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10 hours ago, Sulrandir said:

@Lupine00Guard walks up, tells me to take him to my Master. Follows me around indefinitely, changes cells with me, nobody else's behavior changes, nothing progresses.

Disable enforcers at SLS and Slave run if you have it. Should solve your problem.

 

I have a combination mod of SLS Slaverun DF and deviously enslaved. Faced similar issue. I do not which one is causing the issue but the guard was from slaverun. When PC Join a slave faction (SD+ in your case) and have a  collar on PC neck enforcer will do that but it cannot identify a master from different mod so you will be stuck in a loop.

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11 hours ago, Sulrandir said:

Anyway, Forced-Start worked great, but I'm thinking it shouldn't have fired for the guard approach while the mod was pauses via Debug menu. Like I said, edge case, and totally my own fault for the complicated LO, but thought it worth calling out that the Pause/Unpause toggle doesn't seem to control ALL aspects of the mod

It sounds like your DF wasn't paused properly. Either it bugged up during startup, or crashed out while paused and restarted, or who knows what?

 

I haven't spent much time looking at pause mechanics, but more or less every dialog trigger seems to reference it, and something like the forced start begins from a dialog trigger.

Most DF things do.

 

It's possible that pause has lots of bugs, so I'll look into that ... at some point :) 

 

I don't like the way it's done, but it's very hard to change these things at this point.

I don't like any quest that is autostarted on a new game, because they stress the script engine at a point when it's already stressed to the max, and break your game right at the very beginning.

 

That said, the thing with the guard reported is definitely DF, and I definitely made some changes around stuff like that getting stuck.

In that situation you should get a blocking dialog on NPCs who are eligible to be masters, "Why is that guard following you?"

And you reply to either select or reject the potential master.

 

Try it in 2.06 and see if it's any better. It was totally broken for me in 2.05, and now is only just a little glitchy :) 

There's some issue I can't explain where sometimes the dialog doesn't exit unless you press ESC - otherwise it always works.

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17 hours ago, Yukitemi said:

Have you considered having some sort of hardcore mode where mcm menu is locked? Something like this mode is lockes MCM menu and player can't turn it off while they have a follower, or debt\deals. Or it's tricky to do?

It's not hard to do. I normally think such modes are a bit silly, because if you want to cheat you always can.

Also sometimes DF will do something wrong, and you need to fix it, and then what?

 

I guess it's so easy to add that I might do it, because it would give some people a happy feeling.

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I'm going to look at follower framework issues next.

 

Apart from the follower frameworks, the big problem is the "scanner" that finds NPCs to sex you.

It uses cloaks, and not lightweight ones either.

Either I need to change how it uses cloaks, or stop it using them altogether.

As is, sometimes it will crash your game. Seems to mainly happen while enslaved for some reason.

 

Something I didn't explain well is that I have changed the "Part ways" dialog in DF to not be "Part Ways" at all, so you can easily tell it apart from an actual opportunity to get rid of the follower. So if you see part ways when you shouldn't, it's coming from your follower framework.

This currently makes the dialog sort of pointless, but it won't be if I do what I plan.

 

DF patches the vanilla part ways to check quest stage on DF. Follower frameworks typically patch the same dialog.

If you don't merge the changes correctly (and you can in Tes5Edit) then only one will be working.

 

I suggest you put DF later in your LO than your follower framework, as the frameworks usually give you a way to remove a stuck follower if they have a problem, and DF won't be broken.

 

Or you can merge them by hand.

It's possible to make patches to do that for you, but I haven't even looked at what's in the patches being distributed right now.

I'd rather solve it without patches, and I believe I can.

 

It might mean that I need to change how DF follower removal works though.

 

e.g. You can say goodbye to the follower, but if you owe them money, or are locked in a contract or deals, or too low in willpower, they will simply make themselves your follower again and say some line of dialog about how they were just joking.

 

That would mean I basically don't have to care about how follower frameworks remove followers, only how they add them.

 

 

But my current plan is to make it so you must load DF after a follower framework, and it will overwrite Part ways with conditions that completely block the vanilla dialog in all cases - so no follower framework dismissal works...

 

Then, I'll add a replacement dialog that calls a script that works out how to dismiss you based on your framework, and blocks the dismissal if the follower is devious.

 

And then, if you see Part ways, you know your game is broken.

 

And of course, there's the issue of multi-followers getting counted correctly, but that's easy to fix. Dismissal is the big problem.

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Really good to see someone picking up the torch on this great mod - kudos to you!

 

Haven't played around with your most recent versions so not sure if this may be something you already fixed or planned to but figured I would mention it in case.

 

An issue I have consistently had with DF for a long time is with slavery + deals. When enslaving the follower says that active deals will be paused but generally the mod fails to do so. This also occurs when getting an enslavement + deals from simple slavery.

 

Another issue with slavery (and in fact probably a more "game-breaking" one) is the follower won't properly help with devices that obstruct slavery. From memory follower correctly offers option to remove collar / gloves if you are wearing standard restraints in those slots that prevent wearing of slave items but does not offer the option to remove standard devious boots that are preventing you from wearing the slave boots.

 

If these are something that are realistically checkable / fixable that would be very nice ^^

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6 hours ago, Lupine00 said:

It's not hard to do. I normally think such modes are a bit silly, because if you want to cheat you always can.

Also sometimes DF will do something wrong, and you need to fix it, and then what?

 

I guess it's so easy to add that I might do it, because it would give some people a happy feeling.

Yeah I know it silly, you always can uninstall mod and install it again or simply load previous save. But atleat it takes some effort, rather than dangling infront of the nose like "you can cheese it just by pressing esc".

Anyway thank you ❤️

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11 hours ago, Sucker343 said:

Disable enforcers at SLS and Slave run if you have it. Should solve your problem.

 

I have a combination mod of SLS Slaverun DF and deviously enslaved. Faced similar issue. I do not which one is causing the issue but the guard was from slaverun. When PC Join a slave faction (SD+ in your case) and have a  collar on PC neck enforcer will do that but it cannot identify a master from different mod so you will be stuck in a loop.

Don't have Slaverun on this load out at all, not sure what SLS is referring to--if it's SL Survival, not running that, either. It was definitely DF, and Lupine00's already confirmed what I suspected: either DF pause is "softer" than I expected, or else mine just bugged out because there's no reason for it not to, when I'm running as many overlapping mods as I am.

 

Either way, was more pointing it out as something to potentially look over for future updates, or at the very least to let other users who might run into the same thing know they're not alone.

 

Not really looking for a fix, myself, but I appreciate the time, attention, and responses.

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9 hours ago, Sulrandir said:

Don't have Slaverun on this load out at all, not sure what SLS is referring to--if it's SL Survival, not running that, either. It was definitely DF

DF is a follower mod where your master follower runs behind slave PC all the time. Why it would have such implementation. If it has it is even more weird then I expected. Only Lupine00 and monomon1 would know.

 

Weird because I did what I suggested, solved the issue for me and you do not even have those mods and the dialog showed up. Alternatively I used debug option from slave run and removed PC from slave friction. That solved the issue for me as well.

 

On curious note do you have/had Deviously Enslaved continued installed on current play through?

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I was using v. 2.06 and had 7 deals when the potion quest started.  I checked the MCM and I had the default settings: Start Quest = No, Force Quest = No, Min days = 0 and Max days = 0.   With those settings I don't think the quest was supposed to start.  Once started (after drinking the potion) I got the appropriate messages about weakness and get another dose, but never experienced any weakness or loss of stats ( I did see the stumble to the ground animation though).  So the quest wasn't working completely right.

 

(A question: with Min and Max days set to 0 how long should the quest last?)

 

I updated from v.2.05 mid-game without a clean save so that may have been the issue, but I bet there's something up with those MCM settings too.

I don't have a log file and went back to a previous save.

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This is definitively the best mod I've ever seen here and I can't tell you how much I adore you! - I've now got thoughts that its 'debt' function could somehow be merged into a slave scenario where your master demands certain tasks of you in this way to excite the play of being a slave, like in SD+, and then I'd be in my own personal heaven. But alas, I dream big. Thanks a lot for your work, and I'm fully enjoying it! :D

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I liked the combination of this mod + SL Survival, but it feels like companions have to do a lot of work (escorting a player, killing enemies, carrying stuff) to get little reward. I know the daily debt can be increased in settings, but it would be more fair if it increased based on how helpful companions are. Also it's a pity that there are so many female companions (including housecarls) in the game, more males would synergize with these 2 mods much better in my opinion, but it's a game "issue" obviously.

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3 hours ago, Vigor said:

I liked the combination of this mod + SL Survival, but it feels like companions have to do a lot of work (escorting a player, killing enemies, carrying stuff) to get little reward. I know the daily debt can be increased in settings, but it would be more fair if it increased based on how helpful companions are. Also it's a pity that there are so many female companions (including housecarls) in the game, more males would synergize with these 2 mods much better in my opinion, but it's a game "issue" obviously.

 

You could try some of these followers!

 

 

 

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I am using DF since a year or even longer and still enjoying it. This weekend I decided to test the DF continued branch. Before I used the 1.72 Version because the original 2.x had to many bugs. I really enjoyed the progress this mod has made. Wanna stick with this branch. :) Thanks a lot for your efforts.

I have two questions. The first one bugs me since I am using DF. Personally I like the harnesses more than the corsets. However whenever I equipped a harness to my char my follower is complaining that she has to wear a harness or restricting corset or more debt will be added. Is this a bug or am I using the wrong harnesses?

The second one is a logic I don't get. If the debt is climbing over the treshold value my follower sometimes attach the chaines of debt to my char and sometimes force some additional rules to her.  Is there a logic behind or just two possible actions that are choosen upon on random?

BTW I also have the bug that the whole debt is decreased to zero as soon as I enter into another deal.

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