Lcklsmth Posted August 12, 2024 Posted August 12, 2024 4 hours ago, Taki17 said: I'm glad you have been enjoying my mod! The complexity of the logic itself is quite straightforward, it's the overall complexity and impact other things that makes me hesitant to implement it, aside from what you note - it's kind of counter-intuitive too. You are not the first to request this, but so far no one told me why exactly do they want such a filter either. Threesomes take priority by virtue of being the most rare to meet all conditions to, so if they are enabled and the chance is met, they will happen. If not, there is every possibility that the potential 2nd sex parter will be the next one in the followup sex scene. If I'm understanding what you write correctly, putting the threesome chance to 0% will be exactly what you need - NPC X will take the player for the first round, and NPC Y will take her for the second round, because NPC Y would've eligible for a threesome, but threesomes are disabled. Plus, the way the followup scenes are setup is that the main partner for the previous scene is not allowed to come again. Thank you for the quick response! The reason I suggested a filter option for free use is primarily because I play a female character and prefer heterosexual animation over lesbian animations, there isn't more to it than that. I can live without the filter, I'll still love the mod and the free use feature. As for the additional free use you say that the main partner from the previous scene is not allowed to come again whereas my experience has been that in most of the case, I would really say 99% of the time (for me), that is the actor that goes for additional rounds. So for example Lydia uses my character, then Lydia uses my character again or Lydia and Lod use my character, then Lydia uses my character again. So if you say the main partner (Lydia in the example above) should not use my character a second time, then there must be a conflict with my mods that breaks that function.
Taki17 Posted August 12, 2024 Author Posted August 12, 2024 15 minutes ago, Lcklsmth said: As for the additional free use you say that the main partner from the previous scene is not allowed to come again whereas my experience has been that in most of the case, I would really say 99% of the time (for me), that is the actor that goes for additional rounds. .... So if you say the main partner (Lydia in the example above) should not use my character a second time, then there must be a conflict with my mods that breaks that function. Mmmm it's almost impossible for a mod conflict to cause this. It's been a hot minute since I wrote the relevant code, so I'm gonna take a look at it to see where it may be doing that. Might need more safeguards or better logic against it. 1
Lcklsmth Posted August 12, 2024 Posted August 12, 2024 (edited) 21 hours ago, Taki17 said: Mmmm it's almost impossible for a mod conflict to cause this. It's been a hot minute since I wrote the relevant code, so I'm gonna take a look at it to see where it may be doing that. Might need more safeguards or better logic against it. Just to contradict me, the last two times the free use happened, the main partner didn't repeat. I have no idea why it works now. When the main partner used my character twice, I had the following settings: Devious Interest: Number of Free Use Followup Scenes 2.0 & Allow Followers in Free Use checked I use Nether's Follower Framework, I had Lydia / Uthgerd / Illia as first followers (1 at a time) and Meeko, then Pumpin (fox pet) as second followers (1 at a time as well). With that, the first follower would use my character twice nearly always even though there were other non-followers NPCs around. Now: Devious Interest: Number of Free Use Followup Scenes 2.0 & Allow Followers in Free Use checked I have only 1 follower; Ghorbash the Iron Hand Edit: It happened once when I was alone with my follower, with no other NPCs around. Maybe having a second follower that is a pet causes the issue and the times the mod worked for me as intended was when my pets were dismissed? I don't know enough about scripting/coding to know if that makes sense or not as a possibility. Either way, I'll play around some more, see if I can find a pattern, in which case I'll let you know. Edited August 13, 2024 by Lcklsmth
marcus5839001 Posted September 22, 2024 Posted September 22, 2024 I encountered with an problem that NPCs never comment on my restraints even if I have a full bondage set and set restraint comment chance to 100%, then I enable debug logging to find that cooldown of restraint comment has been broken. It just never get its cooldown for unknown reason. (Unfortunately I know nothing about the modding and don't know how to get those .psc files compiled to make tests). Other functions of this DIN work fine to me though.
TikiWikiTam Posted September 22, 2024 Posted September 22, 2024 My character's arousal is being reset during the masturbation events even when wearing chastity, is this expected?
Kanlaon Posted September 23, 2024 Posted September 23, 2024 Hello, I am doing a personal tweak and found the following in the dn_Main.psc: ;add bonus chance for a naked player If !( libs.PlayerRef.WornHasKeyword( Keyword.GetKeyword( "ClothingBody" ) ) && libs.PlayerRef.WornHasKeyword( Keyword.GetKeyword( "ArmorCuirass" ) ) ) ;add 10 bonus chance FreeUseRoll -= 10 EndIf Instead of the operator && shouldn't || be used instead ? Regards
Taki17 Posted September 29, 2024 Author Posted September 29, 2024 On 9/22/2024 at 2:54 PM, marcus5839001 said: I encountered with an problem that NPCs never comment on my restraints What you attached indicates that the comments were not on cooldown, since none of the log messages in the block got printed. Which makes me think this'll be condition conflict, but that's all I can tell yet. I will re-check dialogue conditions. In the meantime, if you have the steps to exactly reproduce the issue, do share please! On 9/23/2024 at 1:49 AM, TikiWikiTam said: My character's arousal is being reset during the masturbation events even when wearing chastity, is this expected? Shouldn't be. DIN also shouldn't be affecting that. That's something going wrong in either Sexlab or DD. On 9/23/2024 at 1:46 PM, Kanlaon said: Instead of the operator && shouldn't || be used instead ? You may be right, in which case, good spot! I don't suppose that normally there is a possibility of an item with both ClothingBody and ArmorCuirass to be worn at the same time normally. What exactly are you tweaking btw, if I may?
marcus5839001 Posted September 29, 2024 Posted September 29, 2024 1 hour ago, Taki17 said: What you attached indicates that the comments were not on cooldown, since none of the log messages in the block got printed. Which makes me think this'll be condition conflict, but that's all I can tell yet. I will re-check dialogue conditions. In the meantime, if you have the steps to exactly reproduce the issue, do share please! I can confirm that comments still don't trigger even if cooldown has debug log printed. I have tried to delete all the trigger conditions in XEdit and comments still won't trigger. After the last comment I found that free use function also didn't work, but everything else works fine to me. I'm using Skyrim 1.5.97 with DD NG and UD 3.x. Since UD 3.x requires OSL and I use SLAM to update the arousal value of npcs to make this mod compatible with the latest UD. But I am not sure if it really works
nopse0 Posted September 29, 2024 Posted September 29, 2024 Hello, I was arrested in Solitude, but instead of being send to jail, I was send to Simple Slavery, where I was sold to Submissive Lola. Because of the message box, I think this happened in your story manager event "OnStoryJail". I noticed that all my items were gone, so I investigated a bit. I coc'ed to Solitude again from the Riften auction hall, where I was arrested again, but this time I was send to jail instead, and after having served my time, I got all my items back. Is this how this is supposed to work ? (you could be very unlucky and sent multiple times to SSLV this way). I saw in the posts here you also implemented a story manager "OnServedTime" event, but I also read in the posts here, that other mod authors did the same, so there may be multiple story managers, and the wrong one may process the event. Is this still a problem ? If not, I think a option in the MCM would be nice, to only have the OnServedTime event, so you don't panic, because you think you have lost all your items (which luckily isn't the case, though)
Hex Bolt Posted September 29, 2024 Posted September 29, 2024 53 minutes ago, nopse0 said: I was arrested in Solitude, but instead of being send to jail, I was send to Simple Slavery, where I was sold to Submissive Lola. Because of the message box, I think this happened in your story manager event "OnStoryJail". I noticed that all my items were gone, so I investigated a bit. Simple Slavery++ has the "Remove inventory when enslaved" feature. It's off by default, but if you had enabled it, that would explain what you saw.
nopse0 Posted September 29, 2024 Posted September 29, 2024 (edited) 58 minutes ago, Hex Bolt said: Simple Slavery++ has the "Remove inventory when enslaved" feature. It's off by default, but if you had enabled it, that would explain what you saw. No, I got the stuff back after I served my time in Solitude. But getting back there wasn't easy ! My master, which you designed, is very demanding, and I have, perhaps, a bit too much stuff enabled (devious interests, deviously enslaved, aroused creatures, and a few more, all of which are only waiting for that you are helpless, aroused, and bound, and then, bang, the game becomes hellish Edited September 29, 2024 by nopse0
Kanlaon Posted September 29, 2024 Posted September 29, 2024 8 hours ago, Taki17 said: What you attached indicates that the comments were not on cooldown, since none of the log messages in the block got printed. Which makes me think this'll be condition conflict, but that's all I can tell yet. I will re-check dialogue conditions. In the meantime, if you have the steps to exactly reproduce the issue, do share please! Shouldn't be. DIN also shouldn't be affecting that. That's something going wrong in either Sexlab or DD. You may be right, in which case, good spot! I don't suppose that normally there is a possibility of an item with both ClothingBody and ArmorCuirass to be worn at the same time normally. What exactly are you tweaking btw, if I may? Hmm, I already thought I had corrected the binary logic in the script, maybe I had forgotten to save the changes: So there is not much left for now. About the comment: One times the 2 seconds does not seem long enough, during my testing. Besides Is that a cloak you are using, I do not have any experience with cloaks, since I always follows the meaning of the community: 'Do not use cloaks', Nevertheless @Scrab has written a detailed explanation when it is ok and safe to use cloaks. But I cannot remember, because I am already an old guy Regards
shiagwen Posted October 4, 2024 Posted October 4, 2024 Prostitution answers can be negative, even with belt or bounty. i dont like that. If i add the condition get random percent < 0 the dialogue disappears completely. what to do ? also i dont understand the slider about arousal necessary to join event. what does the negative value mean ?
Caralis Posted November 5, 2024 Posted November 5, 2024 After playing with DIN for some time, I just wanted to share what I noticed. - As someone before mentioned, heavy bondage blocks dialogue with some actors. Only problem is the dialogue conditions for those lines don't leave any way to actually talk to those select NPCs even if they should know you aren't just some slave. Could be an idea to add a player faction check so Tolfdir doesn't tell his archmage to fuck off😆 (As for the Jarls... maybe checking for being declared Dragonborn, though that feels like it makes less sense.) Alternatively a button to simply disable those lines - Am doubtful if that can even be addressed but maybe there's a way to ensure the bondage dialogue only pops up at the beginning of a conversation? Noticed that it can appear in the middle of talking to an NPC. - Nitpicky but am wondering if an option to disable the messages that cum/bondage is arousing the PC could be possible. - Personally, I would suggest tweaking the Bondage Addiction a bit. I think just one device, even a mild one like a collar, means the PC is getting addicted. Probably easiest option would be to raise the amount of devices worn before addiction starts to accumulate? Like one or two could be seen as too little to be bothered to remove or just being situational/short time. But wearing more could mean either a punishing predicament or pushing for it. To add to that, maybe adding a slider for minimum devices need to fulfill the bondage need once addicted? Kinda feels wrong for the PC to be satisfied with just a collar🤭 1
Taki17 Posted November 8, 2024 Author Posted November 8, 2024 On 10/4/2024 at 11:31 PM, shiagwen said: Prostitution answers can be negative, even with belt or bounty. i dont like that. If i add the condition get random percent < 0 the dialogue disappears completely. what to do ? also i dont understand the slider about arousal necessary to join event. what does the negative value mean ? I don't understand what you are saying. On 11/5/2024 at 9:44 PM, Caralis said: - As someone before mentioned, heavy bondage blocks dialogue with some actors. Intentional, as it made sense to me to not allow the player into quests where they might softlock/severly hinder themselves by wearing restraints. On 11/5/2024 at 9:44 PM, Caralis said: maybe there's a way to ensure the bondage dialogue only pops up at the beginning of a conversation? What are you experiencing exactly? Checks should be made when the blocking topics are evaluated upon initiating dialogue, if that kicks in so much later than expected, that sounds really off. On 11/5/2024 at 9:44 PM, Caralis said: - Nitpicky but am wondering if an option to disable the messages that cum/bondage is arousing the PC could be possible. Possible, but I'd like to avoid having a checkbox for every little thing. If there is a sufficient demand and feedback that the messages are bothersome, I'll consider it. On 11/5/2024 at 9:44 PM, Caralis said: - Personally, I would suggest tweaking the Bondage Addiction a bit. Currently, one locked restraint item of any kind causes addiciton to accumulate. If I understand it right, your suggestion is to introduce taking the number and severity of worn restraints into account, before addiction is gained? I like that approach, provided I can implement without much additional complexity and in a straightforward way! Same for treating the addiction, higher levels should require more or more strict restraints. I need to plan that out first, but I like the idea thank you! 2
Caralis Posted November 8, 2024 Posted November 8, 2024 1 hour ago, Taki17 said: Intentional, as it made sense to me to not allow the player into quests where they might softlock/severly hinder themselves by wearing restraints. That's actually not a bad idea. Good to know. 1 hour ago, Taki17 said: What are you experiencing exactly? Checks should be made when the blocking topics are evaluated upon initiating dialogue, if that kicks in so much later than expected, that sounds really off. Not sure what the correct CK terms are so I'll try my best. The "What is it?" line to initiate this mod's bondage dialogue can pop up on dialogue menus where new paths are selected. Think an innkeepers dialogue, where you can ask for rumors, a bed, where to learn magic, etc. Those "main menus" I think are where the bondage intro can pop up again. (Could be even worse and pop up between every player choice, but I don't think I observed that?) Obviously, if you start dialogue that would be correct, as that selection menu would be what should pop up. But you can also get the bondage dialogue at those points when you're in the middle of a conversation and it rolls back to that "main menu". 1 hour ago, Taki17 said: Currently, one locked restraint item of any kind causes addiciton to accumulate. If I understand it right, your suggestion is to introduce taking the number and severity of worn restraints into account, before addiction is gained? I like that approach, provided I can implement without much additional complexity and in a straightforward way! Same for treating the addiction, higher levels should require more or more strict restraints. I need to plan that out first, but I like the idea thank you! Definitely the number, maybe even the severity. I've looked at the conditions in XEdit before, I believe the debuff check is basicly just scanning your character for a basic DD keyword with WornHasKeyword? I've seen that WornApparelHasKeywordCount should be the counter check for the above? Only caveat is the uesp wiki on that check claims it ignores shields and amulets, so it needs to be tested if it can detect all DDs (If it goes by armor sluts, it would ignore collars (slot 45 - amulets), though collars are an item that's almost impossible to not wear in some heavily modded games.)
Hex Bolt Posted November 8, 2024 Posted November 8, 2024 1 hour ago, Caralis said: Only caveat is the uesp wiki on that check claims it ignores shields and amulets, so it needs to be tested if it can detect all DDs (If it goes by armor sluts, it would ignore collars (slot 45 - amulets), though collars are an item that's almost impossible to not wear in some heavily modded games.) The latter wouldn't be a problem. Collars use slot 45; amulets use 35.
shiagwen Posted November 9, 2024 Posted November 9, 2024 23 hours ago, Taki17 said: I don't understand what you are saying. Intentional, as it made sense to me to not allow the player into quests where they might softlock/severly hinder themselves by wearing restraints. What are you experiencing exactly? Checks should be made when the blocking topics are evaluated upon initiating dialogue, if that kicks in so much later than expected, that sounds really off. Possible, but I'd like to avoid having a checkbox for every little thing. If there is a sufficient demand and feedback that the messages are bothersome, I'll consider it. Currently, one locked restraint item of any kind causes addiciton to accumulate. If I understand it right, your suggestion is to introduce taking the number and severity of worn restraints into account, before addiction is gained? I like that approach, provided I can implement without much additional complexity and in a straightforward way! Same for treating the addiction, higher levels should require more or more strict restraints. I need to plan that out first, but I like the idea thank you! ok what i wanted to say is this : prostitution clients often say no. i dont like that because that is a waste. i want always a yes. so usually i go into CK , the "no" dialogue of prostitution and set the condition random percent < 0 , so the "no" dialogue will never appear . if i do this in your mod, no dialogue from prostitution will appear at all. maybe you know how to delete the "no" dialogues from prostitution. Otherwise prostitution will not be used from me. second question is about gag talking. at 100 % to understand, all the dialogues will appear nevertheless. though the pc will be understood at first try , it needed to handle the dialogues. i would like the 100% without any dialogue about understanding at all. Just like without gag.
Taki17 Posted November 10, 2024 Author Posted November 10, 2024 19 hours ago, shiagwen said: prostitution clients often say no. i dont like that because that is a waste. i want always a yes. A success chance variable exists, however it's not exposed or is configurable presently. I can make success chance configurable for the upcoming version, so setting it to 100% will guarantee that each attempt will succeed, provided conditions for arousal are met. 19 hours ago, shiagwen said: i would like the 100% without any dialogue about understanding at all. Just like without gag. That won't work, because if DIN dialogue is skipped with 100% success chance, then you'll get the base DD dialogue. The current implementation is there to ensure that the proper variable is set that allows for talking normally while gagged. 1
shiagwen Posted November 11, 2024 Posted November 11, 2024 (edited) On 11/10/2024 at 10:32 AM, Taki17 said: A success chance variable exists, however it's not exposed or is configurable presently. I can make success chance configurable for the upcoming version, so setting it to 100% will guarantee that each attempt will succeed, provided conditions for arousal are met. That would be great. Thank you very much. i hope next update is not too far. How high must arousal be if threshold is at 1 and modifier is 1 ? Another proposal : If the client wont pay, can the pc offer another round of sex for free to make him pay ? ( one time paying for two time sex ) Edited November 11, 2024 by shiagwen
MysticDaedra Posted November 11, 2024 Posted November 11, 2024 How does DI add keys/devices to loot, SPID?
Taki17 Posted November 15, 2024 Author Posted November 15, 2024 On 11/11/2024 at 11:09 PM, MysticDaedra said: How does DI add keys/devices to loot, SPID? Script. Current versions are out-of-the-box LE and SE compatible, so SPID wouldn't be used, nor is it capable to of handling the conditions I have it setup for adding items to loot.
ucglow Posted December 9, 2024 Posted December 9, 2024 (edited) On 11/8/2024 at 6:24 AM, Taki17 said: - Nitpicky but am wondering if an option to disable the messages that cum/bondage is arousing the PC could be possible. would love to see this as well 😁 absolutely love your work, it has combined so many great features into one mod! Edited December 9, 2024 by ucglow 1
BexBlair Posted December 16, 2024 Posted December 16, 2024 Just want to say I LOVE this mod. I've replaced SO many problematic mods with it. It's officially locked into my mod order. This may be a dumb question...but is there an SE version? Or does someone have an SE version they want to share (I'm unfamiliar with the conversion process). The LE seems to work fine but my OCD likes to be overly cautious on these things. Thank you again for this amazing mod!!!
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