• Announcements

    • Ashal

      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.
Verstort

Deviously Enslaved Continued

269 posts in this topic

Deviously Enslaved Continued

View / Download File

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:

Why use this instead of Cursed loot?

Feel free to use it with Cursed Loot. Cursed loot provides many of the same features, but does not handle enslavement, only sex and item adding (5.0). Cursed loot doesn't allow for male playing either, although I don't focus on dual gender usage it remains available in DEC.

 

Do I need the original mod (Deviously enslaved)?
No, DEC is standalone, and does not require the original Deviously enslaved at all.

 

Is this mod lighter than the original Deviously Enslaved?
Efforts have been made to make it lighter on the papyrus script engine, a lot lighter, but it is still a script heavy mod and shouldn't be combined with too many other script heavy mods. There are a few ways to reduce the load DEC uses:

  • Increase the time between approach attempts by increasing "Event interval" in the MCM menu to a larger number
  • Increase the cooldown between attacks
  • Turning off Slavetats detection
  • Leaving arousal detection on faction instead of function
  • Limiting how many items you wear and carry with you in your inventory
  • Reduce the number of mods DEC looks for, but that's silly

What do I need to do when updating from a previous version?

Depends on the update, the larger the update the more likley a save cleaning is required, or a new save. Save tool works pretty well with Deviously enslaved to clean old versions off of a save.


How do I save clean?
Save tool

seems to work perfectly with DEC.

Either:

* Make a hard save when DEC is uninstalled

* Load the save in savetool.exe

* go back to the main page and hit "FixScriptInstances" and "Fix all #"

* save your changes

Or:

* Make a hard save

* Load the save in savetool.exe

* Go to "Mod editor" and check deviouslyenslaved.esp on the list

* Hit both delete forms and delete scripts on the right side,

* go back to the main page and hit "FixScriptInstances" and "Fix all #" <- for good measure

* save your changes

I'm not an expert with using save tool, but this works really well for DE and DEC. The only part of your save that isn't cleaned are the crde StorageUtil variables, which are only used as time stamps currently anyway


What happens if I don't have any optional mods?

No enslavement, only sex. While DEC doesn't require any specific optional mod to work, DEC does not provide any player slavery itself, piggybacking on the available slavery provided by optional mods instead. Without at least one optional mod DEC does not make use of slavery.


Can you explain the Vulnerability system?

The vulnerability system needs an overhaul. There are 5 levels of player vulnerability (0-4) are described as such:

 

0: not vulnerable at all, except if you set it in the MCM menu

1: wearing collar or naked

2: wearing the following while naked: harness, collar, piercings, semen. without naked requirement: slaveboots, gag, blindfold

3: wearing armbinder, sitting in zaz bondage furniture

4: 1 lvl 3 items and one lvl 2 item or 3 lvl 2 items, with some exceptions

 

There is no difference with chance to get approached for the different vulnerabilities, any vulnerability over 0 leads to you being approached (sex) at the same chance, but you can set in the MCM menu what levels you want to get approached for enslavement (maybe sex is lvl 1, but you're not enslaveable until your hands are tied (lvl3) and you can't fight back, for instance)

 

last updated: 11/2015


What is Morality?

Morality is an actor value found in the vanilla game. In the actual game, it is used to determine what crimes a person is willing to commit in aiding his allies and friends. See here:

http://www.uesp.net/wiki/Skyrim:Morality#Morality

 

Not a perfect correlation with is willing to enslave someone they meet in the world but was the closest thing the game had to such a system. If there was a better system I would consider implementing it.

 

Why is there a training plug in this mod?

Chase put that there, I don't know what he planned for it but I don't want the headache of trying to remove it finding out it causes issues.


What is "Armbinder conversation" and why does it never seem to activate?

Chase put that in, and never finished it. I never got around to finishing it because I wasn't sure until recently what it was supposed to be.


Why are you still using "CRDE" as an identifier and "deviouslyenslaved.esp" instead of changing them to something more accurately named?

Lazy.


DEC doesn't work, what's wrong?

Double check that the mod is not working by enabling DEBUG through the MCM menu, setting it to console so it doesn't spam your notifications, and open the console and check if you get CRDE debug output every 8-15 seconds. The game must be moving for those 8-15 seconds

 

Common reasons DEC is working but you aren't being approached:

  • NPCs don't have high enough arousal, lower the threshold or find some way to warm them up
  • NPCs have too high of morality, lower the threshold in the options or change the character morality through console
  • NPC is wearing slave gear (Zaz/DD) or is in a faction that marks them a slave.
  • You have a quest active that DEC uses to check if the player is busy, finish the quest


Those weren't the issue! AND/OR you cannot see debug info in the console
Describe what is wrong and include a papyrus log (with debug messages turned ON) in the support thread and I'll see if I can figure out why it doesn't work for you.


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


14

Share this post


Link to post

Because I can't shrink parts of the post in spoilers like before, I'll just move the less important parts to this post.

 

Unresolved Development snags

 

Crime detection: I wanted a feature in DE where you could get enslaved if you were caught committing a crime, specifically pickpocket but other crimes would count as well. Problem: I got OnCrimeStoryEvent to fire but it takes too long, well over 20 seconds later. I need a way to detect if the player has commited a crime in < 3 seconds of the crime taking place in order for that feature to work.

 

Actor casting magic during dialog: I want to abuse "Why? Because it's magic!" as context to how some situations play out, but in order for that to play well I need a way to make NPCs cast magic on the player during dialogue. I know it's possible, it happens several times during vanilla dialogue exchanges (black star quest for instance) but I haven't figured it out.

 

Passive detection optimization: isPlayerEnslaved() has to run every cycle, so long as everything before it checks valid, it's still one of the heaviest components of code, so it's on the top of the list for optimizing. Problem: there doesn't seem to be an event driven means to detect when quests change stage, or when factions are added or removed from the player (although I'm trying to avoid factions generally). I might be able to offload some parts to conditions of an alias, assuming I was willing to wait long enough for the engine to reload the alias, but I feel this would be too slow unless I limit it to factions, and this won't work for any soft dependency mods. I can detect when items are added to the player, and when the player changes locations, so I can break up the function into items/location/other, but beyond that I don't see any way to reduce frequency to when needed, which should be less often.

In addition: Detecting if the player is vulnerable means checking against lots of armors and keywords, which is slower than I'd like, but I haven't found a better way to detect if the player is vulnerable.

 

Player is naked detection: Currently the player is checked for 3 keywords to identify if they are nude: HeavyArmor, LightArmor, and ArmorCuriass. If one of these exists the player is not naked. This system is imperfect, if the player is wearing heavy shoes while showing off their body they aren't considered nude, and if they are wearing 3rd party armor that forgot to include ArmorCuriass then they don't count as covered. I need a way to detect if the skin in the area of the genitals is exposed or not, or a skin percentage, or something better than what I have.

 

Dialogue: http://www.loverslab.com/topic/54135-deviously-enslaved-continued/?do=findComment&comment=1382109

 

Mods DEC detects and reasons: (tentative, I probably missed some instances)

 

Spoiler

 

Zaz Animation Pack

Detects if slavery is already active (zbzSlaveFaction)

Detects NPC slavers (zbfSlaverFaction)

Items for adding and detection


Sanguine's Debauchery Plus

Uses slavery entrance

Detects if slavery is already active


Maria's Eden

Uses slavery entrance

Detects if slavery is already active


Deviously Cursed Loot

Uses items (cursed/slut/slave collar) for detection

Detects if busy

Uses slavery entrance


Wolfclub

#deprecated, no longer in development

Uses slavery entrance

Detects NPC slaves


Trapped In Rubber

Detects NPC slaves

Detects if busy (option in menu)


Captured Dreams

Uses slavery entrance

Detects NPC slaves

#uses items (upcoming)


Hydra (link)

Detects NPC slaves

Detects NPC slavers


Slaverun

#deprecated, no longer developed, superseded by Slaverun Reloaded

Uses slavery entrance

 

Slaverun Reloaded (link)

Uses slavery entrance

Detects when slavery is active


PetCollar

Uses items (collar) for adding

 

Paradise Halls (link) (SL extension link)

Detects NPC slaves (incomplete)

Detects NPC slaver

Detects collar


Calyps

Uses items (Tailplug) for adding

 

Helpless

Detects if busy


Mia's Lair (link)

Detects if slavery is already active


Defeat

Detects if busy


More Devious Quest

# deprecated, on the list to be removed

Detects if busy


Simple Slavery

Uses slavery entrance

Detects if busy


Mistaken Identity

Detects if slavery is already active


From the Deep

Detects if slavery is already active


Angrim's Apprentice (link)

Detects if slavery is already active


Devious Cidhna

Detects if slavery is already active


SGOMSE

# deprecated, on the list to be removed

Detects NPC slaves

Detects if slavery is already active (cow gear)


Darkwind

#deprecated, no longer developed and the user can just turn the mod off for the duration

Detects if slavery is already active


Prison Overhaul Inte's patch (link)

Detects if slavery(prison) is already active


Forsworn Story

Detects if slavery is already active


Quick As You Like

Detects if slavery is already active


Ravenous

Detects if slavery is already active


Slave Of Tamriel

Detects if slavery is already active


Slave Tats

Detects tattoos for vulnerability detection

 

PrisonOverhaul Patch (link)

Detects when busy

Uses slavery entrance (arrested)


SLUTS (link)

Detects if slavery is already active

Uses slavery entrance


Isle of Mara (link)

Uses slavery entrance

Detects if slavery is already active (doesn't always work)


last updated: 11-5-15

 

 

 

Modifying instructions:

In the event you want to change any part of this mod because I am being too slow or disagree with your desired feature, these instructions and notes may come in handy:

You can modify many aspects of the mod, including when dialogue shows up, from editing the esp through creation kit, compiling is not required for this

 

Because the papyrus compiler is not smart enough to use pex as object files, you need the reference papyrus code used by DEC available to the compiler. This means you must have the papyrus PSC files on hand for the following mods: Sexlab, Sexlab Aroused, SD+, Wolfclub, Maria eden (1.19), Prison overhaul (with inte's patches), and more. The compiler needs reference script source recursively, meaning we need reference scripts called by the reference scripts we use, so XP32, Deviously helpless, and other non-required mods are required to re-compile the scripts we want in addition.

 

Full list:(TODO: compile a full list)

 

It is not enough to have the mods installed, the compiler is not smart enough to look for the scripts in a compressed BSA archive, you must uncompress the archive so that the scripts can be found by the compiler, you can use BSAOpt for BSA decompression

 

Additional steps to get compiling in general to work if you have mod organizer may be required, but I cannot help you with that.

 

DEC runs on a loop, every X seconds checking if the player is vulnerable and if a nearby attacker is valid to approach the player, this loop is found in crdeplayermonitorscript.psc::OnUpdate()

We detect and load resources from other mods in crdemodsmonitorscript.psc

We check if a NPC is valid for being considered an attacker crdenpcmonitorscript.psc

The MCM menu options are controlled in crdemcmscript.psc

 

How to change MCM starting prefrences for your version:


Open CK, load Deviously enslaved.esp as ACTIVE FILE
if you get warnings, select ignore all (they don't affect anything you need to worry about)
go to object window, filter with crde or choose quests
select crdemcmscript, double click
In top right tab, scripts, select the only script crdemcmscript and open properties
From here you can set the starting value of almost every property except the globals
go back to the object window in CK to edit global values, filter with CRDE again
    

0

Share this post


Link to post

Cool i look forward to that 10.1 has been running fairly good for me altho not loading every time hope whatever's next inproves that a bit.


0

Share this post


Link to post

 

Better detection of NPC slaves in the world, leading to less awkward interaction from "unavailable" NPCs

made me curious if you found a detection for pah slaves

0

Share this post


Link to post

Better detection of NPC slaves in the world, leading to less awkward interaction from "unavailable" NPCs

made me curious if you found a detection for pah slaves

 

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.

0

Share this post


Link to post

 

Better detection of NPC slaves in the world, leading to less awkward interaction from "unavailable" NPCs

made me curious if you found a detection for pah slaves

 

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.

 

lol, it's still on the to-do list, got lost among other important things: dd collars and bindings while they are equippable and functioning on slaves they don't have the same meaning in pah....the biggest let down for attempting to add these from the supported list to the featured list is attempting to do it without actually requiring dd so at present the pah slaves still use their own collars from the original system

 

i'll keep that in mind as the work-around and add this long needed update back into my load order soon as well

0

Share this post


Link to post

Better detection of NPC slaves in the world, leading to less awkward interaction from "unavailable" NPCs

made me curious if you found a detection for pah slaves

 

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.

 

lol, it's still on the to-do list, got lost among other important things: dd collars and bindings while they are equippable and functioning on slaves they don't have the same meaning in pah....the biggest let down for attempting to add these from the supported list to the featured list is attempting to do it without actually requiring dd so at present the pah slaves still use their own collars from the original system

 

i'll keep that in mind as the work-around and add this long needed update back into my load order soon as well

 

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)

0

Share this post


Link to post

Nice... looks like I will have to start making a list of mods compatible with SD+ :)

 

Edit: I went ahead and started it - https://github.com/SkyrimLL/SDPlus/wiki/Mods-compatible-with-SD

 

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")

 

0

Share this post


Link to post

 

Better detection of NPC slaves in the world, leading to less awkward interaction from "unavailable" NPCs

made me curious if you found a detection for pah slaves

 

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.

 

lol, it's still on the to-do list, got lost among other important things: dd collars and bindings while they are equippable and functioning on slaves they don't have the same meaning in pah....the biggest let down for attempting to add these from the supported list to the featured list is attempting to do it without actually requiring dd so at present the pah slaves still use their own collars from the original system

 

i'll keep that in mind as the work-around and add this long needed update back into my load order soon as well

 

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)

 

oh, this'll be good, I didn't realize it used keywords on the pah collars

 

as for the spell you needed with original pah, check out the new stuff added with the sl extension some time - you won't need a spell from the console anymore, there's an mcm that adds the ability to start or even restart the mod

http://www.loverslab.com/topic/37048-wip-paradise-halls-sexlab-extension-v01g-150506/page-1

0

Share this post


Link to post

I understand that this triggers only with NPC, not hostile I'm wrong?


0

Share this post


Link to post

I understand that this triggers only with NPC, not hostile I'm wrong?

 

Yes, there is no combat interaction at all, other than detecting that combat has ended and waiting several seconds before continuing.

 

 

0

Share this post


Link to post

Is there a way to tell what quest is causing me to always be busy or do I have to just go down the list completing them?


0

Share this post


Link to post

Is there a way to tell what quest is causing me to always be busy or do I have to just go down the list completing them?

I had this as well. Though I suspect (but what do I know) it might be something to do with Deviously Helpless. Do you have that installed? The guys are talking about DH being broken with SL 1.60 over in it's thread. I remember at one point being chased by a bandit but he stopped and walked off. My thinking is that a scene was started but never was stopped. The variable WD_chasing was set to 1. Setting it to zero didn't help. So I removed DH and DE and clean saved. I reinstalled DE but not DH but the thing is I was still considered 'busy' by DE after reinstalling so maybe it's nothing to do with DH after all...

 

Using the Reset DH suspend in the debug options started off DE again. 

0

Share this post


Link to post

 

Is there a way to tell what quest is causing me to always be busy or do I have to just go down the list completing them?

I had this as well. Though I suspect (but what do I know) it might be something to do with Deviously Helpless. Do you have that installed? The guys are talking about DH being broken with SL 1.60 over in it's thread. I remember at one point being chased by a bandit but he stopped and walked off. My thinking is that a scene was started but never was stopped. The variable WD_chasing was set to 1. Setting it to zero didn't help. So I removed DH and DE and clean saved. I reinstalled DE but not DH but the thing is I was still considered 'busy' by DE after reinstalling so maybe it's nothing to do with DH after all...

 

Using the Reset DH suspend in the debug options started off DE again. 

 

I do actually I was trying doc's fix (though its still pretty borked) I'll take it out and give it a try

 

Edit: nope still no luck, I'm still getting dlph suspend is active, mod is active player is busy ...

Although one guy did say "service my cock, slut" when i got near him but then he just walked away.

0

Share this post


Link to post

 

 

Alright fine, I'll make a new thread...

 

hehe cute but I'm glad, the work you've done on this is awesome and deserves it's own thread :) btw last night i was playing around starting a new game with deviously cursed loot and this and you were right, it  worked fine, sorry, my mistake just wanted to let you know. 

0

Share this post


Link to post

 

Nice... looks like I will have to start making a list of mods compatible with SD+ :)

 

Edit: I went ahead and started it - https://github.com/SkyrimLL/SDPlus/wiki/Mods-compatible-with-SD

 

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")

 

 

 

There is no way to start Dreamworld with a mod event right now but I can add that in the next update.

 

If the player has gone to Dreamworld at least once, you can send them using:

SendModEvent("SDDreamworldPull", 100)

where 100 is one of the stages of the _sd_dream quest.

 

It can be 10, 15, 20, or 100 - originally, I set the stages to treat the player differently if they are sent there from sleeping or from misbehaving with a master for example. 

 

In practice, 10 is for the first time you are sent there (that will be used automatically when I set up the 'SDDreamworldStart" mod event). You can safely use 15 or 100 (or no value at all and the mod event will default to 15).

 

Edit: I added SendModEvent("SDDreamworldStart") to the next version.

It is untested yet but it should work :)

0

Share this post


Link to post

I am using the old mod...


 


Should i start a new game or is there any way to update from the old to this?


0

Share this post


Link to post

I am testing this mod with my other mods at the moment and I have a request.


 


Can you keep the dialogue from happening if the player is currently sitting (using furniture)?


My character was using a milking machine and was interrupted by an NPC.


 


I didn't test if NPCs interrupt scenes as well, so it would be good to disable that too.


0

Share this post


Link to post

Is there a way to tell what quest is causing me to always be busy or do I have to just go down the list completing them?

I had this as well. Though I suspect (but what do I know) it might be something to do with Deviously Helpless. Do you have that installed? The guys are talking about DH being broken with SL 1.60 over in it's thread. I remember at one point being chased by a bandit but he stopped and walked off. My thinking is that a scene was started but never was stopped. The variable WD_chasing was set to 1. Setting it to zero didn't help. So I removed DH and DE and clean saved. I reinstalled DE but not DH but the thing is I was still considered 'busy' by DE after reinstalling so maybe it's nothing to do with DH after all...

 

Using the Reset DH suspend in the debug options started off DE again. 

 

I do actually I was trying doc's fix (though its still pretty borked) I'll take it out and give it a try

 

Edit: nope still no luck, I'm still getting dlph suspend is active, mod is active player is busy ...

Although one guy did say "service my cock, slut" when i got near him but then he just walked away.

 

I didn't realize people were still using DH, I haven't tested it in ages...

 

If the DH suspend gets stuck you can reset it in DEC debug menu, tick the option to reset the approach.

 

If you think it's something else, post a log. It might take me some time before I can post all quest conditions in the topic for users to read, although you can read all quests detected in crdemodsmonitorscript.psc::IsPlayerEnslaved() if you like.

 

Nice... looks like I will have to start making a list of mods compatible with SD+ :)

 

Edit: I went ahead and started it - https://github.com/SkyrimLL/SDPlus/wiki/Mods-compatible-with-SD

 

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")

 

There is no way to start Dreamworld with a mod event right now but I can add that in the next update.

 

If the player has gone to Dreamworld at least once, you can send them using:

SendModEvent("SDDreamworldPull", 100)

where 100 is one of the stages of the _sd_dream quest.

 

It can be 10, 15, 20, or 100 - originally, I set the stages to treat the player differently if they are sent there from sleeping or from misbehaving with a master for example. 

 

In practice, 10 is for the first time you are sent there (that will be used automatically when I set up the 'SDDreamworldStart" mod event). You can safely use 15 or 100 (or no value at all and the mod event will default to 15).

 

Edit: I added SendModEvent("SDDreamworldStart") to the next version.

It is untested yet but it should work :)

 

Excellent! You don't need to rush that version out the door, I need to come up with some context to use it.

 

I am using the old mod...

 

Should i start a new game or is there any way to update from the old to this?

 

Save cleaning is recommended with save tool, new save otherwise. I should probably put that in the header when I make my next edit...

 

I am testing this mod with my other mods at the moment and I have a request.

 

Can you keep the dialogue from happening if the player is currently sitting (using furniture)?

My character was using a milking machine and was interrupted by an NPC.

 

I didn't test if NPCs interrupt scenes as well, so it would be good to disable that too.

 

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.

1

Share this post


Link to post

 

 

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.

 

 

The interruption happened while I was testing my own milking machine in SexLab Stories.

I am not using a scene because I need more control on the scene itself in this particular case.

 

How about a generic way to disable/enable the dialogues from the mod temporarily?

 

Deviously Helpless has a mod event to turn off the effect if needed ( SendModEvent("dhlp-Suspend") and 'resume')

A storageUtil flag could work just as well.

 

Another possibility could be to attach an unlikely keyword to the furniture (like VendorNoSale) or set the owner of the furniture to an unlikely faction (like ProtectedFaction or ArenaFaction)

0

Share this post


Link to post

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.

 

The interruption happened while I was testing my own milking machine in SexLab Stories.

I am not using a scene because I need more control on the scene itself in this particular case.

 

How about a generic way to disable/enable the dialogues from the mod temporarily?

 

Deviously Helpless has a mod event to turn off the effect if needed ( SendModEvent("dhlp-Suspend") and 'resume')

A storageUtil flag could work just as well.

 

Another possibility could be to attach an unlikely keyword to the furniture (like VendorNoSale) or set the owner of the furniture to an unlikely faction (like ProtectedFaction or ArenaFaction)

 

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.

 

0

Share this post


Link to post

 

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.

 

The interruption happened while I was testing my own milking machine in SexLab Stories.

I am not using a scene because I need more control on the scene itself in this particular case.

 

How about a generic way to disable/enable the dialogues from the mod temporarily?

 

Deviously Helpless has a mod event to turn off the effect if needed ( SendModEvent("dhlp-Suspend") and 'resume')

A storageUtil flag could work just as well.

 

Another possibility could be to attach an unlikely keyword to the furniture (like VendorNoSale) or set the owner of the furniture to an unlikely faction (like ProtectedFaction or ArenaFaction)

 

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.

 

 

cursed loot had that problem with the sex attacks at the mme milker as well, maybe could add the keyword milker to both of those devices

0

Share this post


Link to post

 

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.

 

The interruption happened while I was testing my own milking machine in SexLab Stories.

I am not using a scene because I need more control on the scene itself in this particular case.

 

How about a generic way to disable/enable the dialogues from the mod temporarily?

 

Deviously Helpless has a mod event to turn off the effect if needed ( SendModEvent("dhlp-Suspend") and 'resume')

A storageUtil flag could work just as well.

 

Another possibility could be to attach an unlikely keyword to the furniture (like VendorNoSale) or set the owner of the furniture to an unlikely faction (like ProtectedFaction or ArenaFaction)

 

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.

 

 

 

I mentioned Deviously Helpless as an example of mod that has a built in mechanism to pause and resume its activities.

 

The more I think about it, the more it seems to me DEC should offer that kind of programmatic pause/resume mechanism as well.

 

A simple reason for that is that it is impractical to expect you to add that kind of detection of all other mods out there... but it would be relatively easy for mods to pick and chose when to turn that effect on and off.

 

For example, I can see turning it off for certain quests or in certain locations. 

0

Share this post


Link to post