draca21 Posted July 17, 2022 Posted July 17, 2022 So that's why I can't fast travel and get fast travel is currently restricted in this area
draca21 Posted July 17, 2022 Posted July 17, 2022 I basically ignored her diddnt know it would disable fast travel
zarantha Posted July 17, 2022 Posted July 17, 2022 10 minutes ago, draca21 said: I basically ignored her diddnt know it would disable fast travel Unless you talk to her and tell her she's on her own (forfeiting all future quests) or finish her quests, fast travel will remain disabled for you. It's because DCL sees you as on an active quest, it's not region locked. You can check if DCL thinks you're on a quest buy looking to see if running quest is true in the DCL MCM.
draca21 Posted July 17, 2022 Posted July 17, 2022 Does just helping her out of cell enable fast travel again or is more than just that cause currently not even home so can't even try to complete quest
draca21 Posted July 17, 2022 Posted July 17, 2022 Maybe you can help me with another problem bought couple of tailed plugs from whip and chain in riverwood but when I equip them they don't show up and I did a batch build do they are there
zarantha Posted July 17, 2022 Posted July 17, 2022 38 minutes ago, draca21 said: Does just helping her out of cell enable fast travel again or is more than just that cause currently not even home so can't even try to complete quest No, it's a whole quest line. You'll be with her for a bit before you can fast travel again. 27 minutes ago, draca21 said: Maybe you can help me with another problem bought couple of tailed plugs from whip and chain in riverwood but when I equip them they don't show up and I did a batch build do they are there Tail plugs require HDT SMP. CBPC is not a substitute. If you don't see them, SMP is not working or you don't have it installed. 1
draca21 Posted July 17, 2022 Posted July 17, 2022 Have the faster hdt smp for se and ae does it create a menu in mcm cause I don't see one will try a reinstall
Elsidia Posted July 17, 2022 Posted July 17, 2022 47 minutes ago, draca21 said: Have the faster hdt smp for se and ae does it create a menu in mcm cause I don't see one will try a reinstall not even a mod. It's dll what emulates physics using Skse64 and ini files. There can't be any MCM or even mod what can open in editor.
draca21 Posted July 17, 2022 Posted July 17, 2022 Will make sure I have hdt and it's requirements when I get home
zarantha Posted July 17, 2022 Posted July 17, 2022 1 hour ago, draca21 said: Have the faster hdt smp for se and ae does it create a menu in mcm cause I don't see one will try a reinstall make sure you install the right one for your game. if you're having trouble with it, try installing the non cuda version. if you have no idea what i'm talking about by cuda read the FSMP mod page and check your graphics card.
Chaosdmd Posted July 17, 2022 Posted July 17, 2022 Hello, having an issue in the Dagomar prison for women quest when told to talk to the foreman after working in the mines, he says he wants to "have some fun" with me before I do my next task, then just stands there and does nothing and the quest wont progress. Is there a way to force it, reset it, or of an id/quest stage to skip past it?
sebas379 Posted July 17, 2022 Posted July 17, 2022 Am I missing something? From what I understand, DD expansion and integration have been merged into the main mod for special edition and dont exist as seperate files? Yet cursed loot is demanding these files and refuses to be installed without them. I'm probably overlooking something but cant figure it out atm
Kimy Posted July 17, 2022 Author Posted July 17, 2022 11 minutes ago, sebas379 said: Am I missing something? From what I understand, DD expansion and integration have been merged into the main mod for special edition and dont exist as seperate files? Yet cursed loot is demanding these files and refuses to be installed without them. I'm probably overlooking something but cant figure it out atm The files have been merged into a combined download, but they are still separate ESMs.
Elsidia Posted July 17, 2022 Posted July 17, 2022 12 minutes ago, sebas379 said: DD expansion and integration have All necessary plugins are united in one mod for SE long time ago and for LE starting with 5.0 - for SE can download here https://www.loverslab.com/files/file/5878-devious-devices-se/ it contains all necessary plugins and, if correct install, DCL no more need from DD.
sebas379 Posted July 17, 2022 Posted July 17, 2022 (edited) 23 minutes ago, Elsidia said: All necessary plugins are united in one mod for SE long time ago and for LE starting with 5.0 - for SE can download here https://www.loverslab.com/files/file/5878-devious-devices-se/ it contains all necessary plugins and, if correct install, DCL no more need from DD. That link leads me to a page with 5.1 in the title, the one i downloaded from didnt have that. I'll replace it with this and see wether it helps, even though I do have version 5.1 atm Edit: nope its the same file I already have Edited July 17, 2022 by sebas379 1
draca21 Posted July 18, 2022 Posted July 18, 2022 Now having trouble with Chloe quest I use the ash pile and nothing happens
zarantha Posted July 18, 2022 Posted July 18, 2022 4 hours ago, sebas379 said: That link leads me to a page with 5.1 in the title, the one i downloaded from didnt have that. I'll replace it with this and see wether it helps, even though I do have version 5.1 atm Edit: nope its the same file I already have Do you have all the requirements from the DD download page installed, and have you gone to the plugins tab and made sure the ESMs are actually active? Vortex sometimes does not activate stuff after you install it.
zarantha Posted July 18, 2022 Posted July 18, 2022 1 hour ago, draca21 said: Now having trouble with Chloe quest I use the ash pile and nothing happens Just walk back out and go around from the cave entrance, then walk to the cave with the spiders.
DeWired Posted July 18, 2022 Posted July 18, 2022 15 hours ago, Elsidia said: Also i look in part where is success remove without key and there is strange thing: Reveal hidden contents if !haskey if dclibs.isTradesperson(akSpeaker) dcur_dialogswitch.SetValueInt(7) return endif if Utility.RandomInt(0, 99) < chance || dcumenu.dcur_modshutdown.GetValueInt() == 1 ; would normally help dcur_dialogswitch.SetValueInt(4) else It set global variable to 4, but i found only one dialogue with it [INFO:10032BC8] ('Sorry that I couldn't help you.' in GRUP Topic Children of dcur_heavyyoke_b1t4 "Yes...I guess so." [DIAL:10032BBF]) and there NPC deny player to help. Isn't right me - @Kimy? And i don't found any value of this global what can unlock yoke without key. This is fine. As I understand it, it mean "both PC and NPC don't have keys for a yoke, but NPC wanted to help, so says sorry and walk away without any consequences". So, it goes like this: if PC doesn't have keys, asking for help from NPC that isn't a merchant, have a zero chance to unlock a yoke. Better not to ask ? And about keys... Well, there's needed clarification about what keys and numbers should actually be on Heavy Yoke - 2 standard or 1 hand. After that, key removal can be inserted into unlock script.
Elsidia Posted July 18, 2022 Posted July 18, 2022 39 minutes ago, DeWired said: This is fine. As I understand it, it mean "both PC and NPC don't have keys for a yoke, but NPC wanted to help, so says sorry and walk away without any consequences". problem is there - in script are comment - ; would normally help - i translate it as NPC wants unlock yoke without key (probably it have own keys), so because i ask. i already have idea how to do with not change a dialogues (will sound a little silly) and some slight script edition. I already test it in game by change global valuable and it works - dialogue trigger but yoke not removed as need fix some script. 42 minutes ago, DeWired said: about what keys and numbers should actually be on Heavy Yoke - 2 standard or 1 hand. This answer knows only Kimy. Officially this yoke can be removed by player using 2 restraints key. Only Dialogue asks for 1 hand key. So if dialogue is right, then need change inventory device keys property to right key and count of need keys.
5uccub1 Posted July 18, 2022 Posted July 18, 2022 (edited) 9 hours ago, zarantha said: Do you have all the requirements from the DD download page installed, and have you gone to the plugins tab and made sure the ESMs are actually active? Vortex sometimes does not activate stuff after you install it. Im having the exact same issue, and I've made sure there are no extra plugins or mods that are needed to be installed. Deployed as well. Are there any ESMs that should be there that aren't? Currently I have ApachiiHair, SexLab and SexLabAroused that are related. (Well aware I shouldn't use Vortex though I've entrenched myself.) edit: fixed. I redownloaded it. idk why it worked though turning it off and turning it back on again always works ig. Having a different issue where my model disappears when the kink armor is put on me :l Edited July 18, 2022 by 5uccub1
DeWired Posted July 18, 2022 Posted July 18, 2022 5 hours ago, Elsidia said: problem is there - in script are comment - ; would normally help - i translate it as NPC wants unlock yoke without key (probably it have own keys), so because i ask. i already have idea how to do with not change a dialogues (will sound a little silly) and some slight script edition. I already test it in game by change global valuable and it works - dialogue trigger but yoke not removed as need fix some script. I still think that it means "Have no key, but is helpful, so would not rape or add items". So, @Kimy, I made a patch for yoke dialogue - calculating success and unlocking, that (in theory) should work with any device, filtered by dialogue. All devices with unique master keys (like developer key) should be treated as "No keys are available", and left locked. If device use unique key (such as yoke from Chloe quest) should be unlockable with key not destroyed. And any device with non-unique key should be unlocked with keys destroyed. No hardcoding of keys for keywords and such. Also, added more comments. Patch untested (at least, it compiles fine ?). As always - it is a suggestion, not requirement, do as you want ? Spoiler diff -Naur Source.orig/dcur_yoke_calchelpsuccess.psc Source/dcur_yoke_calchelpsuccess.psc --- Source.orig/dcur_yoke_calchelpsuccess.psc 2018-05-11 00:23:26.497926900 +0300 +++ Source/dcur_yoke_calchelpsuccess.psc 2022-07-18 17:37:49.793678000 +0300 @@ -10,28 +10,53 @@ int rnd bool haskey = false bool done = false - dcur_dialogswitch.SetValueInt(0) - if libs.playerref.WornHasKeyword(dcumenu.dcur_kw_yoke) && libs.playerref.GetItemCount(libs.restraintskey) > 0 - haskey = true - endif - if libs.playerref.WornHasKeyword(dcumenu.dcur_kw_heavyyoke) && libs.playerref.GetItemCount(dcumenu.dcur_handrestraintskey) > 0 - haskey = true - endif + int NumberOfKeysNeeded = 1 int chance = dcumenu.yokeremovalhelpchance + ;Setting default - walk away. If something goes wrong - it's better then 0, which means unlock + dcur_dialogswitch.SetValueInt(1) + ; 0 - unlock + ; 1 - walk away without regrets + ; 2,3 - rape + ; 4 - walk away with regrets and being sorry + ; 5 - add items + ; 6 - take keys + ; 7 - launch Courier in Steel quest (for merchants) + + ;Looking up device key and number of keys needed + Key DeviceKey = StorageUtil.GetFormValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_Key") As Key + Armor DeviceInventory = StorageUtil.GetFormValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_Inventory") as Armor + ObjectReference tmpORef = libs.playerref.placeAtMe(DeviceInventory, abInitiallyDisabled = true) + zadEquipScript tmpZRef = tmpORef as zadEquipScript + if tmpZRef != none + NumberOfKeysNeeded = tmpZRef.NumberOfKeysNeeded + Endif + tmpORef.delete() + ; Caching number of keys needed for unlock + StorageUtil.SetIntValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_NumberOfKeysNeeded", NumberOfKeysNeeded) + + if DeviceKey != none + ; If device is keyless - nobody have keys for it + if libs.playerref.GetItemCount(DeviceKey) > NumberOfKeysNeeded + ;Does player have keys needed? + haskey = true + EndIf + EndIf + if !haskey if dclibs.isTradesperson(akSpeaker) + ; Courier in Steel quest dcur_dialogswitch.SetValueInt(7) return endif if Utility.RandomInt(0, 99) < chance || dcumenu.dcur_modshutdown.GetValueInt() == 1 - ; would normally help + ; would normally help, but without keys just says sorry dcur_dialogswitch.SetValueInt(4) else grandtotalweight = dcumenu.yokeremovalwalkawayweight + dcumenu.yokeremovalrapeweight + dcumenu.yokeremovaladditemweight int Select = 0 Select = Utility.RandomInt(0, grandtotalweight) if Select < dcumenu.yokeremovalwalkawayweight - ; has key, but will not remove + ; maybe NPC has key, but will not remove dcur_dialogswitch.SetValueInt(1) done = true endIf @@ -55,7 +80,7 @@ endif ; fallback if !done - ; addsitems + ; says sorry dcur_dialogswitch.SetValueInt(4) endIf return @@ -93,7 +118,7 @@ endIf Select = Select - dcumenu.yokeremovaltakekeyweight if !done && Select < dcumenu.yokeremovaladditemweight - ; addsitems + ; adds items dcur_dialogswitch.SetValueInt(5) endIf ; fallback diff -Naur Source.orig/dcur_yoke_unlock.psc Source/dcur_yoke_unlock.psc --- Source.orig/dcur_yoke_unlock.psc 2018-05-11 00:23:40.890110400 +0300 +++ Source/dcur_yoke_unlock.psc 2022-07-18 17:25:31.441065000 +0300 @@ -6,14 +6,25 @@ Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE - - if libs.playerref.WornHasKeyword(dcumenu.dcur_kw_yoke) && libs.playerref.GetItemCount(libs.restraintskey) > 0 - libs.RemoveDevice(libs.PlayerRef, dcumenu.dcur_yoke, dcumenu.dcur_yokeRendered, libs.zad_DeviousHeavyBondage, false, false) - endif - if libs.playerref.WornHasKeyword(dcumenu.dcur_kw_heavyyoke) && libs.playerref.GetItemCount(dcumenu.dcur_handrestraintskey) > 0 - libs.RemoveDevice(libs.PlayerRef, dcumenu.dcur_heavyyoke, dcumenu.dcur_heavyyokeRendered, libs.zad_DeviousHeavyBondage, false, false) - endif - libs.SendDeviceRemovalEvent("Yoke", libs.PlayerRef) + ;Looking up device key and number of keys needed + Key DeviceKey = StorageUtil.GetFormValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_Key") As Key + Armor DeviceInventory = StorageUtil.GetFormValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_Inventory") as Armor + Armor DeviceRendered = StorageUtil.GetFormValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_Rendered") as Armor + int NumberOfKeysNeeded = 1 + NumberOfKeysNeeded = StorageUtil.GetIntValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_NumberOfKeysNeeded") + if DeviceKey != none && DeviceInventory != none && DeviceRendered != none + If libs.playerref.GetItemCount(DeviceKey) > NumberOfKeysNeeded + libs.RemoveDevice(libs.PlayerRef, DeviceInventory, DeviceRendered, libs.zad_DeviousHeavyBondage, false, false) + if libs.Config.GlobalDestroyKey && DeviceKey.HasKeyword(libs.zad_NonUniqueKey) + ;Only removing non-unique keys + libs.PlayerRef.RemoveItem(DeviceKey, NumberOfKeysNeeded, False) + EndIf + EndIf + Else + libs.Log("dcur_yoke_unlock: failed to retrive stored device data") + EndIf + ; Do we even need this?.. + ;libs.SendDeviceRemovalEvent("Yoke", libs.PlayerRef) ;END CODE EndFunction ;END FRAGMENT Yoke_patch.zip 1
Kimy Posted July 18, 2022 Author Posted July 18, 2022 44 minutes ago, DeWired said: I still think that it means "Have no key, but is helpful, so would not rape or add items". So, @Kimy, I made a patch for yoke dialogue - calculating success and unlocking, that (in theory) should work with any device, filtered by dialogue. All devices with unique master keys (like developer key) should be treated as "No keys are available", and left locked. If device use unique key (such as yoke from Chloe quest) should be unlockable with key not destroyed. And any device with non-unique key should be unlocked with keys destroyed. No hardcoding of keys for keywords and such. Also, added more comments. Patch untested (at least, it compiles fine ?). As always - it is a suggestion, not requirement, do as you want ? Reveal hidden contents diff -Naur Source.orig/dcur_yoke_calchelpsuccess.psc Source/dcur_yoke_calchelpsuccess.psc --- Source.orig/dcur_yoke_calchelpsuccess.psc 2018-05-11 00:23:26.497926900 +0300 +++ Source/dcur_yoke_calchelpsuccess.psc 2022-07-18 17:37:49.793678000 +0300 @@ -10,28 +10,53 @@ int rnd bool haskey = false bool done = false - dcur_dialogswitch.SetValueInt(0) - if libs.playerref.WornHasKeyword(dcumenu.dcur_kw_yoke) && libs.playerref.GetItemCount(libs.restraintskey) > 0 - haskey = true - endif - if libs.playerref.WornHasKeyword(dcumenu.dcur_kw_heavyyoke) && libs.playerref.GetItemCount(dcumenu.dcur_handrestraintskey) > 0 - haskey = true - endif + int NumberOfKeysNeeded = 1 int chance = dcumenu.yokeremovalhelpchance + ;Setting default - walk away. If something goes wrong - it's better then 0, which means unlock + dcur_dialogswitch.SetValueInt(1) + ; 0 - unlock + ; 1 - walk away without regrets + ; 2,3 - rape + ; 4 - walk away with regrets and being sorry + ; 5 - add items + ; 6 - take keys + ; 7 - launch Courier in Steel quest (for merchants) + + ;Looking up device key and number of keys needed + Key DeviceKey = StorageUtil.GetFormValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_Key") As Key + Armor DeviceInventory = StorageUtil.GetFormValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_Inventory") as Armor + ObjectReference tmpORef = libs.playerref.placeAtMe(DeviceInventory, abInitiallyDisabled = true) + zadEquipScript tmpZRef = tmpORef as zadEquipScript + if tmpZRef != none + NumberOfKeysNeeded = tmpZRef.NumberOfKeysNeeded + Endif + tmpORef.delete() + ; Caching number of keys needed for unlock + StorageUtil.SetIntValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_NumberOfKeysNeeded", NumberOfKeysNeeded) + + if DeviceKey != none + ; If device is keyless - nobody have keys for it + if libs.playerref.GetItemCount(DeviceKey) > NumberOfKeysNeeded + ;Does player have keys needed? + haskey = true + EndIf + EndIf + if !haskey if dclibs.isTradesperson(akSpeaker) + ; Courier in Steel quest dcur_dialogswitch.SetValueInt(7) return endif if Utility.RandomInt(0, 99) < chance || dcumenu.dcur_modshutdown.GetValueInt() == 1 - ; would normally help + ; would normally help, but without keys just says sorry dcur_dialogswitch.SetValueInt(4) else grandtotalweight = dcumenu.yokeremovalwalkawayweight + dcumenu.yokeremovalrapeweight + dcumenu.yokeremovaladditemweight int Select = 0 Select = Utility.RandomInt(0, grandtotalweight) if Select < dcumenu.yokeremovalwalkawayweight - ; has key, but will not remove + ; maybe NPC has key, but will not remove dcur_dialogswitch.SetValueInt(1) done = true endIf @@ -55,7 +80,7 @@ endif ; fallback if !done - ; addsitems + ; says sorry dcur_dialogswitch.SetValueInt(4) endIf return @@ -93,7 +118,7 @@ endIf Select = Select - dcumenu.yokeremovaltakekeyweight if !done && Select < dcumenu.yokeremovaladditemweight - ; addsitems + ; adds items dcur_dialogswitch.SetValueInt(5) endIf ; fallback diff -Naur Source.orig/dcur_yoke_unlock.psc Source/dcur_yoke_unlock.psc --- Source.orig/dcur_yoke_unlock.psc 2018-05-11 00:23:40.890110400 +0300 +++ Source/dcur_yoke_unlock.psc 2022-07-18 17:25:31.441065000 +0300 @@ -6,14 +6,25 @@ Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE - - if libs.playerref.WornHasKeyword(dcumenu.dcur_kw_yoke) && libs.playerref.GetItemCount(libs.restraintskey) > 0 - libs.RemoveDevice(libs.PlayerRef, dcumenu.dcur_yoke, dcumenu.dcur_yokeRendered, libs.zad_DeviousHeavyBondage, false, false) - endif - if libs.playerref.WornHasKeyword(dcumenu.dcur_kw_heavyyoke) && libs.playerref.GetItemCount(dcumenu.dcur_handrestraintskey) > 0 - libs.RemoveDevice(libs.PlayerRef, dcumenu.dcur_heavyyoke, dcumenu.dcur_heavyyokeRendered, libs.zad_DeviousHeavyBondage, false, false) - endif - libs.SendDeviceRemovalEvent("Yoke", libs.PlayerRef) + ;Looking up device key and number of keys needed + Key DeviceKey = StorageUtil.GetFormValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_Key") As Key + Armor DeviceInventory = StorageUtil.GetFormValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_Inventory") as Armor + Armor DeviceRendered = StorageUtil.GetFormValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_Rendered") as Armor + int NumberOfKeysNeeded = 1 + NumberOfKeysNeeded = StorageUtil.GetIntValue(libs.playerref, "zad_Equipped" + libs.LookupDeviceType(libs.zad_DeviousHeavyBondage) + "_NumberOfKeysNeeded") + if DeviceKey != none && DeviceInventory != none && DeviceRendered != none + If libs.playerref.GetItemCount(DeviceKey) > NumberOfKeysNeeded + libs.RemoveDevice(libs.PlayerRef, DeviceInventory, DeviceRendered, libs.zad_DeviousHeavyBondage, false, false) + if libs.Config.GlobalDestroyKey && DeviceKey.HasKeyword(libs.zad_NonUniqueKey) + ;Only removing non-unique keys + libs.PlayerRef.RemoveItem(DeviceKey, NumberOfKeysNeeded, False) + EndIf + EndIf + Else + libs.Log("dcur_yoke_unlock: failed to retrive stored device data") + EndIf + ; Do we even need this?.. + ;libs.SendDeviceRemovalEvent("Yoke", libs.PlayerRef) ;END CODE EndFunction ;END FRAGMENT Yoke_patch.zip 9.48 kB · 0 downloads Looks good! Thank you for the patch!
serranna Posted July 18, 2022 Posted July 18, 2022 4 hours ago, DeWired said: So, @Kimy, I made a patch for yoke dialogue Is this patch testable right now in DCL SE? If so I can give it a whirl tonight. As I said I play this game nearly every day anyway.
Elsidia Posted July 18, 2022 Posted July 18, 2022 (edited) 5 hours ago, DeWired said: I made a patch for yoke dialogue You forgot one thing to fix - dcumenu.dcur_kw_yoke - has only one yoke, but that's not problem dcumenu.dcur_kw_heavyyoke - have 3 yokes, but that not problem. Problem is in libs.playerref.GetItemCount(dcumenu.dcur_handrestraintskey) > 0. So if you have Steel yoke from DCL (other steel yokes from DD not activate this dialogue), this yoke have dcumenu.dcur_kw_yoke keyword and need unlock 1 restraint key - haskey will be true if player have 1 restraint key unlock will work fine. But if player wears Heavy Yoke (from DCL) then there will be error. This have dcumenu.dcur_kw_heavyyoke keyword and haskey will be true only if player have 1 hand restraints key. Then you read key from device Yoke and that will be 2 restraints key. So, if player have 1 hand restraint key and no one restraints key, NPC will agree to help but can't unlock yoke as there no keys. Also if player have 2 restraints key and no one hand restraint key NPC can help but refuse as 1 hand restraint key not found. If not change Heavy yoke properties, then need change dialogue check as this: if libs.playerref.WornHasKeyword(dcumenu.dcur_kw_heavyyoke) && libs.playerref.GetItemCount(libs.restraintskey) > 1 Then NPC will unlock heavy yoke, if player have 2 restraints key and those keys will removed. UPD: Also you figure out, why dialogue options always is set to 1, when MCM is all set to zero, but chance to steal keys set to 100%? Edited July 18, 2022 by Elsidia
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