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Deviously Pink - Elvira's Restrictive Fashion shop


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48 minutes ago, naaitsab said:

Well for a simple esp and script only mod that's true. Except if the mod uses LE only frameworks that are not converted or use other function calls, like some old stuff does, but that one seems kinda obvious. Be sure to use the SE CK (sometimes called 64 bit CK) and not the LE one.

 

Textures and NIF's need to be converted. As Zaflis pointed out, I need to cleanup the suit as it now uses the one from DD5.2 with a texture set. There any changes made in the bodyslide files and I believe a conversion of the latest beta was posted somewhere in the thread.

I appreciate the response, but I'll wait for someone else to post an SE port. I really appreciate great mod authors like you, but I'm just not into how much work porting this looks like it'll be 

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On 3/6/2023 at 10:03 AM, Allen Harris said:

I appreciate the response, but I'll wait for someone else to post an SE port. I really appreciate great mod authors like you, but I'm just not into how much work porting this looks like it'll be 

Hey! I was the one that uploaded the SE conversion for the 0.3.7 version! Just give me a few minutes to test if I did anything wrong, and then I'll update the SE page! I have sent naitsaab a message for permission but couldn't wait to convert the update so I did at least let them know about that as well. Hope they doesn't mind.

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Anyone else getting a weird halo around the two back and left mannequins in the store as you walk in?  Their hair is electric blue.  It's like the normal mapping of light is freaking out because it doesn't know what to do, so it just defaults to BRIGHT AS THE SUN.

 

I'm thinking I might be missing a hair texture or something, but I've tried disabling the KS wigs, and the KS mod proper, (I didn't try disabling apachii skyhair though), but none of those seem to change anything.

 

Anyone have a suggestion?

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So playing on the SE version with Realistic Needs and Diseases there may be some alterations to cooking recipes. I can't find any alcohols that the recipes require to cook Venison Stew. It actually has 2 recipes:

- Venison stew (3): ale, salt pile, frost mirriam, 2 carrot, 2 potato, venison

- Venison stew (1): Venison chop, 2 salt pile, potato, leek

- - Venison chop (1): nord mead, salt, venison

But because of those drinks i can't craft either of them or i'm just not finding them? I'll use console workaround to add me some...

 

Also a typo on the cabinet, which reads "Flower", should be "Flour". You know what flowers are i'm sure? ? 

 

If you want to be through with recipes you might also want to check with CACO (Complete Alchemy and Cooking Overhaul), it's somewhat popular.

OR you can use custom recipes somehow which would give an even playing ground for everyone.

 

And lastly because that second recipe to create 1 stew requires 2 salt piles, i can't get more salt from the container because i have 1 on me. (Workaround: Eat the salt!)

 

@iron_monger Might want to take a screenshot, i'm not seeing issues with mannequins. I have full Apachii and KS_Hairs installed (not any HDT hairs or wigs you mentioned).

Edited by Zaflis
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So i think there are still some destability issues with many scenes, causing them to halt in place. It comes down to the scenes that force player to follow. They have big problems running in sequence and detecting when next step should begin. Mods really work best when player is given room to travel on her own, and it should also mean less work for mod's developer. So a few issues that i came across yesterday (if i can still remember):

 

- Minor QoL; smithing job could restore player controls the moment door is locked, not after elvira has used the ladder to go back to shop.

 

- After a few broken water jars in the maid job i was shown a dialog of 0 debt, no DD left on.

 

- The outdoors cage scene has the shopkeeper walking towards left side wooden pillar. It adjusts itself and continues on its own though, but after waiting the time in cage i once had so that player controls were not disabled and i was to walk out of the cage on my own. I couldn't make anything happen after and i loaded game. A different time i tried the cage again and this time the player automatically walked out of the cage and stopped before Elvira, that ended fine.

 

- So there are issues with doors being opened too late. Probably can't issue proper move commands through locked doors. Apart from maybe that cage scene, it happened in the basement a couple times too.

 

- The delivery job seems to have high chance of someone knocking you unconscious when entering the shop. It can even happen again if you walk back towards the door.

 

- The failed delivery seemed to always end correctly in debt and its dealings, but the time i succeeded in getting the leather strip the quest was still about returning to shop and the [Task completed] doesn't disappear from Elvira's dialog.

 

- Another point where scene got stuck when i was escorted to Elvira's room, and then stand in front of the cage. I tried pressing console key or ESC but it didn't do anything.

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On 3/9/2023 at 9:30 PM, Zaflis said:

So playing on the SE version with Realistic Needs and Diseases there may be some alterations to cooking recipes. I can't find any alcohols that the recipes require to cook Venison Stew. It actually has 2 recipes:

- Venison stew (3): ale, salt pile, frost mirriam, 2 carrot, 2 potato, venison

- Venison stew (1): Venison chop, 2 salt pile, potato, leek

- - Venison chop (1): nord mead, salt, venison

But because of those drinks i can't craft either of them or i'm just not finding them? I'll use console workaround to add me some...

 

Also a typo on the cabinet, which reads "Flower", should be "Flour". You know what flowers are i'm sure? ? 

 

If you want to be through with recipes you might also want to check with CACO (Complete Alchemy and Cooking Overhaul), it's somewhat popular.

OR you can use custom recipes somehow which would give an even playing ground for everyone.

 

And lastly because that second recipe to create 1 stew requires 2 salt piles, i can't get more salt from the container because i have 1 on me. (Workaround: Eat the salt!)

 

@iron_monger Might want to take a screenshot, i'm not seeing issues with mannequins. I have full Apachii and KS_Hairs installed (not any HDT hairs or wigs you mentioned).

Would be quite a chore to make it compatible with all food-changing mods. This would also require the removal of the "I go to many" system like you pointed out with the salt.

 

17 hours ago, Zaflis said:

So i think there are still some destability issues with many scenes, causing them to halt in place. It comes down to the scenes that force player to follow. They have big problems running in sequence and detecting when next step should begin. Mods really work best when player is given room to travel on her own, and it should also mean less work for mod's developer. So a few issues that i came across yesterday (if i can still remember):

 

Yes the pathing system in Skyrim is not the best, but the sheer number of issues you've encountered with it makes me suggest something else is going on. I've never had so many issues with it during playtesting or as feedback, so that's a bit strange.

 

Changing all pathing things to a voluntary walk along would require a total rewrite of the scenes and a system that still forces the player to follow her. I'd rather scrap the mod than rewrite it all. If I get the time and when I feel like it then the debt system requires another look over. From what I've seen now it would require a removal of all quest items and then apply the required debt items as that also does not work. I could also increase the radius of the walk packages to see if it helps.

Edited by naaitsab
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Not sure, if it this case, but i heard, that Bethesda has failed again.

In SE AE version player.moveto xxx have path finding bug.

Even in vanilla quests on SE those quests is pain in the ass.


So probably there is speak about SE version not LE.

I am right?

 

PS: As about me i got those problems in this mod SE version.  Also  when in Laura bondage shop was used this command in one quest - problems started.

Player just stuck or move slower, so because doors are probably closed on key sooner as need for SE version. (i personally unlock doors with console and player continue her path)

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1 hour ago, naaitsab said:

Well I only play/test the mod in LE so it could well be another f-up from Bethesda. 

Do you run SE/AE/LE @Zaflis ?

I play on SE now but i have seen same issues before on the LE version.

 

Quote

I've never had so many issues with it during playtesting or as feedback

DP has always been buggy for me, i have reported them i think. I cannot recommend adding this to main playthrough for same reason as Rubber facility, because it is too unpredictable and there is no way to solve some of the bugs with other than loading the game back. If you have debt devices on then only potentially reliable way to pay it back is the smithing job and that alone, but it is more than a little boring and repetitive after you have done it a few times.

 

And no there was nothing wrong with Laura's mod, i finished it twice on SE and it is quite long chain of scripted events and scenes.

Edited by Zaflis
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Please help
My mod characters don't work at all
I approach them, press the dialogue button but nothing
Neither buy anything nor quests to start
There are no stupid dialog buttons
P.S.: I`m Ukrainian, so almost all the inscriptions on the screenshot are not in English

ocr (1).jpg

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Now here's what I want to write about:
Saves in the fashion building (store) simply throw the game on the desktop (other saves work)
And this one problem is not the only one who has this problem.
Exactly the same thing I met in Trapped in Rubber.
What could be the reason for this?

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3 hours ago, t4kem1 said:

Now here's what I want to write about:
Saves in the fashion building (store) simply throw the game on the desktop (other saves work)
And this one problem is not the only one who has this problem.
Exactly the same thing I met in Trapped in Rubber.
What could be the reason for this?

In short, the mods are fine.
I just had saves broken.
Started a new game and everything went 
P.S.: Yea, im idiot)

I know

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Stumbled upon this while creating a new LOD, it seems there are a few errors in the esp that Dyndolod picks on (and SSEEdit agrees). This is for the SE Version (0.5Beta3), but given the nature of conversions, I'm pretty sure it applies to the LE Version as well. Didn't see them posted here yet, so:
 

[00:00] Checking for Errors in [0B] DeviouslyPink.esp
[00:00] DDP_LeashSpell "Leash To" [SPEL:0B0971A5]
[00:00]     SPEL \ Effects \ Effect \ EFID - Base Effect -> Found a NULL reference, expected: MGEF
[00:00] DDP_TestButton "Button" [ACTI:0B5D3777]
[00:00]     ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B5D3778] < Error: Could not be resolved >
[00:00] DDP_PaddedDoor "Padded Door" [DOOR:0B51D0AB]
[00:00]     DOOR \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B6010FC] < Error: Could not be resolved >
[00:01] Done: Checking for Errors, Processed Records: 4462, Errors found: 3, Elapsed Time: 00:01

 

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  • 4 weeks later...
On 4/19/2023 at 12:52 PM, kronnos44 said:

i'm still happy that you support LE over SE anyway

 

i modded LE to a point i enjoy it more then SE

 

 

for some reason the basement door is inside the first double door to go to the halway

it gets stuck there for me

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  • 1 month later...

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