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Inte

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Posts posted by Inte


  1. For example, this is basically a wall - but there should be other clues in the picture that will give this location away.

     

    Actually, now that I look at it - this is also a bad example -- it could be one of two locations that I can think of.

     

    72850_2015-06-29_00001.png

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  2. 2 hours ago, Kimy said:

    That  would work for making Cursed Loot work cleanly with PO for sure, but not resolve the -general- problem that someone else's quest items would get broken by the same issue. Or that this mod (haha, back on topic!) provides a feature that can break them as well.

    And here I thought we were talking about POP ... in the wrong thread, granted ... but about the PO Patches nonetheless.  

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  3. 19 minutes ago, Kimy said:

    I dunno, but I just take away player controls when the whipping scene is running. I have always viewed them as cutscenes, honestly. It doesn't need any explanation IMHO. But if you need one - she's inside a prison cell with her hands tied on her back. There is no escape even if you're not chained to the floor etc., no?

    It's not about the escape, it's about the prisoner ... um ... how should I put this ... "sidestepping" the hits from the whip.

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  4. 13 minutes ago, Kimy said:

    1. Mind you that the player won't wear a quest armbinder -every- single time they get arrested by PO. This would in the end just offer a fallback for the (probably rare) cases when they do. Beats breaking either a quest or PO, no? And you can still safely remove the armbinder whenever it's not tagged with the block generic keyword, mind you. In that case, it would be perfectly fine to remove it for the punishment scene and then just put it back on.

    2. Whipping works just fine while wearing an armbinder. I have a whipping scene in Cursed Loot too.

    3. Yes, but see 1.

    4. I meant using one of the scenarios that can be done with the armbinder on, not letting the player rot in the cell all the time and whip her. Also, see 1.

    5. On the danger that I getting repetitive...but see 1. :D

    1. Just how sensitive is your armbinder quest? Can I just remove it during punishments?

    2. What I meant is what is keeping the prisoner from running around the cell while the guard is dishing out the whipping? And don't say "magic" ... skyrimll did that is SD+ 3 with the magical collar that will teleport the slave back to master - that is when I switched back to SD+ 2 - what keeps a slave in training close to the master is heavy bondage and helplessness, not collars, magical or otherwise... those come later. ^_^

    4. Except for the parade - nothing in PO will work with a armbinder on, and like I said -- the parade is meh, and see 2!

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  5. 24 minutes ago, Mord Sif said:

    The binders stop you from jumping, like the ZAP cuffs do, as well as sprinting or fighting. But some things can break it - just as with the ZAP cuffs. Swimming or using some kind of furniture/crafting station always does it. Some DD events will, too, such as horny, tight corset, blindfold trip and good, good, good... good vibrations :P And there have been reports that some idle animations might override it. The "sexy" idle, I think (presumably that one with collision where she keeps fiddling with her boobs) and maybe some of the cover when nude ones (like in Dcur and Get Stripped!) All of those can also break the normal ZAP cuffs as well, as far as I know. Wrist-Binder just uses ZAP keywords and the zbfbondage enchantment. They're basically just invisible ZAP cuffs that I like to toggle on or off when I want to look bound and helpless.

    As far as I've seen, the AP bound animation get reapplied or stop the others from playing. 

    Bound and helpless ... there is nothing like it. :blush:   

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  6. 6 minutes ago, Kimy said:

    I need to look at that code, but skipping the animation replacement if the player is wearing a DD item should be trivial, actually.

     

    Would it possible to trigger e.g. the cage or parade scene instead of the pillory when the player is wearing an armbinder? Or a whole lot of work? Just tossing around ideas, I have no intention to make you rewrite half your mod, mind you (I wouldn't want to do that either). PO is just such a natural part of any bondage-themed Skyrim installation that it would be a shame if it wouldn't be compatible with DD. :)

    1. The pillory scene is my favorite scene though, the armbinder has to go when that scene is playing.
    2. What about all the bound whipping scenes? I could eliminate the chaining to the floor and the ceiling, but then what is holding the prisoner in place for the whipping?
    3. Also, I think there is only one armbinder SL animation available, kind of boring there.
    4. I cannot have the prisoner stay in the cell for the whole sentence.
    5. The parade is meh... the cage would work, but with only one SL animation available it will get old fast.  
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  7. 51 minutes ago, Mord Sif said:

    My Wrist-Binder mod has three items that do pretty much exactly that. If anyone wants to take a look at how I set it up and use it please go ahead. Link is the picture in my sig, assuming it's all working with the site redesign. I did omit a few keywords that the ZAP cuff sets had - just the slow move and set expression ones, I think. Otherwise, my binders work exactly like ZAP cuff sets, except they're invisible.

     

    Interesting that bit about not needing a slot due to no addon. I hadn't thought about that...

    Do the bound animations stay after the PC jumps or plays any other animation?  

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  8. 41 minutes ago, Kimy said:

    Problem #1 shouldn't actually happen either, as DDI is supposed to force the bound-hands-on-back animation on any character wearing an armbinder.

    Not sure where the conflict is, but from what I can tell, at the beginning of the arrest, xaz is registering the PC with the AP for bound animations which overwrites the DDi ones.

    Furthermore, the PC will be locked in a pillory with no hands and an armbinder "backpack".

     

    The invisible armor is an idea ... I'll experiment with that and see what happens.

     

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  9. 19 minutes ago, Kimy said:

    I asked because you said that making PO respect the Block-Generic tag would break it. So if I disable that toggle and PO triggers while I am wearing DD quest items...what happens?

    Quite a lot actually, for example if the locked item is a, 

    1. Armbinder - the PC will walk around with the armbinder on the back like a backpack and with no hands. That right there kills the immersion for me.
    2. Hand cuffs - PC will walk around with free hands because the PO hand restraints cannot be put on the PC.
    3. Belt - Guards will abuse the PC right through a closed belt, what? Or reduce the available animations to like 1 or 2.
    4. Gag - much like the belt.
    5. Collar - The hardcore PO collar has special "features" that will be eliminated.
    6. Piercing - They are ok and desired. :blush:

    So as you can see if I leave these locked items on - none of the PO features will work properly.

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  10. 19 minutes ago, zouzou said:

    Here is my full log

    Papyrus.0.log

    Yeap, the libraries script did not load properly. You could try,

    1. Manually resetting DDe from MCM. If no go then,
    2. Might be a corrupt download - uninstall PO and POP - clean your save - delete PO and POP from your computer - re-download - install only PO 33 and POP 7b, not PO 32 or 31. 
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  11. 3 minutes ago, Kimy said:

    Wait a second.... It breaks PO despite it's a -toggle-? oO What happens if I leave it unchecked then (which IIRC is the default)?

     

    Anyway...

     

    The CD Master's set items (as far as I know) do not execute code upon equip/removal. The Master just checks for their presence when you initiate dialogue with her. That's the reason why it works with them. In other words, if a quest is dialogue driven, your code is probably not harmful, if a quest is item driven (e.g. advances quest stages upon equip.removal), it's very likely to be.

    And I think it's a bit much asked for to ask other modders to adapt their entire quest design to a feature that in all honesty shouldn't exist. The reason why DDI exists as a framework in the first place is to provide a common code base and design paradigms to avoid situations exactly like this one and make similarly themed mods made by different people play nice with each other. That's why e.g. ManipulateGenericDevice() was written - it's a safe method to unquip items that won't break other modders' code. If people circumvent the methods provided by framework and use their own instead, mods start to conflict with each other. Which is sad, because the DD family of mods is most enjoyable when they can be used -together-. But in the end I am not in the mood for another half year of explaining to people why a mod I provide Cursed Loot integration for actually clashes with it (just went through that with SD). I will just remove the (already finished) PO integration from 5.0 and put a caution for both it and this mod in my Readme, so people know what to expect. :S

    It's a toggle because I let the player decide whether to remove locked devices or not. I like playing with it on, because I like the hardcore features in PO and I like to have more than 2 animations playing, but if others don't they won't have to, I like to have that freedom of choice. 

    As far as you removing the PO integration from DCL, again freedom of choice - I left that decision up to the player - but if you want to remove it completely, go for it.  

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  12. 1 hour ago, Kimy said:

    PO 7b also has the (inaptly named) checkbox "remove locked devices" that would make the mod remove DD quest items (tagged with the zad_BlockGeneric keyword). If that's enabled, PO 7b can break DD quests as well (not only, but including Cursed Loot's). Tbh, this feature should be removed from both this mod and PO patches. No mod should -ever- tamper with other mods' DD quest items (that's the reason why this keyword is in the framework...) It's a recipe for disaster, particularly since more and more mods seem to do it, and users are unlikely to be aware of the potential issues these features can cause.

    Nah, that one stays. If I remove it, that will break PO. Besides, I played with CD items on, they get removed at the beginning of the sentence and added back at the end. I went back to Master and all the quests proceeded normally, so it don't "break" anything. Maybe you should make your devices like in CD. Not only that but POP will let you know when the PC gets arrested so you can suspend the aggressive scripts.

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