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19 hours ago, Lupine00 said:

Once that cycle is over (will probably take months because I'm lazy) I'll start to focus no genuine new content for DF, such as games and deals.

Yes, everyone should be as lazy as you - we'd have holographic skyrim by now.

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1 hour ago, Zagzaguel said:

Seems like the follower is talking something about a deal when not wearing a collar. He usually says something about "Wear a collar or else" if I remember correctly, so mentioning a deal + adding debt mightve confused me 

When enslaved you have to do certain things, but you don't get deal advice on them.

You get told once when it starts and that's it.

 

On reflection, that's a little prone to cause confusion.

 

When enslaved, you have to wear boots + mittens anywhere but a dungeon.

When enslaved, you have to wear the follower's special collar everywhere. NowThe follower has been fixed to stop removing it.

When enslaved, you may get gagged, or chained, or other things, but the follower will just do it to you. It's not really your problem to maintain it.

When enslaved, you can ask your follower to remove your collar. It may end badly :) 

 

The collar issue is actually quite different from the bug where the follower would remove chains, then get upset you weren't wearing a collar.

That was a missing condition on a legitimate collar check for non-enslaved PCs.

 

In original DF, the collar was only required in towns because it had the crawl effect.

I moved crawl from collar to boots, because the crawl effect was bound into the stuff about the chain from the HDT collar.

And the HDT collar was sometimes a massive pain that would jiggle too much and send you crazy, or simply stick and break.

 

So now the HDT collar for slavery is gone, and the boots make you crawl.

For this reason, the follower can now simply demand that the enslaved PC always wear a slave collar. Simpler.

 

 

By design, a slave has less problems than a fully deal-encumbered PC.

The enslavement gives you a chance to recover and maybe make some money.

 

On enslavement, your boredom, expected deal counter, and daily debt increment are reset too, and will not increase while you are enslaved, nor will you be charged daily debt.

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I had a serious look into the blank entry in the modular deal list that was reported a while back by @Shion11.

 

I couldn't find a missing or empty string in the English version.

 

It's possible it was an update glitch.

Was it an old game that had been updated?

 

If anyone else sees this issue, can they make a save and note its details so they can go back to it again.

Then post here and tell me they have the issue, and describe which deal and slot it's in.

I will then post instructions on how to diagnose further to isolate the specific issue.

 

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2 hours ago, Lupine00 said:
3 hours ago, macnchz said:

ot sure if this has been mentioned.  i have to (due to mods/rp) disable DF as I allow my particular game to progress, but I get the guard asking who my PC master is event, even though DF is disabled.  its not super crazy, just that I have to go reactivate DF and get a follower and pay them off to continue (or get rid of the guard follower).  Can this mod event be included in the disabling of the mod?  as the rp progresses, i reactivate DF because its the badass best follower mod ever.. 

It hasn't been mentioned before this. I'll see if it looks reproducible.

I have found and fixed this one.

If it's troubling you, it will only happen if your will is low.

Simply set your willpower to 10 and it won't happen:

    set _DWill to 10.0

in the console.

 

I'll give it a few days to see if any more bugs roll in before I put out an update.

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Does anyone miss the blocking dialog?

Was anyone using it?

I removed the option to enable it.

 

I think it's been gone a long time, and it was generally a cause of problems.

It was sort of nice for enslavement, back when it worked. I'm pretty sure it would just cause problems now.

 

If no strong argument against, I'm going to strip it out entirely, as it's just load for nothing.

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Hi! 

 

With the latest update (on a fresh new game) I am no longer able to recruit followers. This mod has always broken follower recruitment for me (they do that thing where they're like 'my sword is yours, onward!' with no voice and then nothing happens) but I was always able to add them using the mod's debug follower adding.

 

But now the debug doesn't work anymore - they register as devious followers and have all the dialogues and debt options but won't follow me and their vanilla recruitment dialog stays (but does nothing). 

 

Any way to fix this? I don't have any other mods that affect followers at all. 

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Hi, i just download the 2.08 and my problem about the reset of the debt after making a deal is still there, can you help me ?

I use nexus mod manager and loot.

 

Edit : if you need a file or something to find out where the error is coming from, I can provide it to you, just tell me where i have to search.

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just a note on hirelings and locations for easy reference

 

Janessa - F/Dunmer - Whiterun

Belrand - M/Nord - Solitude

Erick the Slayer - M/Nord Rorikstead

Stenvar - M/Nord - Windhelm

Vorstag - M/Nord - Markarth

Marcurio - M/Imperial - Riften

 

if you add in WInterhold that just leaves the 3 non walled hold capitals excluded

 

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6 hours ago, Lupine00 said:

I have found and fixed this one.

If it's troubling you, it will only happen if your will is low.

Simply set your willpower to 10 and it won't happen:

    set _DWill to 10.0

in the console.

 

I'll give it a few days to see if any more bugs roll in before I put out an update.

thanks!

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On 1/9/2020 at 12:48 AM, Lupine00 said:

Replace each one with some simple eye-candy-follower and forget they ever existed. DF makes them into hirelings/mercenaries anyway, so Beth hireling code is redundant.

 

Or if you want to keep them in principal simply rename a generic follower to match each removed vanilla hireling. Stenvar now a sexy hunk! Janessa now has pretty features, Bijin no longer needed for her. Or maybe ferocious? You choose.

So I have mixed feelings about this plan.

 

Firstly I would say that replacing them is 100% the best way to go.  It seems like working out all these details is just a massive time dump for very little reward.  Replace Janessa with a generic clone called Janessa and be done with it.  I'd rather see time being spent on almost anything else.

 

My second feeling is that Janessa is one of my go to followers and I am in love with the Bijin series of NPC replacers.  Would it be possible to still mod her appearance if she were replaced?  I just worry because I find that the vast majority of 'eye candy follower' mods actually look horrible.  There are several visual styles that I find particularly unappealing, like the stylized anime faces (which bijin somehow isn't).  I imagine everyone has similar feelings just with different choices being "the good looking ones." 

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lupine00, could you please add to the initial post, presumably in a spoiler, details about the supported Events or other interface features for other mods to connect with DF?  In particular, the new method of detecting version (although presumably one still has to use the old method to check for older versions?), and the new event to gain resistance.

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23 hours ago, hush2u2 said:

With the latest update (on a fresh new game) I am no longer able to recruit followers. This mod has always broken follower recruitment for me (they do that thing where they're like 'my sword is yours, onward!' with no voice and then nothing happens) but I was always able to add them using the mod's debug follower adding.

 

But now the debug doesn't work anymore - they register as devious followers and have all the dialogues and debt options but won't follow me and their vanilla recruitment dialog stays (but does nothing). 

 

Any way to fix this? I don't have any other mods that affect followers at all.

The part about always breaking your follower recruitment sounds very strange.

 

It doesn't do that generally. It doesn't even deal with follower recruitment. It tampers with dismissal, but recruitment is pure vanilla.

 

Clearly, your followers aren't going into the normal follower alias as they should.

Sounds like something got corrupted, maybe way back.

21 hours ago, tesenfeu said:

Hi, i just download the 2.08 and my problem about the reset of the debt after making a deal is still there, can you help me ?

I use nexus mod manager and loot.

 

Edit : if you need a file or something to find out where the error is coming from, I can provide it to you, just tell me where i have to search.

I think you get the prize for spotting that one.

Hard to figure it wasn't noticed before.

It's a big typo in the deal debt handler that removes your debt instead of your deal debt. Everyone should be seeing it.

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This doesn't work for me. There aren't any new dialog options with followers. If I try to dismiss them, I get the normal dialog, then they stay. They also have no dialog apart from vanilla dialog options. Here is the load order on which I tried it:

 

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp
Unofficial Skyrim Modders Patch.esp
SexLab.esm
Devious Devices - Assets.esm
SexLabAroused.esm
Devious Devices - Integration.esm
Devious Devices - Expansion.esm
SkyUI.esp
Automated Leveled List Addition.esp
FNIS.esp
DeviousFollowers.esp
UIExtensions.esp
Skyrim Unbound.esp
Bashed Patch, 0.esp

 

As you can see, I have deactivated as many mods as possible in order to localize the fault.

 

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1 hour ago, Lupine00 said:

The part about always breaking your follower recruitment sounds very strange.

 

It doesn't do that generally. It doesn't even deal with follower recruitment. It tampers with dismissal, but recruitment is pure vanilla.

 

Clearly, your followers aren't going into the normal follower alias as they should.

Sounds like something got corrupted, maybe way back.

 

 

 

Thanks for answering, I guess I'll look into it, but if it's on my end it's really weird because I've installed and reinstalled my games so much over time, it always happened even on relatively fresh installs, especially since I don't use anything else that messes with the followers. 

 

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47 minutes ago, hush2u2 said:

Thanks for answering, I guess I'll look into it, but if it's on my end it's really weird because I've installed and reinstalled my games so much over time, it always happened even on relatively fresh installs, especially since I don't use anything else that messes with the followers. 

What is your mod manager?

 

I recall that 2.01 or some version like that had issues where it would crash during follower recruitment, and DF wouldn't start, but the followers would recruit.

Here is seems like vanilla is crashing. The opposite.

 

Is anyone else having a similar experience?

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9 hours ago, Lupine00 said:

I think you get the prize for spotting that one.

Hard to figure it wasn't noticed before.

It's a big typo in the deal debt handler that removes your debt instead of your deal debt. Everyone should be seeing it.

I was starting to wonder if the deals were removing more debt than before. I hadn't done an in depth investigation 'though to see how much they were actually removing yet so congratulations to tesenfeu for spotting that one.

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I'm currently (2.08) experiencing an issue where my follower is refusing to remove standard heavy bondage/gags, claiming they are "too devious" to remove. This is something that worked fine for me as recently as 2.06, any ideas what might be causing it? One device was added as a cursed device from MWA, the other I added myself from the console to test.

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1 hour ago, pornlover12345 said:

I'm currently (2.08) experiencing an issue where my follower is refusing to remove standard heavy bondage/gags, claiming they are "too devious" to remove. This is something that worked fine for me as recently as 2.06, any ideas what might be causing it? One device was added as a cursed device from MWA, the other I added myself from the console to test.

Not a bug. Working as intended. (Probably).

 

 

You could have self-solved this one by reading the front page of the mod, or looking back a page in the forum.

 

 

Your DCL device is (almost certainly) not "standard" and is instead a BlockGeneric yoke that is a trigger for the Courier in Chains quest. You simply haven't triggered that quest yet. If you talk to enough NPCs, shopkeepers in particular, it may start. The quest leads to removal of the device.

 

If it's the "Heavy Yoke" then it's exactly what I'm thinking. Either way, you are wearing a BlockGeneric device of some sort.

 

Your follower will (should anyway) remove it for you. But only when they are in a dwelling and have full lives - and it will cost you a deal.

 

The irony here is that 2.06 most certainly DID NOT remove BlockGeneric devices, and instead silently failed. If you'd got such a device stuck on you in 2.06 there'd have been no way to remove it via DF. The ability to remove them is actually the main new feature of 2.08, and it was by no means trivial to arrange.

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1 hour ago, Deimos said:

Is there any special requirements to get the Tattoo section to work I have Slave Tats installed.

Yes. Though my memory is fuzzy.

 

Rape Tattoos required probably?

 

I should update the front page. This was a recurring question on the old DF forum.

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2 hours ago, Lupine00 said:

Not a bug. Working as intended. (Probably).

 

 

You could have self-solved this one by reading the front page of the mod, or looking back a page in the forum.

 

 

Your DCL device is (almost certainly) not "standard" and is instead a BlockGeneric yoke that is a trigger for the Courier in Chains quest. You simply haven't triggered that quest yet. If you talk to enough NPCs, shopkeepers in particular, it may start. The quest leads to removal of the device.

 

If it's the "Heavy Yoke" then it's exactly what I'm thinking. Either way, you are wearing a BlockGeneric device of some sort.

 

Your follower will (should anyway) remove it for you. But only when they are in a dwelling and have full lives - and it will cost you a deal.

 

The irony here is that 2.06 most certainly DID NOT remove BlockGeneric devices, and instead silently failed. If you'd got such a device stuck on you in 2.06 there'd have been no way to remove it via DF. The ability to remove them is actually the main new feature of 2.08, and it was by no means trivial to arrange.

I can confirm that I had in fact read the front page of the mod.

 

I'm almost certain it's not a DCL device, but rather a standard device. If you had read my post, you'd see that one of the devices I tested with was added by Mortal Weapons and Armors (it happened once with a straightjacket, and once with a petsuit), which seems to add standard Devious Devices as part of its cursed armor function. The other was a gag that I added myself from the console (definitely from DDI), so definitely not heavy bondage. In both cases, my follower refuses to remove the device, saying it's too devious. He had full lives in an inn, by the way, so even if it was a BlockGeneric device, the new removal method should have triggered, which it didn't. So I do think it's a bug.

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