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Verstort

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Posts posted by Verstort


  1. In case it wasn't obvious, I haven't been playing skyrim much lately. I threw these changes together but can't be bothered to test them, which is why I'm posting here and not updating the front page, since one of them is likely not working.

     

    Changes:

    CD entrance should now lock out DEC for 1 game hour to give CD enough time to move do it's thing

    There is a toggle lock for stopping DEC from working in sanguine's dream world, toggle in the quest lockout section

    There is a loud debug toggle, makes the approach show up as message box in addition to everything else IF the approach failed and one of the two diallogue triggers was active, otherwise assumes false finish and no messagebox.

    Fixed the esp bug with tesVedit, shouldn't give that error anymore.

     

    I just don't have much motivation to work on the mod right now, JC3 + FO4 are holding my interest, burned out on skyrim somewhat, skyrimll didn't have a fix to get the crime system working, and without dialogue follower events developement is stalled. Doesn't help that I thought CDx 4.0 would be out by now, can't get leon to work the way I want, and lola development has halted, with no entrance I can use (at least nothing easy, still some options for testing a hack to get it working..)

     

    If I make any changes in the next two weeks it's only going to be adding some animations to the entrances so you don't stand there like an idiot and/or maybe adding an animation to the NPC after approach so they don't walk away from you instead of doing something. Otherwise, if anyone wanted to add anything to the mod now is the time to do it.

    Deviously Enslaved Continued(v11.2.2 full testing).7z

    1

  2. 33 minutes ago, CliftonJD said:

    erandur and karita are both npc's from vanilla skyrim

    she's a bard at the windpeak inn in dawnstar and he's some priest that wandered into town to guide the player on a quest to fix nightmares in dawnstar http://elderscrolls.wikia.com/wiki/Waking_Nightmare

     

    after returning to the inn during daylight he's more active and able to greet the player, but that error in papyrus comes back again only this time it ctd when sl started

    erandur greet worked then ctd.log

    [11/27/2015 - 02:24:23PM] ERROR: Cannot cast from None to Actor[]
    stack:
        [crdePlayerMonitor (7E001827)].crdeplayermonitorscript.crdeSexStartCatch() - "crdeplayermonitorscript.psc" Line 210

    Great, this weird bug again...

     

    Can't fix. That sexlab function returns a type Actor[], Papyrus engine is stupid, and lets you return None from that function instead of an empty array, likely because arrays are objects at a lower level of papyrus.

     

    Either way, It returns a None instead of an empty array, but I can't test if it returns this because papyrus says you can't compare the result from an Actor[] function to a None, and you can't assign the result to an object to see if None object, complains that array is incompatible, that an array can never be None (because bad array implementation)

     

    Edit: No exception handling either, so I can't catch type errors.

     

    Can't fix.

    0

  3. 5 hours ago, darkfender666 said:

    i was checking my tes5edit out of curiosity and found this is the only suspicious entry:

      Reveal hidden contents

     

     

     

    00.59] Background Loader: [Deviously Enslaved.esp] Building reference info.
    [01.00] Background Loader: Found a struct with negative size! 3482D3B6 < 3482D3B4
    [01.00] Background Loader: Found a struct with negative size! 3482D3B6 < 3482D3B4
    [01.00] Background Loader: Found a struct with negative size! 3482D3B6 < 3482D3B4
    [01.00] Background Loader: Found a struct with negative size! 3482D3B6 < 3482D3B4
    [01.00] Background Loader: Found a struct with negative size! 3482D3B6 < 3482D3B4
    [01.00] Background Loader: Found a struct with negative size! 3482D3B6 < 3482D3B4
    [01.00] Background Loader: Found a struct with negative size! 3482D3B6 < 3482D3B4
    [01.00] Background Loader: Found a struct with negative size! 3482D3B6 < 3482D3B4
    [01.00] Background Loader: Found a struct with negative size! 3482D3B6 < 3482D3B4
    [01.00] Background Loader: Found a struct with negative size! 3482D3B6 < 3482D3B4
    [01.00] Background Loader: Found a struct with negative size! 3482D3B6 < 3482D3B4
    [01.00] Background Loader: Found a struct with negative size! 3482D3B6 < 3482D3B4
    [01.00] Background Loader: Found a struct with negative size! 3482D3B6 < 3482D3B4
    [01.00] Background Loader: Found a struct with negative size! 3482D3B6 < 3482D3B4
    [01.00] Background Loader: Found a struct with negative size! 3482D3B6 < 3482D3B4

     

     

    Is it normal?

    I haven't cleaned the mod from TESVEdit in awhile, maybe CK wrote something odd again...

    3 hours ago, Versh said:

    Hey Verstort,

     

    I was reading the description and maybe there are some functions from my mod that you could find useful in this, even without dependancies.

    I'm thinking about the Equip Status, RoleTypes, Reaction and the usage of some type of fame.

     

    Let me know in case.

    Haven't looked at your mod yet, I'll take a look.

    47 minutes ago, CliftonJD said:

    karita excuse could be the bards,  maybe need to make an ignore for bards if they have a faction basically like any other bard she won't move - even sl working girl can't change that

    erandur leads a big dramatic scene there at the inn with a quest to complete so that could be his issue with dec

    I'm sorry, can you take another swing at writing this? I'm having trouble understanding what you're saying here.

     

    What is Erandur? Is it a mod, and NPC? Karita?

     

    I'll see if there is an easy way to stop bards. In the past I saw bards approach the player and I was fine with it because it would stop their terrible singing.

    47 minutes ago, CliftonJD said:

    another idea i thought up would be to find out from skyrimill what code he uses for those people that chase you down everytime you pick up an object without stealing "wow you found that just lying around, good find" Or "....must be you lucky day"

    those people will even wake from a dead sleep to chase the player---just thinking that Maybe something in the code used for that would help the dec forcegreets 

     

    edit: almost forgot i found this bug in the log, don't know if it's any help

      Reveal hidden contents

    Warning: Assigning None to a non-object variable named "::temp89"
    stack:
        [crdePlayerMonitor (7E001827)].crdeplayermonitorscript.attemptApproach() - "crdeplayermonitorscript.psc" Line 726
        [crdePlayerMonitor (7E001827)].crdeplayermonitorscript.OnUpdate() - "crdeplayermonitorscript.psc" Line 154
    [11/27/2015 - 11:42:18AM] VM is freezing...

    and i posted the pah maintenance with blabla to look into it cuz it don't look right to me either

    Papyrus.1.log

    Yes, I've already asked skyrimll about his SD+ crime implementation, and he's on holiday currently, might make more headway when he gets back.

     

    Not a bug, warning, Papyrus is the only language I know of that whines when you call a function and ignore the return value.

     

    I could change it but lazy.

    1

  4. 5 hours ago, CliftonJD said:

    after reinstalling and updating some mods skyrim got too unstable so i finally started over again

    dec for some reason stayed paused from game start for a few hours until i reached shore and talked to the jarl of markarth

    after reading my log there it looks like things might have gone smoother if i'd disabled dd logging like normal....

    anyway that sets the back story for the huge log and eventually jod forcegreets me for sex then sells me to captured dreams

    the captured dreams scripts start while the player's still in markarth

    the gold ripped away with the items and the followers then another npc there forcegreets for sex and sells to simpleslavery when its done with the player

    wondering if it'd be possible to change the sequence of events for the player to be moved to the shop before the cd events are triggered and curious what happens to the player's gold/items/followers when cd slavery sequence runs proper

    Papyrus.2.log

    I forgot CD start takes so long, I'll definitally add a pause in DEC's approach for that.

    [11/26/2015 - 02:10:14PM] ERROR: Cannot call Delete() on a None object, aborting function call
    stack:
    	[zadQuest (1200F624)].zadlibs.GetDeviceKeyword() - "zadLibs.psc" Line 679
    	[zadQuest (1200F624)].zadlibs.RegisterGenericDevice() - "zadLibs.psc" Line 705
    	[CDxFramework (530402BD)].cdxframework.RegisterCDItems() - "cdxframework.psc" Line 2671
    	[CDxMCMMenu (5305BBEE)].CDxMCMMenu.OnConfigInit() - "cdxmcmmenu.psc" Line 181
    	[CDxMCMMenu (5305BBEE)].CDxMCMMenu.OnGameReload() - "SKI_ConfigBase.psc" Line 114
    	[CDxMCMMenu (5305BBEE)].CDxMCMMenu.OnInit() - "SKI_ConfigBase.psc" Line 85

    I would be a tad concerned about this... but maybe it's normal.

    [11/26/2015 - 02:49:01PM] ERROR: Cannot access an element of a None array
    stack:
    	[PAHConfig (A4009157)].pah_mcm.OnPageReset() - "PAH_MCM.psc" Line 105
    	[PAHConfig (A4009157)].pah_mcm.SetPage() - "SKI_ConfigBase.psc" Line 865
    	[PAHConfig (A4009157)].pah_mcm.OpenConfig() - "SKI_ConfigBase.psc" Line 832
    	[SKI_ConfigManagerInstance (6A000802)].SKI_ConfigManager.OnModSelect() - "SKI_ConfigManager.psc" Line 140
    [11/26/2015 - 02:49:38PM] ERROR: Property ReleaseMarker on script pahslave attached to alias Slave on quest PAH (1801FAEF) cannot be bound because  (00015DFD) is not the right type
    [11/26/2015 - 02:49:39PM] ERROR: File "SexLabDefeat.esp" does not exist or is not currently loaded.
    stack:
    	<unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    	[PAH (1801FAEF)].pahcore.OnPlayerLoadGame() - "pahcore.psc" Line 143
    	[PAH (1801FAEF)].pahcore.OnBootstrap() - "pahcore.psc" Line 158
    	[PAHBootStrap0_7_3 (1800CF32)].pahbootstrapscript.SendBootstrapEvents() - "pahbootstrapscript.psc" Line 468
    	[PAHBootStrap0_7_3 (1800CF32)].pahbootstrapscript.Boot() - "pahbootstrapscript.psc" Line 206
    	[PAHConfig (A4009157)].pah_mcm.OnOptionSelect() - "PAH_MCM.psc" Line 432
    	[PAHConfig (A4009157)].pah_mcm.SelectOption() - "SKI_ConfigBase.psc" Line 1177
    	[SKI_ConfigManagerInstance (6A000802)].SKI_ConfigManager.OnOptionSelect() - "SKI_ConfigManager.psc" Line 159
    [11/26/2015 - 02:49:39PM] ERROR: Cannot cast from None to pahslave[]
    stack:
    	[PAH (1801FAEF)].pahcore.GetSlaveArrayLength() - "pahcore.psc" Line 1403
    	[PAH (1801FAEF)].pahcore.updateSlaveArray() - "pahcore.psc" Line 425
    	[PAH (1801FAEF)].pahcore.slaveArray() - "pahcore.psc" Line 407
    	[PAH (1801FAEF)].pahcore.slaveMaintenance() - "pahcore.psc" Line 197
    	[PAH (1801FAEF)].pahcore.OnPlayerLoadGame() - "pahcore.psc" Line 148
    	[PAH (1801FAEF)].pahcore.OnBootstrap() - "pahcore.psc" Line 158
    	[PAHBootStrap0_7_3 (1800CF32)].pahbootstrapscript.SendBootstrapEvents() - "pahbootstrapscript.psc" Line 468
    	[PAHBootStrap0_7_3 (1800CF32)].pahbootstrapscript.Boot() - "pahbootstrapscript.psc" Line 206
    	[PAHConfig (A4009157)].pah_mcm.OnOptionSelect() - "PAH_MCM.psc" Line 432
    	[PAHConfig (A4009157)].pah_mcm.SelectOption() - "SKI_ConfigBase.psc" Line 1177
    	[SKI_ConfigManagerInstance (6A000802)].SKI_ConfigManager.OnOptionSelect() - "SKI_ConfigManager.psc" Line 159
    [11/26/2015 - 02:49:39PM] ERROR: Cannot cast from None to String[]
    stack:
    	[PAH (1801FAEF)].pahcore.GetStringArrayLength() - "pahcore.psc" Line 1141
    	[PAH (1801FAEF)].pahcore.updateSlaveArray() - "pahcore.psc" Line 426
    	[PAH (1801FAEF)].pahcore.slaveArray() - "pahcore.psc" Line 407
    	[PAH (1801FAEF)].pahcore.slaveMaintenance() - "pahcore.psc" Line 197
    	[PAH (1801FAEF)].pahcore.OnPlayerLoadGame() - "pahcore.psc" Line 148
    	[PAH (1801FAEF)].pahcore.OnBootstrap() - "pahcore.psc" Line 158
    	[PAHBootStrap0_7_3 (1800CF32)].pahbootstrapscript.SendBootstrapEvents() - "pahbootstrapscript.psc" Line 468
    	[PAHBootStrap0_7_3 (1800CF32)].pahbootstrapscript.Boot() - "pahbootstrapscript.psc" Line 206
    	[PAHConfig (A4009157)].pah_mcm.OnOptionSelect() - "PAH_MCM.psc" Line 432
    	[PAHConfig (A4009157)].pah_mcm.SelectOption() - "SKI_ConfigBase.psc" Line 1177
    	[SKI_ConfigManagerInstance (6A000802)].SKI_ConfigManager.OnOptionSelect() - "SKI_ConfigManager.psc" Line 159

    Same here:

    [11/26/2015 - 07:11:41PM] ERROR: Cannot call GetLeveledActorBase() on a None object, aborting function call
    stack:
    	[dcur_mainlib (76024495)].dcur_library.ScanforRapists() - "dcur_library.psc" Line 4189
    	[dcur_mainlib (76024495)].dcur_library.GangBang() - "dcur_library.psc" Line 4635
    	[dcur_mainlib (76024495)].dcur_library.dcur_selectharvestingevents() - "dcur_library.psc" Line 5376
    	[dcur_mainlib (76024495)].dcur_library.dcur_calculatecursedloot() - "dcur_library.psc" Line 5781
    	[dcur_mainlib (76024495)].dcur_library.OnUpdate() - "dcur_library.psc" Line 5884
    [11/26/2015 - 07:11:41PM] ERROR: Cannot call GetName() on a None object, aborting function call
    stack:
    	[dcur_mainlib (76024495)].dcur_library.ScanforRapists() - "dcur_library.psc" Line 4189
    	[dcur_mainlib (76024495)].dcur_library.GangBang() - "dcur_library.psc" Line 4635
    	[dcur_mainlib (76024495)].dcur_library.dcur_selectharvestingevents() - "dcur_library.psc" Line 5376
    	[dcur_mainlib (76024495)].dcur_library.dcur_calculatecursedloot() - "dcur_library.psc" Line 5781
    	[dcur_mainlib (76024495)].dcur_library.OnUpdate() - "dcur_library.psc" Line 5884

    Not sure what's None here... Kimy is normally pretty good and assuming a NPC alias can be None, it shouldn't throw an error for that, would be really weird if the none alias was Player... no clue what could cause that.

     

    You got a stack dump in this log btw, not the best of signs.

     

    I'm seeing at least 30 of both dcur_clocktick (7604F16F)].dcur_clocktickrefscript.OnItemRemoved() and WTWrapMeUp (063920D5)].WTWispWrappingsCounter.OnItemRemoved() in your stackdump, was your character wearing lots of stuff and then suddenly lose everything?

     

    Since crde::enslaveCD shows up in that stack dump, looks like trying to auto-remove everything crashed your papyrus engine bysetting off a onitemremoved for every mod you have X items all at once. I don't think I can do anything about that unless I remove items waaaaay slower, like 4 items every other second slow... I need an event for CD entrance I guess.

     

    How many items were you wearing when this kicked off? 10?

     

    Edit: Actually, I don't remove items from the player on my side, Vel does for his start... Can I be lazy and say you should make Vel make the change from his end?

     

    In his defense, that entrance was never supposed to start with the player having tons of stuff on their person or inventory, it was supposed to be at the start of the time through immerslave.

    0

  5. 56 minutes ago, politicpolice said:

    Hmm, could well have been. I'll change my example to Cursed Loot if it wasn't enslaved.

     

    I didn't mean to imply it was a bad thing, just that compatibility is difficult when you have lots of mods with different situations you haven't accounted for.

    I was more or less double checking that DEC wasn't causing issues. Most bugs I fix are found by me, and I don't play as much as I used to, so it's possible something new crops up now and then. It wouldn't be the first time I discovered there was a problem posted in a different thread.

     

    I think the best way to approach the framework is to separate the actual game behavior into a separate mod/module, making a framework that would connect the components by providing access to already parsed data. The approach should be a different mod, the framework should provide an interface to all other mods answering the following for mods to know:

    What is the player's submissiveness to current master?

      Willingness to do <thing:sex, anal, prositution, public indecentcy, so on...>

    Is the player a slave?

      For what reason?

        extended:For what duration <debt, holding to be sold, personal until released, permanent, jail, ect>?

      To whom (past record might be a good idea too)?

        What disposition?

        What personality?

      For how long?

      What actions are permitted by master to happen to slave?

    Is Master in range of slave?

      What is the range?

      Is master LOS required for something to happen?

     

    Keywords need to exist for collar, slave gear at different levels distinguished from just bondage gear, gear that limits the player's behavior

     

    Events should be provided for other mods to catch, events for if another mod wants to try to enslave the player, soft and hard, if dialogue is started, so other mods can hijack it (master stops approach or accepts offer for money to use slave, ect). Mods should be able to register their events with the framework, so if the slave is sold at auction, the mod only need register the event for the framework to handle it, integration for two mods without the mods even needing to know about each other.

     

    # this is just off the top of my head, there is waaay more player details to keep track of, and that's just player.

     

    Right now, Mods like SD+, Lola and Cursed loot do all of this by itself, but no other mod makes use of it because many users don't want to play with any one mod, most users are unwilling to download a 100mb mod, that adds un-stoppable behavior to the game that they don't want/like, or is bugged. If you moved all of this to a framework mod that didn't do anything else, more users would be willing to install it, and then more mod authors would make use of the resources to help cross compatibility.

     

    DE is waaaaay too script heavy to use as a base, you want functionality like that offered by DD and Zaz but without the assets, just the factions/variables/methods to get the data needed. Then you can write a DE-like mod that uses it, and a More Devious Quest like mod that can use it, and many other mods can use it. Think PapyrusUtil for slavery. Actually, if you took the DDi framework, but pulled out the game-changing behavior (gag talk, armbinder) that would be a good example of what I'm thinking of.

     

    Issues with all of this being in one mod: If mod author isn't around no work gets done, no fixes get done, like with ZAP at the moment. Project must be open source to limit this disruption, or people will start going around the framework if something critical comes up.

    0

  6. 8 hours ago, politicpolice said:

    Say I have Deviously Enslaved installed alongside Captured Dreams. If I have a female character that is suitably vulnerable, she can get raped and enslaved by the slaves in the CD shop. Whilst I enjoy both mods apart, they do not work well in tandem. It is possible to program either mod to avoid such conflict, but it is time consuming and convoluted opposed to using a suitable framework.

     

    This particular issue could be fixed by modelling capability and intent of the slaves, such that they wouldn't try to enslave the female character (unless they were depraved enough and in a position to do so). Whilst this sounds demanding of resources, I am confident the scripts have a low overhead.

    Deviously enslaved shouldn't let you get attacked by any NPC belonging to CD, are you sure you weren't getting attacked through Cursed loot?

    0

  7. 1 hour ago, Monoman1 said:

    I think it might be difficult to test. I'm not sure if the bug is something that is consisent or its something that develops over time. Ie, the bug may not be apparent until after playing for some time. 

    Agreed, testing old versions would need at least 1 hour per version, likely something closer to 4 hours per version, and that doesn't always tell you what changed that could cause the error anyway.

    1 hour ago, Monoman1 said:

    Half the problem is you don't realise it's happened until you check. Might it be a good idea to add an mcm option for increased debugging messages. Like a debug message box when a force greet times out. Might help narrow it down to a particular event. 

    If you wanted that debug to change to popout at you when it happens, change the one in line 147 from a 1 to a 5:

    ; @ line 143 in crdeplayermonitorscript.psc
    if busyGameTime < CurrentRealTime ; took too long, reset
    	Mods.dhlpResume()
    	;masterRefAlias.ForceRefTo(previousAttacker)
    	clear_force_variables(true)
    	debugmsg("force greet failed, ran out of time", 1) ;   <- this is the message
    endif

    to this:

    debugmsg("force greet failed, ran out of time", 5)

    which should show it as a messagebox and save to the log at the same time, or just replace with

    Debug.Messagebox("force greet failed, ran out of time")

     

    And then recompile. Only telling you how to do it instead of doing it myself because I might not get a chance to do it today, otherwise you could just wait for me to throw a patched pex at you sometime tomorrow.

    0

  8. 16 hours ago, Monoman1 said:

    Recompiled the scripts with addRandomDD instead of addDD. There are 3 fragments that need to be recompiled. 

     

    Got these errors initially as I think inte is using an older verion of SD to compile scripts. Not sure why. So commented out those properties in his script and installed Intes equip mod as he split scripts between Equip and PO patches. Maria eden error I'm guessing is due to changes in SL 1.60 so also commented out that line, I don't use Maria Eden anyway. 

     

    No I meant you should change addRandomDD back to addDD, not the other way around... That should have been the quicker fix, and the only change I made that pex in my last post.

     

    Inte used to use SD 2.X because he preferred to play with content only found in the old SDPatches, it used to be that you had to cut out lines if you were compiling with 3.3. not the other way around, I suspect you lack patches?

     

    16 hours ago, Monoman1 said:

    Seems to work ok, but it's giving stack errors now:

     

    I suspect already equipped devices are throwing it off. Will test more later. 

    Spoilers not working :(

    I still don't know what equipped devices does... so I can't dispute that.

     

    But the only wornhaskeyword in that function is used to detect if the player is wearing the zaz yoke keyword, that shouldn't be NONE if you have zaz installed, at least I don't think any of the 6XX versions were missing the keyword... are you using an old version?

     

    It's entirely possible I forgot to init the variable though... so probably my fault. I'll check later.

     

    Edit: wait... that's really old. I'm pretty sure I added yoke detection to stop collar adding waaay back in 9.X.... I doubt the variable should be None because I forgot to init it, or I would have spotted that error myself by now. I must have changed something, oh well, now properly initialized.

     

    11.2.1 Should fix both issues, the items not showing up during dialogue and the yoke not counting.

    0

  9. 11 hours ago, Monoman1 said:

    Not trying to hide anything Clif. It's every line containing CRDE from the start of the force greet to the end of log. It' just less spammy. I don't know a lot about scripting but it seems this is the problem:

     

    Line 23423: [11/24/2015 - 12:43:15PM] Error: Method addDD not found on crdeplayermonitorscript. Aborting call and returning None
    Line 23425:     [topic info 9B00231F on quest crdePlayerMonitor (9B001827)].tif__0800231f.Fragment_1() - "tif__0800231f.psc" Line 10

     

    Here's the fragment tif__0800231f.psc:

     

    Hidden Content

     

    I don't think there is a function called addDD. I think it should be addRandomDD?

    Yep, renamed the function and forgot to change the fragments back to use the right one.

     

    If you change crdeplayermonitorscript::addRandomDD back to addDD and compile it should work again, or give me a few hours to release a patch, busy with other thing.

     

    Edit: you can use this for now, just can't test until later tonight.

    crdeplayermonitorscript.pex

    0

  10. 1 hour ago, Monoman1 said:

    Don't think it's immersive wrenches. I've been using that for a good while before the force greet bug came along. 

     

    Since starting a new game yesterday I've been successfully forced greeted 5 times and I've not noticed any failed attempts. I think the only thing I changed was the number of npcs checked from the default of 4 to 3. Seems unlikely that it could cause the problem. Maybe someone else can try it. 

    Oh sorry, I forgot to tell you guys that the NPC count MCM variable doesn't do anything anymore.

     

    When I switched over to Alias detection in 10RC, instead of NPC looping, I dropped that variable from use. It now always uses all available NPCs that were loaded, up to 7 possible.

     

    Reintroducing the variable would be annoying the way the code is set up, and I didn't think it would lighten the code all that much, so I left it out. I didn't want to remove it in the event I needed to put it back in for some reason, but I should grey it out so users don't try to use it.

     

    1 hour ago, CliftonJD said:

    ya, i had it working at first with wenches that game then after they enslaved me it quit working, had to remove the wenches t fix it, reported the bug and verstort put in a fix so that issue with wenches might be fixed now

     

    just a curiosity, might have nothing to do with it either, but wondering if it has anything to do with alternate start - npc's within the cell who can't reach the player

    I've seen the bug without wenches, yeah. The fix I put in with wenches was just so that wenches wouldn't attack you while you are already a slave to someone else, but since I still don't know what really causes the bug I can't say if that fixed anything really.

     

    Do you see those NPCs being detected by sitting in the cell? I don't think I've ever seen an approach trigger while I sit in that cell testing stuff, but I could double check...

    0

  11. 4 hours ago, CliftonJD said:

    ran into leon today at the bannered mare and it gave me an idea that might fix your test code for him:

    instead of moving the player to leon's home, send the player to leon at the bannered mare or check the stage of his quest for where he'll be during that quest stage and move the player to the relevant location based on the player's progress

    Quest stage suggestion is kinda odd, he's only in the mare before you start the quest, during the quest is moot, after the quest (meaning after the enslavement) is a case I haven't accounted for honestly, since I haven't played it to the end yet.

     

    I was sorta focused on starting it in the mansion since that is where any of his custom AI would play out, but I didn't check to see if I could warp to leon instead of the other way around, I just know the refrence I have cannot be warped to the player or the mansion or some reason, and I assumed I had the right one since clone has different dialogue.

     

    If I continue making a leon entrance, it won't be for regular DEC dialogue but for follower dialogue, since Kimy doesn't want the enslavement to start without the player's active choice to be a slave. I can work with that, assuming I get good dialogue to work into it, I thought maybe follower can introduce player to leon after player takes the submissive route with the follower ala http://www.loverslab.com/topic/54135-deviously-enslaved-continued/?do=findComment&comment=1382109

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  12. 4 hours ago, darkfender666 said:

    i have this issue...

    When the mod triggers, the selected NPC won't start moving instead it keeps doing whatever was doing.

     

    I tried to activate the debug...i see the check is OK, the selection is OK, and when character should move it starts the incomplete dialogue counter.

    Sometimes happens that the mod starts when i talk myself with said character and everything works as intended.

     

    Previous versions (the non continued one) worked properly so i think i have all recommended stuff.

    Also i started a new game with this new version so no dirty saves.

    Yeah it's a known bug, I just don't know what causes it.

     

    Haven't pinned it down yet.

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  13. This is a bug fix release, no real new content, fallout and other issues getting in the way of new content.

     

    Because I hadn't taken a good look at the item equipping code, I didn't realize "Multiple Devious Devices" was just the pony suit, I thought there was more verity then that.

     

    Changed it so you have a 2/4 chance of 2-3 items, 1/4 chance to get pony suit, 1/4 chance to get a selection of red ebonite items. I need suggestions for what else to put in for themed gear, currently the theme checking code is broken, so you get random items added instead of similar items.

     

    Looking for an image for the mod's main page, my own game looks pretty bad right now. Something simple probably, like a picture of a woman neck down covered in gear with NPCs running toward them in the backdrop.

     

    The archive is smaller than before, It's fine. I removed the old DD assets and nothing seems to have broke, and since they were by far the largest part of the mod...

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  14. 1 hour ago, Monoman1 said:

    So it *seems*, at least in my set up, DCL is stopping DECs forced greets somehow. Disabled DCL esp and the next fired attack successfully force greets. There was one running at the moment I saved. That one did not complete but once that one timed out then the next triggers ok. 

     

    That said, it's hard to say "it's DCLs fault". If I remember correctly, the force greet problem has been around for a bit now - since before DCL was updated to 5.0. And DCL wasn't updated for a long time before that. So something else must have changed you'd have to think... 

     

    Maybe someone else with the issue could confirm if disabling DCLs esp fixes their problem too? 

     

    Edit: Probably unrelated. Just to test, I used DCLs "shutdown all functions" but misogyny seemed to stay active. I probably just shut down DCL while it was active. 

    5.0 added lots of content, can't pretend I know enough about all the new content to suggest it's unlikely, although I thought this issue popped up before 5.0 was released and long after 4.10 was released.

     

    Pretty sure "shutdown all functions" turns off active states, misogyny is nothing more than a dialogue tree that is only visible when two specific global variables are turned on, there's no running processes to cancel, no scenes to worry about, no ai to reset, so resetting it was probably overlooked. You can reset it manually with set dcur_misogyny_cooldown to 0 or maybe it was called something slightly different. You can use help dcur_ 3 to show you all the globals used, there are two for misogyny. One turns the whole system on/off, the other turns on/off the dialogue when cooldown isn't active. The first one is directly linked to the misogyny active toggle in the MCM, the second is used to decide if the dialogue should be active right now or not.

     

    Tell kimy to add a global reset to the function though, if it hasn't already been put in for the next version.

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  15. 37 minutes ago, yulongguangrui said:

    Thanks for this mod, and well done. but few point i find in my game. some custom race may not working great, i get some error when use succubus race. it's possible to fix it in next vision :) 

    "Succubus Race" Ambiguous. There are several mods that add a "succubus race" to the game. If I added race support for one, it would not add support for the others.

     

    Pick one.

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  16. 2 hours ago, The Mad God said:

    Hey there, this might sound odd but could I just get a summary of what is intended to happen with the Submissive Lola event? From playing the game, my char gets sent to the Nightgate Inn with a collar and wrist cuffs and that's it. I get that the Inn is full of potential companions, so should I just roleplay it out by starting Submissive Lola with one of them, or something else?

    I always thought that was weird...

     

    Your maria eden event chooses a random NPC to become your master, as does your SD event. Did some user ask for the ability to choose the NPC?

     

    If you could do the same with lola, assigning a random NPC instead of putting you in a room with the choice, it probably wouldn't suspend the immersion quite so much. The player was sold, not given an ultimatum.

     

    Of course, if it was a case of not being able to start Lola through code that would make sense, although I think you can get away with just setting the stage of a certain quest, need to double check. Maybe lola didn't provide an entrance that lets you set the master?

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  17. 9 hours ago, Morferous said:

    Don't worry, he will likely get back soon enough. FO4 is not exactly like Fallout NV.

     

    Basically the reason why I am not playing FO4 right now. Horrible Hollywood start, slime green HUD and super easy "hey, we give everything to you in a silver plate" continuity completely killed my own interest to it, at least for now.

    You can change the colour of the UI to anything you want without a mod, change the RGB sliders in the menu.

     

    There's still a CRT green tinge to the screen, which can be removed with a mod I think.

     

    Edit: Unless you're in a suit, not sure you can change that tan/orange color yet.

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  18. 20 hours ago, CliftonJD said:

    tried setting the standard devices possibility to 0 and left the cursed collar at 100 with all others devices at 0, but it still eqipped a standard leather collar

    just wondering what it takes to get the cursed collar or if its bugged

     

    Huh, well I've never seen the cursed collar from DEC either, but I'll check to see if it's bugged or not.

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  19. 46 minutes ago, jfraser said:

    You can force an autosave, and my next update will include that. As far as I'm aware, SS does not turn misogyny off, since I've been lazy up to this point -  I should add stuff to suppress other mods' effects while in SS. Except I don't really know how. I think you put the code to throw dhlp in one of the PM's, so I'll look for it and add it. 

    Assuming I'm reading your code right, dhlp system should be pretty simple, add

    SendModEvent("dhlp-Suspend")

    to SSLV_MainScr.psc::on_new_slave() and add

    SendModEvent("dhlp-Resume")

    to the end of Stage_30

     

    Although, if DCUR doesn't check for dhlp on misogyny, then it's moot for this specific interruption. It will stop sex attacks in dcur at least, and I might even be able to take out the cell check in DEC

     

    As for turning of DCUR on your side, you would need to add

    ; put this at the top of your script above oninit
    import GlobalVariable ; Why? Because Bethesuda
    GlobalVariable Property dcurMisogynyActive auto 
    bool dcurMisogynyWasActive = false
    
    ; put this in your script oninit
    ; we could look up the quest, which WaxenFigure tells me is faster than it looks
    ; or we can just try to load the variable and check if it loaded with X != None, causes ignorable error in papyrus log if not installed
    if Quest.GetQuest("dcur_royalchastity") != None ; queen bondage quest exists, dcur 5.0 is installed
    	dcurMisogynyActive = Game.GetFormFromFile(0x00086911, "Deviously Cursed Loot.esp") as GlobalVariable
    endif
    
    ...
    
    ; put this in your event to enter SS
    ; if Cursed loot 5.0 is installed and misogyny is turned on
    if dcurMisogynyActive != None && dcurMisogynyActive.GetValue() == 1
      dcurMisogynyActive.SetValue(0)
      dcurMisogynyWasActive = true
    endif  
    
    ; put this in your code when you exit SS
    ; if Cursed loot 5.0 is installed and misogyny was turned on
    if dcurMisogynyActive != None && dcurMisogynyWasActive == true
      dcurMisogynyActive.SetValue(1)
      dcurMisogynyWasActive = false ; in case they come back, might as well reset it now
    endif  

    Note: dcur quest dcur_leon_enslave might have been hiding in the old versions, might be need a different quest to detect 5.0 specifically, let me load into windows and start up TES5edit... Bondage quest should be better for that purpose

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  20. 45 minutes ago, CliftonJD said:

    got sent to the slave auction and everything went ok for dec then when i talked to randal misogyny dialog popped up and the player switched places with him when the deed was done putting him in the cage and me out

     

    not sure how you'd fix this -

    idea 1: maybe a misogyny block on randal

    idea 2: a randal reset button in mcm

    Should work fine: SS turns misogyny OFF for the duration of the auction. Very easy so long as Kimy doesn't remove the global, just turn dcur_misogyny_active (or was it enable?) to 0 for the duration, might have to turn dcur_misogyny_cooldown to 0 too, but I think the dialogue requires both to be 1 to show up. Turn _active back to 1 after the transition.

     

    Arguments against: Not hardened to changes made by Kimy. It should be the responsibility of the mod that causes the issues to fix the issues if possible, not the other way around, so Kimy should fix, not jfraser.

     

    Should also work: Kimy detects if the player is in the SS cell, turns it off.

     

    Maybe beyond the intention of the functionality: Kimy adds dhlp detection to misogyny dialogue (she probably keeps an internal variable for it already, just add an AND varDHLPSUSPEND == FALSE to dialogue conditions) and SS throws dhlp when entering the auction. 

     

    Faults with this system: DEC wouldn't throw the dhlp without switching over to the event or throwing manually. DEC, DCUR, and SS would all need to make changes to get this solution working 100% (Not actually sure if DCUR doesn't already have dhlp detection working on misogyny, last I checked was several versions back in beta, so maybe DCUR doesn't need to change)

     

    Manual user workaround: Turn Misogyny off when you see you enter SS, turn it back on after.

     

    Post thoughts: Can you force the game to make an auto save through papyrus? If so, jfraser can just add an autosave to the auction, might annoy users since it would cancel an old autosave... Could always make it an option in the MCM though.

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  21. 12 minutes ago, CliftonJD said:

    got sent to the slave auction and everything went ok for dec then when i talked to randal misogyny dialog popped up and the player switched places with him when the deed was done putting him in the cage and me out

    not anything to do with dec, but i was then stuck at the auction so i decided to test the leon from your debug:

    the restraints applied and it put me in his house and he took all my food including the new food i picked up, but he was nowhere to be found -

    it's test code with full warning it could break so it was only done with option to reload from multiple save spams, but thought i'd give ya heads up your test code seems to be missing leon

    That test is broken, yes. Couldn't get leon to warp into the house for some reason.

     

    You can use placeatme to put a new leon in the house, but during the next wiping scene the other leon will show up and now you have two leons, one of which is a clone that doesn't have the right dialogue.

     

    No solutions has been found, and Kimy has stated she doesn't support this entrance so I'm likely just going to scrap it.

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  22. I thought I fixed this, but I guess not.

     

    You got a Maria eden distance Khajit entrance, which doesn't work with maria eden 1.2X, only <1.19 does it work reliably. I thought I added a version check to lock that out if you had 1.2X but I guess not.

     

    What's supposed to happen is the player is tied up by the NPC, and has to wait for the khajit caravan to come around and buy you. It became broken in 1.2x and was never fixed, nay, the author elected to scrap it altogether for 2.0.

     

    Sorry, but best to turn it off, since downgrading to 1.19 means a less fulfilling maria experience anyway.

     

    You're one of the few users who actually uses Maria eden with DEC it seems, surprised it hasn't come up before now.

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  23. 14 minutes ago, captaindghf said:

    does this mod work with prison overhaul? in the console it sometimes says "Player does not have PrisonOverhaul or patch". I could not find any information or option about this.

    A small amount of information was on the second post, not the main page: http://www.loverslab.com/topic/54135-deviously-enslaved-continued/?do=findComment&comment=1359904

     

    We use PO to detect if the player is in jail, and use POx for arrest and prison detection.

     

    However, you shouldn't still be seeing those messages in your log, I removed that message a few versions ago. Which version are you using? I thought I fixed that before 11.0...

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  24. 8 hours ago, Sospice said:

    It's equipping a slave collar. I guess that's what it means by "tries" to sell you. No one wants to buy my character so it just dumps her on the road. :D

    I need a log to see what DEC tried to do. I changed the grab enslave from local only to everything, it's possible there were bugs introduced there, but your description is limited. Unless you had no enslavement mods available, or all of them are turned off, it shouldn't default back to putting a quest-less collar on you.

     

    "Slave collar" is ambiguous. Cursed loot has a "Slave collar", Lola has a "Slave collar", I think SD and PAH have "Slave collar"s, probably Mia's lair and SOT too.

     

    Post a log from when it happened, or if that log no longer exists, make a save, dump all of your stuff into a container, open console (~) select the player and type showinventory to see what is left in your character's inventory that you can't take off. You can scroll up with pageup and pagedn keys.

     

    The collar should be on that list, you're looking for the objectID, a 8 character string of hexadecimal, the fist two characters describe what mod they were from (load order in hex) so if the item is 1A001234 then it's from mod in load order 1A

     

    If you don't see it on the list, then look for an ID that has (Worn) on the right side, There should be one DD item in your inventory that you don't recognize, that's needed for DD to work, and not important in this context.

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  25. 4 minutes ago, Sospice said:

    Ugh. That worked. It's showing properly with a new game.

    This might be a good time to point out that I loaded DEC onto this game right after I left the prison cell, and then put Maria's Eden on when I hit level 12.

    So it looks like they have to both be put on at the same time, or DEC has to go on after something else is installed...?

    I suppose I don't mind starting a new game. But is there a quick fix for this? I ask 'cause I'd like to wait before I put on some of the other listed mods. I don't know what "CD" is and I don't have Cidnha on, but I'd prefer to put that, Mara's Island, and QAYL/ SLUTS on later in the game so I  can be sure everything is running smoothly that's already onboard. I'd rather not have to start with all installed.

    It was never intended for the user to have to save clean or restart when they changed their load order, I changed how the mods are checked in an effort to get rid of the annoying double load bug, but I might have broken the functionality in doing so, and I might have learned how to fix that for the next release.

     

    For now: Try save cleaning before you completely restart. I just wanted you to start a new game to test and get a new log, you shouldn't have to start a new game to get DEC to work. DEC gets cleaned off of saves really well. Follow the guide on the front page.

     

    CD is captured dreams, Vel's BDSM shop mod.

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