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9 hours ago, pornlover12345 said:

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.

 

I'll look into it. Possibly, the problem is only with gags?

 

I tested for heavy bondage, and various other items, and it appeared to be working, both in the blocked case, and the non-blocked case.

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8 hours ago, A Little Kitten said:

In your file

...\common\Skyrim\Data\Interface\Translations\DeviousFollowers_CZECH

Is missing everything about new patch.

that was causing to make mcm descriptions look like this

$DF_0HOURS

I had to rename it from ENGLISH to CZECH to make it work. minor complication if you tell people how to fix it themselves

There is a warning about this in glowing red letters on the front page of the mod.

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Just checking but is DFC now supposed to overwrite EFF scripts?

Also, teeny request. Could the 'goodbye' flag be unset on the 'How much do I owe you' topic? If I have very little gold left I need to decide whether to pay off debt or buy something I really need then I usually first check how much gold I owe, then find out I owe way too much but I've been kicked out of dialogue and need to wait for my follower to shut up 'goodbying' before I can pay them. 

Unless of course there's a good reason for the goodbye. 

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44 minutes ago, Monoman1 said:

Just checking but is DFC now supposed to overwrite EFF scripts?

Yes. It says so on the front page.

Must load after too.

 

44 minutes ago, Monoman1 said:

Also, teeny request. Could the 'goodbye' flag be unset on the 'How much do I owe you' topic?

Actually, that annoys me so much I don't even use it.

I always go straight to pay debt and then pick the amount, or nothing - quicker than asking first.

 

I suspect it was set because gold control recalcs when you use it, and that's really all its for.

If you're in gold control, and you want to re-balance your gold, you can ask how much debt you have, and drop straight out so you can talk to your shopkeeper or whoever you really wanted to deal with.

 

I'm not sure whether to fix it. Is there a reason not to go straight to the pay debt dialog and then back out if you don't want to pay?

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19 hours 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.

I can confirm this happens for boots and gags. They are missing conditions.

Heavy bondage alone is ok, but I think it will be better without the informative dialog, because then you'll be able to remove items even if you have a quest item.

The quest item will silently fail, but most people will be able to spot a quest item. They won't be charged.

The BlockGeneric items are often non-obvious.

 

The real problem is that this doesn't necessarily update properly if you don't start a new game.

I don't want to recreate it all just to fix it, as it would require rebuilding the dialogs from biggest dialog quest in the game.

I'll see if there's an easier way.

 

Before releasing 2.09, I've decided to add some extensive debug tools, so if you're stuck, you'll be able to work around it until you're naturally ready to start a new game.

It should only cause a problem occasionally anyway.

That should allow time for any more 2.08 bugs to show up.

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21 minutes ago, Lupine00 said:

I'm not sure whether to fix it. Is there a reason not to go straight to the pay debt dialog and then back out if you don't want to pay?

Because you can't tell the total amount you owe if you choose that topic if all you have is say, 100 gold. You could owe 100 gold or 1000. Big difference.

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8 minutes ago, Monoman1 said:

Because you can't tell the total amount you owe if you choose that topic if all you have is say, 100 gold. You could owe 100 gold or 1000. Big difference.

I guess I tend to have a different way of looking at it. If I see clear debt in the list, I know I have money to do that, and if I don't, I know I'm in trouble.

Then I clear the debt (if I can) and look at how much I have in my inventory.

 

But if you use it, your wish is my command.

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I have found an issue/bug:

The debt was near 1450 gold, but when I asked for only 1 single deal (random rule on a Bear deal was given) debt instantly became 0 (zinch) instead of 1050.
I've reloaded save, asked again, Wolf rule was given - same result. 0 debt after 1 deal.
In settings I have: "1 deal removes 400g of debt".

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13 hours ago, Lupine00 said:

There is a warning about this in glowing red letters on the front page of the mod.

I dont want to be mean or anything, dont want to start a fight, but you do relize that you dont need  to speak any other language right ?
It only takes to ctrl c ctrl v the english text into a file with different name.
I dont beleive anyone would be so naive to expect youll be making your mod in some digsuting german language.
Of course we expect it in english... but what we really dont like about the mcm menu is  this
$DF_gold
descriptiom $DF_gold

and similiar.

Why to even make a file for different language if you dont ctrl c ctrl v the new content O.o actully you could just make a copy of the same english file and jsut change the name. That shows that you did make the file.. but only half way O.o

well anyway you asked for a file containing your ctrl c ctrl v content with name of different language... well here you go O.o
https://uloz.to/file/16XtcDSnoQ3G/deviousfollowers-czech-txt
 

I hope i actually helped. It wasnt any work form my side. If you want i can do the same for all languages as well and for future patches

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4 hours ago, Black Justicar said:

The debt was near 1450 gold, but when I asked for only 1 single deal (random rule on a Bear deal was given) debt instantly became 0 (zinch) instead of 1050.
I've reloaded save, asked again, Wolf rule was given - same result. 0 debt after 1 deal.
In settings I have: "1 deal removes 400g of debt".

Thanks for a clear and concise report.

The same issue was reported on the previous page :) 

As was the confirmed repro, and that it's been fixed for 2.09.

 

 

1 hour ago, A Little Kitten said:

I dont want to be mean or anything, dont want to start a fight, but you do relize that you dont need  to speak any other language right ?
It only takes to ctrl c ctrl v the english text into a file with different name.
I dont beleive anyone would be so naive to expect youll be making your mod in some digsuting german language.
Of course we expect it in english... but what we really dont like about the mcm menu is  this
$DF_gold
descriptiom $DF_gold

and similiar.

I left the old translations as a resource for anyone that wants to bring them up to date.

The rest, I already said on the front page of the mod.

 

I took this path, not out of some inability to create a script that simply copies ENGLISH over all the others. That is a solved problem.

 

The idea that I would synch these by hand, with copy and paste in a text editor ? ... it's not going to happen.

 

I could have chosen to carefully maintain each language file, updating them all with new English entries.

I chose not to do that. Localisation files need to be localised, I'm not going to do them at all if I can't do them right.

If you only speak German, a file half-full of English is not useful. And if you speak English, you can use that one. And if you want to fix it yourself, you can.

 

 

I could invest some time creating a script that automatically populates only the missing entries.

I decided not to, at this time. Which doesn't mean I never will... it isn't high on my agenda right now.

 

It's simply a fact that I am not maintaining the non-English files at this time, and if anyone feels they can manage that better for their language that can do it for themselves, and share the results, or keep them private. That's their business.

 

And if you want to send me your *actually translated to <language> version so others can use it. You can. But you'll need to keep sending it as new entries are added.

 

But as it seems people don't want the old translations in the distribution, I will splat ENGLISH over everything when I build the release, and put the old broken translates in a zip by themselves.

 

 

  

1 hour ago, A Little Kitten said:

you asked for a file containing your ctrl c ctrl v content with name of different language...

I didn't ask for that at all. Now you're just being silly. Also, if you were serious you could have included the file directly in your post (zipped they are incredibly tiny) rather than putting some scary .to URL that I will never, ever navigate to.

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It's a pity there isn't a good way to sticky a post so the current state of bug reporting is easily found.

Unfortunately, the best course right now is to simply keep up to date with the forum.

That way you will see if others are reporting the same thing, or if I am asking people to confirm or deny a particular issue.

 

Fixes in 2.09:

  • pause mod now stops the guard arrest forced start scenario
  • any deal clears all debt
  • follower refuses to help remove gags or boots for made-up reasons
     

New additions:

  • punishment for standing when crawling (if you use SD+) (done)
  • quest device doesn't block all removal (done)
  • Debt query dialog no longer has Goodbye flag (done)
  • Debug button to try and fix stuck scenes (done)
  • Debug buttons to add/remove devices (in progress)
  • Debug button to repair follower (possible, not started)

 

Also, does anyone miss the blocking dialog system that I removed the toggle for in 2.08 ?

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2 minutes ago, Darkwing241 said:

 

Maybe that's an answer? 

I think the preponderance of silence on this topic is an answer.

 

I think it would just break your game anyway. It dates back to the initial releases of DF, and was removed quite soon because of constant complaints and problems. It caused a lot of compatibility issues with other mods, vanilla quests, etc.

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6 minutes ago, Lupine00 said:

I think the preponderance of silence on this topic is an answer.

 

I think it would just break your game anyway. It dates back to the initial releases of DF, and was removed quite soon because of constant complaints and problems. It caused a lot of compatibility issues with other mods, vanilla quests, etc.

Now I need to know what it did.  The curiosity is killing me.

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1 hour ago, Darkwing241 said:

Now I need to know what it did.  The curiosity is killing me.

It makes the core follower dialogs into blocking dialogs.

So, if you owe money, you can't get the follower to trade items, or use dialog from any other mod.

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15 hours ago, Lupine00 said:

Thanks for a clear and concise report.

The same issue was reported on the previous page :) 

As was the confirmed repro, and that it's been fixed for 2.09.

 

 

I left the old translations as a resource for anyone that wants to bring them up to date.

The rest, I already said on the front page of the mod.

 

I took this path, not out of some inability to create a script that simply copies ENGLISH over all the others. That is a solved problem.

 

The idea that I would synch these by hand, with copy and paste in a text editor ? ... it's not going to happen.

 

I could have chosen to carefully maintain each language file, updating them all with new English entries.

I chose not to do that. Localisation files need to be localised, I'm not going to do them at all if I can't do them right.

If you only speak German, a file half-full of English is not useful. And if you speak English, you can use that one. And if you want to fix it yourself, you can.

 

 

I could invest some time creating a script that automatically populates only the missing entries.

I decided not to, at this time. Which doesn't mean I never will... it isn't high on my agenda right now.

 

It's simply a fact that I am not maintaining the non-English files at this time, and if anyone feels they can manage that better for their language that can do it for themselves, and share the results, or keep them private. That's their business.

 

And if you want to send me your *actually translated to <language> version so others can use it. You can. But you'll need to keep sending it as new entries are added.

 

But as it seems people don't want the old translations in the distribution, I will splat ENGLISH over everything when I build the release, and put the old broken translates in a zip by themselves.

 

 

  

I didn't ask for that at all. Now you're just being silly. Also, if you were serious you could have included the file directly in your post (zipped they are incredibly tiny) rather than putting some scary .to URL that I will never, ever navigate to.

For 1) i dont speak German.

2) i guess its either because im not a moderer, or because you have no idea what im talking about... But i solved the problem already myself as i said.
ctrl c content from DeviouFollower_english then ctrl v into DeviousFollower_czech.

 

That completely solved the bugs in mcm.
that was all i wanted. i have no idea what you're talking about with some "i could invest some time creating a script that automatically poplates olny the missing entries". Really i have absolutly no bloody clue.. but ctrl c english content + ctrl v under czech title completely solved the mcm descriptions.

Its as simple as that.
ctrl c content from english file

ctrl v into czech file

 

Another way to do is, if you find it faster.

 

Rename DeviousFollowers_english

into

DeviousFollowers_czech

boom. problme solved. mcm descriptions and names fixed. no scripting coding moding or college needed :D

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Progress

 

Fixes in 2.09:

  • pause mod now stops the guard arrest forced start scenario
  • any deal clears all debt
  • follower refuses to help remove gags or boots for made-up reasons
  • maybe fixed Ownership deal not giving you both sets of cuffs
  • enslavement gives you the correct boots

New additions:

  • punishment for standing when crawling (if you use SD+) (done)
  • quest device doesn't block all removal (done)
  • Debt query dialog no longer has Goodbye flag (done)
  • Debug button to try and fix stuck scenes (done)
  • Debug button to immediately enslave PC (done)
  • Debug buttons to add devices (bogged down in fixing how various devices are added in play, not just through debug)
  • Debug buttons to remove devices (not started)
  • Debug button to repair follower (in progress)

 

So the debug buttons thing went very quickly, until I ran into stuff like the Prisoner Chains and Chains of Debt.

The existing code to add them is not very clean, so I thought I'd fix that up.

So I don't think that is going to get finished today.

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57 minutes ago, HermausMoron said:

Just ran into a problem. This mod was running fine for a while, but after having to revert a save, my companions are failing to register as being devious followers/I have no dialogue option to register them. No amount of messing with EFF or resetting DFC seems to help.

I'm not a mod maker, but you can try this:

1. Try to remember which version of the mod did you used.
2. Install that particular version.
3. Load save.
4. If everything is Ok, dismiss your followers and then reset the mod in MCM (not a "device controller").
5. Make a save.
6. Update the mod by installing latest version.
7. Open it's MCM to let it initialize

... OR

5. Make a save.

6. Uninstall any version of the mod
7. Load save without mod
8. Make a save again
9. Clean the save with some "save game script cleaner" (there are couple of them in web)
10. Install latest version of the mod
11. Open it's MCM to let it initialize

PS: You can try the 2nd list of steps starting from 5, if you have not old version of the mod. It might help too. But your followers better be dismissed one way or another before this.

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3 minutes ago, Black Justicar said:

I'm not a mod maker, but you can try this:

1. Try to remember which version of the mod did you used.
2. Install that particular version.
3. Load save.
4. If everything is Ok, dismiss your followers and then reset the mod in MCM (not a "device controller").
5. Make a save.
6. Update the mod by installing latest version.
7. Open it's MCM to let it initialize

... OR

5. Make a save.

6. Uninstall any version of the mod
7. Load save without mod
8. Make a save again
9. Clean the save with some "save game script cleaner" (there are couple of them in web)
10. Install latest version of the mod
11. Open it's MCM to let it initialize

Neglected to mention I tried removing/reinstalling the mod, too. And my version is 2.08.

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7 hours ago, HermausMoron said:

Neglected to mention I tried removing/reinstalling the mod, too. And my version is 2.08.

That usually does nothing unless you clean the save after uninstalling.

 

Try installing NFF (humor me) and see if it fixes your problem?

If that doesn't help, try AFT.

 

You don't have to keep them in your game, just test what happens with them in. Don't keep any saves with them if you don't want them.

 

I'm suspicious that I have rebuilt dependencies against the vanilla follower quest script when that script's source was overwritten by NFF's version, so it wasn't *really* the vanilla follower quest script that some people would have in their games. This might cause some properties to fail to be set in DF if you didn't already have them set.

 

This is a sticky area, because USLEEP also modifies that script. It's not a quest you want to suddenly shed properties mid-game, which your revert may have resulted in.

 

However, if I'd done this and it really did cause a problem, I'd expect to see a lot more people with it, so it's really a tentative guess.

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Progress

 

Fixes in 2.09:

  • pause mod now stops the guard arrest forced start scenario
  • any deal clears all debt
  • follower refuses to help remove gags or boots for made-up reasons
  • maybe fixed Ownership deal not giving you both sets of cuffs
  • enslavement gives you the correct boots and collar, even on old games
  • fixed garbled explanation of deals reduce willpower

New additions:

  • punishment for standing when crawling (if you use SD+) (done)
  • quest device doesn't block all removal (done)
  • Debt query dialog no longer has Goodbye flag (done)
  • Debug button to try and fix stuck scenes (done)
  • Debug button to immediately enslave PC (done)
  • Debug buttons to add devices (done)
  • Debug buttons to remove devices (done)
  • Debug button to repair follower (done)
  • Debug button to add 100 debt (done)
  • First pass rebalance of resistance losses - you tend to lose a lot more now, but make SLS losses more proportionate (done)
  • Rape resistance loss now considers lots more devices
  • Added new mod event to consider "severity" when losing resistance (done)

This is - sort of - ready to release now. Just need to check over some things.

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2.09 is up.

 

While writing the new documentation for the mod events, I realised that there were several obvious mistakes, and somehow the resistance gain event registration had got deleted.

 

While checking the ESP I found some issues with conditions on dialogs that are designed to disable some AFT behavior.

Those dialogs shouldn't fire - that's the point - but they shouldn't reference the original owning quest either.

I'm not sure if they work correctly. If not the impact would be minor - some AFT menu items I wanted to disable would still show up.

 

Then there's the question of the type template for the vanilla DialogueFollowerScript, and ensuring that whatever I compile is a superset of all variants that are trying to use it, and that the properties are filled from my ESP or vanilla, and not from NFF or something. As they are mostly factions, I think that should be fine, but I need to review it properly and make sure it's clean.

 

It's possible this has caused some issues for people who have tried to revert to old saves, or have tried uninstalling DF without a clean save.

 

 

So it seems there will soon be a 2.10, and hopefully it will address only these details. Then, at last I will be able to get SLAX into a better position.

 

I have much improve my testing environment for DF now, but haven't really made full use of it yet. 

When I return to DF development more seriously, after a break for SLAX, I should be able to fix up some of the flaky sex-scene behavior, and that will help with adding new content.

 

Some changes I forgot to mention:

  • The "pit" scenario now adds a bounty for Haafingar.
  • The message box for enslavement rules has been amended to match how the new items work.
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