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Posted (edited)
10 minutes ago, Frayed said:

 

Both just use the RemoveAllItems papyrus function so yes, they'll strip anything. Tbh I didn't even think of equippable ears, wigs or tails when I coded it. It's a bit hard to do this 100% correct anyway because I don't know for sure what kind of items will use which slots. If DD uses any slots that could also be things like ears, wigs, tails, wings or whatever I don't think I can really distinguish them anyway. I don't think I'll change this for now, it's rather complicated for how much it'd bring.

I figured that was the case, and I don't think it's anywhere near a dealbreaker for the mod.  Just figured I'd bring it up, and a workaround I've been able to do is utilizing a Racemenu Tail/Ear addon.  The only funny part of the one I was using in particular was that in Snare to Loosen, the Hood hid both ears AND tail, which probably has something to do with how the addon equips tails more than anything with TTOF.  

 

EDIT: Another weird one from my most recent modlist, and I don't know if there is an easy fix, but running a different ENB (PI-CHO) And ELFX and EVLAS makes the Gloomy Ruin excessively dark after completing Azura's Trial.   Probably something I have to fix on my end vice TTOF but something worth noting

Edited by IcicleInn
Posted
31 minutes ago, myhouseatl said:

Ok, I'm assuming I have some script lag?  To start off with, when the collar is put on and she tells me to walk to her, I'm not forced walked.  I can just walk over.  I don't get placed into the XCross.  I can manually do it but, then the quest never updates.  She just tells me to put my feet here and then nothing happens.  Looking at the quest stages, I'm able to advance to the next quest where she tells Jurgin to watch me.  I escape the cross and am placed into ebonite gear and placed back onto the cross.  At this point, I can't escape.  Can't interact with cross, access inventory or even look at journal.  Looking at the quest stages, they now have jumped around and it's not clear what quest to advance, or if I should.  How am I supposed to escape?  Is Jurgin supposed to help me?  Is a quest not updating? Help please.... 

 

Yeah that sounds like some script issues. You can reload and try starting the quest again, that has worked for people before. If it happens again post a papyrus log here, I can have a look. But from the sound of it there's several scripted parts that just didn't run for you, and because the start of the quest is a rather heavily scripted section, breaking one part tends to break all of them. SetStage won't help you here unfortunately, that part isn't set up for it.

Posted
4 hours ago, Frayed said:

Could be fun. It's not my usual writing style so feel free to suggest some lines and where you feel like you'd want them, I can take those as inspiration and maybe add a few.

I'm gonna think of things to add and I'll come back to you

Posted
6 hours ago, Frayed said:

 

Yeah that sounds like some script issues. You can reload and try starting the quest again, that has worked for people before. If it happens again post a papyrus log here, I can have a look. But from the sound of it there's several scripted parts that just didn't run for you, and because the start of the quest is a rather heavily scripted section, breaking one part tends to break all of them. SetStage won't help you here unfortunately, that part isn't set up for it.

@myhouseatl Might also try updating to Devious Devices NG and the latest SexLab - those fixed a lot of script issues for me.

Posted (edited)

The Hound Key disappeared. Yes I got it from the device. It simply has vanished. Is there a command for it? 

Found out how to unlock things via command. I remember seeing the Hound Key Prompt tab... however it just isn't around or it fell to the floor and vanished somewhere beyond this realm 

Edited by Omnijoel
updating
Posted
5 hours ago, Omnijoel said:

The Hound Key disappeared. Yes I got it from the device. It simply has vanished. Is there a command for it? 

Found out how to unlock things via command. I remember seeing the Hound Key Prompt tab... however it just isn't around or it fell to the floor and vanished somewhere beyond this realm 

Some of the keys disappear when their purpose has been served. However, you could add it to your inventory from the console and you should be able to use it that way too.

Posted
On 11/24/2024 at 4:37 AM, Frayed said:

 

Yeah that sounds like some script issues. You can reload and try starting the quest again, that has worked for people before. If it happens again post a papyrus log here, I can have a look. But from the sound of it there's several scripted parts that just didn't run for you, and because the start of the quest is a rather heavily scripted section, breaking one part tends to break all of them. SetStage won't help you here unfortunately, that part isn't set up for it.

That's what I figured.  Your first one played great but, I was around level 20.  Now I'm 86.  I've noticed some lag but seems to play good.  At least most things seems to work well.  I'm almost finished with this play through.  I'll just start again and do yours at lower levels before things get crazy. 

 

@Allen Harris I have DD NG and since I'm still playing SE, Sexlab is 163.  That's the latest.

Posted

Awesome mod, I loved the fact you had to physically move objects to escape! Also no bugs on my end. I hope there will be more mods from you in the future

Posted
2 hours ago, myhouseatl said:

That's what I figured.  Your first one played great but, I was around level 20.  Now I'm 86.  I've noticed some lag but seems to play good.  At least most things seems to work well.  I'm almost finished with this play through.  I'll just start again and do yours at lower levels before things get crazy. 

 

@Allen Harris I have DD NG and since I'm still playing SE, Sexlab is 163.  That's the latest.

Sexlab 163 isn't the latest; I'm running 1.66b. And DD NG has been updated this month. Just FYI.

Posted (edited)

A small MO2 question: I am planning to try the voice packs. Should they be installed as independent mods with distinct names in the modlist, or should I merge them under the same name as the main mod file? Or maybe it doesn't matter and both are working?

 

I assume that separate files would allow me to activate/deactivate each part if I want, but if it can shorten the modlist and make it easier to handle...

 

Edit: While I am at it, I might have a short observation re:A Snare To Loosen/The Gordian Bind and why some mods whose functions are supposed to be deactivated might somehow activate during them - more specifically Deviously Cursed Loot.

 

I have taken the habit, when replaying the game, to make a save right as the first ASTL puzzle starts when the Dragonborn is hogtied to the pole - so during a "furniture bondage" scene (this way I can redo the mod if I feel like it at any time).

 

But this time, I forgot to deactivate DCL before drinking the wine. I saved, and when I reloaded the game, I saw that all the messages related to the DCL Rape function (those who check whether you are naked/aroused/unarmed/bound/outside at night) were displaying at the top left of the screen.- "You are bound and helpless", "Your naked body might draw attention"...but they did not pop up the first time I started the mod before I made the save. And by lowering the conditions for a rape to happen, it indeed was triggered as soon as I exited the first room and got near the door for the Broom part, using the nearest NPC (obviously Irkalla).

 

So, I wonder whether DCL ignoring the shutdown that is supposed to be built within TToF might not be due to the awkward timing of my initial save, during a furniture bondage scene which I assume the game treats differently from the times where you are just free to move around with your character. I want to add that I had the issue during TGB once too, and I also usually save when tied to the cross right at the beginning.

 

I'm going to try a few more times to see if I can replicate it.

Edited by FromMindoir
Posted
On 11/26/2024 at 4:32 PM, Allen Harris said:

Sexlab 163 isn't the latest; I'm running 1.66b. And DD NG has been updated this month. Just FYI.

That depends, 163 is the latest if he is still on 1.5.97

Posted (edited)

Alright, so an update on the DCL issue I mentioned two posts above: it's not because the save happens while locked in furniture, it's because the save happens after the quest has started.

 

--> I started from the Dragon Bridge Inn, drank the wine, got captured, started the escape game - no DCL messages. I saved right after removing the Armbinder, and continued until I got out of the cell, and removed the mittens. No DCL messages at the top of the screen, no rape triggered.

 

--> I reloaded the last save (right after removing the Armbinder), and this time the DCL messages displayed at the top of the screen.

 

So...maybe DCL persisting despite being theoretically deactivated is because when you reload a save the deactivation does not occur? The shutdown is refreshed somehow? It might have to do with my load order, I just use LOOT and don't look at much else when I install the mods.

 

I think I'll give it a few tries when I reach TGB too. I really have to start to learn how mods work to be more helpful.

 

Edit: nevermind, in another save loaded from the Dragon Bridge Inn, I got a furniture trap popping completely at random (I wasn't even interacting with anything, it appeared as I was walking), and in another other save loaded from the Inn, I found DCL rewards in the locked chest in the water pond (Restraints Keys, Frigid Wash, D.A.M.N. Surprise Boxes). No rape messages though, but DCL is most definitely active. Very puzzling.

 

I will also add that one of those saves was reloaded without quitting the game (it even had the built-in Skyrim glitch where some items I had used were missing - the broom I used among them), and the other was reloaded after quitting the game (no items missing, but DCL still partially active).

 

Edit2: and another thing I realized (this one happens consistently in my current game), is that the harness gag is visible through the hood at the beginning of ASTL, even though it usually wasn't the case. And I have not modified the "Items Underneath" part of DD, or at least not the one regarding head items (I usually just make harnesses/corsets visible through bodysuits). I can change it no problem after I wrestle out of the hogtie and it's a small detail, but I wanted to make the observation nonetheless.

Edited by FromMindoir
Posted
On 11/23/2024 at 8:34 AM, Allen Harris said:

Try going to Dragonbridge and talking to the Innkeeper. If there's dialog about Irkalla, she'll give you another wine. When you drink it, the fun starts.

If you don't have that dialog, your install's messed up somehow.

Sorry it took so long to get back to you; but I don't have the dialog, and I'm not sure how my install could be messed up? I have all of the dependencies, and no mods that should conflict.

Posted
On 11/26/2024 at 10:32 AM, Allen Harris said:

Sexlab 163 isn't the latest; I'm running 1.66b. And DD NG has been updated this month. Just FYI.

It is for SE.  (1.5.97)  1.66B is for AE.  At least that is my understanding...

Posted
11 hours ago, GranthookTheBarbarian said:

Sorry it took so long to get back to you; but I don't have the dialog, and I'm not sure how my install could be messed up? I have all of the dependencies, and no mods that should conflict.

Not really much to go on here. What I can tell you is that I use AE and it works fine for me - but what I usually do is start a completely new game and level up a few levels with the console when I'm still in Helgen.

Posted

Caution some very light vague spoilers here.

Just finished playing through the mod TOF. Got the best ending I suppose . Had great time! Thanks for brilliant puzzles and deep story. Very unique and one of a kind MOD! Well done and thank you! 

Mostly worked fine but had some hiccups:

The dark whisper cave and Azura shrine were a major source of CTD for me. I almost got blocked from completing the mod.
Some things that caused the CTD I suppose were.

  1. True directional movement (with directional movement selected) also breaks being freed from the X cross. Solution: I put all True directional movement options to disabled from MCM while playing the mod.
  2. I have SMP hair (KS hairdos SMP) and had SMP hair on NPCs  (vanilla hair remake SMP)... Solution: I changed to a static hair to reduce CTD and removed the NPC SMP hair just in case. Also tried disabling from the Fast SMP MCM there is an SMP toggle but I kept getting CTDs even with that toggled off so not sure. Maybe something to do with the green halo conflicting with SMP hair?
  3. I think also Improved alternative conversation camera breaks something and causes CTD with your mod at some points. I also disabled from MCM for both third and first person while playing through.
  4. I also suspected a mod called customizable camera to have contributed to CTD with TOF in the cave when getting spotted or when touching the Azura shrine. Not completely sure.
  5. At some point I removed all previous mentioned mods and tried but was still getting CTD in whisper cave so I also disabled Open Animations replacer. Not sure if is related though. 
  6. Finally one time while testing many many times I got no crash and was able to complete the Azura altar part. 

 

Some suggestions: 
 

1. I wanted to also save Walker at the end but she had no dialogue at all. Maybe add a little content to get her as a follower or something to give her story closure?

2. I would like more interactions with Irkalla as mistress. Some games, some more sexual content. In the story or after. Maybe as part of solving the puzzles you also had to do sexual things. 

3. I think the whisper cave has some fancy animations or effects that are great when they work but caused me great CTD issues. I would like to suggest simplifying things in the cave a bit and the animations after touching the altar to reduce CTD risk. 



 

 

 

  • 4 weeks later...
Posted

My game crashes to desktop when trying to enter Fungal Cave. When entering the door, it presents a load screen, then crashes to desktop. I'm very early on into The Gordian Bind, at the miscellaneous quest "Find the Free-Winter family heirlooms near Stony Creek Cave".

 

Crash log is attached.

crash-2024-12-31-17-42-25.log

Posted (edited)

I had a good time overall, but I did run into a few issues.

 

For reference, I am using both Devious Devices NG 0.3.7, and Unforgiving Devices 2.1.1.

The two do make significant changes to how the devices work, so it may be related to some of the problems.

I'm also using Devious Training and FMEA; but I suspended them while doing these quests (didn't stop the blindfold making me run around at ridiculous speeds though, lol)

I'm also using True Directional Movement, but it's the 2.2.6 version said to not cause issues.

 

For the first part

 

I also had the Hound Key go missing on me.


I suspect it might be because I had gotten the boots off before the mittens; A lot of the keys seem to be of the "drop and it'll vanish" variety, and the mittens do aggressively stop you picking anything up (Did have a rather hilarious side effect with Devious training), so that might've been the reason.
I also didn't get rid of the nipple piercings before confronting Irkalla (I wanted to see what would happen), and I ended up wearing them throughout all of The Gordian Bind, might need a bit of extra cleanup there.
I used the DD kill switch after I was done.

 

 

As for the Gordian Bind, I had a few more problems here.

 

According to the guide, I was supposed to use a broken bottle (and later a knife) to cut the rope restraints, but just using a regular "struggle -> cut" from inventory did the job, which I don't feel was intended.
The "rope-gag" also didn't stop me from drinking the 2nd "fortify-mind potion".

 During the start when escaping the cell, I think something went really wrong with the "You feel compelled to tie yourself up" effect.
When I tried to use the alchemy table or the cooking pot after (or even climb on things - I'm using SkyClimb too), the character would immediately disengage, giving me about 3 seconds to craft potions (impossible) or make the fortify mind potion (doable).
I suspect the 'AI' takes over for a little bit to play crafting idle animations, and the package to go "tie yourself up" was taking priority.
It wasn't until later when I was running around the fungal caverns and one of the belt animations started playing (gargoyle on the stairs got me, lol), then my character suddenly started dashing off back to the arcaneum and to the cell.
She promptly got zapped by the cell door and just laid there paralysed (maybe lifting the requirement whenever the collar is in control is a good idea?)
I was able to recover by using ZaZ to temporarily release AI (control to equip the right restraints) and then use ZaZ again to force AI control back on.
My character then opened the door just fine and locked herself into the Cross, to which I was treated by a "You wrestled back control of your body from the collar" message, and alchemy/cooking/climbing was working as normal again.
 
I also died several times in this area, a few times by Enemies, and other times by Irkalla.
Each time I got ferried off to Simple Slavery, which I definitely don't think was intended. I happen to be using Acheron as my death alternative, in case that has anything to do with it.
 
I also agree with others than the gloomy cavern after being cleansed is much darker, and that's without the blindfold impeding sight.
 
Speaking of Irkalla, I had to go through the sequence of being taken to her room thrice.
First time, the cross didn't dismount properly. By switching 1st/3rd person, my character was able to float towards the exit, but she couldn't interact with the door, even if I used ZaZ to wrest back control.
I think it's because a struggling animation was playing and got in the way.
The second time it all went normally... until it was time for dinner. Irkalla told me to 'eat and drink", which I promptly did, the result being that she was really mad at me stealing her stuff and started attacking me with fireballs and an ice cloak.
I tried to calm her down with console commands, I think I succeeded, but I buggered up the sequence in the process so it wouldn't progress anymore once I went upstrairs.
 
I also woke her up for laughs after Boethiah explicitly told me not to.
Disappointingly, nothing happened.

For the trials.
As a random observation, the first trial counts orgasms from before the game even starts.
In general, is it possible to override the activation text to not say "Take"? I feel like it would make the solutions for 1&2 more obvious that you're not "Taking" the item by interacting with it.
Also, the third left me bound in the prisoner chains, not sure if that was intended, would certainly be fitting, but the other two trials cleaned up their devices.
If intended, maybe end with a "Keep those chains, mortal, as a memento of your defiance".

 

After the trial, when Irkalla confronts you and leads you to the secret cave, the AI follow got stuck... a lot.

I used player.moveto to move me to Irkalla's reference twice, and that worked around it.


As for the finale, it's a good sequence overall, but I don't think Boethiah's intervention went as intended.
After passing through the door, she removes the hood (but not the gag), so I had to struggle out of the petsuit to get the gag off so I could equip the shout to use it.
And then the shout, fully charged, only removed a few of the devices (I think it might've been just the plug). I suspect the nipple piercings from the first trial might've had something to do with it.

 

 

As for post-content, as Irkalla broke the 4th wall and asked :P

 

* I'd like the place to be a more easily accessible player home. can maybe have Irkalla teach you a "Recall: Irkalla's Home" spell that takes you to a teleporter somewhere in the area, and if used sends you right back to where you last cast the spell from; Can maybe put it in the laboratory, or repurpose the room with the Molag Bal altar once we've returned the daedric anchor.

* Jurgin as a generic follower if he survives; Maybe have him hang out at the Inn in a town en route; for obvious reasons, he should refuse to join if Irkalla is a current follower.

* One of the traps by the exit doesn't have a visible trigger - one of my mods (I think it's unforgiving devices) turns the arrows into goo that covers you in devices, would've been nice to see that ahead of time.

* A companion quest with Irkalla (should you spare her) to help Walker.

* Fun/sexy things to do with Irkalla - can probably repurpose some of the existing scenes (e.g. Trials 1&2, reprise of the bedroom scene), it might be advisable to restrict the scope to "fun at home", and/or make it easy for others to patch in their own scenes/interactions/rewards/punishments via .esl mods.

Edited by Hirato
Forgot an issue
Posted
4 hours ago, Hirato said:

As for the Gordian Bind, I had a few more problems here.

 

  Hide contents

According to the guide, I was supposed to use a broken bottle (and later a knife) to cut the rope restraints, but just using a regular "struggle -> cut" from inventory did the job, which I don't feel was intended.

 

This part I think is intended - but you need to break the bottle/grab the knife first so that the option becomes available. If you do not, Cut should not be working.

 

 

Posted (edited)

The quest bugged out when I tried to remove the armbinders. The hook on the wall didn't activate for me even after I had examined the armbinders. Using the latest version of this mod and SL along with DDe. 

Edited by Fuzzy_Fox
Posted
On 11/1/2024 at 7:09 PM, Frayed said:

She's supposed to walk away a second or two after she shuts the door, but I've seen her fail to walk away a few times myself. Probably just Skyrim jank again. Wasn't an issue before, but it is now that I've added the bad endings. I'll add something to poke her AI to update and teleport her away after a few seconds as a safeguard.

I'm also having trouble with this, it seems like there's something that makes her force greet the player so she just stands in direct line of sight to you. triggering any mod that has extra dialog on them.

 

found a bit of a work around until the next update, teleport her to somewhere she cannot "see" the player and she will leave the room.

Posted

Hey Fray, reeeeally dig everything you've done and love the changes in the 2.0.5. Fixed pretty much every issue I'd had before. Except for minor mishaps most likely from my load order, the only minor bug of note for me was a gap in the rocks at an upper waterfall that revealed the outer worldspace.

 

On another note, please please pleeease release a set of the rune restraints in standalone, as in runes visible on equip. There's something weirdly hot about magically applied restraint sets, and I'm going to muddle my way through CK, Nifskope, and OutfitStudio trying to get that little bit of freaky magic back in my game 

Posted

Can you be a little more specific on the sky screaming part?

I got all the notes and got to the the location, switch to first person mode, but I just cannot get the scream sound to play

Will it be incompatible with any weather mod? Can I tcl into the shrine or should I use any console code to set stage?

Posted
39 minutes ago, tyuizx said:

Can you be a little more specific on the sky screaming part?

I got all the notes and got to the the location, switch to first person mode, but I just cannot get the scream sound to play

Will it be incompatible with any weather mod? Can I tcl into the shrine or should I use any console code to set stage?

 

Weather mods don't matter.

 

Here:

Spoiler

Sky.thumb.jpg.7453eb0d6c69655e7158365a55168f91.jpg

 

This is what your view should look like. If you're in the right place you'll get a notification. You need to have an unbroken line of sight to that marker in the red box in the screenshot. It's invisible in-game.

 

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