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Note: This mod should be considered Beta. While it has been getting a decent amount of testing from the community issues are still being found. For the most part these issues do not make the mod unplayable but there are a number of issues that can make game play difficult in some situations.

 

Notes on 2.06:
Remember: If you are upgrading from < 2.00 a clean save is required.
Version 2.05 had a problem which caused the mod to fail to install, making it impossible to play for some users. A lot of clean up has been done to the mod initialization and this should be fixed whether installing fresh on a saved game, starting a new game, or upgrading from a previous version.
In particular the following changes were made: General cleanup; Fixed a deadlock situation where two scripts were trying to access each other; Prevented initialization from occurring multiple times; and Removed uses of the MilkMod quest variable which wasn't really used.

 

In addition to this several other changes have been added to this release:
I added a new API/feature that allows NPCs to be moved near the player while still not visible. The support mod only uses this feature when the player is locked in furniture, the slaver is returning, and the slaver is not nearby. For example if the slaver has left to the next town over the game can't track the slaver walking back so he will be teleported nearby while still being out of sight before he begins walking to the player he left locked in the furniture.
The reason I mention this is it has only been tested in a few scenarios. It would not surprise me if this feature caused bugs or strange behaviour.
If you find any strange behaviour in this situation or if the slaver leaves you locked in furniture and walks away, never to return, please let me know.

 

The player may now be punished if a slaver locks her in furniture and returns to find her wearing fewer restraints than when he left.
The MCM menus have been cleaned up and re-organized a little.
The ability for the player to escape and the chance of detection are now somewhat more configurable in the MCM.

 

I added a little bit of compatibility with drlove33's Slave Den and Eastern Holding Cell mods. I don't expect the interaction of these to be great as they are a bit of a ways from town and rather unpopulated. They should be usable though and it is something to build off of.
Also note that these mods require Dragonborn and Dawnguard even though they don't use them. I'll be sending a message to drlove33 to see about getting a version where Dragonborn and Dawnguard are not required (and see about getting some pathing issues fixed).

 

A few improvements have been added to the save game control features.
Reminder: I still do not recommend using the save game control features as there is a very real possibility of loosing your game.


Slightly improved the save game control features.
Added an option to prevent console (`) access when vulnerable.

 

 

Some improvements have been made to furniture scenes and their dialogue. In particular more dialogue and scenes will occur when the player is locked in furniture as leash game punishment.

 

A new debug option has been created allowing you to "teleport" to any city. I have found with console access disabled (a new feature of the save game control) I can get into situations where my game is about to crash if the scene continues to move (or stays) in a particular town. Using this to move to a different town can be used to bypass this inevitable crash.
I don't expect this feature to be 100% reliable. It is a possible debug tool only. Use at your own risk.
Using this feature while the leash game is active incurs a punishment to dissuade people from using it as a possible escape. The intent is that eventually punishments will be added any time it is used.

 

I added a debug option to shut down the mod.
This is intended to be used before performing a clean save.
This feature is may not be needed at all and may not work entirely well. I don't expect it to make things worse but I'm not convinced it is beneficial.
Please let me know if it helps you solve a problem.

 

The Devious Framework MCM Vulnerability page now indicates (with an *) which vulnerabilities are in effect.

 

Several minor (and a couple of mildly significant) bug fixes (see the change log).

 

Previous Release Notes:


Notes on 2.05:
The only change in 2.05 from 2.04 is changing the auto save feature to only work when Save Game Control is set to Full Control.
Remember, using the Save Game Control feature is not recommended as it is a new feature and overwriting saved game can be dangerous.

 

Notes on 2.04:
The primary goals of this update are:
1. Mod compatibility with Milk Mod Economy. While I was unable to reproduce the issue some users reported I tried to get the scenes as stable as I could. There are still some issues where the player is locked in but it doesn't really look like it and some cases where DFW sits the player in the furniture and the Milk Mod Economy mod starts milking her. I don't that there is much I can do about these issues. For the most part, though, the player should be locked in (unable to leave) when appropriate, the two mods shouldn't be performing scenes at the same time, and thinks should look proper a fair amount of the time.
If you notice situations where this really isn't the case let me know.
2. Preparing for some upcoming changes in Simple Slavery. The Simple Slavery author, is planning an option where the player can be walked to the auction house from somewhere nearby no matter which mod triggers the start of the auction. I have been working with him to create this and some changes were needed to DFW before that can be released.
3. Similar to 2 above, the Simple Slavery auction house entrance was recently moved inside Riften. I have updated the leash game to work with these new markers and that feature will work best with the latest version of Simple Slavery.
4. I added an save game control feature. I recommend people do not use this feature as it is experimental and can cause unrecoverable situations.


If anyone does decide to use this feature, Full Control is the recommended style. With this style only DFW auto saves and games saved with the DFW Quick Save key can be loaded. The mod will exit to the main menu when any other game is loaded. If a save is forced (for example the player gets enslaved by the leash game) both of these saves will be overwritten making it so only games saved with the player enslaved can be loaded. For "Full Control" turn off the games default auto saves and do not use the game's default quick save key. The "Overwrite" style overwrites all of the game's native auto and quick saves when a save is forced. This can take a while so it is not the recommended style of save game control but it can work with the game's native auto and quick saves. It is also easier to circumvent since any save can be loaded.

 

 

Notes on 2.03:
MCM: A new option has been added to configure walking to the Simple Slavery auction house in Riften from nearby town (as far as Riverwood and Windhelm). If you do not want this walking, turn it off in the DFW Support MCM options.
Bondage gear for the leash game is now selected from the player's inventory (worn items first) if possible.

 

Notes on 2.02:
The leash game can now end in being released (default), locked in furniture, or being sold via simple slavery.
Being locked in furniture no longer happens if the leash game is ending, making it slightly more difficult to end the leash game. You may want to adjust your MCM options accordingly.
Modders: The GetRegion() or ClearMaster() APIs have changed and scripts using them must be recompiled.

 

Notes on 2.01:
New (for users):
There is an option to start the leash game by having the slaver approach the player. The player can defend herself by turning to look at the slaver or drawing her weapons.
There is a new option (requested) to auto-remove the player's gag. This is for compatibility with Maria Eden.
There is a new minimum leash length that can be set. At least one user may have been having some trouble related to the leash being too short. It is recommended to set this to the leash game leash length unless you want to experiment.
You will need to configure two keys in the MCM menu. These will allow the player to call for help or assistance from nearby NPCs. But be careful. I'm sure your Master won't want you causing a scene.
You may see your current location appear on the screen when you change locations. This can be turned off in the logging MCM screen.
There is a new message (requested) for when redress timeouts have expired. If you don't want to see these messages they can be turned off in the logging MCM screen.
An MCM debug option has been added to re-register for Mod Events. This might fix odd problems of scenes not completing. Don't use it within the first minute of loading a game.
During binding scenes the leash holder can change his AI package (and start walking to a different town). There is a debug option in MCM that can be used to reset the leash holder's AI package to improve continuity.

 

New (for modders):
There is an API to allocate a movement AI package to an NPC. These are: approach the player, move to location, and move to object. Only one NPC can use this at a time.
There is an event sent out when the player presses a call for help or call for assistance button. Only one mod should respond to each call and the mod should wait for 0s - 0.5s before responding to allow for diversity.
There is an API to make the player's gag "strict" which limits her ability to communicate. This "strict" setting remains until the gag is removed.
There is an API to find the "region" associated with a location. Regions are civilized locations surrounding a town:

DawnstarDragon BridgeFalkreathHigh HrothgarIvarsteadKarthwastenMarkarthMorthalOld HroldanRiftenRiverwoodRoriksteadShors StoneSky HavenSolitudeThalmor EmbassyWhiterunWindhelmWinterhold


 

 

Upgrading to 2.00:
Release 2.00 has some major changes, specifically some dialogue support has been added.
In order to accomplish this the Devious Support mod had to be changed from a plugin (an .ESP file) to a Master file (.ESM).
Because of this change a clean save is required when upgrading from prior to 2.00 to anything after 2.00. See the following link for information on making a clean save:
https://github.com/DeviousFramework/SkyrimDeviousFramework/wiki/Things-I-Learned#making-a-clean-save

 

Also after upgrading to 2.00 I recommend making a few changes to the MCM settings:
If you are not having any trouble turn file logging from Trace to Debug to reduce DFW flooding the log file.
(Devious Framework => Debug => Log Level (File)) and (DFW Support => DFW Support => Log Level)
Also, the new dialogues can be set to start automatically when you speak with someone. I recommend this setting; however, it is somewhat intrusive so it is not the default setting.
(Devious Framework => Mod Features => Greeting Dialogue Style)

 

A note about the dialogue changes:
Release 2.00 adds the ability to plead with NPCs during the leash game, trying to get them to help you. These dialogues rely on quite a lot of information specifically related to the NPC. Using the dialogue system in the Creation Kit, I don't think there is an easy way to get information about the NPC being talked to. Instead I am using variables in the Devious Framework mod to store the information; however, these variables can only store information about a single NPC. Each time you speak with someone else, this information must be updated to reflect the NPC the player is speaking with. To do this a greeting dialog must occur. I do not know of any way to do so without affecting the dialogues in some way.
I am hoping that the automatic dialogue will not be too intrusive for most people; however, there is a manual option which requires you to select the greeting in the menu to update the NPC's information. There is even an option to turn the dialogues off completely.
Note that any dialogues that rely on this information will not be available until this greeting dialogue has occurred. In particular the new leash game dialogue to ask for help will not be available until after this greeting dialogue has occurred.

 

For modders, the following condition variables are available in Creation Kit dialogues (using GetVMQuestVariable):

_bIsActorDominant         - Is the NPC flagged as a dominant personality._bIsActorLeashHolder      - Is the NPC the player's current leash target._bIsActorOwner            - Is the NPC flagged as a slave owner._bIsActorSlave            - Is the NPC flagged as a slave._bIsActorSlaver           - Is the NPC flagged as a slave trader._bIsActorSubmissive       - Is the NPC flagged as a submissive personality._bIsLastRapeAggressor     - Was this NPC the last actor to rape the player._bIsPlayerArmLocked       - Is the player wearing restrictive arm restraints._bIsPlayerBelted          - Is the player in a belt._bIsPlayerBound           - Is the player bound in any way._bIsPlayerBoundVisible    - Is the player wearing restraints that are visible._bIsPlayerCollared        - Is the player collared._bIsPlayerFurnitureLocked - Is the player sitting in locked BDSM furniture._bIsPlayerGagged          - Is the player gagged._bIsPlayerHobbled         - Is the player hobbled._bIsPlayersMaster         - Is the NPC registered with DFW as the player's current Master._bIsPreviousMaster        - Has the NPC previously been registered with DFW as the player's Master._iActorAnger              - The DFW anger value for the NPC._iActorConfidence         - The DFW confidence value for the NPC._iActorDominance          - The DFW dominance value for the NPC._iActorInterest           - The DFW interest value for the NPC._iActorKindness           - The DFW interest value for the NPC._iNakedLevel              - A measure of how much clothing the player is wearing.*_iVulnerability           - The player's current DFW vulnerability._iWillingnessToHelp       - A composite value of the NPC's Kindness, Anger, Dominance, and Confidence._fActorDistance           - The distance between the NPC and the player._fHoursSinceLastRape      - How long since the player was last raped._fMasterDistance          - The distance between the player and her currently registered close Master.


* See the Naked Level for details.


 

 


Mod Intro (For Users):
While this mod is designed to be a set of resource for modders to use in their own mods, it does come with a number of features users may also want to add to their game. In particular there is a companion support mod I created to test and verify the resources of the framework mod which has a number of features.
Have you installed Slave Girls by hydragorgon? Have you seen the slaves being led around Skyrim by their owners or various slavers? Have you ever wondered what it would be like to be captured like those slaves?
To test the leash feature of the framework mod the support mod gives a "mystical rope" to various slavers around Skyrim which they can use to capture you as they carry on their way. It can be quite difficult to fight with such a rope around your neck and the slavers will use this advantage to subdue you should you try to resist.
Have you seen the various BDSM furniture around Skyrim and found them to be a little too safe? The support mod can make such furniture "auto lock" for a configurable amount of time. As well, if you are sitting in such furniture nearby NPCs may just decide to lock it on you, not letting you out for a while.
Do you find it too easy to dress in Skyrim? You've just been stripped by an attacker? No problem. You just press a button and you are fully clothed again. You're wearing an arm binder? No problem. You can still dress yourself with the press of a button. This mod adds some restrictions on when you can dress, such as blocking leg wear and body armour when wearing a hobble.

 

Mod Intro (For Modders):
This mod was developed with two primary goals in mind:
1. Reduce the number of mods that check the state of the player. The user could have several mods installed which all periodically check: the vulnerability of the player and whether they are available for, sex, enslavement, etc. Rather than having each mod check all of these things individually, this mod tries to keep track of such information and make it available to other mods in an easy to use interface.
2. Encourage co-operation between other mods. I saw a thread in one of the mods the other day that two mods were conflicting. One author suggested that the other mod "check certain variables" to see if his mod was in the middle of a scene to avoid such conflicts. Under this process, for example, before beginning a scene mod X would need to check some variables to see if Deviously Helpless has a scene running, or Sanguine Debauchery (SD+), or Deviously Cursed Loot, or Captured Dreams. Mod Y would also have to make the same checks each time it wanted to start a scene. When a new mod (mod Z) is created mod X and mod Y would both need to be updated to now also check if mod Z is in a scene. Mod co-operation would be much smoother if this information were in a common place.
Warning: My mod will only effectively achieve these goals if other mod authors use my mod's API to check statuses and to update statuses as their mod does things. So far I have not received a lot of initial interest from the modding community so my mod may not provide very much benefit. On the other hand, however, the mod is pretty light-weight and can most likely be installed/uninstalled without much of an effect on the game.
The full API for modders can be found on the Git Hub page for this mod (a little out of date as of 2.06):
https://github.com/DeviousFramework/SkyrimDeviousFramework
If you need sample code for using this mod (or sample code used in this mod) that is not available from the Git Hub Wiki send me a message of what you are trying to do and I'll see what I can do.

 

Requirements:
Version numbers listed here were tested with version 2.06 of this mod:
SexLab 1.62
SexLab Aroused Redux 28b
Zaz Animation Pack 6.11
Devious Devices - Assets 3.0
Devious Devices - Integration 3.3
Devious Devices - Expansion 2.0

 

The following mods are also recommended:
Provides slavers that work with the leash game:
Slave Girls by hydragorgon 827

 

Provides a possible outcome to end the leash game:
Simple Slavery 4.72 (with optional Extended version 1.0)

 

Provides "seductive" clothing and armour options:
(Note: Any armour can be flagged seductive. These are just recommendations for a few mods to use if you don't have favourites already.)
Selene by Neo
Slave Leia Renewal
UNP Leather Clothes
UNP or UNPetite - Academy Dropout
Other UNP outfits by Nightasy

 

Adds the option of using the Devious Framework leash with SD+ (Warning: This feature still needs improvements!)
Sanguine Debauchery Enhanced 3.5.5

 

Installation:
Most likely you will want to install both mod files (DeviousFramework_..._.7z, and DfwSupport_..._.7z).
Don't forget to save and reload the game after the mod is installed and initialized (once the MCM menus show up).

 

Please use a mod manager. Only personally tested with Nexus Mod Manager.
Or
Unpack the 7-Zip files to your Data directory.

 

The Framework mod (DeviousFramework_1_00_160810.7z) is the main resource framework for modders. Because it may become a dependency for other mods It is intended to be as light weight as possible and only contain features to be used by other mods. From the user's perspective it won't do very much on it's own.
The support mod (DfwSupport_1_00_160810.7z) is where I am "playing" with the features available from the framework mod. These features tend to be a little bit heavier on the papyrus and are not required for the framework features to work. The support mod contains: 1 features I would like to see in the game, and 2 features that test, verify, and validate the framework mod.

 

SlaveGirls by hydragorgon Patch:
A few users of the Devious Framework mod reported a problem with the SlaveGirls by hydragorgon mod related to overly talkative NPCs and a more serious issue of it overwhelming the story manager causing quests from other mods to fail.
I looked into the SlaveGirls by hydragorgon mod and I believe I fixed some issues in the creation kit that were done incorrectly. Since the author of the mod has been unavailable for comments for some time now I'll be creating a post on the DFW support thread with these issues fixed. As that thread may be a little difficult to locate I will keep a copy of the patch in the download section for the Devious framework mod as well.
Instructions:
Install version 827 of the Slave Girls by hydragorgon mod.
Install the SlaveGirls_Hydragorgon_827_Patch.7z from the Devious Framework download page using your favourite mod manager
Or copy the file by hand into your data directory.
This patch only contains the hydra_slavegirls.esp file so choose to overwrite it when prompted.

 

Upgrading:
Upgrading from before release 2.00 to after 2.00 requires a clean save!
For information on cleaning a save see here:
https://github.com/DeviousFramework/SkyrimDeviousFramework/wiki/Things-I-Learned#making-a-clean-save

 

For the most part it is safe to simply uninstall the previous version and re-install the new version. A clean save is not needed.
If you are upgrading due to having trouble with a previous mod you might want to try a clean slave; however, there are no situations where this is known to help. All scripts begin with "dfw..." (or "dfws...").

 

A Reminder:
This mod contains much subject matter related to BDSM and player slavery.
I want to remind everyone that while these subjects are great for fantasy, care must be taken to ensure they do not encroach into our everyday lives. Always remember that women deserve respect, recognition, and consideration as much as everyone else.

 

Known Bugs:
1. After starting the game for the first time I've found you need to save and reload before some features will work. Not sure why.
Many alias related features (slaver dialogues and player equipment changes) will not work until this has been done.

 

2. When the player is freed from her SD+ owner this mod does not properly detect that and clear the master from the framework or release the leash. It is not recommended to turn on this feature other than for experimentation with the leash. Improved in 1.04 and may be working. Made much safer with SD+ leash setting changes in 1.07

 

3. In some games I've found moving while the player's leash is being jerked causes the game to crash. If you find the game crashing a lot try not moving until the player is beginning to stand up. Note: As for 2.04 I haven't seen this issue in a long time.

 

4. Similar to item 3 if the game crashes during BDSM furniture scenes try not moving during the scene. (it is not like you would be able to get away anyway). Improved in 2.01 and may not be an issue.

 

5. The player gets locked into alchemy tables with the autolock feature as if they were BDSM devices. Fixed in 1.01

 

6. Sometimes MCM menus do not function properly after installing. Trying to open them will cause all MCM menus to show nothing. I have seen this problem caused by the MCM initialization code failing to run all of the way through. This leaves the Devious Framework script in a broken state and makes the game more or less unusable. Reloading a game that was saved prior to installing the Devious Framework mods can sometimes resolve this issue. I have seen the issue twice. One time I needed to re-load the game once. The other time I needed to reload the game three times. Unfortunately I have no ideas how this issue can be fixed as the papyrus engine simply stops running the code in the MCM script. Improved in 1.06 and 2.00 and may not be an issue.

 

8. The Support mod's MCM menu will often say the poll has stopped. This is almost always incorrect. If you are concerned the poll has stopped, closed the menu completely back to your game, wait for at least the expected poll interval, open the MCM menu and navigate to the Support mod's MCM menu quickly. The warning should no longer be there. If the warning is there but the "Seconds Since Update" is lower than it previously was that also indicates the poll is working.

 

10. If you end up in combat with someone controlling the leash, town guards will almost always take your side. I'm really not familiar enough with the combat system to figure out why this is or how to fix it.

 

11. Some slavers and slave owners do not play the leash game. I have seen at least one slave owner from Slave Girls by hydragorgon that is not in any factions to identify him as a slave owner. There is nothing I can do about this. There are also some "slaver" factions in Slave Girls by hydragorgon that my mod is not accounting for. I have not encountered any slavers that fit these categories but they could exist. if you find a slaver who is not playing the leash game you can stand next to the slaver, open the DFW MCM status page, deselect "Use Player for Info" and look at the slaver's factions. If he is in a slaver faction but "Show Nearby Actors" is not reporting him as a slaver please let me know. Improved in 1.08.

 

Future Plans:
(If I am missing something that you think should be on one of these lists let me know).
Near Future:
• Look into the "Go Away.. I have too many slaves" issue
• Make sure clothing stripped by DFW does not strip arm binders
• Look into the issue of the arm binder being counted as clothes
• Change "Arm Locking" to only detect a subset of arm restraints (mainly no cuffs)
• Look into Soulgem Oven compatibility
• Look into Maria Eden compatibility
• Make post-conversation actions much more responsive, occurring as soon as the conversation ends. Implemented in 2.04.
• Look into MilkMod Economy compatibility. Implemented in 2.04.
• Fix the mod's API allowing for scenes to be started and subsequently "extended" (they can only be started right now), allowing for a more robust, reliable, and consistent complete scene. Implemented in 2.04.

 

Possible Next Steps:
• Look into the issue of the slaver controlling the player from a sitting position
• Look into the issue of BDSM furniture in Breezehome
• Add line of sight (LOS) detection to the yanking the leash feature
• Incorporate SexLab Sexual Fame features
• Create a more robust mechanism for "taken" items to be recovered (most likely this will involve purchasing them back from Froki)
• Xax Prison Overhaul leash compatibility
• Look into compatibility with Deviously Cursed Loot gag dialogue
• Create options for adding BDSM furniture to the world
• Allow wandering Thalmor, Imperial, Stormcloak patrols to take on the role of the slaver for the purpose of the leash game
• Fix the issue of transferring to Sanguine Debauchery+ when locked in BDSM furniture

 

Eventually Would Like:
• Figure out why the order of the Devious Framework mod and the Campfire mod causes trouble
• Start the leash game on failed pickpockets.
• Add favourite cages to fill a role very similar to favourite BDSM furniture
• Add compatibility with Devious Stats and/or Devious Attributes
• Assign "themes" to furniture/cages. For example in a shop on display for sale, in a public location available for public use, in a secluded location available for private use
• Create scenes to work with each of these "themed" furniture
• Create scenes to sell the player from one leash game slaver to a passing slaver
• Add work furniture and forced labor, for example weapon crafting at a blacksmith station or potion making at an alchemy table
• Support Zaz Animation Pack restraints in addition to Devious Devices
• Prefer themed restraints over random ones
• Create a pose wheel, similar to Maria Eden allowing the player to voluntarily kneel or crawl and have the leash game slaver expect that of the player
• Create a separate mod that adds furniture throughout the realm, similar to Sabguine Debauchery+ Cages

 

Change Log:


2.06
Fixed: The leash game chance when vulnerable can now be set to 0.
Fixed: An issue with the leash length not being restored to normal.
Added: An MCM option so the player might not see the slaver approaching.
Added: Punishment if the player escapes from restraints while punished in furniture.
Added: Compatibility with drlove33's Slave Den and Eastern Holding Cells mods.
Added: A save game control feature to block console access.
Improved: Dialogue and scenes when the player is locked in furniture, particular from a leash game punishment.
Changed: Reorganized the Devious Framework MCM menu.
Changed: Made 3 levels of difficulty for escaping BDSM furniture.
Changed: The chance the slaver detects escape conversations is now based on MCM + proximity + line of sight.
Changed: Increased the leash holder's confidence making him less likely to hide during combat.
Changed: Yank the leash closer to the NPC allowing the player to stand up before the NPC gets too far away.
Added API: A function to move an NPC nearby without being in the player's vision.
Fixed: Do not start furniture locking if a player's master indicates the player is not enslaveable.
Fixed: Some cases of trying to lock the player in furniture that does not exist.
Added: A teleport player MCM debug option for moving away from game crashing situations without using the console.
Improved: MCM status of player's vulnerability.
Improved: Slightly improved the save game control features.
Improved: Error handling in dfwUtil Remove...FromArray() functions. May reduce crashes.
Improved: Replaced SexLab QuickStart() with step-by-step commands for starting sex so diagnostic information can be printed.
Removed uses of the MilkMod MilkQUEST variable as it wasn't really used.
Cleaned up access to unreliable .esp/.esm files via GetFormFromFile().
Added flags to prevent initialization functions from being called twice during game initialization.
Removed circular access of one script accessing another during initialization to prevent deadlock.
General clean up of game initialization.
Added an MCM option to shut down the mod prior to cleaning a saved game.

 

2.05
Changed: The auto save feature now only works when Save Game Control is set to Full Control.

 

2.04
Improved: Mod compatibility with the MilkMod Economy mod.
Improved: NPCs getting stuck during a movement package.
Improved: The "Detect Devious Device Unequips" feature to include locked Zaz Animation Pack devices as well.
Improved: Player control blocking to synchronize with the Zaz Animation Pack control centre. Note: It is not unreasonable to think the Zaz Animation Pack control centre API is sufficient and the related DFW API is superfluous.
Improved: Made some small improvments to various dialogues.
Improved: Simple Slavery integration post leash game to use updated location markers inside Riften.
Improved: A few minor fixes and improvements.
Added: An experimental save game control feature for forcing saves and restricting what can be loaded.
Added: A DFWS MCM option to hide BDSM furniture during sex. This belongs in the DFW mod but for minor technical reasons was added to the DFW Support mod instead.
Added: A DFWS MCM option to resist the leash being yanked. This applies to the leash being yanked from the DFW Support mod only.
Fixed: NPCs movement packages when moving South along the East edge of the Eastmarch swamp.
Fixed: High Hrothgar region not being initialized properly.
Fixed: The pilory beside the Half Moon Mill from the SlaveGirls by hydragorgon mod has been added to the Falkreath region.
Fixed: A bug in proper detection of reaching the move to location destination.
Changed: Made the yank leash during combat chance configurable for when the leash holder is in combat with the player.
Reorganized: Scripts and script names related to dialogue topic fragments.
API Added: The NPC's arousal to conditionals available in the dialogue.
API Added: A SceneContinue() API for extending the timeout for a scene in progress (relatively untested).
API Added: ForceSave() AutoSave() and QuickSave() for use with the experimental save game control feature.
API Added: GetPlayerInCombatWith() to find hostile actors in the DFW nearby actor list. This is unreliable since hostile actors do not normally make it into the DFW nearby actor list.
API Added: GetNearestRegion() should return the closest region/city 99% of the time. There may be some quirky situations where it is unable to detect the region nearest the player.
API Changed: The DFW Util TeleportToward() function now take a subject so NPCs other than the player can be moved.

 

2.03
Extended: The Simple Slavery scene now walks the player to the slave holding cell.
Extended: Walking to the Simple Slavery auction house can now be done from nearby towns.
Changed: Select leash game bondage items from items in the player's inventory if possible.
Changed: Return Items and unlock the player on leash game safeword.
Changed: Stop MoveToLocation package upon first entering the location rather than arriving at its center.

 

2.02
Added: Simple Slavery as an outcome of the leash game (very basic for now).
Made (some) dialogue response actions faster and more responsive.
Cleaned up a couple unfinished dialogues that did not end properly.
Changed: Leash Game to Furniture transfer now happens at the end of the leash game only.
Added: the ability to assign specific cells to regions.
Fixed: some farm interiors not allocated to the Windhelm region.
Fixed: Do not call for help if menus (or the console) are open.
Fixed: a race condition cleaning the nearby actor list.
Added: The ability to clear a Master based on the mod string in case the Master is None.
API Changed: GetRegion() and ClearMaster()

 

2.01
Extended dialogue capabilities:
Call for help and assistance from nearby actors using hotkeys.
Added "strict" gag API to reduce the ability to call out.
Added dialogues trying to get help unlocking BDSM furniture.

 

Added basic NPC interaction features:
Script API to approach player, walk to location and walk to object.
Identified current location based on regions.
Improved NPC detection of nearby furniture to regions (cities), not cells.
Improved: Slaver approaches the player to start the leash game. The player can defend herself.
Added whipping and sex scenes while locked in BSDM furniture.
Added BDSM furniture as a punishment for trying to escape.

 

Various other improvements and fixes:
Added: An option to auto-remove the player's gag for Maria Eden Compatibility.
Added: Message when redress timeouts have expired.
Added: A minimum leash length setting to avoid short length bugs.
Fixed: Nearby actor polling distance resetting across game loads.
Added: An MCM option to re-register for mod events in the event they become broken.
Improved: Coordination with Zaz Animation Pack furniture APIs.
Added: Debug option to reset the leash holder's AI package.
Added: API to calculate an actor's willingness to help from a script.
Improved: Coordination of scenes with SexLab scenes and other scenes.
Changed: Slaver takes BDSM items from the player when removing them.

 

2.00
Changed the mod to be a master (.ESM) file rather than a plugin (.ESP). This requires a clean save.
Added numerous dialogue condition variables available to modders.
Added NPC dialogues to ask for help during the leash game.
Added blindfolds as punishment for trying to get help.
Added safewords for BDSM furniture and the leash.
Added debug features to remove the player from factions helping solve when bandits do not attack.
Changed: More secure arm binders.
Fixed: No longer strips Aeon Strap-ons.
Debug: MCM option to yank the leash when "bobbing".
Improved logging.
Changed the Get/IncActorXxx() function prototypes. All mod scripts using these must be re-compiled.
Numerous bug fixes and other smaller changes.

 

1.08
Added the Caravan Slaver faction from Slave Girls by hydragorgon to the list of slaver factions.

 

1.07
Fixed dead NPCs remaining in the nearby actor list.
Moved security for the SD+ leash setting onto it's own system so it can be kept modifiable.

 

1.06
Separated the main script initialization process from the MCM initialization process. This should greatly improve the missing MCM menu issue.

 

1.05
Improved transitioning between internal and external areas when being pulled via the leash.

 

1.04
Added compatibility support for Skyrim Perk Enhancements and Rebalanced Gameplay (SPERG) unarmed "fists".
Improved detection of Sanguine Debaucherty Enhanced (SD+) enslavement.

 

1.03
Limit the Number of Unequip Events Each Poll

 

1.02
Fixed a couple of errors seen when initializing mod variables.

 

1.01
Fixed a few problems that were discovered during initial release testing:
Changed default security level to 100 to not block setting changes.
Fixed BDSM furniture detection detecting non-BDSM furniture.
Lowered default screen logging level to error.

 

1.00
Initial Release

 

 

Happy Gaming.


  • Submitter
  • Submitted
    08/10/2016
  • Category
  • Requires
    SexLab, SexLab Aroused, Zaz Animation Pack, Devious Devices - Assets, Devious Devices - Integration, Devious Devices - Expansion
  • Special Edition Compatible

 

Edited by CPU
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One author suggested that the other mod "check certain variables" to see if his mod was in the middle of a scene to avoid such conflicts. Under this process, for example, before beginning a scene mod X would need to check some variables to see if Deviously Helpless has a scene running, or Sanguine Debauchery (SD+), or Deviously Cursed Loot, or Captured Dreams. Mod Y would also have to make the same checks each time it wanted to start a scene. When a new mod (mod Z) is created mod X and mod Y would both need to be updated to now also check if mod Z is in a scene. Mod co-operation would be much smoother if this information were in a common place.

 

I suppose you are refering to the dhlp-Suspend and dhlp-Resume SendModEvent triggers. They first got introduced by Deviously Helpless to allow 3rd party mods to signal it that scenes are running that shouldn't be interrupted. Over time they became a quasi-standard for resolving cross-mod scene conflicts. Cursed Loot respects the signal as well. So you don't really have to check each and every DD mod's "variables", you just need to listen to aforementioned signals and make your mod react accordingly. I am pondering to add support for these signals to DDI, so the issue would be solved at framework level itself.

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Thank you for this framework !! i hope it gets stable soon and you no longer remain with the suggestion to not have it activated^;)

 

I have wandered past so many slavers while wearing some restraints and even when gagged, they would stay polite, sometimes even help.. I have so longed for a mod that would turn the slavers into actual mean guys, who would want to take me!

Link to comment

 

 

One author suggested that the other mod "check certain variables" to see if his mod was in the middle of a scene to avoid such conflicts. Under this process, for example, before beginning a scene mod X would need to check some variables to see if Deviously Helpless has a scene running, or Sanguine Debauchery (SD+), or Deviously Cursed Loot, or Captured Dreams. Mod Y would also have to make the same checks each time it wanted to start a scene. When a new mod (mod Z) is created mod X and mod Y would both need to be updated to now also check if mod Z is in a scene. Mod co-operation would be much smoother if this information were in a common place.

 

I suppose you are refering to the dhlp-Suspend and dhlp-Resume SendModEvent triggers. They first got introduced by Deviously Helpless to allow 3rd party mods to signal it that scenes are running that shouldn't be interrupted. Over time they became a quasi-standard for resolving cross-mod scene conflicts. Cursed Loot respects the signal as well. So you don't really have to check each and every DD mod's "variables", you just need to listen to aforementioned signals and make your mod react accordingly. I am pondering to add support for these signals to DDI, so the issue would be solved at framework level itself.

 

Perhaps that is what I was referring to.  I can't remember exactly but it certainly could be.

I know there are a lot of "proper ways to do things" that I am not aware of.  Another of my goals for making this mod is to get a lot of "how to do this right" documentation into the Git Hub wiki pages.

I do know that the Deviously Enslaved mod checks for a large number of "is player enslaved" conditions, though.  So the goal of this mod is still to reduce these types of things that can be done by several mods.

If you see some things that are done by this mod (or suggested in the documentation) and you know of a good process that already exists, I would like to learn more on the subject and either get it well documented or link to existing documentation.

Also, if I am doing things in this mod that really belong in another mod (DDi) for example, I am happy to pull them out of here (now or when support becomes available).

I do question whether a mod event for starting a scene is really the best mechanism; however.  Using a function you can eliminate race conditions of two mods trying to start scenes at the same time.

 

 

i fink you nead disable read rope visual effect

There is an MCM option to turn off the visual effect of the leash.

Do you need it disabled by default?

 

Thank you for this framework !! i hope it gets stable soon and you no longer remain with the suggestion to not have it activated^ ;)

I haven't suggested that the mod not be activated.  As far as I am aware (tested with my own installed mods) it is working (at least reasonably usable).  The "not have it activated" suggestion only really applies to the SD+ integration.  (Although being so new it should all be used with caution)

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Honestly I wish there was a way or option to try to free the slaves in that mod and if caught acquire a bounty or take the slaves place :D

 

Either free them by killing the slaver, or stealthily, or maybe by agreeing to take their place (so self sacrificing). Freeing the slaves would be the best sandbox of all time for LL modded skyrim, way better than clearing Halted Stream for the millionth time

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I can't wait to try your mod.  There are so many things that collide when running a lot of mods.  Being raped at the same time the bounty hunter shows up and of coursse here comes another courier.  A lot of actions to organize.  Great idea.  I like the leash too!!!!  Thanks for working on this.

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Interesting idea. Do you provide patches for the devious mods to use your framework by default ?

I am planning on having the support mod add some ability to "bridge the gap" between mods.  For instance I plan on having it detect when the player is enslaved by Sanguine Debauchery Enhanced and have it register the player as enslaved with this framework mod.

Similarly I try to synchronize the player slavery with the ZAZ Animation Pack's player slavery status factions.

As much as possible I would like other mods to use the interfaces because out of mod detection and updating is slightly more costly and slightly less responsive; however, until this is done by each mod adding these "patches" to the support mod is planned as time and priority permit.

I am still not convinced this mod is the right approach or will be accepted by other modders so this might not have as much priority as it should.

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Trying it out, I do like the leash effect, could be made more solid though, it's very light. Though what does irk me is not being able to wear chest armor over DD items, especially piercings. DD Integration already handles which items block equipment. At least have a MCM menu option that or not if you want to include it in your mod.

Link to comment

Trying it out, I do like the leash effect, could be made more solid though, it's very light. Though what does irk me is not being able to wear chest armor over DD items, especially piercings. DD Integration already handles which items block equipment. At least have a MCM menu option that or not if you want to include it in your mod.

There should be MCM options to disable all clothing blocking features.  If you find that some of them are not working or an option is missing please let me know.

 

The leash can be made more solid by editing the spell in the creation kit: making the particles move faster, using different particles, adding an increased frequency of how often the spell is cast, etc.  However, to get something available just to play with, and not knowing what kind of performance hit it would have I didn't spend too much time adjusting these things.

 

Link to comment

 

Trying it out, I do like the leash effect, could be made more solid though, it's very light. Though what does irk me is not being able to wear chest armor over DD items, especially piercings. DD Integration already handles which items block equipment. At least have a MCM menu option that or not if you want to include it in your mod.

There should be MCM options to disable all clothing blocking features.  If you find that some of them are not working or an option is missing please let me know.

 

The leash can be made more solid by editing the spell in the creation kit: making the particles move faster, using different particles, adding an increased frequency of how often the spell is cast, etc.  However, to get something available just to play with, and not knowing what kind of performance hit it would have I didn't spend too much time adjusting these things.

 

 

Yup I see it now. Was looking for those check boxes before and could not see them before for some reason (was there I just failed really really really hard to notice). Odd though I looked 3 times through both MCM menu and just did not see that big section at first.

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I love the idea behind it but I simply can't add this to my mod list at the moment.

The fact that every option is greyed out is really frustrating as a player.

 

My toon just had some sexy time and now everytime I dry to dress her again this mod just won't let me.

I tried waiting, both in real life and in game and it just won't let me.

 

Can be fun if you want to but I have places to be and now all of whiterun is chasing after my toon's naked body :/

 

All these neat stuff need to be optional AND tweakable through MCM.

I get that it's an early release and I really like what this mod COULD be but unfortunately I can't really test it further than that :/

Link to comment

I love the idea behind it but I simply can't add this to my mod list at the moment.

The fact that every option is greyed out is really frustrating as a player.

 

My toon just had some sexy time and now everytime I dry to dress her again this mod just won't let me.

I tried waiting, both in real life and in game and it just won't let me.

 

Can be fun if you want to but I have places to be and now all of whiterun is chasing after my toon's naked body :/

 

All these neat stuff need to be optional AND tweakable through MCM.

I get that it's an early release and I really like what this mod COULD be but unfortunately I can't really test it further than that :/

Greyed out because your character is wearing some DD item. When I got all the DD items off my character, all he stuff became ungreyed.

Link to comment

 

I love the idea behind it but I simply can't add this to my mod list at the moment.

The fact that every option is greyed out is really frustrating as a player.

 

My toon just had some sexy time and now everytime I dry to dress her again this mod just won't let me.

I tried waiting, both in real life and in game and it just won't let me.

 

Can be fun if you want to but I have places to be and now all of whiterun is chasing after my toon's naked body :/

 

All these neat stuff need to be optional AND tweakable through MCM.

I get that it's an early release and I really like what this mod COULD be but unfortunately I can't really test it further than that :/

Greyed out because your character is wearing some DD item. When I got all the DD items off my character, all he stuff became ungreyed.

 

 

She's not wearing any DD :/  In fact she isn't wearing anything at all.

Link to comment

I love the idea behind it but I simply can't add this to my mod list at the moment.

The fact that every option is greyed out is really frustrating as a player.

 

My toon just had some sexy time and now everytime I dry to dress her again this mod just won't let me.

I tried waiting, both in real life and in game and it just won't let me.

 

Can be fun if you want to but I have places to be and now all of whiterun is chasing after my toon's naked body :/

 

All these neat stuff need to be optional AND tweakable through MCM.

I get that it's an early release and I really like what this mod COULD be but unfortunately I can't really test it further than that :/

Options get greyed out when the player is over the "vulnerability security level".  I really should set this to max (100) as the default to avoid the problems of things not being configurable on new games.

As Thamorian said this can be resolved by reducing your vulnerability but given that that is not always possible this is a flaw that I need to fix with the default values.

 

Link to comment

Sounds very promising :) I didn't try yet, testing some other mods and i don't want to be confused which mod is it when i have a problem, however...

This seductive armor thing, is there a chance to add other clothes without CK or something? Maybe as an enchantment or crafting option?

Any armour can be marked as "seductive" by wearing it and flagging it as "naked armour" in the SexLab Aroused MCM menu.  It gets a little bit more tricky when you try to identify armour as chest pieces or pelvis/waist pieces.  This *can* be corrected by using the creation kit to adjust the slot the armour is worn on (chest 46/56 - pelvis 49/52).  Another option that does not use the creation kit is in the MCM menu for this mod change the slots that are identified as chest (46 & 56 by default) or pelvis (49 & 52 by default).  You can see which slots the item is worn on in the the MCM status page.  The problem with changing the slots that are identified as chest or pelvis is it may have an adverse affect on other items from other mods you use.  It may not be possible to get one working without messing up the other.

 

Found it very odd to be locked into cooking stations and alchemy tables as if they torture devices.

Oh.  Right.  This is another known bug.  I'll look into that for the next version.  I just noticed that recently.

 

 

 

 

I love the idea behind it but I simply can't add this to my mod list at the moment.

The fact that every option is greyed out is really frustrating as a player.

 

My toon just had some sexy time and now everytime I dry to dress her again this mod just won't let me.

I tried waiting, both in real life and in game and it just won't let me.

 

Can be fun if you want to but I have places to be and now all of whiterun is chasing after my toon's naked body :/

 

All these neat stuff need to be optional AND tweakable through MCM.

I get that it's an early release and I really like what this mod COULD be but unfortunately I can't really test it further than that :/

Greyed out because your character is wearing some DD item. When I got all the DD items off my character, all he stuff became ungreyed.

 

 

She's not wearing any DD :/  In fact she isn't wearing anything at all.

 

Options greyed out are almost certainly related to the "Security Level" being lower than your current vulnerability (as seen in the status menu).  I believe with the default values being naked causes the player to be more vulnerable than the default security level.  I will update the script and get a release tomorrow that fixes this default value.  It really shouldn't be that restrictive by default.  I didn't consider enough adding it to games that are already in progress.

As for not being able to dress after waiting, that is unexpected.  The default for the post rape redress timeout is 90 in game minutes and the naked redress default is less.  So waiting for two hours should allow redressing.  I'll make sure these timeouts are also cleared on upgrading the script for the update tomorrow

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