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Posted
5 hours ago, Snowmoon said:

Hi there. This is my first time using this mod, so bear with me. However I've immediately run into a problem. Sometimes, when opening a container, grimoire etc from my inventory, the first message pops up, the screen goes black... and then stays black. What's the fix? Any help appreciated. 

Thanks in advance

Try to open and close the console. Works for me with SE.

Posted
7 hours ago, YojimboRatchet said:

give it a bit of time, there seems to be a lag when the mod decided what's going to happen with the open containers. it sometimes takes me up to 30 seconds. worse case scenario. save the game right there and then quit to main menu and reload the save. should be ok then

 

5 hours ago, JuliusXX said:

Try to open and close the console. Works for me with SE.

I can only open the console, I can't open the main menu or anything. Sometimes takes up to five minutes before I give up. 

Posted

I really like this mod, but i think it lacks a bit more development on the lore mongers's side. When youve done enough fetch quest they sell you their gear but there is nothing more. Maybe create exclusive quests, learn more about their backstory etc... Just adding even more events and quests to enjoy ^^

  • 2 weeks later...
Posted

Ok, what am I missing? I've opened crates, urns, books and packages, and the Import and Stables are still locked (I haven't found the other monger homes yet).

Posted
19 hours ago, supercats said:

Ok, what am I missing? I've opened crates, urns, books and packages, and the Import and Stables are still locked (I haven't found the other monger homes yet).

Ask innkeepers if they’ve seen any strange people.

Posted

The NPC for the quest "find the strange woman" seems buggy in the SE version (my guess is a .tri file had not been converted). It cause CTD mentioning "FemaleBrowsHuman07" and "BSFaceGenNiNodeSkinned" in NetScriptFramework every time coming to Markath, after the quest had been activating by talking to the barman. Disabling the mod solve it.

It would be nice if someone can try to solve this when you have time.

 

Crash_2020_10_29_20-28-18.txt

Posted

So I have a problem: it seems none of the innkeepers have seen anyone. I met with the vigilant and tried to find her charm. It took me a while to do it ingame and when I went looking for it, it wasn't there. The quest marker was just in the ground. So I went back to her and told her I couldn't find it and she yelled at me and left. From that point no innkeeper has seen everyone else. It hasn't been that long since that happened (maybe a week ingame). So what am I doing wrong?

 

I also will mention I do have a misc quest called "find the suspicious elf" that may be part of this mod but I have had that for a while so it might also be broken.

Posted

Something with the new Devious Devices Expansion Beta seems to be breaking comparability with this. can't open any of the packages. Says I cannot equip that item.

Posted
1 hour ago, Majin Buu said:

Something with the new Devious Devices Expansion Beta seems to be breaking comparability with this. can't open any of the packages. Says I cannot equip that item.

DD5 no longer have DDE database, which will make all the search item function in DL break. 

Posted

I'm using the DD5 beta and I get the UI 'can't equip' message, but it still opens fine and ties me up - I thought they'd left some of the database function in for compatibility?

 

My issue is not being able to advance with the lore-mongers - I've done at least 3 for Hjorni and the Vigilant, 2 for the High Elf tailor, and 1 for the Dunmer archaelogist by asking the innkeepers for leads, but I can't access any of their homes yet. I've found the lab, nordic archives, and aldmeri imports, but the doors are still all key-locked. How many of these runs do I need to do, or is there something I'm doing wrong? I've found a couple of containers in the wild without encountering the matching quest-giver as well.

Posted
On 11/1/2020 at 10:19 PM, hungvipbcsok said:

DD5 no longer have DDE database, which will make all the search item function in DL break. 

My mod doesn't use that database.

Posted
On 11/3/2020 at 8:18 AM, plgc said:

I've done at least 3 for Hjorni and the Vigilant, 2 for the High Elf tailor, and 1 for the Dunmer archaelogist by asking the innkeepers for leads, but I can't access any of their homes yet.

You need to give them the item for no reward for them to open up their shops.

  • 2 weeks later...
Posted

As you were asking for feedback in the development thread about the escape feature - I tend to be forced to adjust the difficulty during the playthrough as in a normal game where a device would be hard to struggle from initially it becomes quite easy to struggle out of by the point you get lockpicking etc to level 40 or 50 and have double or triple the stamina you start with. Maybe it would be possible to reduce the impact an improved stamina pool has without adding too much script load. 

I guess this is a simple balancing issue, no issue with the basic mechanic. That one is fine for me. 

 

Also - would it be possible to use magica instead of strength as a second, alternative removal path? Does that even make sense? One could use at least alteration and destruction as skill check base there. Would add quite a bit of work, question is if it would be worth it.

 

The existing animations would not fit though. 

  • 2 weeks later...
Posted
On 11/17/2020 at 11:09 AM, Eisenkocher said:

As you were asking for feedback in the development thread about the escape feature - I tend to be forced to adjust the difficulty during the playthrough as in a normal game where a device would be hard to struggle from initially it becomes quite easy to struggle out of by the point you get lockpicking etc to level 40 or 50 and have double or triple the stamina you start with. Maybe it would be possible to reduce the impact an improved stamina pool has without adding too much script load. 

I guess this is a simple balancing issue, no issue with the basic mechanic. That one is fine for me. 

 

Also - would it be possible to use magica instead of strength as a second, alternative removal path? Does that even make sense? One could use at least alteration and destruction as skill check base there. Would add quite a bit of work, question is if it would be worth it.

 

The existing animations would not fit though. 

 

Setting aside the animations for the moment, these would be interesting concepts to see. As right now, the escape system favors warrior/stealth builds that spend heavily into stamina. If there was a path for mages (even if that path was only accessible once they were not (blindfolded / gagged) or some other limitation), to use magic as a means of removal, that could lead to some fascinating gameplay.

 

In terms of the first point though, it is true, that the minigame does seem to scale rather linearly with skill progression forcing players to constantly increase the difficulty. Would it be possible to make the difficulty increase logarithmically, perhaps based on level, item level, or type of device?
- (I could see a level tie in actually causing players to pause before selecting stat bonuses.... "Should I choose magic because it helps combat, or stamina because I get that extra ability to struggle free?"  Knowing that every level the difficulty would be slightly harder if they don't keep up.)

 

Let it not be lost in the suggestions above, I think your mod is fantastic and would love to see it rolled into DD or DCL as it seems to fit perfectly. Keep up the awesome work!

Posted

The Devious Devices - Lore Patch causes rope devices to become invisible.


I can only assume the following edits are causing this issue:

https://static.loverslab.com/uploads/monthly_2020_12/image.png.80a2065353f3951c7d950b59f37db63e.png

 

I'll manually edit back the changes through xEdit and report back if it makes any difference.

 

Edit: I've manually reset the Editor ID to the original value, and the ropes seem to appear.

Here's an attempt at "fixing" the esp. What I mean by that is the ropes appeared back in my game and the first thing I did was switching to the struggle idles patch instead of the lore patch. I haven't tested it at all, and this small edit could potentially break your game, start World War 3 and end human civilization as we know it: Use it at your own risk.

 

How to install: Rename the current esp to something like "Devious Devices - Lore Patch.esp.disabled" (For Windows users, you may need to go to any windows explorer window and go to the View menu and check "File name Extensions" first). This will essentially be your backup in case your computer catches on fire while using this esp. Then install mine over it and let it overwrite.

MO2 users: Right click, All mods > create empty mod, name it "Devious Devices - Lore Patch Patch" or "Bob" idc, enable it, put my esp inside and let it overwrite "Devious Devices - Lore Patch" by setting its priority higher than DD - Lore Patch.

NMM and Vortex users, please switch to MO2.

 

@Code Serpent I couldn't find anything about permissions on your mod page, so I'm assuming sharing is fine for this purpose. I'll take down the file if you're not comfortable with this.

Devious Devices - Lore Patch.esp

Posted
7 hours ago, qawsedrftg765 said:

@Player80 Thanks, that was DRIVING ME NUTS I must have rebuilt my bodylside 5 times trying to fix it.

 

I've spent an entire afternoon and evening (1pm - 1am) finding out what was causing this, I ended up having to enable mods one by one until they somehow became invisible. I obviously enabled Devious Lore back on when trying, without the according patch, so it was clear in my earlier testing that Devious Lore wasn't the issue. I went insane haha

Posted
21 hours ago, Player80 said:

The Devious Devices - Lore Patch causes rope devices to become invisible.


I can only assume the following edits are causing this issue:

https://static.loverslab.com/uploads/monthly_2020_12/image.png.80a2065353f3951c7d950b59f37db63e.png

 

I'll manually edit back the changes through xEdit and report back if it makes any difference.

 

Edit: I've manually reset the Editor ID to the original value, and the ropes seem to appear.

Here's an attempt at "fixing" the esp. What I mean by that is the ropes appeared back in my game and the first thing I did was switching to the struggle idles patch instead of the lore patch. I haven't tested it at all, and this small edit could potentially break your game, start World War 3 and end human civilization as we know it: Use it at your own risk.

 

How to install: Rename the current esp to something like "Devious Devices - Lore Patch.esp.disabled" (For Windows users, you may need to go to any windows explorer window and go to the View menu and check "File name Extensions" first). This will essentially be your backup in case your computer catches on fire while using this esp. Then install mine over it and let it overwrite.

MO2 users: Right click, All mods > create empty mod, name it "Devious Devices - Lore Patch Patch" or "Bob" idc, enable it, put my esp inside and let it overwrite "Devious Devices - Lore Patch" by setting its priority higher than DD - Lore Patch.

NMM and Vortex users, please switch to MO2.

 

@Code Serpent I couldn't find anything about permissions on your mod page, so I'm assuming sharing is fine for this purpose. I'll take down the file if you're not comfortable with this.

Devious Devices - Lore Patch.esp 1.65 MB · 7 downloads

How in the hell is changing the EDID causing this issue?

Posted
14 hours ago, Code Serpent said:

How in the hell is changing the EDID causing this issue?

I really don't know. Better ask the DD dev for support because I have no knowledge on how things work, I just noticed the changed record, reverted it and everything worked.

Posted
12 hours ago, Player80 said:

I really don't know. Better ask the DD dev for support because I have no knowledge on how things work, I just noticed the changed record, reverted it and everything worked.

Could you tell me what devices had this issue, and what versions of DDi/DDx you were using at the time?

Posted
11 hours ago, Code Serpent said:

Could you tell me what devices had this issue, and what versions of DDi/DDx you were using at the time?

Every non-wrist, non-gag and non-collar restraints were invisible, and the colored versions of the visible ropes were defaulted to the standard color.

I've used both version 4.3 and 5.0.

Posted

This looks like a great mod, with some nice features that I'd love to incorporate, but I keep having a CTD whenever I'm saving a game.

 

I am playing SSE and used the latest SSE converted mod that is posted on page 18. 

 

I'm using DD5 SE

 

I don't have this save game crash except when I install this mod. When I uninstall it, things are fine again.

 

Any ideas on how to get the SE version of this working?

 

One other thing: When installing I'm not sure what load order to set for the patches (I use Vortex). It gives me a popup to select the before/after loading, but I don't know what it is for these patches.

Posted
On 12/11/2020 at 4:11 AM, Player80 said:

Every non-wrist, non-gag and non-collar restraints were invisible, and the colored versions of the visible ropes were defaulted to the standard color.

I've used both version 4.3 and 5.0.

I can't reproduce this bug. Can you test if it happens in a profile with just the basic DD mods and the Lore Patch?

Posted
57 minutes ago, Code Serpent said:

I can't reproduce this bug. Can you test if it happens in a profile with just the basic DD mods and the Lore Patch?

I already have, which is how I was able to pinpoint this bug ;)

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