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Devious Carriages -Continued-


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Posted

I second the idea for a different ambush location for sex events. Both combat and sex does not like slopes.... Maybe a flat place somewhere in the woods?
Maybe you even find a way to use the special Cell Slaverun uses. 

 

I would like an option without dialogue. Meaning the dialogue should not have the option to fight in both cases. The PC was asleep and wakes up overpowered, maybe even with the sex already starting without dialogue. 
would at least fit the narrative better. 

 

I also would like to have a Simple Slavery option. Meaning every time I travel I can have a chance to be sold into slavery by the vicious driver :D


 

Posted

Is there any chance that this mod could've broken vanilla carriages? I have a save where any previous saves have a problem with vanilla carriages, they just won't work, not because of weight doe, gold is removed when I hire the guy but I just teleport literally 1 cm away from the place (The screen goes black for a sec and I am at the same location) The only one that works is Cursed Loots one, but Zaflis told me that Cursed Loot has nothing to do with the problem, so I went here ?

Posted
1 hour ago, Futarrari said:

Is there any chance that this mod could've broken vanilla carriages? I have a save where any previous saves have a problem with vanilla carriages, they just won't work, not because of weight doe, gold is removed when I hire the guy but I just teleport literally 1 cm away from the place (The screen goes black for a sec and I am at the same location) The only one that works is Cursed Loots one, but Zaflis told me that Cursed Loot has nothing to do with the problem, so I went here ?

I remember having the same problem a while ago.

 

Have you deleted all files from Devious Carriages or just disabled its esp? You could try deleting "data/scripts/CarriageSystemScript.pex". I think this script gets loaded by Skyrim even if the esp from this mod is deactivated, but it does not work without the esp.

 

Deleting this script fixed it for me.

Posted
1 hour ago, Futarrari said:

Is there any chance that this mod could've broken vanilla carriages? I have a save where any previous saves have a problem with vanilla carriages, they just won't work, not because of weight doe, gold is removed when I hire the guy but I just teleport literally 1 cm away from the place (The screen goes black for a sec and I am at the same location) The only one that works is Cursed Loots one, but Zaflis told me that Cursed Loot has nothing to do with the problem, so I went here ?

 

this mod only seems to work on a new game or on first install. Whenever I changed or updated something it stopped working, meaning the carriage system was broken. 

 

Posted
39 minutes ago, neghthraw said:

I remember having the same problem a while ago.

 

Have you deleted all files from Devious Carriages or just disabled its esp? You could try deleting "data/scripts/CarriageSystemScript.pex". I think this script gets loaded by Skyrim even if the esp from this mod is deactivated, but it does not work without the esp.

 

Deleting this script fixed it for me.

So this is DC's problem... I didn't delete it, cuz I love the mod and its idea, I am searching for a solution on an existing save, if there is none then I have to delete the mod or just start a new save again ? 

But either way, thank you for your response ?❤️

Posted
8 minutes ago, Nymra said:

 

this mod only seems to work on a new game or on first install. Whenever I changed or updated something it stopped working, meaning the carriage system was broken. 

 

If I understand you right it's either a new save or just delete the mod. 1 thing doe, I did in fact update it once but I started a new save after this... You think I can still save the "save" by deleting the mod completely like @neghthraw suggested or is it done?

Posted
26 minutes ago, Futarrari said:

If I understand you right it's either a new save or just delete the mod. 1 thing doe, I did in fact update it once but I started a new save after this... You think I can still save the "save" by deleting the mod completely like @neghthraw suggested or is it done?

 

when the carriages dont work anymore I could not manage to make them work again on the same save. be it via install/reinstall, waiting for days, cleaning scripts etc. 
So as soon as a save has broken carriages they seem to be broken forever. 

Posted
5 minutes ago, Nymra said:

 

when the carriages dont work anymore I could not manage to make them work again on the same save. be it via install/reinstall, waiting for days, cleaning scripts etc. 
So as soon as a save has broken carriages they seem to be broken forever. 

Thank you so much ?❤️

Posted
1 hour ago, neghthraw said:

You could try deleting "data/scripts/CarriageSystemScript.pex"

Have you tried this? I think it might be only this one script which causes the problem.

Posted
18 minutes ago, neghthraw said:

Have you tried this? I think it might be only this one script which causes the problem.

 

for an existing saves nothing helped regarding the scripts. deleting a script also is not meaning that it is no longer in the savegame. 
I suspect that the carriages broke because of a broken quest/queststage. 

Posted

Seems like the quest "DialogueCarriageSystem" (ID:00017f01) gets modified which leads to not working carriages after uninstalling.

 

I don't know if the stopquest, startquest, resetquest commands might help.

 

But I think "data/scripts/CarriageSystemScript.pex" needs to be deleted anyway for this.

Posted

So it's important to remember that unlike the previous TES games, running scripts are saved WITHIN your save file. This is why a lot of mod authors will tell you there is no such thing as a 'clean save' in Skyrim, because even if you remove or update a mod, that doesn't update your currently running game to reflect the changes of the scripts involved. This includes scripts that came from the vanilla game. This is why a lot of mods that change up core systems have to be installed as a new game or have to have complicated scripts added to them to 'catch' the previous running scripts, kill them, then replace them. 

 

If you have a problem with an existing save and you are trying to manually 'kill' a script you actually need to use something like Falrim's Tools (https://www.nexusmods.com/skyrimspecialedition/mods/5031) to open up the save, find the script instance that is running and tell it to terminate _IN THAT SAVE_ and that's rarely something that the mod authors will endorse doing because it has the possibility of further effing up your game if you hit the wrong stuff.

Posted

Please find a way to unlock the DDs after the arrival. They were just meant for the drivers amusement during the travel (not bandit scenario) and he surely wants them back for the next guest.

For example the driver could add a fitting key after the travel if the player did what he wanted without much protesting.

Posted

So I'm having a strange issue.  I downloaded the Mod for LE and the scripts strip my character but no devices are ever equipped.  Now I just assumed it was LE being LE because I have issues with other mods.  So I tried out the SSE version, and same thing.  Is anybody else having these issues?  Every other mod I have on SSE works fine.  The only mods that didnt work well on LE for some reason were YPS Immersive, and Slavetats.

Posted

Sorry for the absence, but some stuff needed to be sorted, like learning to make mods at all. I made a little Tattoo-Mod to learn basics about Quests and getting them started, so it's time to return to this project.

 

I read about the mod stopping to work, didn't notice that sofar (running the last public version here) but I'm using BFT most of the time, not vanila CS. CarriagesystemScrript is the one from PBs v.25 and untouched, just like the BFT patch. Nothing related to that was changed, so it should still work if it did earlier.

 

Anyways, what I think would be best is rewriting this thing. It's still a good time to do so before anything new gets added, unnecessarily complicating it lateron. As most of the code is already there, it should also not take very long to steamline it a bit and put some parts on a diet.

Posted

Just starting a new game and downloaded this version.  Not sure if there is something currently wrong with the file, cannot load the mod into NMM, cannot open the archive.  Is it best to use an old PB version at this time?

Posted
13 hours ago, lastbytescout said:

Reading the reports above I'd say PBs version is a saver bet, on the other hand my current (unedited) version is running long term without any issues on my setup.

 

does this mod work with devious devices le 5.1 or only with the old devious packs?

 

can you give any info on how the full outfit works ? bc right now in the driver stops and wants bondage event the only thing that happens is stripping and if im lucky i get gagged.

Posted

Hi i have the problem that  they items are not equiped. I have fuz roh da etc installed, I get the message the story note about that the equiped but they dont. Everthiny else like cursed loot works fine, :/ 

 

Posted
1 hour ago, sinola said:

Hi i have the problem that  they items are not equiped. I have fuz roh da etc installed, I get the message the story note about that the equiped but they dont. Everthiny else like cursed loot works fine, :/ 

 

Your loadorder and your logs look fine, no clue what happenes there.

 

9 hours ago, Dideldidumm said:

 

does this mod work with devious devices le 5.1 or only with the old devious packs?

 

can you give any info on how the full outfit works ? bc right now in the driver stops and wants bondage event the only thing that happens is stripping and if im lucky i get gagged.

You set the chances, that's it. Chances are relative, so if the average of the sum of all chances is 50%, it's also 50% that nothing happenes at all. Will be changed in the next version.

Posted
9 hours ago, lastbytescout said:

Your loadorder and your logs look fine, no clue what happenes there.

 

Is it possible that the mod doesn't work with the newest version of the DD? I had an similar problem with an other mod and the reason was that the newest version was incompatible with the mod. 

Posted

Addition to problematic Mods:

Devious Regulations fixed 1.3 - after paying and sitting down you do not travel to your destination, must be loaded before DC and BFT

More to say - lets all destinations in driver dialogue disappear (including BFTs), must be loaded before DC and BFT

 

Will add those to the OP with next update.

 

Also another recent mod change/update killed DCs device equipping, all DD properties can't be initialized anymore. Haven't found which one by now.

Found it:

Public Whore 1.0-1.02 - DC stopps equipping devices, in some cases events are not called at all. Again, must be loaded before DC and BFT

Posted

hmm...

script can't equip any full outfit..

try another option to 0, FO on 100. actor becomes naked, no bondage outfit... 

if i choose separated item, eg "shoes", "catsuit".. it works...

 

try "debug", but can't find logs))))

Posted

There's a broken condition in the outfit selection. Fixed that yesterday after finding it by accident.

 

I also dumped the rewrite for now. The current code needs detailing, but works as intended for the most part and (atleast) my problems were caused by mod conflicts (see two posts above). There'll be a bugfix release this weekend, patching some stuff that got changed over the last week, including the broken outfits.

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