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Devious Carriages -Continued-


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Posted
4 hours ago, IamAndrea said:

Any chance of SSE support? ❤️

On 04/28/2021 at 5:10 PM, rulethirtyfor said:
Is there any work to make this special edition compatible?

Not planned or worked on. But there have been reports that the mod works on SE as is.

  • 3 weeks later...
Posted (edited)

I'm having the same issue a couple of other users have reported, where the MCM settings don't appear to influence the bandits' behaviour. I set the chance for sex to 0, but my character was still raped. I'm on LE and a fresh save.

 

Not the end of the world for me, but it would be nice for the MCM settings to actually do what they're supposed to. I don't want to have to deal with a janky wilderness sex scene where my character clips through the floor, or see a four-man bandit orgy, as hilarious as it is. I also noticed that the driver often fucks the player during the 'Too Chatty' scenario. An option to toggle that might be good.

 

Another issue I have just encountered: I don't have CL installed (I saw it's listed as a soft requirement) and I ended up stuck in a collar that the game could not detect in my inventory, but that was on my character and that NPCs would react to. I suspect it might have been one of the CL collars that the mod tries to substitute for.

Edited by DvPl
  • 4 weeks later...
Posted (edited)

Heya, great mod. I wonder why I never found this before.

I just have one problem, where DD devices never get equipped.

I double checked everything for the past hr before posting this.

I have DD5, of course. And I've done some testing to verify that it works just fine.

 

All events from your mods trigger, MCM percentages work just fine, and all events run flawlessly but no devices get equipped. ?‍♂️

 

 

I found a problem within the log, maybe someone has an idea why it's failing.

 

Spoiler

[11/26/2021 - 12:56:52AM] pbdc - GetDDxLibs(): looking for DDx...
[11/26/2021 - 12:56:52AM] pbdc - GetDDxLibs(): DDx found
[11/26/2021 - 12:56:52AM] pbdc - GetDDxLibs(): DDx libs found: xlibs=TRUE xlibs2=TRUE
[11/26/2021 - 12:56:52AM] pbdc - GetCellscan() using internal follower cellscan, 3 NPCs found
[11/26/2021 - 12:56:52AM] pbdc - GetCellscan(): #2 Found NPC: Red Squirrel (isTeammate=False)
[11/26/2021 - 12:56:52AM] pbdc - GetCellscan(): #1 Found NPC: Klara (isTeammate=False)
[11/26/2021 - 12:56:52AM] pbdc - GetCellscan(): #0 Found NPC: Kibell (isTeammate=False)
[11/26/2021 - 12:56:52AM] pbdc - GetCellscan(): Found 0 followers with internal scan. Include Player: TRUE
[11/26/2021 - 12:56:52AM] pbdc - GetCellscan(): added Player to list
[11/26/2021 - 12:56:52AM] pbdc -  fragment 50 - bCuffs=TRUE - bSex=False - skse v1
[11/26/2021 - 12:56:52AM] pbdc - AddHandCuffs(Klara): rand=2
[11/26/2021 - 12:56:52AM] Error: Method LockDevice not found on zadlibs. Aborting call and returning None

stack:
    [PBDC_CarriageQuest (B90012C4)].PBDC_EquipScript.AddHandCuffs() - "pbdc_equipscript.psc" Line 440
    [PBDC_CarriageQuest (B90012C4)].QF_PBDC_CarriageQuest_070012C4.Fragment_50() - "qf_pbdc_carriagequest_070012c4.psc" Line 1154
[11/26/2021 - 12:56:52AM] WARNING: Assigning None to a non-object variable named "::temp66"
stack:
    [PBDC_CarriageQuest (B90012C4)].PBDC_EquipScript.AddHandCuffs() - "pbdc_equipscript.psc" Line 440
    [PBDC_CarriageQuest (B90012C4)].QF_PBDC_CarriageQuest_070012C4.Fragment_50() - "qf_pbdc_carriagequest_070012c4.psc" Line 1154

 

 

UPDATE: Fixed the bug myself.

SL Inflation Framework overwrites zadlibs.pex with an ancient version.

I got rid of that ancient version and it immediately works.

It also probably corrupted my savegame without me knowing, so I'm gonna start a new game... after checking other mods for problems as well. I dont expect to find more because Im usually very careful but who knows...

 

Phew....

Edited by King-Crimson
  • 2 weeks later...
  • 4 weeks later...
  • 4 weeks later...
Posted

I'd like to suggest a new branch of outcomes triggered by guards and soldiers.

- Customs control - Carriage is stopped in local outpost/camp to be checked by soldiers/guards, they obviously very scrupulously inspect passengers.

- Handed to the authorities - if PC has large bounty on her head, the coachman can simply deliver her to group of bounty hunters/guards

- Framed - (variation of customs control) - coachman was transporting some illegal good inside the carriage but he does not want to end up in jail so he frames the PC - she can end up prison, try to fight, get bound, try to bribe the guards (if she fails the consequences should be much more harsh)

- Horse confiscation - group of soldiers confiscate the horse, coachman forces PC to haul the carriage to the destination (this might be used to connect D Carriages to SLUTS)

- PLACEHOLDER - PC is delivered to camp of opposing army to be used by soldiers


Sry for bad english

Posted
On 7/4/2021 at 1:49 AM, user9120975435 said:

my problem is that when I get on the cart nothing happens. My char just sits there, no blackout or anything and the driver keeps prompting for us to go. Can't even interact with him, the only thing I can do is press E and get off the carriage.

Unfortunately I have the same situation.

Posted (edited)

I set the follower outfit to tavern wench but she gets a gag and the player not. The player has dialogues like she was wearing a gag with the driver but none is in her inventory or equiped.

Are the tavern wench clothes locked on the player? I can't unequip it.

Edited by xyzxyz
  • 1 month later...
Posted
On 10/11/2021 at 4:36 AM, IamAndrea said:

Any chance of SSE support? ❤️


Hopefully it will be officially converted someday, but it works for me as is, but scripts won't fire all the time unless you COPY the contents of the scripts folder (including the source folder within it) into the Source folder in your AE 1.6 Data folder. 

Posted
On 10/31/2021 at 3:04 AM, DvPl said:

I'm having the same issue a couple of other users have reported, where the MCM settings don't appear to influence the bandits' behaviour. I set the chance for sex to 0, but my character was still raped. I'm on LE and a fresh save.

 

Not the end of the world for me, but it would be nice for the MCM settings to actually do what they're supposed to. I don't want to have to deal with a janky wilderness sex scene where my character clips through the floor, or see a four-man bandit orgy, as hilarious as it is. I also noticed that the driver often fucks the player during the 'Too Chatty' scenario. An option to toggle that might be good.

 

Another issue I have just encountered: I don't have CL installed (I saw it's listed as a soft requirement) and I ended up stuck in a collar that the game could not detect in my inventory, but that was on my character and that NPCs would react to. I suspect it might have been one of the CL collars that the mod tries to substitute for.


Wait you downloaded...THIS mod, expecting not to get raped? That's like downloading Sexlab Survival while playing as a female and expecting independence.

  • 4 weeks later...
Posted
On 3/29/2022 at 7:36 PM, LynErso666 said:


Wait you downloaded...THIS mod, expecting not to get raped? That's like downloading Sexlab Survival while playing as a female and expecting independence.

I didn't know there was an option to set forum posts to "disabled" but you clearly have some kind of cognitive impairment considering you'd make such a stupid comment. If there is an option to disable an event, I would expect that disabling the event will actually disable the event. The fact that it doesn't suggests there's something wrong with the mod.

  • 3 weeks later...
Posted

Recently tried this out, had 3 problems so far.

 

1. The carriages are left out in the world when you're stopped in the wilderness.  They should really be disabled after the encounter is over.

 

2.  One time I made it back to a stable before the carriage driver did, they should really be teleported back instead of being forced to walk. 

 

3.  This mod occasionally equips broken items.  I've had a gag a couple times that did not seem to have a model so it was invisible and it did not require to be unlocked.  Worse though is the collar that isn't listed in inventory.  Sometimes it shows up as an unnamed item and sometimes that is removeable by console, but not always.  Whenever this occurs I have to revert to a save before I took the ride.  :(

Posted
16 hours ago, Naps-On-Dirt said:

Recently tried this out, had 3 problems so far.

 

1. The carriages are left out in the world when you're stopped in the wilderness.  They should really be disabled after the encounter is over.

 

2.  One time I made it back to a stable before the carriage driver did, they should really be teleported back instead of being forced to walk. 

 

3.  This mod occasionally equips broken items.  I've had a gag a couple times that did not seem to have a model so it was invisible and it did not require to be unlocked.  Worse though is the collar that isn't listed in inventory.  Sometimes it shows up as an unnamed item and sometimes that is removeable by console, but not always.  Whenever this occurs I have to revert to a save before I took the ride.  :(

Whoa that's nuts. I've been using this since it first came out and am using it for AE, and I've still never seen that happen. Actually...I've never seen a bug with this mod. This is one of a very few mods on the Loverslab I've never seen a bug with, ever. And I'm using over 1k mods with it. I guess my best guess would be to triple check your devious devices mod, namely it's bodyslide files. Try reinstalling that and rebuilding them. Seems like a DD thing.

Posted
On 5/10/2022 at 4:08 PM, Naps-On-Dirt said:

Recently tried this out, had 3 problems so far.

 

1. The carriages are left out in the world when you're stopped in the wilderness.  They should really be disabled after the encounter is over.

 

2.  One time I made it back to a stable before the carriage driver did, they should really be teleported back instead of being forced to walk. 

 

3.  This mod occasionally equips broken items.  I've had a gag a couple times that did not seem to have a model so it was invisible and it did not require to be unlocked.  Worse though is the collar that isn't listed in inventory.  Sometimes it shows up as an unnamed item and sometimes that is removeable by console, but not always.  Whenever this occurs I have to revert to a save before I took the ride.  :(

Hello,

 

thanks for pointing that out. Never noticed number on, but will be checked.

Second one may be a conflict with something else as DC creates an aliased Driver, the "real" one should never leave the starting location just as in vanilla.

Number three sounds strange. Anything is equipped via vanilla DD functions, so if devices break it happens in DD, although there is a script bug when equipping none-DD heels, making them unequippable from the inventory menu, but not invisible/unnamed.

 

However, progress has been made and there should be an updated version soon.

Posted

I've never been away, I just never checked back here as the board didn't notify me of any replies since my last upload.

And yes, still modding, but DCc was not high up on the priority list. It got some bugfixes/improvements though.

Posted
13 minutes ago, lastbytescout said:

I've never been away, I just never checked back here as the board didn't notify me of any replies since my last upload.

And yes, still modding, but DCc was not high up on the priority list. It got some bugfixes/improvements though.


O sweetness. Well thx for sticking around and thx for your work! You're amazing.

Posted
2 hours ago, lastbytescout said:

Hello,

 

thanks for pointing that out. Never noticed number on, but will be checked.

Second one may be a conflict with something else as DC creates an aliased Driver, the "real" one should never leave the starting location just as in vanilla.

Number three sounds strange. Anything is equipped via vanilla DD functions, so if devices break it happens in DD, although there is a script bug when equipping none-DD heels, making them unequippable from the inventory menu, but not invisible/unnamed.

 

However, progress has been made and there should be an updated version soon.

 

Is this likeley to include an updated, reliable, SE version?

 

Please? ...... ?

Posted (edited)
14 hours ago, DonQuiWho said:

 

Is this likeley to include an updated, reliable, SE version?

 

Please? ...... ?


I'd have to second that. I would love to be sure it's for SE/AE. But I am using it on AE now and it works perfectly. But I don't use all the device stuff. Just the collar, cuffs, and outfit. I mean I made the outfit it uses one of mine. But other than that, all I did was take the scripts folder for this mod and copy it into the source folder. I didn't even convert anything to SE. I'm using the LE plugin in my game and it works. Some mods, that really don't work. SLIF will ruin your world if you're accidentally using the LE esp/esl. Forcing Devious Carriages to be light on SE is also not a good idea if you are given the option. It kinda made my game not start. But that's better than nothing while we wait for the tried and true SE version I say.

Edit1: And I'm using extensive land mass changes. It really is hilarious though when mods change the areas this mod does and the bandits ambush me and a massive swarm of Mihail's corpse eaters begin murdering all the bandits and I run away. Another amazing thing this mod allows for is actual fights when you have enemies modded everywhere. With all the combat mods I've installed to make fights really intense, everyone (including me) only taking a couple hits to kill (unless in heavy armor), and Mordhau parry system, omg, it sure is nice summoning an army of followers with AFT and the battle that ensues is ridiculously fun with all these high-level bandits. I do perm-lose some followers sometimes, but there's prices to pay when travelling a medieval world of any kind, right?

Edited by LynErso666
Posted

I neither use SE or AE, so that's a no. But for what I read earlier here and on PowerBings original thread, the mod works on SE as-is. It's all scripts and vanilla asset, nothing that should prevent it from doing stuff there when prerequisites are met.

 

About getting ambushed at the intermediate stopps, I had that with a mod that heavily populated a nearby tower with forsworns. And some trespassers from Populated Skyrim. And some stray wolves. Still thinking about a rescource friendly way to get rid of those on-the-fly.

Posted
5 hours ago, lastbytescout said:

About getting ambushed at the intermediate stopps, I had that with a mod that heavily populated a nearby tower with forsworns. And some trespassers from Populated Skyrim. And some stray wolves. Still thinking about a rescource friendly way to get rid of those on-the-fly.

You don't need any mod to have a combat at the stop point. You just need unlucky and the game spawn a dragon there. I have encoutered dragon attack in stop point for about 5 times while using this mod and it is just simple that killing the dragon let me countinue the conversation about disguise as a slave.

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