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Posted

Hi,

 

I like the concept, but I encounter a few issues.  First I never get tied up.  I had the setting to default and Min 10 max 100 with no devices on me and never did I find myself in restraint :(.  They just show up in my inventory:(.  Now that my speech craft is to 100 and I have all perks, I can sell them, so that only makes a way to make good money, way better that what the vigilant gave me?.  Note:  I never saw any of the other quest giver?, even when I was traveling with the urn, the grimoire, or any of the other containers. 

 

So before I say broken, what are the prerequisite to the mod?  Devious devices obviously, I'm still using DD 4 all three of them as DD 5 has a lot of meshes missing.  But beside that, is there any other requirements?

 

Thanks for the help.

Posted
31 minutes ago, Snook001 said:

So before I say broken, what are the prerequisite to the mod?  Devious devices obviously, I'm still using DD 4 all three of them as DD 5 has a lot of meshes missing.  But beside that, is there any other requirements?

There are no other requirements except DD5 and its prerequisites. I did not encounter any missing meshes. Have you built the bodyslide files?

Posted
2 hours ago, neghthraw said:

There are no other requirements except DD5 and its prerequisites. I did not encounter any missing meshes. Have you built the bodyslide files?

Yes I did, you have the gags?  I never get any, and that is with 5.1.  I play a wood elf and supposedly there is issue with none human species, or so I read.

Posted
20 hours ago, Snook001 said:

Yes I did, you have the gags?  I never get any, and that is with 5.1.  I play a wood elf and supposedly there is issue with none human species, or so I read.

I usually don't play elves, but they worked on (high) elves for me in the past as far as I remember. But that was DD4 back then. I don't know about problems regarding elves.

Posted

Hey. For whatever reason the blacksmith device removal stopped working for me. The blacksmith takes the money, the dialogue goes as it should, but the devices are not removed. Is it just me, or does anyone else have the same problem?

Posted
7 hours ago, kapibar said:

Hey. For whatever reason the blacksmith device removal stopped working for me. The blacksmith takes the money, the dialogue goes as it should, but the devices are not removed. Is it just me, or does anyone else have the same problem?

Do you mean normal generic devices or something more special? I don't actually even have memory of how blacksmiths do work because i never do their quests to unlock the dialogs.

Posted
34 minutes ago, Zaflis said:

Do you mean normal generic devices or something more special? I don't actually even have memory of how blacksmiths do work because i never do their quests to unlock the dialogs.

Normal generic. The dialogue is available right from the start - "do you think you can help me with these locks?" - then you can select which item should be removed. I'm quite certain that it was working fine in the previous version, now - not so much.

Posted
3 hours ago, kapibar said:

Normal generic. The dialogue is available right from the start - "do you think you can help me with these locks?" - then you can select which item should be removed. I'm quite certain that it was working fine in the previous version, now - not so much.

I think that's from Escape Overhaul, wasn't it? It should show on all NPC's, not just blacksmiths.

I haven't had issues with that dialog though, it could have a small delay though. If your save is infested by heavy scripts then that could make the problem worse.

Posted
8 hours ago, Zaflis said:

I think that's from Escape Overhaul, wasn't it? It should show on all NPC's, not just blacksmiths.

I haven't had issues with that dialog though, it could have a small delay though. If your save is infested by heavy scripts then that could make the problem worse.

No, the locks dialogue is definitely from DL. However I have a suspicion that DL and EO are colliding with each other, as both don't seem to work for me.

  • 2 weeks later...
Posted

Request: Deviously Cursed Loot has added Furniture to devices, that can be triggered by traps. At first glance, they use the exact same menu Devious Lore does for struggling free -- what with the "examine the device, try to escape", etc, menu.

Is it possible to add them to objects for detection using Devious Lore Struggling?

Posted

Change Log:

2.2.0 (6/4/21)

-Implemented two more trainings, but had to disable all trainings because I can't seem to get quest devices working properly.

-Back-end rewrite of Monger dialogue and statuses. Shouldn't cause any issues and shouldn't require any special update directions.

-Added option to disable ally dialogue and to treat all allies as expert doms.

-Think I fixed a few other bugs, can't really remember.

 

If anyone has experience with implementing quest devices, please let me know.

Posted
41 minutes ago, Code Serpent said:

If anyone has experience with implementing quest devices, please let me know.

There are many DD quest mods you can look for comparison. But you might also be more specific in what way they don't work. Maybe other people's quest items don't work the way you expect either?

Posted (edited)
10 hours ago, Code Serpent said:

Change Log:

2.2.0 (6/4/21)

-Implemented two more trainings, but had to disable all trainings because I can't seem to get quest devices working properly.

-Back-end rewrite of Monger dialogue and statuses. Shouldn't cause any issues and shouldn't require any special update directions.

-Added option to disable ally dialogue and to treat all allies as expert doms.

-Think I fixed a few other bugs, can't really remember.

 

If anyone has experience with implementing quest devices, please let me know.

Any specific you need help with? I frequently use quest tagged devices in my DD mods. 

Edited by naaitsab
Posted
10 hours ago, Zaflis said:

There are many DD quest mods you can look for comparison. But you might also be more specific in what way they don't work. Maybe other people's quest items don't work the way you expect either?

33 minutes ago, naaitsab said:

Any specific you need help with? I frequently use quest tagged devices in my DD mods. 

The specific issue is one of the training quest devices is not being removed by the RemoveQuestDevice function.

 

For anyone that wants to test this, here are the instructions to replicate the bug:

 

Use the console to start one of the trainings:

startquest _DL_QuestScholarTrainFocus
	or
startquest _DL_QuestScholarTrainFrustration
	or
startquest _DL_QuestScholarTrainFury

This will lock several quest devices onto your character.

 

To stop the trainings:

setstage _DL_QuestScholarTrainFocus 15
	or
setstage _DL_QuestScholarTrainFocus 20

This will complete the training and is supposed to remove the training devices. However, the Ceremonial Training Chastity Belt is never removed, and I can't for the life of me figure out why.

 

The relevant scripts are: _DL_QuestTrainSkillScript, and QF__DL_QuestScholarTrain[Focus, Fury, Frustration], and the quest devices' edids all start with zadl_Train, for anyone that wants to take a closer look at them.

Posted
22 minutes ago, Code Serpent said:

The specific issue is one of the training quest devices is not being removed by the RemoveQuestDevice function.

 

For anyone that wants to test this, here are the instructions to replicate the bug:

 

Use the console to start one of the trainings:


startquest _DL_QuestScholarTrainFocus
	or
startquest _DL_QuestScholarTrainFrustration
	or
startquest _DL_QuestScholarTrainFury

This will lock several quest devices onto your character.

 

To stop the trainings:


setstage _DL_QuestScholarTrainFocus 15
	or
setstage _DL_QuestScholarTrainFocus 20

This will complete the training and is supposed to remove the training devices. However, the Ceremonial Training Chastity Belt is never removed, and I can't for the life of me figure out why.

 

The relevant scripts are: _DL_QuestTrainSkillScript, and QF__DL_QuestScholarTrain[Focus, Fury, Frustration], and the quest devices' edids all start with zadl_Train, for anyone that wants to take a closer look at them.

Did you test it without looping an array? Arrays in Papyrus are a piece of sh*t so I try to avoid them as much as possible.

 

The removal I use is just property item based and works without any issues.

libs.RemoveQuestDevice(PlayerREF, DDP_chastitybelt_Padded_store_Pink_Inventory, DDP_chastitybelt_Padded_store_Pink_Rendered, libs.zad_DeviousBelt, removaltoken = DDP_QuestItem, destroydevice = true, skipmutex = true)

 

I see you didn't specify the skipmutex on your command so it defaults to false I presume. Perhaps this causes issues? I would try to set that to true first and if that still doen't work use a non-array method. You can check DDP_ItemLib.psc from Deviously Pink for my approach.

Posted
2 hours ago, naaitsab said:

Did you test it without looping an array? Arrays in Papyrus are a piece of sh*t so I try to avoid them as much as possible.

 

The removal I use is just property item based and works without any issues.

libs.RemoveQuestDevice(PlayerREF, DDP_chastitybelt_Padded_store_Pink_Inventory, DDP_chastitybelt_Padded_store_Pink_Rendered, libs.zad_DeviousBelt, removaltoken = DDP_QuestItem, destroydevice = true, skipmutex = true)

 

I see you didn't specify the skipmutex on your command so it defaults to false I presume. Perhaps this causes issues? I would try to set that to true first and if that still doen't work use a non-array method. You can check DDP_ItemLib.psc from Deviously Pink for my approach.

It might have been the array, but I think I've found a workaround that seems to work reliably enough. I just added a 0.2 second delay in between calls to the RemoveQuestDevice function, and that seems to have fixed it. I'm going to do a bit more testing, but I'll hopefully be able to upload the fixed version in an hour or two.

48 minutes ago, Yukitemi said:

I don't know why but when I ask guard for help with restraints they always say yes and never deny like they used to do.

The guards were only supposed to deny help when there wasn't a jail to take you to be unlocked.

Posted

2.2.1 (6/5/21)

-Fixed quest device removal, and re-enabled the three training quests that are now available.

-Made gear and keys more likely to be given as random rewards.

Posted
On 5/28/2021 at 12:06 AM, Yuni said:

Request: Deviously Cursed Loot has added Furniture to devices, that can be triggered by traps. At first glance, they use the exact same menu Devious Lore does for struggling free -- what with the "examine the device, try to escape", etc, menu.

Is it possible to add them to objects for detection using Devious Lore Struggling?

Sorry, I haven't looked at the devious furniture at all, so I don't know if it would be possible to incorporate that into the struggle minigame. I think someone else made a dedicated escape mod inspired by that minigame, so you could probably talk to them to see if they're interested.

Posted (edited)
21 hours ago, Code Serpent said:

The guards were only supposed to deny help when there wasn't a jail to take you to be unlocked.

Hm. Then it doesn't work for me. Stonehill or Rorikstead guards, for example, don't deny me. Edit: Oh nevermind I've read "jail nearby" for some reason lol

 

Also was it always be like that? I certainly remember Whiterun guards sometimes deny and sometimes help with restraints. I really liked that uncertainty whatever they remove some restraints or they don't bother even thinking to help. Especially when I was thane and they don't recognize me, tell me "not my problem" and walk away. :3

Edited by Yukitemi
Posted

Could you do something about story related locations like dustman's carin? There shouldn't be access to those places until questlines are triggeren.

Posted

Currently running into an issue where initiating the struggle minigame using a controller crashes the game, and only when I use a controller. I have experienced this issue before with DD base struggle and event animations, and someone had since made a patch for it to prevent crashing. 

 

I run the SE port by Nomkaz, so it may be a port problem. Could someone on this version try using a controller to see if it crashes for them?

  • 2 weeks later...

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