important. That and my game is kinda buggy right now, animations are jumpy, parts of the floor are missing, sexlab animations are sometimes delayed and the armbinder animation keeps getting stuck. You guys can probably bug test DE better with a less buggy skyrim. So this, compared to 10.0 (retro renaming of 10O since it was mostly stable with a few workarounds) has the following changes: Changed code for wolfclub as fix for not-so-soft dependancy, if it doesn't work let me know I'll just revert to 9.7.5 code instead, which works for most people. Grooovus tattoos have been added to the slavetat list, both his original and second batch, but not the tribal tats from Mirror's edge SLUTS tattoos should now count (untested) POx detection should now correctly detect if you're in jail even if you only have PO and not POx (no idea why you wouldn't get the patch though) Slaverun has been depreciated, functionality should still work but switching over to slaverun reloaded for all future developments Slaverun reloaded detection is untested but should work, enslavement is not yet working (need to test if I can start the quest easily enough) MCM tweaks SLUTS detection, for DE to stay quiet, is not in yet because I'm not sure which faction to use and too many quests to check for. For now turn DE off. I've noticed a curious bug that I haven't solved yet where some slavetats don't count as vulnerable while the player is in chastity. This is intented for one tattoo: groovus belt belly, but the rest should still be visible and should count for vulnerability, not sure why they don't yet. Let me know if there are other odd cases where it doesn't count. Does anyone know how the game detects if you're wearing a wizard robe from the college? I haven't found the dialogue in CK, but I want to use the same detection as a weapon protection (if the player is wearing a wizard robe, should be considered as dangerous as a sword in my opinion, since EVERYONE in skyrim knows about those robes) I don't know if it's my end, but this new arousal code doesn't seem to trigger sexlab arousal redux to set a starting value, so when you check arousal of all nearby NPC it starts as -2 for the first 2-10 minutes you sit there in the zone. I think fishburger just optimized it so that it won't bother setting the arousal until it's needed, but checking the faction as compared to the function doesn't set it, anyone else seeing the same thing? For now, -2 has been added as an option since 0 is above the default value, if you want arousal checking to be turned off turn it to -2. As always, if DE is getting in the way of a mod when it shouldn't (whether it's a bug or I haven't gotten to that mod yet) remember you can turn DE off for that part, which is ligher on the CPU than leaving it on but quiet anyway. Save cleaning might not be required, so far the only change I made that hasn't switched over seems to be the mod name in MCM. If it bugs you clean your save. Edit: there is one minor "bug" with slavetats. The next version of slavetats will have an event that fires every time the tattoos change, which I'm waiting to put in as soon as it releases, because it would mean we don't have to check tattoos more than every time they change. Right now, in order to prevent tattoo detection from happening everytime we have a valid NPC we check it with the equipment, so if you change a tattoo the mod shouldn't check and notice unless 1)player changed armor 2)entered/exited zaz furniture 3)target is a slaver. Work around is change some part of your equipment until the next slavetats release. Deviously Enslaved Unofficial(v10.0.1 full).7z -
Deviously Enslaved v1.04 (1/7/15)
Verstort replied to Chase Roxand's topic in Downloads - SexLab Framework
So long as the files are installed to the actual directory, going around Mod organizer entirely, the compiler can find them and the CK can read them for property edits. So right now I have both NMM and MO installed and all DE files are mixed in with the rest of the scripts required for DE to work. It works, but a massive pain in the ass to keep updated, especially with the upcoming DDi/DDx changes. Sitting on untested changes to fix wolfclub, POx, slaverun reloaded and more slavetat stuff, but since none of these issues are critical ( wolfclub issue can be avoided by installing but not enabling wolfclub, POx can be avoided by turning off DE while in prison, slaverun reloaded is the same) I thought I would hold back and test stuff first before releasing it, since I've been releasing too many bugged releases in the past. -
Deviously Enslaved v1.04 (1/7/15)
Verstort replied to Chase Roxand's topic in Downloads - SexLab Framework
By all means, if you make changes other users might appreciate feel free to add to project. esp changes are the only thing that aren't easily merged, I suggest you wait until I test this build and release before you make changes there, however. -
CK can see the new scripts I make in any active mod, so clearly CK can see the virtual folder, and mod organizer is probably doing it's job. I think the compiler itself can't find the right stuff, which is odd since I thought the compiler ran from CK would see the virtual tree too. Yeah, no difference when I upgraded. I'll try 1.2.8 when I get the chance. For reference, in the event I want to setup the compiler to point specifically at it, what is the dir for the virtual folder, or can we even reach it through userland? Edit: never fixed, switched to NMM v5 as workaround.
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Deviously Enslaved v1.04 (1/7/15)
Verstort replied to Chase Roxand's topic in Downloads - SexLab Framework
Yep, I noticed that last night too, on my todo list of fixes. ---- I haven't really dug deep into finding it yet, but last night I found an odd bug where my player reached level 3 vulnerability without the required parts. Character wearing collar, arm/leg bindings and boots. lvl 3 requires one or more of the following, none of which should have been active on the character: Armbinder, player in zaz furniture, player has zazKeywordEffectOffsetAnim. I think my character was just bugged and still had the offsetanim keyword, but if anyone else gets lvl 3 without armbinder or being in furniture, please let me know what they were wearing and if removing any one item fixed it for you. -
Deviously Enslaved v1.04 (1/7/15)
Verstort replied to Chase Roxand's topic in Downloads - SexLab Framework
Turn on debug and trigger it again and post the log and I can tell you which mod caused it, but unless you have a slave mod I don't know of, or slaverun reloaded which I haven't fully tested, DE shouldn't let you get attacked by a slave, unless that slave is naked, and no restraints, only slave in name/faction, and then they should still be able to attack you but not enslave you (I think, bad memory). DE doesn't bind the player before sex (could probably add that now that I think about it), only before enslavement, so sounds like Cursed loot. I know cursed loot ignores if slaves are animated with zaz poses, so it might ignore slave distinguishes too. -
Deviously Enslaved v1.04 (1/7/15)
Verstort replied to Chase Roxand's topic in Downloads - SexLab Framework
There really isn't one comprehensive page with all details on all features... Here, you can read some of this stuff for now written on describing the MCM menu and ask additional questions if you have any: http://www.loverslab.com/topic/40916-deviously-enslaved-v104-1715/?p=1241946 http://www.loverslab.com/topic/40916-deviously-enslaved-v104-1715/?p=1241882 http://www.loverslab.com/topic/40916-deviously-enslaved-v104-1715/page-36#entry1303993 -
Devious Devices - Captured Dreams Shop (Updated 2-5-2015)
Verstort replied to Veladarius's topic in Downloads - SexLab Framework
There should be a debug option in the MCM menu to remove them, I think the one that resets the debt slavery will remove all CD items but my memory is failing me. I think it was at the bottom of the reset page, you need to scroll down to see it.
