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8 hours ago, Xleymn said:

've had this working on previous saves, but now the dialogue to start wont appear. Sometimes my follower will say the "Lets go then.. hope you dont try to cheat me" line and repeat it until I talk to them, but after that nothing more from the mod happens. No DF dialogue options appear.

I can't say anything about SE versions ... but from your problem, maybe the couple of people who had similar issues were running SE too?

That the debug menu option to add followers doesn't work suggests the quests can't run, or their scripts are stopped.

 

It seems like there is some mod everyone has updated to recently that is killing DF.

 

What is the quest stage of _DFlow ?

 

I recently made a new configuration for my development box, and DF works ok with latest SLSO etc. but I'm not running SE.

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I can't say anything about SE versions ... but from your problem, maybe the couple of people who had similar issues were running SE too?

That the debug menu option to add followers doesn't work suggests the quests can't run, or their scripts are stopped.

 

It seems like there is some mod everyone has updated to recently that is killing DF.

 

What is the quest stage of _DFlow ?

 

I recently made a new configuration for my development box, and DF works ok with latest SLSO etc. but I'm not running SE.

Hey, my quest was at stage 10 after the "dont cheat me" loop started. Tried manually setting quest stages, but nothing changed.

 

In terms of mods updated, I haven't updated any LL mods recently except for DD to 5.0, but it was working fine on an older save file. I'm still removing things to see what is affecting DF, but no luck so far.

 

Update: Well, it suddenly works. No idea what changed. My only guess was the SL patch for Serena Dialogue Add-On. I removed it because it was already sort of glitchy and corrupted my save one time. Idk why that would affect DF since I was using Marcurio to test.

 

This is how I feel right now: 

 

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@YojimboRatchet

I don't know if DD5 will even require an update.

But if it does, likely many other things will require an update too.

 

I'm in no rush to support DD5. Assuming I'm able to work on mods in a meaningful way (which has not been the case for most of this mad year) I will be waiting for DD5 to reach at least 5.1 (or some kind of equivalent of that) before I sink any time into it. Otherwise it's just going to be presenting a load of DD bugs as DF bugs, which I can live without.

 

From what I know about 5 so far, the main addition is a broken (for some people) animation filter you can't disable, so that probably needs to resolve in some satisfactory way before I invest in it. That's the issue with DD as it's "run": developers have to invest a lot of time in the "framework", but they have no voice even to speak to how it's developed, or tested, or what its objectives are. It serves the ends of DCL first, and everyone else second, so if you do things that DCL doesn't like, such as have sex with creatures, DD might not care about you. That doesn't mean it won't end up being better, but at this point just piling in more animations and more assets isn't necessarily helping much. I'd prefer to see quality and polish improved a little, especially around hoods, pet suit animations, etc. The API could be simpler and cleaner to use, with better named functions and parameters that don't lead new developers to make mistakes with it. 

 

The addition of "Contraptions" as a built-in feature is only of interest if you're going to go off and write a load of functionality to use them, which I'm not likely to do. They're something suited to quest/content style mods, so I'd like to play with them, I'm not likely to use them. You could add them to DF, but I already have enough on the wish list for that to be unlikely. TES6 will be along before that :) Let's hope we can mod it. Also, I'd like to dream that Cyberpunk 2077 will be better supported for modding than its predecessors, but ... maybe not. But if it is, it might end up being the default location for a lot of adult mod content. With so much that can happen, I'm not going to plan years into the future!

 

I just made my C++ DLLs build under VC2019, so I am working on some stuff again, but don't hold your breath - Xmas will probably stop me getting much done. 

 

 

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I'm having an issue with this mod bloating my save game. I'm using the SE version, but I'm hoping you can help me out a bit. Also forgive my technical incompetence as I don't know much about scripting.

 

I checked my save with resaver and the script "qf_gift_09000d62" has 229964 occurrences, which seems to have slowed my game down quite a bit when saving and eventually makes my saves unable to load. I've never had issues with this mod (besides a little thing a week or so ago), and my older saves with this mod enabled don't have this problem. 

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6 hours ago, Xleymn said:

 "qf_gift_09000d62"

I have seen this bloat too on a couple of occasions with the LE version - the only way I was able to rescue the save game was to go back to the save where it started to rise, clean DF from the save and reinstall.

 

Not sure why this happens - seems to be a rare occurrence

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7 hours ago, setokiaba said:

So I thought I remember reading that this mod also conflicts with SD+. Is that still true? I find that both deal slavery in two different ways and I would like to try to run both in a game. 

It doesn't, and never did.

I used it with SD+ a lot.

 

But no two follower mods are completely without interactions some people will find a problem.

 

It depends what you mean by conflicts ... it can cause you some problems if you make your SD+ master a DF, other than that, when you are SD+ enslaved, your DF stops being a DF properly and you need to do this and that to fix them afterwards, so it depends on how aware you are of how stuff works and make your game keep going smoothly.

 

It is true that DF does not explicitly support SD+. It would be nice if DF auto-paused and recovered when SD+ enslavement is in progress.

You don't really want both applying at once, and unless you do something to force it, that probably won't happen.

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4 hours ago, Bane Master said:

I have seen this bloat too on a couple of occasions with the LE version - the only way I was able to rescue the save game was to go back to the save where it started to rise, clean DF from the save and reinstall.

It's most likely the sex scanner adding too many scripts to NPCs. It uses a cloak, and the implementation is not ideal.

 

I want to replace it with the updated scanner from SLAX whenever that finally rolls out, but then you will need SLAX as a dependency.

For now, it usually only fails during enslavement, and then, only in busy areas.

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12 hours ago, Lupine00 said:

It's most likely the sex scanner adding too many scripts to NPCs. It uses a cloak, and the implementation is not ideal.

 

I want to replace it with the updated scanner from SLAX whenever that finally rolls out, but then you will need SLAX as a dependency.

For now, it usually only fails during enslavement, and then, only in busy areas.

Looking again, I think I caused this issue. I edited a few lines of dialogue in creation kit and somehow broke the script that was repeating a bunch. I reinstalled with a vanilla ESP (which I thought I had done already) and it seems to be working without the script bloating. My bad.

 

Semi-related idea for this mod -- I'd love to see a version of the dialogue that compliments SL Survival's escort system. My dialogue edits assumed that I had a female follower, the idea was that she was assigned as an escort to the PC and has to follow a rulebook to assign punishments/deals at certain debt levels.  Basically, the escort is reluctant to assign these deals and to punish you. Anyway, not trying to create more work for you or something, just a thought. Keep up the good work!

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I have the problem that when my follower wants to whore my char out, that it CTDs for me when the dialouge with "Let's start upgrading your plug" comes.

 

It just CTDs there and I have no Idea what causes this or what else. SInce either no one else has the problem in that way or I just didnt find a solution to my problem

Or I did what I can do best and jsut overread it somewhere

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On 12/22/2020 at 3:14 AM, Lupine00 said:

From what I know about 5 so far, the main addition is a broken (for some people) animation filter you can't disable, so that probably needs to resolve in some satisfactory way before I invest in it. 

 

 

 

Just want to chime in here that DD 5 also introduces an easy way to equip devices using only the inventory item, without needing to also pass the rendered item and keyword. This was possible before of course if you wrote your own function for it but my understanding is that the new function is much faster. IMO this is the big improvement in DD 5, the previous system was very inconvenient.

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On 12/28/2020 at 9:44 AM, Lupine00 said:

It doesn't, and never did.

I used it with SD+ a lot.

 

But no two follower mods are completely without interactions some people will find a problem.

 

It depends what you mean by conflicts ... it can cause you some problems if you make your SD+ master a DF, other than that, when you are SD+ enslaved, your DF stops being a DF properly and you need to do this and that to fix them afterwards, so it depends on how aware you are of how stuff works and make your game keep going smoothly.

 

It is true that DF does not explicitly support SD+. It would be nice if DF auto-paused and recovered when SD+ enslavement is in progress.

You don't really want both applying at once, and unless you do something to force it, that probably won't happen.

Thanks for the clarification! I thought the best case would be something like that. It isn't impossible to work around like that. If I get enslaved when having a DF, how would I go about fixing it?

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7 hours ago, hopwiesel said:

I have the problem that when my follower wants to whore my char out, that it CTDs for me when the dialouge with "Let's start upgrading your plug" comes.

 

It just CTDs there and I have no Idea what causes this or what else. SInce either no one else has the problem in that way or I just didnt find a solution to my problem

Or I did what I can do best and jsut overread it somewhere

I experience that issue as well. The only solution I can recall finding was disabling the sign plug option in the MCM, and then manually equipping one when I got that deal.

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I have a question:

 

I've looked around a lot, and I can't figure out what the Modular Deals actually do. In a hard-test of stacking as many as I could get, the MCM menu always said "Stage 1" or "Stage 2" under the deal, with a 0 to the right. the MCM menu gives me absolutely no options in that menu except "Disabled". The only thing I recall disabling was Bestiality content, but turning that back on and waiting didn't refresh those sliders in the menu either, so I just want to know what they do beforehand, are they related to bestiality, and if so, why does my companion still offer them while I have that content turned off in the mod?

And if it's not beastiality, how do I turn that menu back on? I bought out all of my debt after the test, dismissed and re-hired, and the menu under Modular Deals is still blacked with a "Disabled" at the bottom.

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4 hours ago, setokiaba said:

Thanks for the clarification! I thought the best case would be something like that. It isn't impossible to work around like that. If I get enslaved when having a DF, how would I go about fixing it?

Just pause DF if it's doing things that seem broken or unimmersive during an SD+ enslavement. You can then unpause after you get free (if you ever do).

 

 

2 hours ago, Aldid said:

I experience that issue as well. The only solution I can recall finding was disabling the sign plug option in the MCM, and then manually equipping one when I got that deal.

Sounds like there's a problem in your physics config. If it's the whore sign, it works OK for me, and for many others. Maybe if you have SMP it goes bad?

Also, I wouldn't know about DD5; it might not work with that.

 

 

1 hour ago, mewfan151 said:

've looked around a lot, and I can't figure out what the Modular Deals actually do.

It's not complicated.

 

You enable some number of deals, let's say it's just two in this example.

They have stupid names like "Dragon Deal" and "Bear Deal". These mean ... nothing. They just identify the deal.

 

And you enable some number of consequences, such as "Gag" or "Piercings". Ideally, you enable ALL of them. The more you enable, the better it works.

 

When a modular deal is assigned, it will pick a deal to assign it to. In this case it will be either Dragon or Bear.

 

Each deal that is assigned to the named modular deal will be one level higher than the last.

So if you have one deal, it's stage 1, two deals you will have a stage 1 and a stage 2, three deals you will have a stage 1 and stage 2 and a stage 3.

It's just how you expect.

 

Modular deal consequences are picked randomly from a pool of available deal consequences that are compatible with existing deals.

For stage 1 and 2, there is one pool.

For stage 3 there is a different pool of more severe consequences.

 

If no deal can be found you will get the "no deal" placeholder. It has no negative consequences, but you do still have to buy out of it, and it can still hold places.

So it's possible to have your Bear Deal set to "No deal, No deal" and be at stage 2. You are eligible for a stage 3 deal in Bear deal, and that will come from a different pool and you might have somthing available. You could, for example, end up with the shopkeeper deal.

 

Thus no deal isn't completely harmless, but you should only see it if you haven't enabled enough modular deals, or you're pretty full of classic deals that are blocking everything.

The "expensive deal" can be given any number of times, and if you have that enabled you will get that instead of no deal.

 

To see what deals you have, look in the MCM.

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4 hours ago, Lupine00 said:

It's not complicated.

 

You enable some number of deals, let's say it's just two in this example.

They have stupid names like "Dragon Deal" and "Bear Deal". These mean ... nothing. They just identify the deal.

 

And you enable some number of consequences, such as "Gag" or "Piercings". Ideally, you enable ALL of them. The more you enable, the better it works.

 

When a modular deal is assigned, it will pick a deal to assign it to. In this case it will be either Dragon or Bear.

 

Each deal that is assigned to the named modular deal will be one level higher than the last.

So if you have one deal, it's stage 1, two deals you will have a stage 1 and a stage 2, three deals you will have a stage 1 and stage 2 and a stage 3.

It's just how you expect.

 

Modular deal consequences are picked randomly from a pool of available deal consequences that are compatible with existing deals.

For stage 1 and 2, there is one pool.

For stage 3 there is a different pool of more severe consequences.

 

If no deal can be found you will get the "no deal" placeholder. It has no negative consequences, but you do still have to buy out of it, and it can still hold places.

So it's possible to have your Bear Deal set to "No deal, No deal" and be at stage 2. You are eligible for a stage 3 deal in Bear deal, and that will come from a different pool and you might have somthing available. You could, for example, end up with the shopkeeper deal.

 

Thus no deal isn't completely harmless, but you should only see it if you haven't enabled enough modular deals, or you're pretty full of classic deals that are blocking everything.

The "expensive deal" can be given any number of times, and if you have that enabled you will get that instead of no deal.

 

To see what deals you have, look in the MCM.

 

Where would I enable these things? My "Modular Deal" menu is completely blanked out with only the word "Disabled" at the bottom of where Deal 1&2 are supposed to sit.

 

https://i.imgur.com/V37vpUH.jpg

 

I can't upload it for some reason, but this is a screenie of that exact thing. I don't know what I've disabled or how to re-enable it. I only disabled bestiality content specifically. And I don't have the menu lockout functions enabled. As of now, I don't have a follower, since her Combat AI is a bit wonky, and I'd rather her just not be with me than spraying poison spells at Dwemer. The only thing I can think of is that I'm missing some soft dependencies, but those all pop up on a different menu anyway.

 

 

EDIT: Nevermind, I got it fixed. I completely spaced and missed the "Reset" button in the MCM menu. Pressed it, and the menu's filled with all sorts of wonderful toys to use. My apologies.

 

I will say this as well: DF does seem to work with devices from DD5 without issue whatsoever. Even seems to snag the right keys. Just doesn't detect the special unique stuff from DCL, but DF+Lola is turning out to be particularly fun.

 

EDIT II: Turns out, halfway through doing something else, I left my Follower in a "Wait" state for about 12 hours, since the dungeon wasn't navmeshed for followers. Got out, and about 12 levels of play later, noticed that my Follower didn't have any of the DFC chat lines. I decided to bork that character. Was aroundabouts level 80 at that point, so about time for a reset anyway. I do genuinely like this mod, and Love that it interfaces with SS and Lola reasonably well.

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9 hours ago, Lupine00 said:

Sounds like there's a problem in your physics config. If it's the whore sign, it works OK for me, and for many others. Maybe if you have SMP it goes bad?

Also, I wouldn't know about DD5; it might not work with that.

guess I should try the older DD versions then, since I use DD5 and for me it crashes on every plug

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On 12/31/2020 at 1:27 AM, hopwiesel said:

since I use DD5 and for me it crashes on every plug

If going back to DD4 solves your problems, or doesn't, please post the results.

 

I think the problem is more likely an incorrectly installed HDT setup.

 

Laura's Bondage Shop has a similar note:

Spoiler

If your game crashes when they're about to equip chains in the shop, its because you're missing a requirement for DD.
The chains used there need HDT to function and it will crash if it isn't installed.
Get it here:
https://www.nexusmods.com/skyrim/mods/53996?tab=description
NOTE: You'll need to get the SSE version if you're using SSE!

 

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35 minutes ago, Sucker343 said:

Can you look into SE port please?

I don't even have a working SE. I admit, I own a copy. Not installed though.

I didn't do the port, and I don't know how it was done, or what sort of differences are in SE because ... I don't run it.

 

Whether I even have a working LE at the moment is debatable... Sort of working though :) 

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On 12/30/2020 at 4:15 PM, mewfan151 said:

EDIT II: Turns out, halfway through doing something else, I left my Follower in a "Wait" state for about 12 hours, since the dungeon wasn't navmeshed for followers. Got out, and about 12 levels of play later, noticed that my Follower didn't have any of the DFC chat lines. I decided to bork that character. Was aroundabouts level 80 at that point, so about time for a reset anyway. I do genuinely like this mod, and Love that it interfaces with SS and Lola reasonably well.

With a dungeon like that, just use the DF pause feature.

 

I think it has some bugs as released (that got fixed in dev), but they're probably quite narrowly scoped.

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On 12/21/2020 at 9:19 PM, Lupine00 said:

I can't say anything about SE versions ... but from your problem, maybe the couple of people who had similar issues were running SE too?

That the debug menu option to add followers doesn't work suggests the quests can't run, or their scripts are stopped.

 

It seems like there is some mod everyone has updated to recently that is killing DF.

 

This seems likely. Whatever triggers the "I hope you don't try to cheat me" bark and enables the debug dialogue option just kinda stopped working for me one day a few months back (without updating DFC) and hasn't worked again since. (I'm also on SE, using nomkaz's port.) Perhaps NFF? It's a very popular mod that's had quite a few updates last year.

 

Interestingly the hireling conversation you have when you don't have enough gold seems to bypass this issue completely. You get 500 added to debt, the [Click me!] dialogue appears and everything works fine from there. Problem is that this limits the number of potential DFs to a very small handful.

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