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Posted

One question: is there a way to turn off the expressions of this mod? They conflict too much with my other mods. It's like with the SL expressions with a gag: they look completely out of place and glitchy. Hence I turned them off. If you could make an option in the MCM to turn them off, that would be nice. Or if you could tell me what I have to hide/delete/deactivate to get rid of them.

Posted
13 hours ago, ihatemykite said:

Hm, looking at it more in depth, there are many script blocked on wait. Do you have constantly menu open ? Try to close all menus and wait some time. Also, I still cant figure out why some users have this issue constantly, and some don't. For now I have written the author of IWW on nexus, so I will see if they will sometime upload updated version which will hopefully no longer cause this issue.

Thank you!

Posted

Hi,

 

First of all, I'd like to say that this is such a wonderful mod. In fact, I only set up a Skyrim SE installation just so that I could give it a try with all bells and whistles. And what shall I say -- it's an amazing experience!

 

One odd thing that I'm noticing though is a bit of log spam which seems to originate in the UD_ExpressinManager script. I'm fairly sure that I have all dependencies installed (but of course not 100% sure). This is on AE with latest SKSE, etc., DD 5.2 SE, Zaz8+ SE, OSLAroused, Skyrim Unbound, and the 7/10 nightly build of UD.

 

The game and UD seem to be running just fine and all functions work as advertised (meaning  they're absolutely glorious!), but that log spam can't be too good for performance. At least no stack dumps. :)

 

Maybe I've missed something during installation or something got broken in my savegame. Has anybody encountered this in their logs before?

 

Here's a log excerpt in case anybody can make heads or tails of it. This gets called a lot -- log is running at 18 MB (eek!) after only two hours play time.

Spoiler

[07/22/2023 - 01:20:37PM] WARNING: Assigning None to a non-object variable named "::temp109"
stack:
    <unknown self>.zadexpressionlibs.UpdatePresetFloats_NOMC() - "---------------------" Line 655
    [zadExpressionQuest (16000800)].zadexpressionlibs.SetExpressionRaw() - "---------------------" Line 535
    [zadExpressionQuest (16000800)].zadexpressionlibs.ApplyExpressionRaw() - "---------------------" Line 211
    [zadQuest (1600F624)].zadlibs_UDPatch.ApplyExpressionRaw() - "zadLibs.psc" Line 1933
    [UD_Expressions_Quest (81156417)].ud_expressionmanager.ApplyExpressionRaw() - "UD_ExpressionManager.psc" Line ?
    [Active effect 41 on  (00000014)].UD_CustomDeviceExhaustion_MagEffect.OnUpdate() - "UD_CustomDeviceExhaustion_MagEffect.psc" Line 41

 

Posted
8 hours ago, postal192 said:

One question: is there a way to turn off the expressions of this mod? They conflict too much with my other mods. It's like with the SL expressions with a gag: they look completely out of place and glitchy. Hence I turned them off. If you could make an option in the MCM to turn them off, that would be nice. Or if you could tell me what I have to hide/delete/deactivate to get rid of them.

Currently it doesn't. I can try to implement some switch so the expression will be not updated if actor is in sexlab scene. That should be not hard.

8 hours ago, daggerbot said:

Thank you!

So, long story short, I gave all information to the author. Then I found out that the mod have basically free to edit and upload permission, so I just converted most of the mod to native plugin. Behold ?. This is first thing I have ever added to nexus so I might have made something wrong but anyway. Try to install it, and let me know if anything changes. Please not that you will have to make new game, as existing broken saves will be still stuck in while loop. Only way to fix existing save would be to terminate threads with resaver, but that might cause more issues. Lastly, you can also download the mod from github if you don't want to use nexus

8 hours ago, El_Duderino said:

Hi,

 

First of all, I'd like to say that this is such a wonderful mod. In fact, I only set up a Skyrim SE installation just so that I could give it a try with all bells and whistles. And what shall I say -- it's an amazing experience!

 

One odd thing that I'm noticing though is a bit of log spam which seems to originate in the UD_ExpressinManager script. I'm fairly sure that I have all dependencies installed (but of course not 100% sure). This is on AE with latest SKSE, etc., DD 5.2 SE, Zaz8+ SE, OSLAroused, Skyrim Unbound, and the 7/10 nightly build of UD.

 

The game and UD seem to be running just fine and all functions work as advertised (meaning  they're absolutely glorious!), but that log spam can't be too good for performance. At least no stack dumps. :)

 

Maybe I've missed something during installation or something got broken in my savegame. Has anybody encountered this in their logs before?

 

Here's a log excerpt in case anybody can make heads or tails of it. This gets called a lot -- log is running at 18 MB (eek!) after only two hours play time.

  Reveal hidden contents

[07/22/2023 - 01:20:37PM] WARNING: Assigning None to a non-object variable named "::temp109"
stack:
    <unknown self>.zadexpressionlibs.UpdatePresetFloats_NOMC() - "---------------------" Line 655
    [zadExpressionQuest (16000800)].zadexpressionlibs.SetExpressionRaw() - "---------------------" Line 535
    [zadExpressionQuest (16000800)].zadexpressionlibs.ApplyExpressionRaw() - "---------------------" Line 211
    [zadQuest (1600F624)].zadlibs_UDPatch.ApplyExpressionRaw() - "zadLibs.psc" Line 1933
    [UD_Expressions_Quest (81156417)].ud_expressionmanager.ApplyExpressionRaw() - "UD_ExpressionManager.psc" Line ?
    [Active effect 41 on  (00000014)].UD_CustomDeviceExhaustion_MagEffect.OnUpdate() - "UD_CustomDeviceExhaustion_MagEffect.psc" Line 41

 

Thanks for feedback. Glad you like it! I will give the expression system the look. I'm thinking that I will just remove it as its already part of DD 5.2, so there is no longer use for it. But I'm getting little ahead of myself.

Posted

Hi, Thanks much for the widgets overhaul. I don't suppose there's a reason to update (and start a new game) if the original DaemonPrime version is working fine in a playthrough? The Nexus page seems to work all right by the way.

 

I've just remembered something else from one of my earlier attempts of trying to set up the game and mod, where I also ran into the issue with the hung scripts and the inoperational MCM/mod. In my case, this may have been related to Skyrim Unbound (the Alt-Start mod, which I prefer over LAL):

 

Unbound does some "unorthodox" things during early game start (before char creation), including disabling player controls and in the SE version also disabling the on-screen notifications for a while. In each of the two instances where UD wouldn't initialize, I found a stack dump in my log (with a bunch of UD scripts in the dumped stack, which is probably why it never initialized). I managed to cure this by "powering through" the opening sequence and get to char creation as quickly as possible (with Unbound's MCM) and that prevented the stack dump from occuring again in all three subsequent new game starts and UD initialized just fine each time. Also no more stack dumps now that I'm finally actually playing the game. :)

 

No idea what the causality is here and which of the many mods in my LO triggered the stack dump in the first place, but maybe this experience might help some others who also use Unbound.

Posted
1 hour ago, El_Duderino said:

Hi, Thanks much for the widgets overhaul. I don't suppose there's a reason to update (and start a new game) if the original DaemonPrime version is working fine in a playthrough? The Nexus page seems to work all right by the way.

There is not, but using the new version will basically make it impossible for the widget system to break in the future. And no new game is required, it should work midplay. Only issue is that it depends on if there is currently not some operation on IWW script when you saved. In that case, you would have to just save again and see if it will work.

1 hour ago, El_Duderino said:

I've just remembered something else from one of my earlier attempts of trying to set up the game and mod, where I also ran into the issue with the hung scripts and the inoperational MCM/mod. In my case, this may have been related to Skyrim Unbound (the Alt-Start mod, which I prefer over LAL):

 

Unbound does some "unorthodox" things during early game start (before char creation), including disabling player controls and in the SE version also disabling the on-screen notifications for a while. In each of the two instances where UD wouldn't initialize, I found a stack dump in my log (with a bunch of UD scripts in the dumped stack, which is probably why it never initialized). I managed to cure this by "powering through" the opening sequence and get to char creation as quickly as possible (with Unbound's MCM) and that prevented the stack dump from occuring again in all three subsequent new game starts and UD initialized just fine each time. Also no more stack dumps now that I'm finally actually playing the game. :)

 

No idea what the causality is here and which of the many mods in my LO triggered the stack dump in the first place, but maybe this experience might help some others who also use Unbound.

That is interesting. It might even be the source of issue which many users had. It would explain why some users have it all time time, and some never. I will try to download the mod and see if I can replicate the issue.

Posted

Could it be that in at least 2.1b6, struggling of any kind (including lockpicking and such) checks magicka as well and immediately breaks off if it's (below) zero? I'm using Sexlab Survival, and without a magic licence, magicka gets constantly drained, which makes even purely stamina-based struggling impossible now... ?

Posted
On 7/22/2023 at 10:06 PM, ihatemykite said:

Thanks for feedback. Glad you like it! I will give the expression system the look. I'm thinking that I will just remove it as its already part of DD 5.2, so there is no longer use for it. But I'm getting little ahead of myself.

Hi, I've got a follow-up and good news about the expressions log spam. After I found and installed the new .dll (the merged version by ponzipyramid) linked in the DD development thread, all log issues went away, even after just dropping it into my running savegame (MO-2 user). So I guess current official release of DD 5.2 which I was using before is just a bit behind the latest developments. ?

Posted

Hi,

Thank you for everyone's continued work with this great mod... it is a must have for me.

 

I'm running NB 07102023 and noticed the orgasm meter pauses when in sexlab freecam mode.

 

When I re-lock the camera it starts up again. Anyone else noticing this?

 

I'm running SE under vortex.

Posted

Hi Ihatemykite,

 

one question..... u sad we have to make a xedit patch for every mod that have esp and contains script that u listed on first page, right? So.... Have I to make a patch for DD5.2? and some other which has some of listed zad_file (for example: small_dd_fixes for DD5.2 and other doesn't has esp file, but has script) please clear it for me. THX

Posted

Got another small bug to report playing Laura's Shop quest.

 

During the last mission, this fired:

Spoiler

[UD,WARNING,T=1183.072021]: UnlockDevice(Tough Leather Harness Ball Gag(Julia)) - passed deviceRendered([Armor < (3D09135B)>]) is not devious device. Aborting!

 

This is the code that calls it:

Spoiler

libs.UnlockDevice(libs.playerRef, Laura_ToughLeatherBallGagInventory, Laura_ToughLeatherBallGagInventory, libs.zad_DeviousGag, true, false)

 

And I see it's record present in the patch, so idk what happened there?

I unequipped it using the debug menu.

Posted
On 7/24/2023 at 10:31 AM, Phelan42 said:

Could it be that in at least 2.1b6, struggling of any kind (including lockpicking and such) checks magicka as well and immediately breaks off if it's (below) zero? I'm using Sexlab Survival, and without a magic licence, magicka gets constantly drained, which makes even purely stamina-based struggling impossible now... ?

This is a bug in native plugin. It should be now fixed, but not merged

19 hours ago, Marauderrr said:

Hi,

Thank you for everyone's continued work with this great mod... it is a must have for me.

 

I'm running NB 07102023 and noticed the orgasm meter pauses when in sexlab freecam mode.

 

When I re-lock the camera it starts up again. Anyone else noticing this?

 

I'm running SE under vortex.

This also issue with native plugin. Dunno why it happens, will have to investigate, but for now I don't think that it is much of a issue.

17 hours ago, palracz said:

Hi Ihatemykite,

 

one question..... u sad we have to make a xedit patch for every mod that have esp and contains script that u listed on first page, right? So.... Have I to make a patch for DD5.2? and some other which has some of listed zad_file (for example: small_dd_fixes for DD5.2 and other doesn't has esp file, but has script) please clear it for me. THX

The patch is already provided with fomod installer, only select it when installing mod.

10 hours ago, krzp said:

Got another small bug to report playing Laura's Shop quest.

 

During the last mission, this fired:

  Reveal hidden contents

[UD,WARNING,T=1183.072021]: UnlockDevice(Tough Leather Harness Ball Gag(Julia)) - passed deviceRendered([Armor < (3D09135B)>]) is not devious device. Aborting!

 

This is the code that calls it:

  Reveal hidden contents

libs.UnlockDevice(libs.playerRef, Laura_ToughLeatherBallGagInventory, Laura_ToughLeatherBallGagInventory, libs.zad_DeviousGag, true, false)

 

And I see it's record present in the patch, so idk what happened there?

I unequipped it using the debug menu.

This is because of render device, the inventory device is provided (the 3rd argument). Looks like bug in Lauras bondage shop. For now I will update the unlock functions so if the render device is not valid, it will not stop unlock operation, but instead it will continue as if the render device was not provided in the first place.

1 hour ago, A great tragedy said:

A small problem at THW Patch.

 

at the end of mission, the mod gives player 4 keys but player need 5:

 

2 for belt

 

1 for plug

 

2 for priecings

The keys have (by default) not single durability. Every key can be used multiple times. This can also be edited in MCM.

Posted
12 hours ago, FirelyteBrat said:

I had a question on unlocking restraints or other devices it says difficulty on the nipple lock Expert what skill does that apply to?

 

Lockpicking skill.

Posted

I was slowly removing an inflatable plug from my character, dealing with lots of orgasms and whatnot. Then suddenly the plug could no longer be deflated or struggled from, checking its details indicates... it is inescapable, cannot be unlocked (doesn't have locks to begin with), and cannot be deflated. Pardon my French, but... Da Fuq? Is this now a permanent plug in my character? Doesn't seem to be any legitimate (non-debug) way to remove the device now.

Posted

Awesome Mod!

 

I have one issue, however. I cannot use the lockpick option. When I click it, nothing happens and I return to the previous menu. Any suggestions?

Posted
4 hours ago, MysticDaedra said:

I was slowly removing an inflatable plug from my character, dealing with lots of orgasms and whatnot. Then suddenly the plug could no longer be deflated or struggled from, checking its details indicates... it is inescapable, cannot be unlocked (doesn't have locks to begin with), and cannot be deflated. Pardon my French, but... Da Fuq? Is this now a permanent plug in my character? Doesn't seem to be any legitimate (non-debug) way to remove the device now.

 

When inflatable plug inflated to level 5 it becomes inescapable. You need to wait some time for it to lose pressure, deflate it and then escape it.

Posted

Hey, i pretty much can't play without this mod, which is a shame, since i also wanted to try this one that interfaces irl devices with the in game ones:

 

It works by reading the papyrus log for other mods events (it also comes with its own, that prints stuff like walking and jumping animevents), parsing necessary data from them, then sends the commands through many interfaces (buttplug.io, xtoys, lovesense...) to whatever you want.

Problem is (at least one of it), is its written with the vanilla dd vibration system in mind, so it expects a flat strength and duration, and sends a command once with those values, and any subsequent events just extend it.. With UD system, even if you parse the triggering event, adjust the strength values form 1-5 to 1-100, it will soon desync due to edging, removal, chaos, and can't handle the parallel vibs at all (as far as i can tell).

The animation system also breaks it, since in vanilla DD you "animate" for a fixed time, so again, calling a single vib event for a fixed time is fine for it, but in UD its the wild west (in a good way).

 

I managed to somehow frankenstein it together, by adding an id to patched plugs, then print the current vib strength along with the id when the vib sounds start/stop and have GIFT flip switches to keep track of them, and send durationless/infinite duration commands overwriting the srengths (with 0 ones "turning them off").

Similarly, i added start/stop prints to animation and orgasm starts/stops, and it got really messy really fast. Mainly because i was flailing blindly with only rudimentary programming knowledge, which brings me to my point:

Could the two mods be made more compatible? I tried my best, but i hope there's a better way than what i was doing.

 

Thanks in advance tp anyone who tries.

Posted
7 hours ago, pervrt said:

Hey, i pretty much can't play without this mod, which is a shame, since i also wanted to try this one that interfaces irl devices with the in game ones:

 

It works by reading the papyrus log for other mods events (it also comes with its own, that prints stuff like walking and jumping animevents), parsing necessary data from them, then sends the commands through many interfaces (buttplug.io, xtoys, lovesense...) to whatever you want.

Problem is (at least one of it), is its written with the vanilla dd vibration system in mind, so it expects a flat strength and duration, and sends a command once with those values, and any subsequent events just extend it.. With UD system, even if you parse the triggering event, adjust the strength values form 1-5 to 1-100, it will soon desync due to edging, removal, chaos, and can't handle the parallel vibs at all (as far as i can tell).

The animation system also breaks it, since in vanilla DD you "animate" for a fixed time, so again, calling a single vib event for a fixed time is fine for it, but in UD its the wild west (in a good way).

 

I managed to somehow frankenstein it together, by adding an id to patched plugs, then print the current vib strength along with the id when the vib sounds start/stop and have GIFT flip switches to keep track of them, and send durationless/infinite duration commands overwriting the srengths (with 0 ones "turning them off").

Similarly, i added start/stop prints to animation and orgasm starts/stops, and it got really messy really fast. Mainly because i was flailing blindly with only rudimentary programming knowledge, which brings me to my point:

Could the two mods be made more compatible? I tried my best, but i hope there's a better way than what i was doing.

 

Thanks in advance tp anyone who tries.

I never really gave unforgiving devices a shot, as it didn't look like it would work well in VR, which I exclusively play in these days. I'd be open to collaborating with someone on improving support here, though.

Posted

I got some thoughts to expand the Abadon Plug quest a bit if the player has Lauras Shop.

 

With Lauras Shop, the player can ask to get put in an open chastity belt for an configurable amount of time.

Laura lets the player choose a plug to use with, too. But she also notices when the player already has one equipped.

This leads to the player literally being unable to remove the plug until the belt is removed by Laura again.

 

I'd love to see some kind of interaction with the plug and the belt or the player, as the player has willingly subjected themselves to that belt, blocking the removal of the plug.

This could lead to some kind of "gentlemens agreement" between the belt and the player:

Not leaving the player (totaly) helpless in dangerous areas, in exchange for more difficult events in safe areas.

This allows the plug to grow in power, maybe needing a different kind of grand finisher.

Posted
On 5/31/2023 at 10:18 PM, ihatemykite said:
On 5/29/2023 at 4:48 AM, F0xiiNat0r said:

sorry for the very late response but yes, that is the thing I'm talking about. And I know it kinda goes against the spirit of this mod but you could also add like a "self-locking" modifier to devices to make wearing devices sometimes less punishing but more risky if that feature can remain a thing.

Might try to implement it before release, but it will possibly require quite a big effort to implement. Will have to think about a easy way of implementing it.


Would really appreciate an update on that. Is there a specific hurdle? My first thought was adding an option to manual equip menu to add "pacified" modifier, that adds "Unlock" option from debug menu to device's menu; is there a problem with such approach?

Posted

I'd love some sort of option to tune the "orgasm fatigue" debuff. IMO, it takes waaaaay too long to lower, and the threshold for fatigue is much too low as well. There are options in the MCM for orgasm exhaustion, but nothing for the longer-term fatigue debuff. Even a way to just disable it would be great.

Posted

Thanks so much for your mods.But now there is a problem:
In the old version I can modify fromid using sseedit and replace the manifest device with abadon device, it doesn't work now. Can you do a device filter?Or some other way to teach me
 

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