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[W.I.P] oli3d Furniture Bondage 004-2014-test fix 2


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Ok... I played around with it some more on a new game. (xo3dBF-test-2014-004-fix2)

 

FNIS warning message is gone.

 

But for some reason your mod really doesn't like the armbinder. When interacting with it (equip, unequip, struggle) the game still crashes to desktop.

The armbinder seems to be the only devious device that's not compatible with the 004 version of your mod. (only tested the ball gag, posture collar and the armbinder)

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oli3d

 

First of all, THANK YOU for working into this great mod! It was really needed, with all the wonderful Zaz animations going to waste like that and no really good way to put NPCs in bondage (PC was better served in that respect).

 

(I was so desperate for something like this that I was planning to make my own. Hopefully I won't have to, otherwise it will be hilarious as I am just an amateur, not a professional IT specialist like you  :P  ).

 

Anyway, here is my contribution to the cause, in the form of test results!

version xo3dBF-test-2014-004.7z fix 2

 

1. Positioning interface is lagging one click

 

For example, when I click "-X", the furniture does nothing. The next time I click "-X" the furniture will move by -x. Now if I click "+X" the furniture will move by -x (the previous command) and I will need to click "+X" again to have it move by +x. It does the same with the selection of 1 or 10 steps: when I click "10", it shows "will move by 1 steps" and need to re-click "10" to register the command.

 

 

2. Positioning: devices going through walls and floors

 

Obviously, if I reposition a device by -Z too much, it disappears into the floor. It'd be great if we could avoid that (imagine how hard it is to make sure the wall shackles are perfectly flush against the wall). If we can't implement that, we should have a way to reset that furniture because as it is now a furniture lost in the floor cannot be clicked to reposition it and it's lost to the interface. I lost a "hanging by chains" rug this way and couldn't retrieve it.

 

 

3. MCM menu: couldn't reset devices

 

I tried to reset the mod through the MCM menu to delete the rug I had lost into the floor but it didn't do anything.

 

 

4. A "command" dialog option for NPCs would be great

 

 

Right now an NPC must be a follower in order to have the dialog option "I need you to do something" so that she gets locked in a device. If not, the NPC cannot interact with the mod. It would be awesome if you could get a dialog option for non-followers to interact with the mod. It would also add more immersion since you could give a more dominant tone to the command and a more submissive tone to the NPC's reply.

For the time being, I personally use the AFT feature which lets you make any NPC into a follower. I put this spell on my Paradise Halls slave, then I give her the "I need you to do something" command and once she's locked in place I remove her from the AFT (otherwise the AFT would not allow the Paradise Halls mod to properly manage the slave).

 

 

 

5. NPC locked in a device cannot get out but... sometimes she can!

 

 

Generally, I can exit a cell, reenter and she's still in place. However, since she's a Paradise Halls slave, she has a set probability of escape if unattended/unfettered. So I had one who escaped from pillory while I was away!

This might not be in your powers to fix since the PH mod was made by another modder, but could we bump up the oli3d quests priority to the maximum for example, so that it completely overpowers everything else?

 

 

 

Other that these little details, everything works OK :)

 

Also, some more contributions:

 

 

maybe you all can help me finding better/shorter descriptions for the
chained animations...

I thought about that but I couldn't come up with anything better. I think it's fine: chain hanging strappa(do), how much more brief and to the point can it be?

 

 

i am thinking of making dialogues to the builder ghost(s), soo i can get rid of all the spells.
you can talk to them, advice them to go to a specific destination near you, where you want to place a furniture/bondage device. Maybe there will be more than one ghost(a specialist for gibbets, a specialist for posts etc.)

I vote yes for the dialogs. Somehow it feels more immersive and logical. It will also prevent the spellbook from filling up with spells and will save the player the trouble of putting down the (ehm...) whip to equip a spell and re-equipping the whip afterwars. No reason for more than one ghosts (and therefore more spells to conjure them), just use a branching dialog tree.

 

 

 

Finally, 2 requests

 

1. Could you make plans to implement all of Zaz animations pack into this mod? By this I mean the solo poses as well which are lovely and unused and the various bondage gear (cuffs, gags etc) which, for now, do not function properly i.e. hands get unbound despite being in cuffs, NPCs run around despite being in legirons etc.

 

2. I am planning to create a medieval prison/dungeon/torture chamber where one could use your mod. I anticipate some trouble creating prison cells that will actually keep prisoners imprisoned until the player frees them. I hope you could give me some tips on this matter since your mod managed to do just that.

 

 

Many thanks, keep the good work, we are all cheering you on!! :wub:

 

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oli3d

 

First of all, THANK YOU for working into this great mod! It was really needed, with all the wonderful Zaz animations going to waste like that and no really good way to put NPCs in bondage (PC was better served in that respect).

 

(I was so desperate for something like this that I was planning to make my own. Hopefully I won't have to, otherwise it will be hilarious as I am just an amateur, not a professional IT specialist like you  :P  ).

grin... that's the way it goes... there is something missing... and then modding begins...

And IT specialist.... yes ... but my job does not include coding... ;)

But computers a siumple machines... they do what you force them to do.... mostly errors ;)

 

 

Anyway, here is my contribution to the cause, in the form of test results!

version xo3dBF-test-2014-004.7z fix 2

 

1. Positioning interface is lagging one click

 

For example, when I click "-X", the furniture does nothing. The next time I click "-X" the furniture will move by -x. Now if I click "+X" the furniture will move by -x (the previous command) and I will need to click "+X" again to have it move by +x. It does the same with the selection of 1 or 10 steps: when I click "10", it shows "will move by 1 steps" and need to re-click "10" to register the command.

 

yes.... i know this... but fine tunning of this part of code comes, when most of the devices are included...

 

 

2. Positioning: devices going through walls and floors

 

Obviously, if I reposition a device by -Z too much, it disappears into the floor. It'd be great if we could avoid that (imagine how hard it is to make sure the wall shackles are perfectly flush against the wall). If we can't implement that, we should have a way to reset that furniture because as it is now a furniture lost in the floor cannot be clicked to reposition it and it's lost to the interface. I lost a "hanging by chains" rug this way and couldn't retrieve it.

 

i look for a solution...

 

3. MCM menu: couldn't reset devices

 

I tried to reset the mod through the MCM menu to delete the rug I had lost into the floor but it didn't do anything.

 

ahh yes... forgot to mention it in the change log... hopefully will be solved in the next version

 

4. A "command" dialog option for NPCs would be great

 

 

Right now an NPC must be a follower in order to have the dialog option "I need you to do something" so that she gets locked in a device. If not, the NPC cannot interact with the mod. It would be awesome if you could get a dialog option for non-followers to interact with the mod. It would also add more immersion since you could give a more dominant tone to the command and a more submissive tone to the NPC's reply.

For the time being, I personally use the AFT feature which lets you make any NPC into a follower. I put this spell on my Paradise Halls slave, then I give her the "I need you to do something" command and once she's locked in place I remove her from the AFT (otherwise the AFT would not allow the Paradise Halls mod to properly manage the slave).

 

 

i have a little "slavery mod" for testing my mod... i think i will publish it as a tool to test

my mod. it's very basic... yust two staffes to enslave/free people.

Maybe i will release it end of this week after i polished it a little bit....

 

5. NPC locked in a device cannot get out but... sometimes she can!

 

 

Generally, I can exit a cell, reenter and she's still in place. However, since she's a Paradise Halls slave, she has a set probability of escape if unattended/unfettered. So I had one who escaped from pillory while I was away!

This might not be in your powers to fix since the PH mod was made by another modder, but could we bump up the oli3d quests priority to the maximum for example, so that it completely overpowers everything else?

 

 

this depends on "priority" of the mods:

 

For example:

the bondage device mod has an prioryty of 99

if another mod has a higher prority or the same(first come, first server)

it will override the mod/quest with a lower prority.

so if paradise halls has a quest with priority 100 it will override my mod..

 

 

 

Other that these little details, everything works OK :)

 

Also, some more contributions:

 

maybe you all can help me finding better/shorter descriptions for the

chained animations...

I thought about that but I couldn't come up with anything better. I think it's fine: chain hanging strappa(do), how much more brief and to the point can it be?

 

i am thinking of making dialogues to the builder ghost(s), soo i can get rid of all the spells.

you can talk to them, advice them to go to a specific destination near you, where you want to place a furniture/bondage device. Maybe there will be more than one ghost(a specialist for gibbets, a specialist for posts etc.)

I vote yes for the dialogs. Somehow it feels more immersive and logical. It will also prevent the spellbook from filling up with spells and will save the player the trouble of putting down the (ehm...) whip to equip a spell and re-equipping the whip afterwars. No reason for more than one ghosts (and therefore more spells to conjure them), just use a branching dialog tree.

 

 

 

 

Finally, 2 requests

 

1. Could you make plans to implement all of Zaz animations pack into this mod? By this I mean the solo poses as well which are lovely and unused and the various bondage gear (cuffs, gags etc) which, for now, do not function properly i.e. hands get unbound despite being in cuffs, NPCs run around despite being in legirons etc.

 

That's my goal... in willl implement them in an reasonable way.

that means bondae poses, not related to furnitures, will/may have another way of use in my mod(not sdpell driven).

 

2. I am planning to create a medieval prison/dungeon/torture chamber where one could use your mod. I anticipate some trouble creating prison cells that will actually keep prisoners imprisoned until the player frees them. I hope you could give me some tips on this matter since your mod managed to do just that.

Imprison of NPCs depends relocking a door.(look at the creation kit wiki)

the devices are much simpler to use.... it's just a travel/sit procedure package.

Look at the packages i bond to the device aliases.

Means.. you can force a NPC to a specific position(as long as your queat/package ovverides all the npcs packages) and he/her will remain at this postion.

 

Or you force a NPC in a cage/cell or whatever ... and lock the door.

 

Many thanks, keep the good work, we are all cheering you on!! :wub:

Thanks for your feedback...

 

Moin

Oli

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2. Positioning: devices going through walls and floors

 

Obviously, if I reposition a device by -Z too much, it disappears into the floor. It'd be great if we could avoid that (imagine how hard it is to make sure the wall shackles are perfectly flush against the wall). If we can't implement that, we should have a way to reset that furniture because as it is now a furniture lost in the floor cannot be clicked to reposition it and it's lost to the interface. I lost a "hanging by chains" rug this way and couldn't retrieve it.

 

 

For this problem, you could just enter the tcl console command with no objects selected in the console to allow you to go into the floor and retrieve your device. I would say that this isn't really a problem that needs solving, because of this workaround and the part where there are sometimes cases that you want a device to go into the floor or wall to make it suit your personal wants. Like if you think the wooden horse is too high up for a certain spot and you want it to be lower, or something like that.

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2. Positioning: devices going through walls and floors

 

Obviously, if I reposition a device by -Z too much, it disappears into the floor. It'd be great if we could avoid that (imagine how hard it is to make sure the wall shackles are perfectly flush against the wall). If we can't implement that, we should have a way to reset that furniture because as it is now a furniture lost in the floor cannot be clicked to reposition it and it's lost to the interface. I lost a "hanging by chains" rug this way and couldn't retrieve it.

 

 

For this problem, you could just enter the tcl console command with no objects selected in the console to allow you to go into the floor and retrieve your device. I would say that this isn't really a problem that needs solving, because of this workaround and the part where there are sometimes cases that you want a device to go into the floor or wall to make it suit your personal wants. Like if you think the wooden horse is too high up for a certain spot and you want it to be lower, or something like that.

Mud, you're right. After all, in the Creation Kit we embed objects into the walls and floors all the time to create certain appearances. TCL command, why didn't I think of that? Now that you showed me a way to retrieve these objects, I don't believe this to be a problem either.

 

Agreed!

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ooops, oli3d, sorry for not responding to your post: I was browsing on my iPhone and I failed to notice your reply!

 

grin... that's the way it goes... there is something missing... and then modding begins...

And IT specialist.... yes ... but my job does not include coding... ;)

But computers a siumple machines... they do what you force them to do.... mostly errors ;)

This is good to know, actually, because it means that even I might be able to figure out how to code skyrim scripts!

 

 

2. Positioning: devices going through walls and floors

 

Obviously, if I reposition a device by -Z too much, it disappears into the floor. It'd be great if we could avoid that (imagine how hard it is to make sure the wall shackles are perfectly flush against the wall). If we can't implement that, we should have a way to reset that furniture because as it is now a furniture lost in the floor cannot be clicked to reposition it and it's lost to the interface. I lost a "hanging by chains" rug this way and couldn't retrieve it.

 

i look for a solution...

 

Actually, perhaps we don't need to fix this. We'll treat it as a "feature"! (see Mud's reasoning above).

 

 

5. NPC locked in a device cannot get out but... sometimes she can!

 

 

Generally, I can exit a cell, reenter and she's still in place. However, since she's a Paradise Halls slave, she has a set probability of escape if unattended/unfettered. So I had one who escaped from pillory while I was away!

This might not be in your powers to fix since the PH mod was made by another modder, but could we bump up the oli3d quests priority to the maximum for example, so that it completely overpowers everything else?

 

 

this depends on "priority" of the mods:

 

For example:

the bondage device mod has an prioryty of 99

if another mod has a higher prority or the same(first come, first server)

it will override the mod/quest with a lower prority.

so if paradise halls has a quest with priority 100 it will override my mod..

 

I imagined it would be working like this. No problem then, I'll just fine-tune my various mods' quests priorities to make it work. (at least, I hope it's doable, right?)

 

 

 

1. Could you make plans to implement all of Zaz animations pack into this mod? By this I mean the solo poses as well which are lovely and unused and the various bondage gear (cuffs, gags etc) which, for now, do not function properly i.e. hands get unbound despite being in cuffs, NPCs run around despite being in legirons etc.

That's my goal... in willl implement them in an reasonable way.

that means bondae poses, not related to furnitures, will/may have another way of use in my mod(not sdpell driven).

 

YES :)

 

 

2. I am planning to create a medieval prison/dungeon/torture chamber where one could use your mod. I anticipate some trouble creating prison cells that will actually keep prisoners imprisoned until the player frees them. I hope you could give me some tips on this matter since your mod managed to do just that.

Imprison of NPCs depends relocking a door.(look at the creation kit wiki)

the devices are much simpler to use.... it's just a travel/sit procedure package.

Look at the packages i bond to the device aliases.

Means.. you can force a NPC to a specific position(as long as your queat/package ovverides all the npcs packages) and he/her will remain at this postion.

 

Or you force a NPC in a cage/cell or whatever ... and lock the door.

 

Thanks for the tips, I'm sure they'll come in handy!

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Thank you so much for your hard work.  I have one minor problem though.  I can create position and get my follow to use the devices, but I can't get them to stay locked in.  If I walk away, they follow.  If I interact with them to have them wait or even dismiss them they simply continue as they were before and walk away.  The last version seemed to work well and this has only started with the oo4fix.  Thank you in advance regardless if you can help me with this. 

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How dangerous is this for a good save? I would really like to try it but I don't feel like starting a new save for it and I like to be able to keep it installed to use when I want :)

When do you assume a safe version will be finished? 1 month? 1 year?

If you carfully do the install and reinstall procedure...

 

The only times script doing something in the mod is when you add/remove/manage(mcm) a victim.

There are no custom scripts that are permanetly running on the player or a npc.

 

I think it's save enough for a mod.

 

never the less.... make a clean save and backup... regulary ;)

 

 

Moin

Oli

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Speaking of safety, is it possible to use this with the old version, or are they running off the same assets and installing the new one overrides parts of the old one? I'm assuming it won't work, but I figured I'd check just in case.

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i can't seem to find the "summon ghostly builder" book anywhere. is it supposed to be collected somewhere or should it be in my inventory when loading the mod for the first time

 

 

EDIT: i figured out where the spell was, how could i be so stupid not to look in the conjuration menu

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Speaking of safety, is it possible to use this with the old version, or are they running off the same assets and installing the new one overrides parts of the old one? I'm assuming it won't work, but I figured I'd check just in case.

No problem.

 

Moin

Oli

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Hmm, well, the last guy to have this problem never came back, but I've got another report of SkyRe causing the builder to not work. Specifically, the SkyRe Enemy Scaling module. First of all the builder spawns a ways to the side of where you cast the summon spell, but that's a minor annoyance at worst. More importantly, whatever it is that the Enemy Scaling module does to NPCs causes the builder to not react to the placement spells anymore. Currently trying to hammer out a workaround.

 

Aha! I found the problem! SkyRe's enemy scaling module includes a modification to the ghost ability, which allows them to be in an ethereal state until entering combat. As a result, the furniture spell passes right through them. I removed the Ghost Ability from the builder in the CK and it works now.

 

Also she's a bunny now, because I tried changing her to a non-humanoid race first...

 

 

To celebrate, I went out and fetched a couple of companions from their spots in the middle of nowhere and made them the first to be bound to the shiny new objects in my shiny new Honeyside home!

 

 

 

First one was Annekke Crag-Jumper!

 

Screen_Shot391.jpg

 

Doesn't she just look so PLEASED to be the first captive?

 

Screen_Shot392.jpg

 

And with some setscale console command shenanigans, my enchanter's table has a new fixture, and her name is Illia! (Can you see that little round thing under her? That's the carpet set to 5% size.)

 

Screen_Shot393.jpg

Screen_Shot394.jpg

 

 

 

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When i try to run this, I get a nessage about missing esp's and do i want to load anyway (haven't removed any) and when i okay, the game tries to load but then a quick SkyRe flash when loading saying it's been recently updated (i have the latest version) and then ctd.  Using the 2014-004fix2 version. Will try the 003 version see if it's the same.

 

@Mud:  Thanks very much for posting that fix. Worked like a charm. :)

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  • 2 weeks later...

By the way, the old version had an issue where sandboxing NPCs could choose to use an unoccupied device on their own accord, binding themselves there even though you never wanted them to. Does the new version have something in place to prevent that?

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Very nice Mod, and a great way to manually access some of the animations from ZAP.

It took some time however, to make it work for me. The 'ghost effect' on the furniture spirit prevented me from casting the other spells on it. It didn't even resist, it was just ignored as a target. Only as it picked up a weapon to fight a nearby skeever did it become targetable. I finally created a workaround by manually removing the effect. Has no one else had this problem? I couldn't find a post mentioning it.

 

Maybe you could replace the spirit with a non magical way to place the furniture. The way Frostfall places it's tents, and such, would be a possibility. That way you could also make the furniture craftable, and have it tie into the world a little better.

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Not unless someone makes a mod for them, if you're asking about the pillory-specific animations. If it's for general sex, NPCs are still able to be called for sex events by SexLab mods, upon which they'll teleport out of their bonds to get to their partner.

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