Lupine00 Posted July 7, 2020 Author Posted July 7, 2020 46 minutes ago, slicksly said: Is there a workaround, or will any mod changing names mess with device allocation from DF? Changing names will indeed mess up the LDC system. Lozeak wanted people to be able to configure it by using names, not integer IDs, and so renaming devices can cause problems. You can always go in Tes5Edit and remove renaming in the Devious Lore patch that is causing you problems, or you can edit the LDC code. I have the DL patch in my own main game, but so far only had any problems with piercings. DD is a little unreliable anyway, so I assume some problems here and there are going to be routine. Just console yourself a device. The debug feature was intended situations where you can't fit items normally, such as when in an armbinder. You can still work around that by consoling a key, removing the armbinder, putting on the devices, then restoring the armbinder then removing the key, if it still exists. Not very immersive I admit. It's usually only an issue when you have a broken device in DD anyway, and not much I can do about those. 1
Hex Bolt Posted July 7, 2020 Posted July 7, 2020 Regarding merchants not replenishing their money fast enough, in addition to mods like Trade & Barter there's always the old exploit of exiting and restarting the game to refresh every merchant's gold and merchandise. It's not hard to rationalize doing it once: a trade caravan just hit town, bought a lot of stuff from the merchants, and delivered new wares. It just depends on how you want to play. I try to keep my economy balanced so I don't get to that point, but it's there.
Tempy Posted July 7, 2020 Posted July 7, 2020 4 hours ago, Lupine00 said: Yes. You must ask to be spanked. Even when I add the spanking deal it will still only be on request, but if you don't request often enough, you'll be fined. This way, it will never break your quests, wreck your scenes, or happen at a stupid time. Other things will still be able to break it of course, but it won't be DF's fault. It's not that it's hard to make it forcegreet, or fire off a hello, or even simply use a blocking dialog so you have to do it eventually, it's just that the mechanics that already use those things tend to be more fragile because of it. Because the spanking is something you may actually want to trigger, it seems reasonable that you ask for it. In the next version you will probably be able to thank the follower after being spanked, to gain bonus boredom removal and, of course, resistance loss. Nice consideration regarding avoidance of breaking scripts or flows. thansk for answer
ZeroT3 Posted July 7, 2020 Posted July 7, 2020 Bug: Kennel Keeper and Quarter Masters are missing from their assigned locations, not sure if they just did not spawn or just wandered off afterwards. Testing done: Loaded game without the follower packs I was using and the White run Kennel Keeper and Quartermaster were in the correct locations. Suspected Cause: Follower Pack I, Follower Pack II and Follower Pack III installed from Skyrim nexus with the .esp file loaded with a lower priority than Devious Followers Solution/s: Ensure Follower .esp plugins are at the top of the priority order, if that does not work load the follower mods after starting a new save. Posting this to help any one else who runs into the same issue since its a strange one, I don't see a reason why this happens but it does.
drunken toad Posted July 8, 2020 Posted July 8, 2020 Hey Lupine, do you recommend one follower framework over the other? Currently I'm using NFF, but I feel like it's way over-complicated. Plus it's giving me two dismiss options, one where I get DFC response and one where the follower is actually dismissed despite being in debt to DFC. And I feel like if it's doing that it might be causing other problems. Not asking for a fix just curious as to what your thoughts are on the different follower frameworks in regards to this mod.
Lupine00 Posted July 8, 2020 Author Posted July 8, 2020 5 hours ago, ZeroT3 said: Bug: Kennel Keeper and Quarter Masters are missing from their assigned locations, not sure if they just did not spawn or just wandered off afterwards. Report is in the wrong forum. You need to report this in the SexLab Survival forum for @Monoman1 to see it reliably. 5 hours ago, ZeroT3 said: Posting this to help any one else who runs into the same issue since its a strange one, I don't see a reason why this happens but it does. I get missing Quartermasters in some cities myself, usually Markarth. Nobody seems to have settled on a cause for this.
Lupine00 Posted July 8, 2020 Author Posted July 8, 2020 4 hours ago, drunken toad said: Hey Lupine, do you recommend one follower framework over the other? Not really. EFF is the best written, but has some features that are ... overly convenient. NFF has an ability to "adopt" a follower that isn't currently managed via NFF, which is its best part. NFF has many downsides in terms of "too many features, too many install options" which means it isn't possible to support all the install combinations properly. It also has overly convenient features. AFF is very old, and the dialog-oriented interaction system has some significant limits, however it does the least number of unnecessary and DF-undermining things. In all cases, I didn't disable every feature that could negate DF, because those features need to be there to fix bugs and resolve problems. I made an effort to shut-off the basic "part ways" option, and to keep proper count of followers, and that's about the limit of it. It's not really possible to do more without applying an ESP patch to the framework, which would require three patches, and a FOMOD installer, which is just bloat and ongoing maintenance effort. I'm using NFF myself, in a minimal install configuration, but I've used all of them. I put NFF in mainly to test the support as I understand it's quite popular. The best answer would be for DF to support multiple follower natively, and not require (would probably conflict with) any other framework. While that looks like a drawback, it would stop all the stuff in the frameworks that undermines DF, and allow multi-follower support to evolve into something more interesting in DF. For now, we have some support, but complaints about followers not being made devious come up consistently with every new DF release, and the only plausible cause is mis-configuration/mis-installation of a follower framework with respect to DF. 2
drunken toad Posted July 8, 2020 Posted July 8, 2020 @Lupine00 Thanks for taking the time to answer. I used to use EFF, but switched to NFF because it was new and maintained. I'll probably fiddle around with NFF a bit more and see if I can get it to play better. Otherwise I'll just roll back to EFF or give AFF a shot. One last question if you don't mind, when installing NFF should I check the option to override vanilla follower dialogue scripts? I noticed that DFC files notify me of overwrite when I check that option. I'm letting DFC overwrite of course.
Lupine00 Posted July 9, 2020 Author Posted July 9, 2020 5 hours ago, drunken toad said: One last question if you don't mind, when installing NFF should I check the option to override vanilla follower dialogue scripts? I noticed that DFC files notify me of overwrite when I check that option. I'm letting DFC overwrite of course. If you're talking about an option in NMM, then you should probably say yes, but let DF overwrite it afterwards. If you install NFF over DF, then don't allow NFF to overwrite DF. NFF uses the same script overwrite mechanism that many mods use to hook follower recruit and dismiss. DF patches this for supported follower mods so that DF gets to detect recruits and block dismissals it thinks are incorrect. You need that functionality in follower mods and DF, but DF has replacement files for it for the supported mods. Attentive readers will have noticed that DF is actually using this to detect a recruit "instantly", and that in there is no necessity for the delay in DF startup. In practice, DF picks up the follower immediately on recruit (and could even block recruits in theory), but then waits for the Hello to fire before advancing the quest stage to a point where DF is properly active. This is "traditional" for DF, but I'm starting to think it causes way too many forum questions and player uncertainty. 1
drunken toad Posted July 9, 2020 Posted July 9, 2020 @Lupine00 If you're talking about an option in NMM, then you should probably say yes, but let DF overwrite it afterwards. Sorry, I worded that poorly. So when I install NFF with MO2, It's installer has an option to replace base dialogue scripts. It says it replaces the vanilla wait, follow, dismiss, and recruit scripts. Will having that option checked or unchecked affect DFC functionality? I ask because if I don't select that option, NFF installs and shows no conflicts in MO left pane. But if the option is checked during installation MO shows a conflict with DFC.
Greatperson11 Posted July 9, 2020 Posted July 9, 2020 I looked through the topic and saw a few other posts on the Slave Handcuffs the guards give you, and was wondering if there is any way to get them off. Was in the middle of doing things for Slaverun Reloaded, and the guard kinda just came up and locked me in the handcuffs. I didn't realize it was something from DFC, so I made some saves past the point of being cuffed, only to realize I cannot for the life of me get out of them. DCL's free me doesn't remove them, and nothing else I've done worked. No masters for DCF at the moment either, so no one I can go to to do anything with. I did see what to set to block this from happening again, but art there any commands or something to get them off?
Lupine00 Posted July 9, 2020 Author Posted July 9, 2020 7 hours ago, drunken toad said: Sorry, I worded that poorly. So when I install NFF with MO2, It's installer has an option to replace base dialogue scripts. It says it replaces the vanilla wait, follow, dismiss, and recruit scripts. Will having that option checked or unchecked affect DFC functionality? You should probably install with that option. It may be that otherwise you'll end up with it partially installed by DF, which will not work well. So many install options in NFF... And changing too, so DF may need updating to work with it at some point. I'm sticking with 251 1
Lupine00 Posted July 9, 2020 Author Posted July 9, 2020 6 hours ago, Greatperson11 said: I looked through the topic and saw a few other posts on the Slave Handcuffs the guards give you, and was wondering if there is any way to get them off. Was in the middle of doing things for Slaverun Reloaded, and the guard kinda just came up and locked me in the handcuffs. I didn't realize it was something from DFC, so I made some saves past the point of being cuffed, only to realize I cannot for the life of me get out of them. DCL's free me doesn't remove them, and nothing else I've done worked. No masters for DCF at the moment either, so no one I can go to to do anything with. I did see what to set to block this from happening again, but art there any commands or something to get them off That would be a bug. DD's remove all quest items should remove them. DCL might not, as IIRC they are marked quest, and maybe it won't touch quest items it doesn't own? Are you sure you can't remove them legitimately by completing the DF quest? That would at least be a solution. Any debug button to remove them would also need to stop the quest, which would be very cheaty. Not necessarily a reason not to have it, but in some cases players may not realize that they can just do the quest and might bail out of it when there's nothing broken. 1
Greatperson11 Posted July 9, 2020 Posted July 9, 2020 3 hours ago, Lupine00 said: That would be a bug. DD's remove all quest items should remove them. DCL might not, as IIRC they are marked quest, and maybe it won't touch quest items it doesn't own? Are you sure you can't remove them legitimately by completing the DF quest? That would at least be a solution. Any debug button to remove them would also need to stop the quest, which would be very cheaty. Not necessarily a reason not to have it, but in some cases players may not realize that they can just do the quest and might bail out of it when there's nothing broken. Ah, DD's remove quest items did work, I completely forgot it had that option. I would have tried to legitimately finish it, but I didn't have a master at the time of being cuffed, and due to me trying to troubleshoot things on my own, the guard following me vanished. Thanks for the help though, problem solved in the end!
Lupine00 Posted July 9, 2020 Author Posted July 9, 2020 1 hour ago, Greatperson11 said: but I didn't have a master at the time of being cuffed You never should. You only get cuffed because you do not have a "master". The entire thing is a forced DF mechanic for low willpower characters who walk around wearing restraints. You find a potential follower and get them to "pretend" to be your master so the guard will let you go. So, while the DF is forced on you, you have some control over what NPC it will be. It's a bit of a half-baked mechanic though, as you can drag the guard to another hold if you want. I fixed a lot of issues with it, but it still has gaps like that, and can be a little fragile. The gaps could be plugged, but I don't really love the cuff mechanic. I'd prefer to add another way to get forced DF's that will likely fire before this one does.
Vaukalak Posted July 9, 2020 Posted July 9, 2020 16 minutes ago, Lupine00 said: another way to get forced DF's Something like an increasing stat debuff? Withdrawal-style.
KLongad Sirtup Posted July 9, 2020 Posted July 9, 2020 @Lupine00 @HexBolt8 Do you know currently how different, similar or same the calls are for Simple Slavery vs Simple Slavery ++? So that whether Devious Followers - Continued is compatible with Simple Slavery ++ please?
Xiaron Posted July 9, 2020 Posted July 9, 2020 On 7/6/2020 at 12:26 AM, Lupine00 said: Perhaps a feature for pausing all games will suffice? The easter-egg nature of the games is at least partially intended, and a toggle for each one would end that. It would definitely be better than nothing, and if that's what you want to do I'd take it. My hesitation is that while I understand wanting to preserve the easter egg quality of the games some of them may be turn offs for people. I know I'm personally not fond of the straitjacket one for instance, going out of my way to never trigger it in game, the ability to turn all games off would be much nicer then my current method of totally pausing DF, though I'd hate to loose every game when it's only one I don't want to ever have happen. It would still be much better than the current situation, so like I said if that's what you want to do, I'll certainly take it. Turning off DF games for a while vs turning off DF entirely is no contest.
unmog Posted July 9, 2020 Posted July 9, 2020 Hey I have a suggestion... why not have an option to have sex with your follower. Maybe it could also be a way to lower debt? I suggest this for a few reasons~ 1= it'd be nice to have someone I can have to help keep my sex drive down easily. 2= I think it'd fit right in with the theme of the mod. 3= The follower could always charge more debt depending on how high his own arousal is and how long you've been ignoring them ? Maybe there could be some events about ignoring their needs for too long, could spring some traps or force some special deals on you or something. If there already is a way to have sex with your follower, using this mod and not another, please let me know. I know its an option involved in the chastity belt deal but theres no way to ask for it directly outside of that.
Hex Bolt Posted July 9, 2020 Posted July 9, 2020 4 hours ago, KLongad Sirtup said: @Lupine00 @HexBolt8 Do you know currently how different, similar or same the calls are for Simple Slavery vs Simple Slavery ++? So that whether Devious Followers - Continued is compatible with Simple Slavery ++ please? SS++ should be fully compatible with DFC. It just calls SendModEvent("DFEnslave"), the same as SS+ did.
Lupine00 Posted July 10, 2020 Author Posted July 10, 2020 6 hours ago, unmog said: Hey I have a suggestion... why not have an option to have sex with your follower. See roadmap. 6 hours ago, unmog said: If there already is a way to have sex with your follower, using this mod and not another, please let me know. In some deals there are already ways. Voluntary Weird Potion is also a way.
Tempy Posted July 10, 2020 Posted July 10, 2020 Have you considered using the Virgin state in your dialogs or even mod mechanic? Like a more shy dialog if Virgin or more keen to say no and then perverse the weaker her will is such as ”Is this really okey?”, like corrupting her mind but only with a weak will?
ObedientCat Posted July 10, 2020 Posted July 10, 2020 I have a problem getting the DF SPANK animations to show up, and because of that I cannot enable spanking. Can anyone tell me what I am doing wrong, please? Any step-by-step help on how to install what is needed for the spanking functionality would be appreciated. I am using MO2. DFC MCM is saying: Spanking available - NO, Spanking animations - DF SPANK missing, Spank That Ass Patched - Patched OK. I am using the DF Spank SLAL mini-pack - 20200623-0, and I am running FNIS. DF SPANK is showing up in the FNIS console, but not in the SexLab toggle animations menu in-game. I have tried using the different debug commands, and I am not quite sure how to see if everything went right. Thank you in advance.
Lupine00 Posted July 10, 2020 Author Posted July 10, 2020 8 minutes ago, ObedientCat said: I am using the DF Spank SLAL mini-pack - 20200623-0, and I am running FNIS. DF SPANK is showing up in the FNIS console, but not in the SexLab toggle animations menu in-game. I have tried using the different debug commands, and I am not quite sure how to see if everything went right. I'm not quite clear on what you're saying. Does it show up in the SexLab Animation Loader (SLAL) MCM or not? If it doesn't show up, you probably haven't installed it after all. What is unclear above is that you say "SexLab toggle animations menu", but that's not where you enable SLAL pack animations; you would enable them in SLAL. Did you mean SLAL? Or are you, in fact, not using SLAL at all, in which case ... there's your problem.
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