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Hey, just want to add that I loved the mod, it was fantastic.

 

Also, I was able to upgrade from 1.0.1 to 1.1.0 by making a clean save without it active, I had accepted the quest but hadn't talked to the dragonbridge innkeeper. 
Save was in outside in Dragonbridge, ran up to Solitude, got the quest, ran back, it worked flawlessly.

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1 hour ago, mmomoe said:

I have Fuz ro D-ho with MO2 and the text is still lightning fast. Is there something I'm missing? Do I have to manually add it to a folder? Doesn't seem like mod order affects it at all.

 

Try deleting Fuz Ro D'oh.ini in the Data/Skse/Plugins directory, it will be recreated next time Skyrims starts with all defaults.

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The download links worked, I got the mod running and had a fun time with it.  General comments - it was a bit of a struggle to complete, in more ways than one.  Aside from the challenge of the puzzles, the hard elements for me were the physical challenge of one puzzle that required  time-critical moving and jumping, and at the end, finding a workaround for my characters lackluster combat abilities.

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1 hour ago, Keebster69 said:

After being taken to the fist location I am unable to move even after escaping the hogtie yolk. Im just stuck in place with no interactions other than the soft rough surface beneath me which gives me no options to progress, Any one else experiencing this?

 

I believe this is a long-standing bug with DD where it does not properly return control to the player after releasing them from contraptions. I can't find the thread describing this anymore, but IIRC Skyrim SE has something built in that stops scripts it thinks are stuck, and my suspicion is that this script interrupt is firing on DD's scripts sometimes, resulting in it not doing everything it should. I might be wrong, though.

 

Either way, I did include an experimental safeguard for this problem in the latest patch, but since the bug is hard to reproduce, it's hard to test.

 

On your end, there's a simple workaround/fix: just use the console command "epc" to restore your player controls.

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7 hours ago, Frayed said:

 

I believe this is a long-standing bug with DD where it does not properly return control to the player after releasing them from contraptions. I can't find the thread describing this anymore, but IIRC Skyrim SE has something built in that stops scripts it thinks are stuck, and my suspicion is that this script interrupt is firing on DD's scripts sometimes, resulting in it not doing everything it should. I might be wrong, though.

 

Either way, I did include an experimental safeguard for this problem in the latest patch, but since the bug is hard to reproduce, it's hard to test.

 

On your end, there's a simple workaround/fix: just use the console command "epc" to restore your player controls.

I saw that suggestion for the console command epc in another thread and that didnt work. Do you know of any other ways to strong arm a fix?

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25 minutes ago, Keebster69 said:

I saw that suggestion for the console command epc in another thread and that didnt work. Do you know of any other ways to strong arm a fix?

 

Few more things to try, in increasing order of desperation:

  • Make sure your DD blindfold mode isn't set to the one where you can't move in 3rd person when blindfolded.
  • "dpc", then "epc" (disable, then enable controls).
  • Lock your character back in the device, then get out again.
  • Load a save, try the quest start again.
  • Restart the game, load an earlier save, try quest start again.

 

If none work, I'd be quite stumped and start to suspect some kind of mod conflict or serious script issues.

 

Edited by Frayed
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4 minutes ago, Frayed said:

 

Few more things to try, in increasing order of desperation:

  • Make sure your DD blindfold mode isn't set to the one where you can't move in 3rd person when blindfolded.
  • "dpc", then "epc" (disable, then enable controls).
  • Lock your character back in the device, then get out again.
  • Load a save, try the quest start again.
  • Restart the game, load an earlier save, try quest start again.

 

If none work, I'd be quite stumped and start to suspect some kind of mod conflict or serious script issues.

 

thank you ill give all that a try

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Absolutely LOVED this mod. Did unfortunately have a similar issue as someone else in that the time section was a bit much, but I got through it. 

 

Thoughts I had:

* if it's possible without increasing the hard dependencies, maybe having a way to read if we've got tentacle animations installed, for when there's a "successful" interaction with the tentacle looking object? 

* for future rooms, less parkour, more logic puzzles. I know you're constrained by the game engine, but it'd be cool if we had to do something like, gather ingredients to make a potion, make the potion, and then drink it to be able to "withstand" something (need to make a shock resistance potion to be able to touch an electrified key holder or something). 

* I don't know if it was or I just got lucky, but designate the rooms as safe spaces in terms of mods like deviously enchanted chests or dcl (I think they just use skyrim's designation for it?) . I was terrified every time I opened a chest that I was gonna get trussed up again in devices. 

*more NPC interactions! The dremora was fun, I'd love more of it in the future. 

 

 

Apologies for the rambling, I just really enjoyed the mod, and am looking forward to more. 

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3 hours ago, Tysoncandles said:

Absolutely LOVED this mod. Did unfortunately have a similar issue as someone else in that the time section was a bit much, but I got through it. 

 

Thoughts I had:

* if it's possible without increasing the hard dependencies, maybe having a way to read if we've got tentacle animations installed, for when there's a "successful" interaction with the tentacle looking object? 

* for future rooms, less parkour, more logic puzzles. I know you're constrained by the game engine, but it'd be cool if we had to do something like, gather ingredients to make a potion, make the potion, and then drink it to be able to "withstand" something (need to make a shock resistance potion to be able to touch an electrified key holder or something). 

* I don't know if it was or I just got lucky, but designate the rooms as safe spaces in terms of mods like deviously enchanted chests or dcl (I think they just use skyrim's designation for it?) . I was terrified every time I opened a chest that I was gonna get trussed up again in devices. 

*more NPC interactions! The dremora was fun, I'd love more of it in the future. 

 

 

Apologies for the rambling, I just really enjoyed the mod, and am looking forward to more. 

 

Thanks ? I'll probably make the timing for that puzzle just a little bit more lenient in a future patch since some people remarked on it being frustrating. Not much, though, I think it's close to perfect. As for your thoughts:

  • I'm pretty sure that should be possible, I won't change it for the current quest, but I could play around with it for part 2. To keep it a bit vague (possible part 2 spoilers) :
    Spoiler

    I'm actually toying with adding some tentacle-themed stuff for part 2 at the moment, so if there's any good animations in particular you'd like to suggest, now's the time.

  • No comment, other than that you'll like what I've planned for part 2 ? .
  • As per a good suggestion early on, I'm already suspending DCL and related mods' events by using SendModEvent("dhlp-Suspend") for the duration of the quest, so you should have nothing to worry about ?
  • I learned a lot more about scenes, packages and NPC control since I made part 1, so you can expect more in part 2.

     

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17 hours ago, ryloc11 said:

OK I have spent .... too much time looking for the mittens key.  Can someone please tell me where it is.?

 

Spoiler

There's a key hanging outside the door with the barrier. Now, how to get to it...

 

  

18 hours ago, Allen Harris said:

Anybody else have a CTD when trying to use the key on your ... I think it was the arm restraint? I have it every time.

 

First time I see this one. Please provide more detail:

  • Which device? When exactly does this happen?
  • Is it reproducible?

 

Edited by Frayed
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Just gotta say, was INCREDIBLY impressed by this mod. The creative ways of event triggering really made it for me!

Spoiler

Was very impressed by the carry item and push objects mechanics you used. Had some minor conflicts with DD's vibe events triggering harness conditions early but it was otherwise free from confict (barring some external mod choices).

Keep up the good work! Can't wait for the follow up for after the fact!

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6 hours ago, Frayed said:

 

  Hide contents

There's a key hanging outside the door with the barrier. Now, how to get to it...

 

Thanks.  I really do like the mod.  It really show how much I like to torture myself being a completionist who it terrible at puzzles.  lol

 

 

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6 hours ago, Frayed said:

 

  Reveal hidden contents

There's a key hanging outside the door with the barrier. Now, how to get to it...

 

  

 

First time I see this one. Please provide more detail:

  • Which device? When exactly does this happen?
  • Is it reproducible?

 

First room after abduction, after I put the key in the indentation on the wall opposite the hogtie pole. Actually, I think it's for the hood, not the arm restraint. 

Happened every time I tried.

Thing most out of the ordinary is probably that I'm running the VR port.

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On 1/7/2023 at 10:31 PM, Frayed said:

 

Few more things to try, in increasing order of desperation:

  • Make sure your DD blindfold mode isn't set to the one where you can't move in 3rd person when blindfolded.
  • "dpc", then "epc" (disable, then enable controls).
  • Lock your character back in the device, then get out again.
  • Load a save, try the quest start again.
  • Restart the game, load an earlier save, try quest start again.

 

If none work, I'd be quite stumped and start to suspect some kind of mod conflict or serious script issues.

 

Not only can I not move after escaping, the hogtie pole is completely invisible when I'm strapped to it. When I am, there isn't even any unique pose for it; I'm just standing on the ground with nothing around me.

When I do escape, I can crouch and jump (and the jumping sometimes causes me to get stuck in the falling animation). I can't move around, nor can I go back in first person. the console commands did nothing.

Playing on LE. I can provide a mod list if that is of any use.

Edited by Pornucopia
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So, I've played this mod, pretty nice. However, I've also recieved the letter on male characters, characters who I don't want to do bondage stuff with, and ones where it could potentially break. Is there any way to fail/end the quest without screwing with anything? I know I managed it at least once, but I cannot remember how, so if there's any way I can do it consistently, that'd be nice. I like the mod, but I switch characters so often that constantly enabling and disabling it just isn't feasible.

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On 1/11/2023 at 9:49 AM, Pornucopia said:

Not only can I not move after escaping, the hogtie pole is completely invisible when I'm strapped to it. When I am, there isn't even any unique pose for it; I'm just standing on the ground with nothing around me.

When I do escape, I can crouch and jump (and the jumping sometimes causes me to get stuck in the falling animation). I can't move around, nor can I go back in first person. the console commands did nothing.

Playing on LE. I can provide a mod list if that is of any use.

I am having this same exact issue. I have DD 5.2 Beta 10 RC1 installed and the pole was invisible with DD Contraption both off and on. Tried restarting the game and quest multiple times with no change.

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On 1/9/2023 at 5:42 AM, Allen Harris said:

First room after abduction, after I put the key in the indentation on the wall opposite the hogtie pole. Actually, I think it's for the hood, not the arm restraint. 

Happened every time I tried.

Thing most out of the ordinary is probably that I'm running the VR port.

 

Strange. I don't have the VR port so I can't test it, and it works on SE. Since VR handles holding objects differently, I suspect it's crashing when I disable the physics-enabled key that you're currently holding. I'll make a patch, if you're willing to test it for me (since I can't).

 

On 1/11/2023 at 3:49 PM, Pornucopia said:

Not only can I not move after escaping, the hogtie pole is completely invisible when I'm strapped to it. When I am, there isn't even any unique pose for it; I'm just standing on the ground with nothing around me.

 

Also @slayedigneel @abc1010 : sorry, my bad. Just tested it and had the same issue. Maybe I messed something up in the most recent version that slipped past my testing. Not sure what yet, but I'll fix it and post a new version.

 

On 1/14/2023 at 9:53 PM, tsmfpz said:

So, I've played this mod, pretty nice. However, I've also recieved the letter on male characters, characters who I don't want to do bondage stuff with, and ones where it could potentially break. Is there any way to fail/end the quest without screwing with anything? I know I managed it at least once, but I cannot remember how, so if there's any way I can do it consistently, that'd be nice. I like the mod, but I switch characters so often that constantly enabling and disabling it just isn't feasible.

 

Sorry, but I don't understand your problem. If you know how the quest starts (and you seem to), you could just... not start it? If you're really bothered by having an open quest in your log, try something like the console command "completequest frayescapequest" or possibly "setstage frayescapequest 200".

Edited by Frayed
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2 hours ago, Frayed said:

 

Strange. I don't have the VR port so I can't test it, and it works on SE. Since VR handles holding objects differently, I suspect it's crashing when I disable the physics-enabled key that you're currently holding. I'll make a patch, if you're willing to test it for me (since I can't).

 

 

Also @slayedigneel @abc1010 : sorry, my bad. Just tested it and had the same issue. Maybe I messed something up in the most recent version that slipped past my testing. Not sure what yet, but I'll fix it and post a new version.

 

 

Sorry, but I don't understand your problem. If you know how the quest starts (and you seem to), you could just... not start it? If you're really bothered by having an open quest in your log, try something like the console command "completequest frayescapequest" or possibly "setstage frayescapequest 200".

I'd be happy to test for you. Just lmk.

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