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3 hours ago, darkfender666 said:

Any way to install latest version in a run using 2.13.14 if i first remove clean the save?

It should be relatively safe to just install 2.14.0 over the top... as safe as changing any scripts mid-game ever can be.

If it doesn't work well, you can just go back to the older save and clean.

 

The area to look for problems is getting enslaved, and generally around the follower deciding to punish you for excessive debt.

If dialogs seem broken there, you need to clean.

The MCM won't be an issue.

 

But I simply updated the one in my test game.

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58 minutes ago, Lupine00 said:

Haha. No. Yes. No. Erm... I made it impossible to turn off via the MCM a little bit as a joke.

Actually you can unlock it very easily via the console, but I think you should have to go through that if you are a UI-locker type of person, to remind you that you locked it and you shouldn't cheat yourself.

I just wanted to ask for this as a possible feature for future updates. To make this lock not so hardcore. Good example of MCM-lock implementation is Submissive lola or Cursed loot. I really like your mod but it has so many settings and it is really difficult to find a proper balance. That's why hardcore locking function is not really useful, especially as this mod gets updated a lot.

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18 hours ago, Lupine00 said:

If you have a nice SE ENB setup, could you post all the ENB files that are different from the base Silent Horizons install, along with info on weather, fog, sky LO, etc?

 

I think the Obsidian weathers that seem like the default chose for SE might be one of the weakest points in the typical SE appearance, which is why I'm going to look at NLA ENB and environment for SE.

 

There's a shortage of SE load order examples that are known non-buggy. There are guides, but they are rarely a specific load order. Just to be sure I have all the (latest) required bug-fix patches would be something.

 

I don't keep many screenshots, mostly I take pictures to remind me what needs fixing. I only kept one shot from my last run in SE (which was supposed to be a test but got a bit out of hand). What I have right now are a couple I took while trying to get some fps back from smoke and lods. Plus the obligatory shot I took when I accidentally got further into the game than I had in years.

 

I use Cathedral Weathers and my memory was bad on the ENB. I'm using Re-Engaged currently and I think these were taken with that. About the only thing I usually do to an ENB is tone down the saturation. I've only so much time for modding ;) . I'm almost positive about the interior shot and absolutely certain about the obligatory one because I took it very near the end of that play through.

 

Re-Engaged Ultimate 9.2i with maybe some modifications.7z

 

 

Spoiler

lowlod.jpg.92ab774afb1258f5576e2db13a8bc767.jpg

 

Low LOD test from Fort Neugrad looking southish towards Markarth. Cathedral weathers, not at its best.

 

interiorlighting.jpg.b8e2659a5078d990f4e25c7f76116d10.jpg

 

The Temple, of course. I had an fps I decided to work on while I was there. Cure was elsewhere.

 

thebad.jpg.a308afd40de78e6d658db9e877eee44b.jpg

 

took this because it needs improvement, and finally the obligatory.

 

theobligatory.jpg.b0093b517e196a3a2576c449a6d86a9f.jpg

 

Regarding mod lists - seriously, go look at lexy's guide. You'll need a hefty machine if you want all the trees though. The guide's first page, plus some stuff on the second is a goldmine about recent dll patches and worth checking for updates, and the merge page will give you a good idea of the detail given for the build. Another nice thing about that merge page is it's a roadmap to dropping out all the mods you don't want or just adding the ones you do. https://lexyslotd.com/guide/merge-page/

 

This is my current SE load order in progress. One of the reasons I abandoned my last was getting rid of Palaces and Castles (just too incompatible with some mods), so I'm replacing them with JK's new stuff. Which is quite nice and very unobtrusive. That's the last bit I've finished, rolling them into a merge that's something like 30 patches, luckily nearly all downloaded not made. I finished that a few weeks ago, and further down you'll see what I'll finishing Real Soon Now.

 

I did every dot and jottle of Lexy's build, and a lot of its bones are in this list and the vanilla enhanced environment is nearly all hers. But, I go by the philosophy that all new stuff should be added to the bottom of your load order so I've got a vanilla enhanced layer which is pretty much rock solid and resolved (knock on wood), then specific world improvements followed by the Legacy game. Below that comes Sexlab, and below Sexlab are  all the custom armor mods and everything else that can for certain come out mid game. Water and ambient lighting then cleans up the last cell resolutions.

 

Spoiler

# This file was automatically generated by Mod Organizer.
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
UHDAP - MusicHQ.esp
UHDAP - en0.esp
UHDAP - en1.esp
UHDAP - en2.esp
UHDAP - en3.esp
UHDAP - en4.esp
Skyrim Project Optimization - Full Version.esm
Unofficial Skyrim Special Edition Patch.esp
RaceCompatibility.esm

Campfire.esm
LegacyoftheDragonborn.esm
Lanterns Of Skyrim II.esm
FarmhouseChimneys.esp
RealisticWaterTwo - Resources.esm
FISS.esp
RSkyrimChildren.esm
ApachiiHair.esm
ApachiiHairFemales.esm
High Poly Head.esm
Schlongs of Skyrim - Core.esm
Heels Sound.esm
SexLab.esm
SexLabAroused.esm
CreatureFramework.esm
dcc-soulgem-oven-000.esm
ZaZAnimationPack.esm
Devious Devices - Assets.esm
Devious Devices - Integration.esm
Devious Devices - Expansion.esm
Devious Devices - Contraptions.esm
ITortureFramework.esm
paradise_halls.esm
SexLab - Sexual Fame [SLSF].esm
Amputator.esm
Toys.esm
DynDOLOD.esm
AHZmoreHUD.esl
AHZmoreHUDInventory.esl
UnreadBooksGlow.esl
CC_Accidents_Patch.esl
EasyWheel-Convenient Horses Addon.esl
DisarmingTrapsIsDangerous.esl
HD Lods SSE.esp
FloraRespawnFix.esp
BetterQuestObjectives.esp
RaceCompatibilityUSKPOverride.esp
SkyUI_SE.esp
EasyWheel-AIO.esp
EWM_NFF.esp
EWM_AddItemMenuSE.esp
UIExtensions.esp
Skyrim Save System Overhaul.esp
Skill Config.esp
JaxonzEnhGrab.esp
SmoothCam.esp
QuickLight.esp
AddItemMenuSE.esp
Heads Up Display Merged.esp
PC Head Tracking - Patch.esp
PC Head Tracking - MCM.esp
RaceMenu.esp
RaceMenuPlugin.esp
RaceMenuHH.esp
SFO_SkinFeatureOverlays.esp
3BBB.esp
CBBE.esp
RaceMenuMorphsCBBE.esp
Schlongs of Skyrim.esp
SOSRaceMenu.esp
SOS - Smurf Average Addon.esp
Faces Merged.esp
High Poly Pretty Face and Darker Brows Stand Alone.esp
KSHairdosSMP.esp
XPMSE.esp
FNIS.esp
FNISspells.esp
HeightSizeFix.esp
RealisticHumanoidMovementSpeed.esp
dD - Enhanced Blood Main.esp
iNeed.esp

Frostfall.esp
Bathing in Skyrim - Main.esp
SleepTight.esp
SimplyKnock.esp
GoToBed.esp
Missives.esp
Footprints.esp
Convenient Horses.esp
Convenient Carriages.esp
SkyrimRecycling.esp
Dynamic Firewood Stacks.esp
boundworkerstools.esp
EconomyOverhaulandSpeechcraftImprovementsLite.esp
HarvestOverhaul_Redone.esp
EnchantingAdjustments.esp
AlchemyAdjustments.esp
challenging_spell_learning.esp
Odin - Skyrim Magic Overhaul.esp
Triumvirate - Mage Archetypes.esp
Vokrii - Minimalistic Perks of Skyrim.esp
Odin - Vokrii Compatibility Patch.esp
Cinematic Dragon Soul Absorbtion.esp
TKDodge.esp
Smilodon - Combat of Skyrim.esp
Lethal Traps.esp
Skyshards.esp
RUSTIC SOULGEMS - Unsorted.esp
GIST - Rustic Soul Gems - ESL.esp
Audio Overhaul Skyrim.esp
Immersive Sounds - Compendium.esp
DeadlySpellImpacts.esp
SMIM-SE-Merged-All.esp
imp_helm_legend.esp
aMidianBorn_Book of Silence.esp
Tiwa44_SGMD_CBBE_1_4.esp
Book of UUNP Iron And Steel.esp
Book of UUNP - Textures.esp
Better Dynamic Snow.esp
Better Dynamic Ash.esp
Veydosebrom Regions.esp
Trees and Flora Merged.esp
Landscape Fixes For Grass Mods.esp
Prometheus_No_snow_Under_the_roof.esp
EnhancedLightsandFX.esp
Snazzy Furniture and Clutter Overhaul.esp
Point The Way.esp
Cutting Room Floor.esp
Gildergreen Regrown.esp
Kynesgrove.esp
Shor's Stone.esp
Karthwasten.esp
Dragon Bridge.esp
Soljund's Sinkhole.esp
Helarchen Creek.esp
Dawnstar.esp
Keld-Nar.esp
Darkwater Crossing.esp
Rorikstead.esp
Falkreath.esp
Telengard.esp
Oakwood.esp
Whistling Mine.esp
Ivarstead.esp
Provincial Courier Service.esp
AHZBetterDGEntranceSE.esp
Windhelm Lighthouse.esp
3DNPC.esp
3DNPC0.esp
FollowerCynthia.esp
Rebirth Monster.esp
NPC Retexture Merge SSE.esp
AI Overhaul.esp
Immersive Patrols II.esp
Inconsequential NPCs.esp
DIVERSE SKYRIM.esp
Extra Guards - Kaptain's Cut.esp
DeadlyDragons.esp
SkyTEST-RealisticAnimals&Predators.esp
MoreNastyCritters.esp
Animal_SOS.esp
Guard Dialogue Overhaul.esp
Relationship Dialogue Overhaul.esp
Serana Dialogue Edit.esp
nwsFollowerFramework.esp
Vanilla QoL Merge.esp
Tamriel Enhanced Resolution Patch.esp
NPCs Enhanced Resolution Patch.esp
TimingIsEverything.esp
Alternate Start - Live Another Life.esp
IcePenguinWorldMap.esp
Atlas Map Markers.esp
Vanilla Enhanced Late Loaders.esp
Cathedral Weathers.esp
Weather Systems Merged.esp
EmbersHD.esp
ENB Light.esp
LoS II - Tamriel Master Lights.esp
Vanilla Enhanced - Light Sources - Resolution.esp
Solitude Docks.esp
Orlando Attic Loft.esp
The Great Village of Old Hroldan.esp
The Great City of Morthal.esp
OCW_Obscure's_CollegeofWinterhold.esp
ICNs_ImmersiveCollegeNPCs.esp
Obscure's College of Winterhold - Resolution Patch.esp
JKs Skyrim.esp
JK's Blue Palace.esp
BluePalaceTerrace.esp
JK's Angelines Aromatics.esp
JK's Bits and Pieces.esp
JK's The Winking Skeever.esp
JK's Radiant Raiment.esp
JK's Dragonsreach.esp
JK's The Bannered Mare.esp
JK's Arcadia's Cauldron.esp
JK's Warmaiden's.esp
JKs The Drunken Huntsman.esp
JK's Belethor's General Goods.esp
JK's Candlehearth Hall.esp
JK's White Phial.esp
JK's New Gnisis Cornerclub.esp
JK's Sadris Used Wares.esp
JK's Sleeping Giant Inn.esp
JK's Skyrim - Resolution Patch.esp
DBM_RelicNotifications.esp
RackOMatic.esp
ForgottenCity.esp
Clockwork.esp
SkyrimsUniqueTreasures.esp
BGCollectables.esp
Fossilsyum.esp
LotD - More Airship Locations.esp
Legacy of the Dragonborn - Displays and Resolution.esp
SexLab sslAnimationSlots 2000.esp
The Manipulator.esp
SLA Monitor Widget.esp
Apropos2.esp
SexLabTools.esp
sl_triggers.esp
SLSO.esp
SexLab Inflation Framework.esp
sr_FillHerUp.esp
Cumshot.esp
CumshotSL.esp
SexlabAmmoUnequip.esp
SexlabLightMeUp.esp
Skyrim_Strap_Ons.esp
SexLabMatchMaker.esp
SLAnimLoader.esp
SLAL_AnimationsByLeito.esp
SLALAnimObjBillyy.esp
NibblesAnimObjects.esp
AnubAnimObj.esp
PsycheAnimationObjects.esp
SLAL_AnimationByBakaFactory.esp
RohZima_AnimObjects.esp
adcSexlife.esp
SexLab_Solutions.esp
Sexlab Solutions - AlchemyAdjustments - Patch.esp
SexLab TDF Aggressive Prostitution.esp
dse-display-model.esp
GagSFXLegendary.esp
GagSFX - Unofficially Patched.esp
paradise_halls_SLExtension.esp
pahe-tdf-patch.esp
Paradise Halls - Economy Overhaul - Patch.esp
Pahe_Dwarven_Devious_suits.esp
PAH_HomeSweetHome.esp
PAH_HomeSweetHome - Unofficially Patched.esp
PAH_HomeSweetHome - ELFX Patch.esp
PAH_HomeSweetHome - Snazzy Patch.esp
PAH_AndYouGetASlave.esp
PAH_AndYouGetASlave - Unofficially Patched.esp
Devious Devices SE patch.esp
pchs_loansharks.esp
SLSFFameComments.esp
Spank That Ass.esp
SLAdventures.esp
SlaveTats.esp
RapeTattoos.esp
FadeTattoos.esp
PunishingLashes.esp
SexLabDefeat.esp
SkyTEST - SexLabDefeat Patch.esp
SkyTEST - MNC - SexlabDefeat Patch.esp
Naked Defeat.esp
SLATE.esp
Public Whore.esp
SexLabSkoomaWhore.esp
Skooma Whore - NSUTR Patch.esp
Sexlab Skooma Whore - Legacy Skooma Bottle Patch.esp
EconomyOverhaul - Legacy - Skooma Whore - Patch.esp
Skooma Whore - ELFX Patch.esp
Skooma Whore - Manipulator Patch.esp
Skooma Whore - NPC Retextures Patch.esp
Skooma Whore - Legacy - AlchemyAdjustments - Patch.esp
SimpleSlavery.esp
PetCollar.esp
Pet Collar - Odin - SkyTEST - Patch.esp
SD Cages.esp
SD Cages - Unofficially Patched.esp
SD Cages - ELFX Patch.esp
SD Cages - 3DNPC Patch.esp
Slaverun_Reloaded.esp
Slaverun_Reloaded_Comments.esp
Slaverun - USSEP.esp
Slaverun - ELFX Patch.esp
Slaverun - CRF Patch.esp
Slaverun - ELE - Dragonsreach Water.esp
SL Survival.esp
SL Survival - Unofficially Patched.esp
SL Survival - Snazzy Patch.esp
SL Survival - Audio Overhaul - Patch.esp
SL Survival - Race Edits Patch.esp
[SunJeong] Ninirim Collection.esp
SL Survival - Ninirim Collection Patch.esp
The Amazing World of Bikini Armors REMASTERED.esp
(Pumpkin)-TEWOBA-TheExpandedWorldofBikiniArmor.esp
Factions and Containers.esp
ELE_SSE.esp
NoGrassINCaves.esp
LoS II Master Lights - NoGrassINCaves - Patch.esp
Vanilla Enhanced - Ambient Lighting - Resolution.esp
ELE - JK's Blue Palace - Patch.esp
BreezehomeByLupus.esp
Breezehome by Lupus - Harvestable Wood - Patch.esp
RealisticWaterTwo.esp
Vanilla Enhanced - Water - Resolution.esp
RealisticWaterTwo - Ninirim Collection Patch.esp
RealisticWaterTwo - SD Cages Patch.esp
JKs Skyrim_RWT_Patch.esp
Bashed Patch, 0.esp
npc_health_rescaled.esp
enemies_releveled.esp
zPatch.esp
DynDOLOD.esp
LexyLoader0.esp
VioLens SE.esp
Facial Piercings.esp

 

 

 

 

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34 minutes ago, nomkaz said:

I only consider my conversions as Placeholders until the original author decides to support Special Edition. Or someone takes over an "abandoned" mod. I will remove my conversion in this instance as to avoid confusion between the two uploads.

 

Thanks for doing what you're doing :)

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13 hours ago, glebbus13 said:

but it has so many settings and it is really difficult to find a proper balance.

Personally, I just use the defaults, but the options wouldn't exist if some people didn't want to use them.

Of course, I have no idea what options people actually use.

 

The thing with MCM locking is it doesn't make a lot of sense in a Skyrim game, where a mod conflict can send things sideways, or who knows what problem might arise?

I am well aware of how other mods do it, and DD and others had temporary locking features since ancient times. There's no way I haven't seen them!

I thought it would be interesting to do something different.

 

I have no great objection to adding more functionality to locking, but the interest in it - to date - has been effectively zero.

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17 minutes ago, Lupine00 said:

Personally, I just use the defaults, but the options wouldn't exist if some people didn't want to use them.

Of course, I have no idea what options people actually use.

 

The thing with MCM locking is it doesn't make a lot of sense in a Skyrim game, where a mod conflict can send things sideways, or who knows what problem might arise?

I am well aware of how other mods do it, and DD and others had temporary locking features since ancient times. There's no way I haven't seen them!

I thought it would be interesting to do something different.

 

I have no great objection to adding more functionality to locking, but the interest in it - to date - has been effectively zero.

I personally understand your scepticism about locking feature in unstable Skyrim modding and up until recently I have been thinking the same way. But when looking for new experience I have given it a shot and it went surprisingly well - to have an additional flavor of restriction. Of course there is no restriction that cannot be cheated through with enough determination, but as a user experience I find it extremely sensual that I want to change something and can't do it right away - I have to do something first (get out of the devious device, or find my way out of slavery). Of course this experience is related to pretty stable modlist. But all I wanted to say that this locking feature can sometimes create a unique and fun feeling of being in trouble and gives user additional goal in their gameplay. 

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14 minutes ago, mkess said:

Your newest version causes CTD on regular basis all 10 minutes in towns. Maybe the scriptload is too high.  Even a new save does not change anything. I wnet back to the previos version. The crashes stopped.

There aren't really any new scripts running.

By which I mean, the only new scripts added are related to Submissive Lola, and the quest that runs and owns them does not even start until SLTR slavery is actually triggered.

And when that happens, other scripts are stopped so...

There aren't any extra scripts or load in this version.

 

 

That said, it's not technically possible for Papyrus script load to CTD a game.

It is possible for suspended stacks to eat all your memory and then you CTD because of that though. Is there indication of many suspended stacks in your log or save file?

 

 

It's probably that you are just having an issue swapping mid-game..

 

But reconsider the classic causes of a CTD:

  • bad skeleton
  • missing physics configs
  • loading a corrupt NIF
  • running out of memory
  • too many animations on load
  • missing master

DFC doesn't have skeletons, or physics configs in it.

It has some NIFs, but they haven't changed in ages.

It doesn't have any animations but the SLAL pack does, and that hasn't changed.

Memory use hasn't changed.

It hasn't gained any new masters.

 

That really only leaves Skyrim mysteries. So I've got no idea why you CTD.

 

Does it happen on a new game?

 

And of course, the vital detail... are you in SE?

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5 minutes ago, Lupine00 said:

There aren't really any new scripts running.

By which I mean, the only new scripts added are related to Submissive Lola, and the quest that runs and owns them does not even start until SLTR slavery is actually triggered.

And when that happens, other scripts are stopped so...

There aren't any extra scripts or load in this version.

 

 

That said, it's not technically possible for Papyrus script load to CTD a game.

It is possible for suspended stacks to eat all your memory and then you CTD because of that though. Is there indication of many suspended stacks in your log or save file?

 

 

It's probably that you are just having an issue swapping mid-game..

 

But reconsider the classic causes of a CTD:

  • bad skeleton
  • missing physics configs
  • loading a corrupt NIF
  • running out of memory
  • too many animations on load
  • missing master

DFC doesn't have skeletons, or physics configs in it.

It has some NIFs, but they haven't changed in ages.

It doesn't have any animations but the SLAL pack does, and that hasn't changed.

Memory use hasn't changed.

It hasn't gained any new masters.

 

That really only leaves Skyrim mysteries. So I've got no idea why you CTD.

 

Does it happen on a new game?

 

And of course, the vital detail... are you in SE?

 

Please forget what I said. The crashing started again. It was good for a while, but now it goes down again. It's so hard to find the culprit for crashing. Sorry.

 

I did start a new save game yesterday, because I thought first my start save game was compromised due too much changes in my mods.  The other culprit I changed is the "Demonic creature mod, no dinosaurs. " .... But it crashes mostly in cities.  Well, back to finding the real culprit.

 

Sorry again.

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1 minute ago, mkess said:

It's so hard to find the culprit for crashing. Sorry.

Check your log and inspect your save for suspended stacks. Have saves grown recently?

 

When a game CTDs randomly, it's nearly always running out of memory for one reason or another, such as...

trying to load a NIF that is corrupt; the loader asks for an insane amount of memory and you fail on memory allocation.

suspended stacks used up the limited amount of Papyrus space.

 

or, your game loaded a broken physics object, but it only gets loaded randomly - something like DCL bound girls can be related, because they are spawned randomly and could end up wearing the bad device. But that's only likely if you did some weird device merging.

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On 4/28/2021 at 12:11 PM, Lupine00 said:

Strange, there's no reason there couldn't be.

 

cacophony did a lewd one briefly, then pulled it. But apart from that, the only one I've found is Ultimate Skyrim – which is a very, very seriously overmodded Requim build. Aka, not the right thing to build onto.

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I've been curious about the feasibility of adding voices generated using xVASynth to existing mods for a while, and decided to try it out on DF to learn how the process works. I created an .esp to change the speaker of all the topics which could be spoken by a female DF follower in DeviousFollowers.esp to Serana. This was tedious so I made an xEdit script which adds a predefined speaker to all selected INFO records. If someone wants to do a similar thing for a different NPC they might find it handy, so I'm including it here.

 

Next I exported the dialogue to a .csv which could be used for a batch job in xVASynth to generate all the necessary .wav files. I manually edited all the non-dialogue bits out (eg. *Click*), and after some experimentation found a couple tweaks to the spelling that improved the most glaring pronunciation issues (deny->deni, slut->sluht (This is better but still imperfect unless you manually generate the voice file and shorten the 'h' letter as much as possible), discipline->disciplin, punish->pun ish, armbinder->arm bi nder, purpose->purpos, unreliable->unreli able, juices->juces).

 

After generating the .wav files with xVASynth I tried to generate .lip files. The CK's automated .lip generation flaked out and only did like 75% of them, so I had to do manually generate the rest of them in the CK, which was slow as balls. They're tiny I went ahead and included them in the archive. All you need to do is generate your own .wav files using the .csv, copy them into the same directory as the .lip files, activate the .esp and you're good to go.

 

This is mostly a PoC since it's not easy to scale this to working with more than one NPC. I was hoping initially that it would be possible to just generate a different .wav for each voicetype and skyrim would detect and use the right file for the talking NPC, but as far as I can tell each INFO record can only be associated with a single voicetype, which pretty much ruins any hope of supporting voicetypes dynamically.

 

Versions used:

DFC: 2.14.0

xVASynth: 1.3.7
Serana Voice Model: 1.1

DeviousFollowers_SeranaVoiced.7z AddSpeaker.pas

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I am having trouble understanding how the follower managing licenses starts.

 

When I check the box to have the follower manage SLS licenses the box remains unchecked when I go back in to the menu to look at the options again. The one time it did stay checked there were no new dialogues to suggest the management of the licenses, is it a deal or automatically occurs without any new dialogue?

Link to comment
 


TESV_2021_04_29_18_45_24_331.jpg.d8f20969e1ceaf8572ac2a0f6a860aec.jpg
 

 

...okay ?

 

I have a real problem too, for a reason, after i updated from 2.12.2 (and did it correct this time, before i did not read the mod must no be paused), everything works, but i do not get devious items that follower wants me to wear for deals. no plug, no corset, no piercing... 

Maybe it is an issue people had before and there is easy solution? 

I use same DD versions i used with previous 2.12.2 where it worked, it should all be latest (only not 5.0 versions)

 

edit: i think after starting Lola, it now works. 

 

But now Lola is giving me troubles again, i was soon after enslaved as Lola, but after working at first, now i don't have Lola OR Devious Follower dialogue anymore... i think i am just to stupid to make both mod work well together as intended ? for example, both have some option about "send event to ZAZ slavery system", and i barely understand what it is, and i do not know what to set it to in both mods? Maybe there also is my problem?

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26 minutes ago, Crota said:

I am having trouble understanding how the follower managing licenses starts.

 

When I check the box to have the follower manage SLS licenses the box remains unchecked when I go back in to the menu to look at the options again. The one time it did stay checked there were no new dialogues to suggest the management of the licenses, is it a deal or automatically occurs without any new dialogue?

 

It work for me, it should be new dialogue option, i think under "i want to talk about deals" branch, "can you manage my license?" "can we talk about license?" and some more

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55 minutes ago, handsandarrows said:

 

It work for me, it should be new dialogue option, i think under "i want to talk about deals" branch, "can you manage my license?" "can we talk about license?" and some more

I didn't see it under there, maybe my character needs to "find out" about licenses first?

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1 hour ago, handsandarrows said:
  Reveal hidden contents


TESV_2021_04_29_18_45_24_331.jpg.d8f20969e1ceaf8572ac2a0f6a860aec.jpg
 

 

...okay ?

 

I have a real problem too, for a reason, after i updated from 2.12.2 (and did it correct this time, before i did not read the mod must no be paused), everything works, but i do not get devious items that follower wants me to wear for deals. no plug, no corset, no piercing... 

Maybe it is an issue people had before and there is easy solution? 

I use same DD versions i used with previous 2.12.2 where it worked, it should all be latest (only not 5.0 versions)

Are you per chance using Devious Lore and its "lore-friendly" patch, that changes the name of almost every single DD item? If yes, that's the cause -> the .json file that stores which DD items DFC uses has the original DD names, and as a consequence DFC won't find the renamed items.

 

@Lupine00 the conflict between Devious Lore's "lore-friendly DD names" patch and DFC's .json DD list might be worth putting on the front page as information?

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Heya - I upgraded to v2.14 (SE version) and am generally doing a bit of a cleanup. I have DFLolaPatch in there right now... I assume that is no longer necessary as the DFC and Lola interaction is all handled in the mods themselves. Is that correct?

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2 hours ago, Clockwinding said:

Are you per chance using Devious Lore and its "lore-friendly" patch, that changes the name of almost every single DD item? If yes, that's the cause -> the .json file that stores which DD items DFC uses has the original DD names, and as a consequence DFC won't find the renamed items.

 

Thank you for suggestion! But no, i do not use it, i did update to my post to to what i think was the reason. But thanks!

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16 minutes ago, Anunya said:

Heya - I upgraded to v2.14 (SE version) and am generally doing a bit of a cleanup. I have DFLolaPatch in there right now... I assume that is no longer necessary as the DFC and Lola interaction is all handled in the mods themselves. Is that correct?

 

Yes, that is correct. Neither the DFLolaPatch nor the SLSLolaPatch are needed if you are using the current / latest versions of the mods.

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@handsandarrows ... I'm not entirely clear at what point things didn't work for you, or what steps you went through to get there.

 

Updating a DFC version wouldn't normally give you deal items.

Unpausing sometimes gives deal items, but it's a bit of a hold-over feature.

 

If you need a deal item and you think the follower should have given you one, use the Debug MCM to add it.

The Debug MCM should be able to add anything.

Safest to only add one thing at once though. Because DD...

If an item adds badly, I can't help it, I just call DD.

 

 

Regarding being given items by the follower...

 

1) if you start a new deal, the follower should give the items for it. If they don't that is a bug. Let me know the specific deal and item you didn't get.

Devious Lore, as noted by others, breaks the LDC, so that can cause this to fail a lot.

A new LDC will come with proper support for DD 5.X (new items, using new API calls, follower "helping" you by sometimes locking items, etc).

The "new" LDC will get the names from your game, so if you patch in Devious Lore first, it will work correctly.

 

2) on unpause, items are often given again.

Personally, I think this is wrong. You shouldn't be given items again. It's your business to have the required items.

If you lose them, you can *buy* them from the follower if you want. That's been the mechanic for a long time, and I think it's what should happen.

However, I didn't make any effort to stop items being re-given on unpause, because some people are used to it, and it's a bit of a special case.

 

Pause/unpause is not an immersive mechanic after all.

 

This does create a slightly confusing situation, as not all deals properly provide items on unpause. Others do.

Also, it doesn't check to see if you already have an item, so you can end up with a lot of duplicates.

 

But, I believe the correct behavior, is to not give them at all on unpause.

At least then it would be clear what the intent is.

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7 hours ago, Crota said:

I didn't see it under there, maybe my character needs to "find out" about licenses first?

No.

If they are enabled, you can get the dialog any time, but if you go into the dialog and refuse it, it won't come back until you get another follower.

 

Firstly, the enable box not "sticking" is a bug. I will fix ASAP.

Secondly, the state of the box when you exit the MCM should still have the desired effect.

I'm looking at it now and will update once I've established exactly what is wrong.

 

Update

It does work, but strangely - there's an odd time-lag.

If you tick it, and then quit and re-enter immediately, it won't be set.

If you tick it, then wait a few seconds before re-entering the MCM, it will be set.

Don't go back in the MCM too quickly, it messes it up.

 

I have a new version to fix this.

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2 hours ago, Lupine00 said:

Firstly, the enable box not "sticking" is a bug. I will fix ASAP.

Secondly, the state of the box when you exit the MCM should still have the desired effect.

I'm looking at it now and will update once I've established exactly what is wrong.

I think its maybe the status of the second box causing this effect? Since the two options there are basically opposites

If I uncheck the "ask follower to handle licenses" I can check the forced SLS licenses box.

 

 

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