Jump to content

Recommended Posts

Posted

hm, i had a small idea regarding Simple Slavery Integration.

 

Is it possible to add multiple NPCs to the "potential Buyer list". Same selection process as now, but you save them in a json file and select random a single one in the SS start?

Also with this feature the warning "i could sell you to ..." makes more sense to maybe trigger a selling quest.

=> Get the task to be in 7 days at Riften and walk to the Simple Slavery Auction house and make a small scene to start the Auction.  Quest could be triggered at a decent high "submissive" or way to low rate. (as punishment for -30, and over a certain min submission)

For a player who doesn't like to be sold right now(due to Quest things, unpleasant timing)  maybe just give them a dialogue option to "Please Mistress don't sell me, I promise I will be a good slave".

 

As far as i looked into the Code (i currently don't have a running mod dev setup) it should be just a very few lines of Code for a first running setup.

 

 

Posted
18 minutes ago, Gieksiarz95 said:

Hi. I need mod version 2.0.52 to install the mod list, could you make it available again?

You can use the current version instead, it's fully compatible. No sane mod author wishes to provide support for old mod versions, hence most remove them.

Posted (edited)
5 hours ago, Gieksiarz95 said:

I need mod version 2.0.52 to install the mod list, could you make it available again?

What Talesien said.  Older versions are not supported.  The latest version has the most up to date fixes.  It has everything that was in older versions.  I do keep the previous version available, in case the most recent one has a serious problem.

 

Anyway, you really should be able to use the latest version in your game.  There's no good reason (and several bad ones) to install an outdated version, unless the current version has a known problem that the author is working on.

Edited by HexBolt8
Posted (edited)
10 hours ago, agukiin51 said:

now when I ask my owner if I can be useful she doesn't answer anything

Can you elaborate please on "doesn't answer anything"?  Better detail really helps with understanding a problem.

 

The words of the owner's response changed with the most recent version, but you should still see a response.

 

I also renamed the script property that offering service uses, from StoryPeriodicAttireControlKeyword (which was misleading) to StoryPeriodicEventKeyword.  I tested that change in my own ongoing game; updating during a game isn't a problem.  If you run "sqv vkjmq" in the console and scroll up, you should find something like "::StoryPeriodicEventKeyword_var = vkjPeriodicEvent (xx0326B4)".

Edited by HexBolt8
Posted
5 hours ago, coffeeink said:

Get the task to be in 7 days at Riften and walk to the Simple Slavery Auction house and make a small scene to start the Auction.  Quest could be triggered at a decent high "submissive" or way to low rate. (as punishment for -30, and over a certain min submission)

For a player who doesn't like to be sold right now(due to Quest things, unpleasant timing)  maybe just give them a dialogue option to "Please Mistress don't sell me, I promise I will be a good slave".

That's more than "just a very few lines of Code".  Just saying.

 

In regard to adding multiple NPCs to a buyer list, that's a possibility, though even with just that the MCM would have to support adding, removing, viewing, clearing, exporting, and importing the list.

Posted (edited)
4 hours ago, HexBolt8 said:

That's more than "just a very few lines of Code".  Just saying.

 

In regard to adding multiple NPCs to a buyer list, that's a possibility, though even with just that the MCM would have to support adding, removing, viewing, clearing, exporting, and importing the list.

 

I shortly set up a mod dev setup.

The MCM Part is working in the attachment. (it's not functional for the actual buying part, the old functionality is still working)

 

If you select an NPC it adds the NPC to a JSON File. You can select a NPC in a dropdown and press delete to remove the NPC.

All parts are marked with ; CHANGED and ; ENDCHANGED

To finish it you need to add the $Strings for MCM for the 2 new options, and remove the Selected Buyer option in the MCM.

 

I also made a short test to verify that the selection is working. (you will see in the code)

 

The Selection for Simple Slavery Start than just needs to select a random Buyer from the jsonfile and all is done. (if you want i can also provide the Code here for you, The only thing I can't provide is the Quest ... merging this stuff is more pain than just create the quest i guess)

 

Nevermind. Just added the Code (untested). => It checks if the json file is existing, if yes checks if we have at least 1 buyer and then selects a random entry. To avoid any issues, it just overwrites the MQ.BuyerRef. With that all Code afterwards should be fully functional.

 

// Edited: Slave Start tested. Works fine. MCM a little bit updated to detect missing json

 

 

 

vkjMCM.psc vkjSlaveStart.psc

Edited by coffeeink
Posted
6 hours ago, HexBolt8 said:

Can you elaborate please on "doesn't answer anything"?  Better detail really helps with understanding a problem.

 

The words of the owner's response changed with the most recent version, but you should still see a response.

 

I also renamed the script property that offering service uses, from StoryPeriodicAttireControlKeyword (which was misleading) to StoryPeriodicEventKeyword.  I tested that change in my own ongoing game; updating during a game isn't a problem.  If you run "sqv vkjmq" in the console and scroll up, you should find something like "::StoryPeriodicEventKeyword_var = vkjPeriodicEvent (xx0326B4)".

I'm going to try to remove my translation in case that was the problem, now as soon as I open the game I'm going to capture the game while doing it so that my problem is clearly seen.

Posted
5 hours ago, coffeeink said:

I shortly set up a mod dev setup.

I have this integrated now.  Thank you for the working prototype.  The integrated version is functionally much the same, but I removed "Lola" from the JSON file name since it's redundant in the Lola folder (I left the LolaConfig file alone, since it's already seen a lot of use).

 

"Auction buyer" now displays either "None", the name of the buyer if there's exactly one, or "Random".

Posted
3 hours ago, agukiin51 said:

I'm going to try to remove my translation in case that was the problem, now as soon as I open the game I'm going to capture the game while doing it so that my problem is clearly seen.

It works now, it turned out to be my translation, I have done it again from the beginning and without problems, pff what a relief because I wanted to try the new dialogues....  @HexBolt8

Posted
1 hour ago, agukiin51 said:

It works now, it turned out to be my translation, I have done it again from the beginning and without problems, pff what a relief because I wanted to try the new dialogues...

Good to hear.  Have fun!

 

You know, I'd asked a few days ago about the possibility of an SKSE plugin to substitute "Lola" for a configurable name in the Fuz Ro D-oh text.  Imagine taking that further.  When I watch Korean or Japanese videos on YouTube, I can get English captions that seem to be generated in real time.  It's not great, but it's decent.  Imagine a Fuz Ro D-oh plugin that could do real-time translations.  Players would never have to struggle to understand a mod's dialog or wait for a translation.

Posted
25 minutes ago, HexBolt8 said:

Good to hear.  Have fun!

 

You know, I'd asked a few days ago about the possibility of an SKSE plugin to substitute "Lola" for a configurable name in the Fuz Ro D-oh text.  Imagine taking that further.  When I watch Korean or Japanese videos on YouTube, I can get English captions that seem to be generated in real time.  It's not great, but it's decent.  Imagine a Fuz Ro D-oh plugin that could do real-time translations.  Players would never have to struggle to understand a mod's dialog or wait for a translation.

That would be fantastic, I wish something like that could be implemented since the closest thing I know is the algorithm that YouTube uses to translate subtitles, which is very good, but even so, when I use it to translate into my mother tongue, some sentences don't make sense. If you want, I'll make a LE and SE version of my translation like last time, this one is updated.

Posted (edited)
1 hour ago, Herowynne said:

I have not used it myself, but I think that is what Fuz Ro Bork does.

How interesting!  It's available for LE too (though it's an older version).

 

"fixes - lets you set custom find and replace text to adjust for improperly pronounced words"

I'm thinking that "Lola" is properly pronounced as "Cupcake".

Edited by HexBolt8
Posted (edited)
7 hours ago, HexBolt8 said:

I have this integrated now.

Wow thanks.

 

Then I hope the next release is not too far away.

btw. if you need on Scripting Side support for something, just ping me.

 

Edited by coffeeink
Posted

Wow, another wonderful update for literally one of my favorite mods. 

Once again, @HexBolt8, thank you SO MUCH for your incredible devotion to this mod AND its users.

 

On 8/23/2022 at 5:20 PM, HexBolt8 said:

I'm holding off on adding more bondage content until Devious Devices 5.2 comes out (it looks like it's in the final stretch of development).

So, 90% done and only 90% to go? ?

 

Posted
13 minutes ago, Reigor said:

@HexBolt8 have you ever considered allowing the player to be enslaved to an innkeeper as well as a follower?   

In theory you can make an innkeeper a follower using console commands. Then you can have both.

Posted
9 minutes ago, Psalam said:

In theory you can make an innkeeper a follower using console commands. Then you can have both.

with NFF you don't even need the console, that's a built-in MCM feature.

Posted
49 minutes ago, Reigor said:

have you ever considered allowing the player to be enslaved to an innkeeper as well as a follower? 

No, because this mod is designed for only one master at a time.

 

As others noted, you can use the console or a follower framework mod to make an NPC into a follower, so technically you could make an innkeeper a follower and be enslaved to that innkeeper, if you don't mind a follower who behaves as an innkeeper in any inn (not just the original one).  I don't recommend this.

 

Probably the closest you could come to being enslaved to an innkeeper as well as another follower is to make the innkeeper a follower, then have one follower be your owner through this mod and have the other be your Devious Follower with that mod.

Posted
15 hours ago, agukiin51 said:

If you want, I'll make a LE and SE version of my translation like last time, this one is updated.

If can message that to me, I'll upload it to the mod page.

Posted

A word of advice to those who are downloading the prototype for multiple auction buyers -- be sure to remove those files before installing the next update of this mod.  The final versions of those two files are substantially different.  They will not work with the next update.  The final version is a little easier to use, it ensures that there are no repeats the next time the event occurs, and it supports importing & exporting.

Posted (edited)

Does any one experience a freeze of the game when you go to sleep using the Go to bed mod or when you want to wait? Freeze happens when you press enter after the timer has been set

Edited by myriad

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...