Veladarius Posted August 23, 2023 Author Posted August 23, 2023 On 8/17/2023 at 9:29 AM, Wyrade said: I have 4.15 SSE installed (in a rather messy and huge mod setup, but that shouldn't be relevant in this instance), and I ran into the issue of a late delivery not properly equipping the punishment gag on me. Papyrus log had this: Reveal hidden contents [08/17/2023 - 02:56:09PM] Error: Cannot call GetName() on a None object, aborting function call stack: [zadQuest (1600F624)].zadlibs.EquipDevice() - "zadLibs.psc" Line 520 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.SetCDDevice() - "cdxslavery_functions.psc" Line 468 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.FitSlaveGag() - "cdxslavery_functions.psc" Line 110 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.CustUnhappy() - "cdxpackagedelivery.psc" Line 1142 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.Fragment_12() - "cdxpackagedelivery.psc" Line 347 [08/17/2023 - 02:56:09PM] WARNING: Assigning None to a non-object variable named "::temp3" stack: [zadQuest (1600F624)].zadlibs.EquipDevice() - "zadLibs.psc" Line 520 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.SetCDDevice() - "cdxslavery_functions.psc" Line 468 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.FitSlaveGag() - "cdxslavery_functions.psc" Line 110 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.CustUnhappy() - "cdxpackagedelivery.psc" Line 1142 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.Fragment_12() - "cdxpackagedelivery.psc" Line 347 [08/17/2023 - 02:56:09PM] [Zad]: EquipDevice called for [08/17/2023 - 02:56:09PM] Error: Cannot call GetName() on a None object, aborting function call stack: [zadQuest (1600F624)].zadlibs.EquipDevice() - "zadLibs.psc" Line 522 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.SetCDDevice() - "cdxslavery_functions.psc" Line 468 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.FitSlaveGag() - "cdxslavery_functions.psc" Line 110 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.CustUnhappy() - "cdxpackagedelivery.psc" Line 1142 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.Fragment_12() - "cdxpackagedelivery.psc" Line 347 [08/17/2023 - 02:56:09PM] WARNING: Assigning None to a non-object variable named "::temp3" stack: [zadQuest (1600F624)].zadlibs.EquipDevice() - "zadLibs.psc" Line 522 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.SetCDDevice() - "cdxslavery_functions.psc" Line 468 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.FitSlaveGag() - "cdxslavery_functions.psc" Line 110 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.CustUnhappy() - "cdxpackagedelivery.psc" Line 1142 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.Fragment_12() - "cdxpackagedelivery.psc" Line 347 [08/17/2023 - 02:56:09PM] [Zad]: Acquired mutex, equipping [08/17/2023 - 02:56:09PM] Error: None is not a valid inventory item stack: [ (00000014)].Actor.GetItemCount() - "<native>" Line ? [zadQuest (1600F624)].zadlibs.WearingConflictingDevice() - "zadLibs.psc" Line 1559 [zadQuest (1600F624)].zadlibs.EquipDevice() - "zadLibs.psc" Line 527 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.SetCDDevice() - "cdxslavery_functions.psc" Line 468 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.FitSlaveGag() - "cdxslavery_functions.psc" Line 110 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.CustUnhappy() - "cdxpackagedelivery.psc" Line 1142 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.Fragment_12() - "cdxpackagedelivery.psc" Line 347 [08/17/2023 - 02:56:09PM] Error: None is not a valid inventory item stack: [ (00000014)].Actor.GetItemCount() - "<native>" Line ? [zadQuest (1600F624)].zadlibs.EquipDevice() - "zadLibs.psc" Line 534 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.SetCDDevice() - "cdxslavery_functions.psc" Line 468 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.FitSlaveGag() - "cdxslavery_functions.psc" Line 110 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.CustUnhappy() - "cdxpackagedelivery.psc" Line 1142 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.Fragment_12() - "cdxpackagedelivery.psc" Line 347 [08/17/2023 - 02:56:09PM] Error: Cannot add None to a container stack: [ (00000014)].Actor.AddItem() - "<native>" Line ? [zadQuest (1600F624)].zadlibs.EquipDevice() - "zadLibs.psc" Line 535 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.SetCDDevice() - "cdxslavery_functions.psc" Line 468 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.FitSlaveGag() - "cdxslavery_functions.psc" Line 110 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.CustUnhappy() - "cdxpackagedelivery.psc" Line 1142 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.Fragment_12() - "cdxpackagedelivery.psc" Line 347 So I started looking, and tried to add a debug line in cdxslavery_functions.psc to see a bit closer what's happening. I failed to compile that one, with several papyrus compiler errors about AddRndStdDevice and similar for cdxpunishmentset01.psc, cdxslavery_property.psc and cdxslavery_functions.psc. When I looked into that, I found that these functions are supposed to be in CDxFramework.psc, which are overwritten by "Captured Dreams device removal DDv4 update v2", and the functions have different names there - I assume AddRandomItems() should be its equivalent? Anyway, I just wanted to post that apparently not all function names have been switched in the scripts with the DDv4 update, or something else is going on (I'm at most a dabbler, I barely know what I'm doing). Or am I overcomplicating it and it's just supposed to work if I compile with the old script then just put back the new one? (Or did I mess up something else?) Edit: After editing cdxframework so i could compile cdxslavery_functions, the part that fails to equip the gag is around line 468 in cdxslavery_functions.psc. Some relevant variables at that point according to my debug are: Target: [Actor < (00000014)>], DevInventory: None, DevRendered: None, DevKeyword: [Keyword <zad_DeviousGag (15007EB8)>], Dev_Color: 2, Dev_Item: 12, devicetype: 8 The two "None" which are the issue should be populated by this: elseif Dev_Color == 2 DevInventory = Dev_Silver_Inv[Dev_Item] as armor DevRendered = Dev_Silver_Rend[Dev_Item] as armor DevKeyword = Dev_DDiKeyword[Dev_Item] as keyword at line 776: Dev_Silver_Inv[12] = FillerItem at line 796: Dev_Silver_Rend[12] = FillerItem About the FillerItem i only see this, and I'm not sure what that means: armor property FillerItem auto I'm not sure how to continue debugging to fix those None-s and so the `libs.equipdevice(target, DevInventory, DevRendered, DevKeyword)` at line 468 can execute properly. Although maybe I could try to change it to something else I suppose. Can you please help how I should proceed? On 8/20/2023 at 3:34 PM, vrelk said: Having an issue with the chaste spouse stuff. Looks like cdxchastespouse.psc calls framework.RemoveGenericplugs(), but that function doesn't exist in the framework file (or any other actually). This breaks the SetPlayerDevice() function if you've been good. The other issue in this file is with the SetPlayerDevice() function. The if-statement doesn't cover 6 demerits (by choosing the "wanted to do more" dialog option). You could make it >= 5, but you also need to take care of the other device changes that would be skipped. There were a number of changes to the framework script but it seems that not all of the scripts that call on it were updated (or there are old scripts included in v4.15). The Filler Item is used in the quest with the Jarl in Falkreath and is placed on him to keep his clothes from being equipped. For the script I set the two variables to none before having it look up the item info as I would rather have it equip nothing than a broken item that can't be easily removed. You may want to check the properties and can likely change them to something else since a silver gag doesn't exist (likely why I put it there).
Wyrade Posted August 26, 2023 Posted August 26, 2023 On 8/17/2023 at 3:29 PM, Wyrade said: I have 4.15 SSE installed (in a rather messy and huge mod setup, but that shouldn't be relevant in this instance), and I ran into the issue of a late delivery not properly equipping the punishment gag on me. Papyrus log had this: Reveal hidden contents [08/17/2023 - 02:56:09PM] Error: Cannot call GetName() on a None object, aborting function call stack: [zadQuest (1600F624)].zadlibs.EquipDevice() - "zadLibs.psc" Line 520 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.SetCDDevice() - "cdxslavery_functions.psc" Line 468 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.FitSlaveGag() - "cdxslavery_functions.psc" Line 110 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.CustUnhappy() - "cdxpackagedelivery.psc" Line 1142 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.Fragment_12() - "cdxpackagedelivery.psc" Line 347 [08/17/2023 - 02:56:09PM] WARNING: Assigning None to a non-object variable named "::temp3" stack: [zadQuest (1600F624)].zadlibs.EquipDevice() - "zadLibs.psc" Line 520 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.SetCDDevice() - "cdxslavery_functions.psc" Line 468 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.FitSlaveGag() - "cdxslavery_functions.psc" Line 110 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.CustUnhappy() - "cdxpackagedelivery.psc" Line 1142 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.Fragment_12() - "cdxpackagedelivery.psc" Line 347 [08/17/2023 - 02:56:09PM] [Zad]: EquipDevice called for [08/17/2023 - 02:56:09PM] Error: Cannot call GetName() on a None object, aborting function call stack: [zadQuest (1600F624)].zadlibs.EquipDevice() - "zadLibs.psc" Line 522 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.SetCDDevice() - "cdxslavery_functions.psc" Line 468 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.FitSlaveGag() - "cdxslavery_functions.psc" Line 110 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.CustUnhappy() - "cdxpackagedelivery.psc" Line 1142 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.Fragment_12() - "cdxpackagedelivery.psc" Line 347 [08/17/2023 - 02:56:09PM] WARNING: Assigning None to a non-object variable named "::temp3" stack: [zadQuest (1600F624)].zadlibs.EquipDevice() - "zadLibs.psc" Line 522 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.SetCDDevice() - "cdxslavery_functions.psc" Line 468 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.FitSlaveGag() - "cdxslavery_functions.psc" Line 110 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.CustUnhappy() - "cdxpackagedelivery.psc" Line 1142 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.Fragment_12() - "cdxpackagedelivery.psc" Line 347 [08/17/2023 - 02:56:09PM] [Zad]: Acquired mutex, equipping [08/17/2023 - 02:56:09PM] Error: None is not a valid inventory item stack: [ (00000014)].Actor.GetItemCount() - "<native>" Line ? [zadQuest (1600F624)].zadlibs.WearingConflictingDevice() - "zadLibs.psc" Line 1559 [zadQuest (1600F624)].zadlibs.EquipDevice() - "zadLibs.psc" Line 527 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.SetCDDevice() - "cdxslavery_functions.psc" Line 468 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.FitSlaveGag() - "cdxslavery_functions.psc" Line 110 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.CustUnhappy() - "cdxpackagedelivery.psc" Line 1142 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.Fragment_12() - "cdxpackagedelivery.psc" Line 347 [08/17/2023 - 02:56:09PM] Error: None is not a valid inventory item stack: [ (00000014)].Actor.GetItemCount() - "<native>" Line ? [zadQuest (1600F624)].zadlibs.EquipDevice() - "zadLibs.psc" Line 534 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.SetCDDevice() - "cdxslavery_functions.psc" Line 468 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.FitSlaveGag() - "cdxslavery_functions.psc" Line 110 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.CustUnhappy() - "cdxpackagedelivery.psc" Line 1142 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.Fragment_12() - "cdxpackagedelivery.psc" Line 347 [08/17/2023 - 02:56:09PM] Error: Cannot add None to a container stack: [ (00000014)].Actor.AddItem() - "<native>" Line ? [zadQuest (1600F624)].zadlibs.EquipDevice() - "zadLibs.psc" Line 535 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.SetCDDevice() - "cdxslavery_functions.psc" Line 468 [CDxSlavery_Functions (D717170A)].cdxslavery_functions.FitSlaveGag() - "cdxslavery_functions.psc" Line 110 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.CustUnhappy() - "cdxpackagedelivery.psc" Line 1142 [CDxPackageDelivery (D7117012)].cdxpackagedelivery.Fragment_12() - "cdxpackagedelivery.psc" Line 347 So I started looking, and tried to add a debug line in cdxslavery_functions.psc to see a bit closer what's happening. I failed to compile that one, with several papyrus compiler errors about AddRndStdDevice and similar for cdxpunishmentset01.psc, cdxslavery_property.psc and cdxslavery_functions.psc. When I looked into that, I found that these functions are supposed to be in CDxFramework.psc, which are overwritten by "Captured Dreams device removal DDv4 update v2", and the functions have different names there - I assume AddRandomItems() should be its equivalent? Anyway, I just wanted to post that apparently not all function names have been switched in the scripts with the DDv4 update, or something else is going on (I'm at most a dabbler, I barely know what I'm doing). Or am I overcomplicating it and it's just supposed to work if I compile with the old script then just put back the new one? (Or did I mess up something else?) Edit: After editing cdxframework so i could compile cdxslavery_functions, the part that fails to equip the gag is around line 468 in cdxslavery_functions.psc. Some relevant variables at that point according to my debug are: Target: [Actor < (00000014)>], DevInventory: None, DevRendered: None, DevKeyword: [Keyword <zad_DeviousGag (15007EB8)>], Dev_Color: 2, Dev_Item: 12, devicetype: 8 The two "None" which are the issue should be populated by this: elseif Dev_Color == 2 DevInventory = Dev_Silver_Inv[Dev_Item] as armor DevRendered = Dev_Silver_Rend[Dev_Item] as armor DevKeyword = Dev_DDiKeyword[Dev_Item] as keyword at line 776: Dev_Silver_Inv[12] = FillerItem at line 796: Dev_Silver_Rend[12] = FillerItem About the FillerItem i only see this, and I'm not sure what that means: armor property FillerItem auto I'm not sure how to continue debugging to fix those None-s and so the `libs.equipdevice(target, DevInventory, DevRendered, DevKeyword)` at line 468 can execute properly. Although maybe I could try to change it to something else I suppose. Can you please help how I should proceed? Ok, so inside cdxslavery_functions.psc, in function SetCDDevice, which is called by parameters (aktarget, 8, false), the value of Dev_Color is initially set by this: Dev_Color = CDxPref_BeltColor.getvalueint() ; base color CDxPref_BeltColor's default value is 0 based on the esp global. Dev_Color is then affected by the following: if Dev_Color <= 0 if Dev_Material == 1 Dev_Color = 2 else Dev_Color = 4 endif endif Setting Dev_Color to 2. The only color sets that have gags are the following, the rest only have the unused FillerItem: 8 - black leather 9 - red leather 10 - white leather 11 - black ebonite 12 - red ebonite 13 - white ebonite So my solution is that I need to set Dev_Color inside this part: elseif Dev_DeviceType == 8 ; gag if target.wornhaskeyword(libs.zad_deviousgag) return endif if Dev_gagtype == 0 ; no preference on gag type Dev_Item = utility.randomint(11, 15) else Dev_Item = Dev_gagtype endif endif by adding the line Dev_Color = utility.randomint(8, 13) before the last endif of that snippet. I should probably check the code for similar issues before continuing messing around ingame, but at least this solves my current issue. I tested it and it works. Thanks for the insight!
Wyrade Posted August 26, 2023 Posted August 26, 2023 1 hour ago, Wyrade said: Ok, so inside cdxslavery_functions.psc, in function SetCDDevice, which is called by parameters (aktarget, 8, false), the value of Dev_Color is initially set by this: Dev_Color = CDxPref_BeltColor.getvalueint() ; base color CDxPref_BeltColor's default value is 0 based on the esp global. Dev_Color is then affected by the following: if Dev_Color <= 0 if Dev_Material == 1 Dev_Color = 2 else Dev_Color = 4 endif endif Setting Dev_Color to 2. The only color sets that have gags are the following, the rest only have the unused FillerItem: 8 - black leather 9 - red leather 10 - white leather 11 - black ebonite 12 - red ebonite 13 - white ebonite So my solution is that I need to set Dev_Color inside this part: elseif Dev_DeviceType == 8 ; gag if target.wornhaskeyword(libs.zad_deviousgag) return endif if Dev_gagtype == 0 ; no preference on gag type Dev_Item = utility.randomint(11, 15) else Dev_Item = Dev_gagtype endif endif by adding the line Dev_Color = utility.randomint(8, 13) before the last endif of that snippet. I should probably check the code for similar issues before continuing messing around ingame, but at least this solves my current issue. I tested it and it works. Thanks for the insight! I tried to remove all FillerItem entries from the sets, and replace them with a random one of the same type based on the existing set entries. I edited the "; Device Arrays" section of cdxslavery_functions.psc for this: Spoiler armor Function FindRandomInvDeviceBySlot(int slot) int RandomSetNum armor tempReturn if slot == 0 || slot == 1 || slot == 6 ; belt, belt, bra RandomSetNum = utility.randomint(1, 7) endif if slot == 2 || slot == 5 ; harness, collar RandomSetNum = utility.randomint(8, 13) endif if slot >= 9 && slot <= 16 ; 9=boots, 10-16=gag RandomSetNum = utility.randomint(8, 13) endif if RandomSetNum == 1 tempReturn = Dev_Steel_Inv[slot] endif if RandomSetNum == 2 tempReturn = Dev_Silver_Inv[slot] endif if RandomSetNum == 3 tempReturn = Dev_Bronze_Inv[slot] endif if RandomSetNum == 4 tempReturn = Dev_Black_Inv[slot] endif if RandomSetNum == 5 tempReturn = Dev_Red_Inv[slot] endif if RandomSetNum == 6 tempReturn = Dev_DarkRed_Inv[slot] endif if RandomSetNum == 7 tempReturn = Dev_White_Inv[slot] endif if RandomSetNum == 8 tempReturn = Dev_BlackLtr_Inv[slot] endif if RandomSetNum == 9 tempReturn = Dev_RedLtr_Inv[slot] endif if RandomSetNum == 10 tempReturn = Dev_WhiteLtr_Inv[slot] endif if RandomSetNum == 11 tempReturn = Dev_BlackEbo_Inv[slot] endif if RandomSetNum == 12 tempReturn = Dev_RedEbo_Inv[slot] endif if RandomSetNum == 13 tempReturn = Dev_WhiteEbo_Inv[slot] endif return tempReturn Endfunction armor Function FindRandomRendDeviceBySlot(int slot) int RandomSetNum armor tempReturn if slot == 0 || slot == 1 || slot == 6 ; belt, belt, bra RandomSetNum = utility.randomint(1, 7) endif if slot == 2 || slot == 5 ; harness, collar RandomSetNum = utility.randomint(8, 13) endif if slot >= 9 && slot <= 16 ; 9=boots, 10-16=gag RandomSetNum = utility.randomint(8, 13) endif if RandomSetNum == 1 tempReturn = Dev_Steel_Rend[slot] endif if RandomSetNum == 2 tempReturn = Dev_Silver_Rend[slot] endif if RandomSetNum == 3 tempReturn = Dev_Bronze_Rend[slot] endif if RandomSetNum == 4 tempReturn = Dev_Black_Rend[slot] endif if RandomSetNum == 5 tempReturn = Dev_Red_Rend[slot] endif if RandomSetNum == 6 tempReturn = Dev_DarkRed_Rend[slot] endif if RandomSetNum == 7 tempReturn = Dev_White_Rend[slot] endif if RandomSetNum == 8 tempReturn = Dev_BlackLtr_Rend[slot] endif if RandomSetNum == 9 tempReturn = Dev_RedLtr_Rend[slot] endif if RandomSetNum == 10 tempReturn = Dev_WhiteLtr_Rend[slot] endif if RandomSetNum == 11 tempReturn = Dev_BlackEbo_Rend[slot] endif if RandomSetNum == 12 tempReturn = Dev_RedEbo_Rend[slot] endif if RandomSetNum == 13 tempReturn = Dev_WhiteEbo_Rend[slot] endif return tempReturn Endfunction Function SetDevArrays() debug.notification("Setting CD Device Arrays") if DevArraySet.getvalueint() == 1 return endif ; Set 1 - steel - inventory Dev_Steel_Inv = new armor[17] Dev_Steel_Inv[0] = StlBeltF Dev_Steel_Inv[1] = StlBeltO Dev_Steel_Inv[2] = FindRandomInvDeviceBySlot(2) Dev_Steel_Inv[3] = StlCollarS Dev_Steel_Inv[4] = StlCollarP Dev_Steel_Inv[5] = FindRandomInvDeviceBySlot(5) Dev_Steel_Inv[6] = StlArmCuff Dev_Steel_Inv[7] = StlLegCuff Dev_Steel_Inv[8] = StlBra Dev_Steel_Inv[9] = FindRandomInvDeviceBySlot(9) Dev_Steel_Inv[10] = FindRandomInvDeviceBySlot(10) Dev_Steel_Inv[11] = FindRandomInvDeviceBySlot(11) Dev_Steel_Inv[12] = FindRandomInvDeviceBySlot(12) Dev_Steel_Inv[13] = FindRandomInvDeviceBySlot(13) Dev_Steel_Inv[14] = FindRandomInvDeviceBySlot(14) Dev_Steel_Inv[15] = FindRandomInvDeviceBySlot(15) Dev_Steel_Inv[16] = FindRandomInvDeviceBySlot(16) ; Set 1 - steel - rendered Dev_Steel_Rend = new armor[17] Dev_Steel_Rend[0] = StlBeltFRend Dev_Steel_Rend[1] = StlBeltORend Dev_Steel_Rend[2] = FindRandomRendDeviceBySlot(2) Dev_Steel_Rend[3] = StlCollarSRend Dev_Steel_Rend[4] = StlCollarPRend Dev_Steel_Rend[5] = FindRandomRendDeviceBySlot(5) Dev_Steel_Rend[6] = StlArmCuffRend Dev_Steel_Rend[7] = StlLegCuffRend Dev_Steel_Rend[8] = StlBraRend Dev_Steel_Rend[9] = FindRandomRendDeviceBySlot(9) Dev_Steel_Rend[10] = FindRandomRendDeviceBySlot(10) Dev_Steel_Rend[11] = FindRandomRendDeviceBySlot(11) Dev_Steel_Rend[12] = FindRandomRendDeviceBySlot(12) Dev_Steel_Rend[13] = FindRandomRendDeviceBySlot(13) Dev_Steel_Rend[14] = FindRandomRendDeviceBySlot(14) Dev_Steel_Rend[15] = FindRandomRendDeviceBySlot(15) Dev_Steel_Rend[16] = FindRandomRendDeviceBySlot(16) ; Set 2 - Silver - inventory Dev_Silver_Inv = new armor[17] Dev_Silver_Inv[0] = SlvBeltF Dev_Silver_Inv[1] = SlvBeltO Dev_Silver_Inv[2] = FindRandomInvDeviceBySlot(2) Dev_Silver_Inv[3] = SlvCollarS Dev_Silver_Inv[4] = SlvCollarP Dev_Silver_Inv[5] = FindRandomInvDeviceBySlot(5) Dev_Silver_Inv[6] = SlvArmCuff Dev_Silver_Inv[7] = SlvLegCuff Dev_Silver_Inv[8] = SlvBra Dev_Silver_Inv[9] = FindRandomInvDeviceBySlot(9) Dev_Silver_Inv[10] = FindRandomInvDeviceBySlot(10) Dev_Silver_Inv[11] = FindRandomInvDeviceBySlot(11) Dev_Silver_Inv[12] = FindRandomInvDeviceBySlot(12) Dev_Silver_Inv[13] = FindRandomInvDeviceBySlot(13) Dev_Silver_Inv[14] = FindRandomInvDeviceBySlot(14) Dev_Silver_Inv[15] = FindRandomInvDeviceBySlot(15) Dev_Silver_Inv[16] = FindRandomInvDeviceBySlot(16) ; Set 2 - Silver - rendered Dev_Silver_Rend = new armor[17] Dev_Silver_Rend[0] = SlvBeltFRend Dev_Silver_Rend[1] = SlvBeltORend Dev_Silver_Rend[2] = FindRandomRendDeviceBySlot(2) Dev_Silver_Rend[3] = SlvCollarSRend Dev_Silver_Rend[4] = SlvCollarPRend Dev_Silver_Rend[5] = FindRandomRendDeviceBySlot(5) Dev_Silver_Rend[6] = SlvArmCuffRend Dev_Silver_Rend[7] = SlvLegCuffRend Dev_Silver_Rend[8] = SlvBraRend Dev_Silver_Rend[9] = FindRandomRendDeviceBySlot(9) Dev_Silver_Rend[10] = FindRandomRendDeviceBySlot(10) Dev_Silver_Rend[11] = FindRandomRendDeviceBySlot(11) Dev_Silver_Rend[12] = FindRandomRendDeviceBySlot(12) Dev_Silver_Rend[13] = FindRandomRendDeviceBySlot(13) Dev_Silver_Rend[14] = FindRandomRendDeviceBySlot(14) Dev_Silver_Rend[15] = FindRandomRendDeviceBySlot(15) Dev_Silver_Rend[16] = FindRandomRendDeviceBySlot(16) ; Set 3 - Bronze - inventory Dev_Bronze_Inv = new armor[17] Dev_Bronze_Inv[0] = BrzBeltF Dev_Bronze_Inv[1] = BrzBeltO Dev_Bronze_Inv[2] = FindRandomInvDeviceBySlot(2) Dev_Bronze_Inv[3] = BrzCollarS Dev_Bronze_Inv[4] = BrzCollarP Dev_Bronze_Inv[5] = FindRandomInvDeviceBySlot(5) Dev_Bronze_Inv[6] = BrzArmCuff Dev_Bronze_Inv[7] = BrzLegCuff Dev_Bronze_Inv[8] = BrzBra Dev_Bronze_Inv[9] = FindRandomInvDeviceBySlot(9) Dev_Bronze_Inv[10] = FindRandomInvDeviceBySlot(10) Dev_Bronze_Inv[11] = FindRandomInvDeviceBySlot(11) Dev_Bronze_Inv[12] = FindRandomInvDeviceBySlot(12) Dev_Bronze_Inv[13] = FindRandomInvDeviceBySlot(13) Dev_Bronze_Inv[14] = FindRandomInvDeviceBySlot(14) Dev_Bronze_Inv[15] = FindRandomInvDeviceBySlot(15) Dev_Bronze_Inv[16] = FindRandomInvDeviceBySlot(16) ; Set 3 - Bronze - rendered Dev_Bronze_Rend = new armor[17] Dev_Bronze_Rend[0] = BrzBeltFRend Dev_Bronze_Rend[1] = BrzBeltORend Dev_Bronze_Rend[2] = FindRandomRendDeviceBySlot(2) Dev_Bronze_Rend[3] = BrzCollarSRend Dev_Bronze_Rend[4] = BrzCollarPRend Dev_Bronze_Rend[5] = FindRandomRendDeviceBySlot(5) Dev_Bronze_Rend[6] = BrzArmCuffRend Dev_Bronze_Rend[7] = BrzLegCuffRend Dev_Bronze_Rend[8] = BrzBraRend Dev_Bronze_Rend[9] = FindRandomRendDeviceBySlot(9) Dev_Bronze_Rend[10] = FindRandomRendDeviceBySlot(10) Dev_Bronze_Rend[11] = FindRandomRendDeviceBySlot(11) Dev_Bronze_Rend[12] = FindRandomRendDeviceBySlot(12) Dev_Bronze_Rend[13] = FindRandomRendDeviceBySlot(13) Dev_Bronze_Rend[14] = FindRandomRendDeviceBySlot(14) Dev_Bronze_Rend[15] = FindRandomRendDeviceBySlot(15) Dev_Bronze_Rend[16] = FindRandomRendDeviceBySlot(16) ; Set 4 - Black Metal - inventory Dev_Black_Inv = new armor[17] Dev_Black_Inv[0] = BlkBeltF Dev_Black_Inv[1] = BlkBeltO Dev_Black_Inv[2] = FindRandomInvDeviceBySlot(2) Dev_Black_Inv[3] = BlkCollarS Dev_Black_Inv[4] = BlkCollarP Dev_Black_Inv[5] = FindRandomInvDeviceBySlot(5) Dev_Black_Inv[6] = BlkArmCuff Dev_Black_Inv[7] = BlkLegCuff Dev_Black_Inv[8] = BlkBra Dev_Black_Inv[9] = FindRandomInvDeviceBySlot(9) Dev_Black_Inv[10] = FindRandomInvDeviceBySlot(10) Dev_Black_Inv[11] = FindRandomInvDeviceBySlot(11) Dev_Black_Inv[12] = FindRandomInvDeviceBySlot(12) Dev_Black_Inv[13] = FindRandomInvDeviceBySlot(13) Dev_Black_Inv[14] = FindRandomInvDeviceBySlot(14) Dev_Black_Inv[15] = FindRandomInvDeviceBySlot(15) Dev_Black_Inv[16] = FindRandomInvDeviceBySlot(16) ; Set 4 - Black Metal - rendered Dev_Black_Rend = new armor[17] Dev_Black_Rend[0] = BlkBeltFRend Dev_Black_Rend[1] = BlkBeltORend Dev_Black_Rend[2] = FindRandomRendDeviceBySlot(2) Dev_Black_Rend[3] = BlkCollarSRend Dev_Black_Rend[4] = BlkCollarPRend Dev_Black_Rend[5] = FindRandomRendDeviceBySlot(5) Dev_Black_Rend[6] = BlkArmCuffRend Dev_Black_Rend[7] = BlkLegCuffRend Dev_Black_Rend[8] = BlkBraRend Dev_Black_Rend[9] = FindRandomRendDeviceBySlot(9) Dev_Black_Rend[10] = FindRandomRendDeviceBySlot(10) Dev_Black_Rend[11] = FindRandomRendDeviceBySlot(11) Dev_Black_Rend[12] = FindRandomRendDeviceBySlot(12) Dev_Black_Rend[13] = FindRandomRendDeviceBySlot(13) Dev_Black_Rend[14] = FindRandomRendDeviceBySlot(14) Dev_Black_Rend[15] = FindRandomRendDeviceBySlot(15) Dev_Black_Rend[16] = FindRandomRendDeviceBySlot(16) ; Set 5 - Red Metal - inventory Dev_Red_Inv = new armor[17] Dev_Red_Inv[0] = RedBeltF Dev_Red_Inv[1] = RedBeltO Dev_Red_Inv[2] = FindRandomInvDeviceBySlot(2) Dev_Red_Inv[3] = RedCollarS Dev_Red_Inv[4] = RedCollarP Dev_Red_Inv[5] = FindRandomInvDeviceBySlot(5) Dev_Red_Inv[6] = RedArmCuff Dev_Red_Inv[7] = RedLegCuff Dev_Red_Inv[8] = RedBra Dev_Red_Inv[9] = FindRandomInvDeviceBySlot(9) Dev_Red_Inv[10] = FindRandomInvDeviceBySlot(10) Dev_Red_Inv[11] = FindRandomInvDeviceBySlot(11) Dev_Red_Inv[12] = FindRandomInvDeviceBySlot(12) Dev_Red_Inv[13] = FindRandomInvDeviceBySlot(13) Dev_Red_Inv[14] = FindRandomInvDeviceBySlot(14) Dev_Red_Inv[15] = FindRandomInvDeviceBySlot(15) Dev_Red_Inv[16] = FindRandomInvDeviceBySlot(16) ; Set 5 - Red Metal - rendered Dev_Red_Rend = new armor[17] Dev_Red_Rend[0] = RedBeltFRend Dev_Red_Rend[1] = RedBeltORend Dev_Red_Rend[2] = FindRandomRendDeviceBySlot(2) Dev_Red_Rend[3] = RedCollarSRend Dev_Red_Rend[4] = RedCollarPRend Dev_Red_Rend[5] = FindRandomRendDeviceBySlot(5) Dev_Red_Rend[6] = RedArmCuffRend Dev_Red_Rend[7] = RedLegCuffRend Dev_Red_Rend[8] = RedBraRend Dev_Red_Rend[9] = FindRandomRendDeviceBySlot(9) Dev_Red_Rend[10] = FindRandomRendDeviceBySlot(10) Dev_Red_Rend[11] = FindRandomRendDeviceBySlot(11) Dev_Red_Rend[12] = FindRandomRendDeviceBySlot(12) Dev_Red_Rend[13] = FindRandomRendDeviceBySlot(13) Dev_Red_Rend[14] = FindRandomRendDeviceBySlot(14) Dev_Red_Rend[15] = FindRandomRendDeviceBySlot(15) Dev_Red_Rend[16] = FindRandomRendDeviceBySlot(16) ; Set 6 - Red Metal - inventory Dev_DarkRed_Inv = new armor[17] Dev_DarkRed_Inv[0] = DkRedBeltF Dev_DarkRed_Inv[1] = DkRedBeltO Dev_DarkRed_Inv[2] = FindRandomInvDeviceBySlot(2) Dev_DarkRed_Inv[3] = DkRedCollarS Dev_DarkRed_Inv[4] = DkRedCollarP Dev_DarkRed_Inv[5] = FindRandomInvDeviceBySlot(5) Dev_DarkRed_Inv[6] = DkRedArmCuff Dev_DarkRed_Inv[7] = DkRedLegCuff Dev_DarkRed_Inv[8] = DkRedBra Dev_DarkRed_Inv[9] = FindRandomInvDeviceBySlot(9) Dev_DarkRed_Inv[10] = FindRandomInvDeviceBySlot(10) Dev_DarkRed_Inv[11] = FindRandomInvDeviceBySlot(11) Dev_DarkRed_Inv[12] = FindRandomInvDeviceBySlot(12) Dev_DarkRed_Inv[13] = FindRandomInvDeviceBySlot(13) Dev_DarkRed_Inv[14] = FindRandomInvDeviceBySlot(14) Dev_DarkRed_Inv[15] = FindRandomInvDeviceBySlot(15) Dev_DarkRed_Inv[16] = FindRandomInvDeviceBySlot(16) ; Set 6 - Red Metal - rendered Dev_DarkRed_Rend = new armor[17] Dev_DarkRed_Rend[0] = DkRedBeltFRend Dev_DarkRed_Rend[1] = DkRedBeltORend Dev_DarkRed_Rend[2] = FindRandomRendDeviceBySlot(2) Dev_DarkRed_Rend[3] = DkRedCollarSRend Dev_DarkRed_Rend[4] = DkRedCollarPRend Dev_DarkRed_Rend[5] = FindRandomRendDeviceBySlot(5) Dev_DarkRed_Rend[6] = DkRedArmCuffRend Dev_DarkRed_Rend[7] = DkRedLegCuffRend Dev_DarkRed_Rend[8] = DkRedBraRend Dev_DarkRed_Rend[9] = FindRandomRendDeviceBySlot(9) Dev_DarkRed_Rend[10] = FindRandomRendDeviceBySlot(10) Dev_DarkRed_Rend[11] = FindRandomRendDeviceBySlot(11) Dev_DarkRed_Rend[12] = FindRandomRendDeviceBySlot(12) Dev_DarkRed_Rend[13] = FindRandomRendDeviceBySlot(13) Dev_DarkRed_Rend[14] = FindRandomRendDeviceBySlot(14) Dev_DarkRed_Rend[15] = FindRandomRendDeviceBySlot(15) Dev_DarkRed_Rend[16] = FindRandomRendDeviceBySlot(16) ; Set 7 - White Metal - inventory Dev_White_Inv = new armor[17] Dev_White_Inv[0] = WhtBeltF Dev_White_Inv[1] = WhtBeltO Dev_White_Inv[2] = FindRandomInvDeviceBySlot(2) Dev_White_Inv[3] = WhtCollarS Dev_White_Inv[4] = WhtCollarP Dev_White_Inv[5] = FindRandomInvDeviceBySlot(5) Dev_White_Inv[6] = WhtArmCuff Dev_White_Inv[7] = WhtLegCuff Dev_White_Inv[8] = WhtBra Dev_White_Inv[9] = FindRandomInvDeviceBySlot(9) Dev_White_Inv[10] = FindRandomInvDeviceBySlot(10) Dev_White_Inv[11] = FindRandomInvDeviceBySlot(11) Dev_White_Inv[12] = FindRandomInvDeviceBySlot(12) Dev_White_Inv[13] = FindRandomInvDeviceBySlot(13) Dev_White_Inv[14] = FindRandomInvDeviceBySlot(14) Dev_White_Inv[15] = FindRandomInvDeviceBySlot(15) Dev_White_Inv[16] = FindRandomInvDeviceBySlot(16) ; Set 7 - White Metal - rendered Dev_White_Rend = new armor[17] Dev_White_Rend[0] = WhtBeltFRend Dev_White_Rend[1] = WhtBeltORend Dev_White_Rend[2] = FindRandomRendDeviceBySlot(2) Dev_White_Rend[3] = WhtCollarSRend Dev_White_Rend[4] = WhtCollarPRend Dev_White_Rend[5] = FindRandomRendDeviceBySlot(5) Dev_White_Rend[6] = WhtArmCuffRend Dev_White_Rend[7] = WhtLegCuffRend Dev_White_Rend[8] = WhtBraRend Dev_White_Rend[9] = FindRandomRendDeviceBySlot(9) Dev_White_Rend[10] = FindRandomRendDeviceBySlot(10) Dev_White_Rend[11] = FindRandomRendDeviceBySlot(11) Dev_White_Rend[12] = FindRandomRendDeviceBySlot(12) Dev_White_Rend[13] = FindRandomRendDeviceBySlot(13) Dev_White_Rend[14] = FindRandomRendDeviceBySlot(14) Dev_White_Rend[15] = FindRandomRendDeviceBySlot(15) Dev_White_Rend[16] = FindRandomRendDeviceBySlot(16) ; Set 8 - Black Leather - inventory Dev_BlackLtr_Inv = new armor[17] Dev_BlackLtr_Inv[0] = FindRandomInvDeviceBySlot(0) Dev_BlackLtr_Inv[1] = FindRandomInvDeviceBySlot(1) Dev_BlackLtr_Inv[2] = LtrBkHarness Dev_BlackLtr_Inv[3] = LtrBkCollarS Dev_BlackLtr_Inv[4] = LtrBkCollarP Dev_BlackLtr_Inv[5] = LtrBkCollarH Dev_BlackLtr_Inv[6] = FindRandomInvDeviceBySlot(6) Dev_BlackLtr_Inv[7] = LtrBkArmcuff Dev_BlackLtr_Inv[8] = LtrBkLegCuff Dev_BlackLtr_Inv[9] = LtrBkPBoots Dev_BlackLtr_Inv[10] = LtrBkBlindfoldAlt Dev_BlackLtr_Inv[11] = LtrBkHarnessRingGag Dev_BlackLtr_Inv[12] = LtrBkHarnessBallGag Dev_BlackLtr_Inv[13] = LtrBkHarnessPanelGag Dev_BlackLtr_Inv[14] = LtrBkSimpleRingGag Dev_BlackLtr_Inv[15] = LtrBkSimpleBallGag Dev_BlackLtr_Inv[16] = LtrBkSimplePanelGag ; Set 8 - Black Leather - Rendered Dev_BlackLtr_Rend = new armor[17] Dev_BlackLtr_Rend[0] = FindRandomRendDeviceBySlot(0) Dev_BlackLtr_Rend[1] = FindRandomRendDeviceBySlot(1) Dev_BlackLtr_Rend[2] = LtrBkHarnessRend Dev_BlackLtr_Rend[3] = LtrBkCollarSRend Dev_BlackLtr_Rend[4] = LtrBkCollarPRend Dev_BlackLtr_Rend[5] = LtrBkCollarHRend Dev_BlackLtr_Rend[6] = FindRandomRendDeviceBySlot(6) Dev_BlackLtr_Rend[7] = LtrBkArmcuffRend Dev_BlackLtr_Rend[8] = LtrBkLegCuffRend Dev_BlackLtr_Rend[9] = LtrBkPBootsRend Dev_BlackLtr_Rend[10] = LtrBkBlindfoldRendAlt Dev_BlackLtr_Rend[11] = LtrBkHarnessRingGagRend Dev_BlackLtr_Rend[12] = LtrBkHarnessBallGagRend Dev_BlackLtr_Rend[13] = LtrBkHarnessPanelGagRend Dev_BlackLtr_Rend[14] = LtrBkSimpleRingGagRend Dev_BlackLtr_Rend[15] = LtrBkSimpleBallGagRend Dev_BlackLtr_Rend[16] = LtrBkSimplePanelGagRend ; Set 9 - Red Leather - inventory Dev_RedLtr_Inv = new armor[17] Dev_RedLtr_Inv[0] = FindRandomInvDeviceBySlot(0) Dev_RedLtr_Inv[1] = FindRandomInvDeviceBySlot(1) Dev_RedLtr_Inv[2] = LtrRdHarness Dev_RedLtr_Inv[3] = LtrRdCollarS Dev_RedLtr_Inv[4] = LtrRdCollarP Dev_RedLtr_Inv[5] = LtrRdCollarH Dev_RedLtr_Inv[6] = FindRandomInvDeviceBySlot(6) Dev_RedLtr_Inv[7] = LtrRdArmcuff Dev_RedLtr_Inv[8] = LtrRdLegCuff Dev_RedLtr_Inv[9] = LtrRdPBoots Dev_RedLtr_Inv[10] = LtrRdBlindfoldAlt Dev_RedLtr_Inv[11] = LtrRdHarnessRingGag Dev_RedLtr_Inv[12] = LtrRdHarnessBallGag Dev_RedLtr_Inv[13] = LtrRdHarnessPanelGag Dev_RedLtr_Inv[14] = LtrRdSimpleRingGag Dev_RedLtr_Inv[15] = LtrRdSimpleBallGag Dev_RedLtr_Inv[16] = LtrRdSimplePanelGag ; Set 9 - Red Leather - Rendered Dev_RedLtr_Rend = new armor[17] Dev_RedLtr_Rend[0] = FindRandomRendDeviceBySlot(0) Dev_RedLtr_Rend[1] = FindRandomRendDeviceBySlot(1) Dev_RedLtr_Rend[2] = LtrRdHarnessRend Dev_RedLtr_Rend[3] = LtrRdCollarSRend Dev_RedLtr_Rend[4] = LtrRdCollarPRend Dev_RedLtr_Rend[5] = LtrRdCollarHRend Dev_RedLtr_Rend[6] = FindRandomRendDeviceBySlot(6) Dev_RedLtr_Rend[7] = LtrRdArmcuffRend Dev_RedLtr_Rend[8] = LtrRdLegCuffRend Dev_RedLtr_Rend[9] = LtrRdPBootsRend Dev_RedLtr_Rend[10] = LtrRdBlindfoldRendAlt Dev_RedLtr_Rend[11] = LtrRdHarnessRingGagRend Dev_RedLtr_Rend[12] = LtrRdHarnessBallGagRend Dev_RedLtr_Rend[13] = LtrRdHarnessPanelGagRend Dev_RedLtr_Rend[14] = LtrRdSimpleRingGagRend Dev_RedLtr_Rend[15] = LtrRdSimpleBallGagRend Dev_RedLtr_Rend[16] = LtrRdSimplePanelGagRend ; Set 10 - White Leather - inventory Dev_WhiteLtr_Inv = new armor[17] Dev_WhiteLtr_Inv[0] = FindRandomInvDeviceBySlot(0) Dev_WhiteLtr_Inv[1] = FindRandomInvDeviceBySlot(1) Dev_WhiteLtr_Inv[2] = LtrWtHarness Dev_WhiteLtr_Inv[3] = LtrWtCollarS Dev_WhiteLtr_Inv[4] = LtrWtCollarP Dev_WhiteLtr_Inv[5] = LtrWtCollarH Dev_WhiteLtr_Inv[6] = FindRandomInvDeviceBySlot(6) Dev_WhiteLtr_Inv[7] = LtrWtArmcuff Dev_WhiteLtr_Inv[8] = LtrWtLegCuff Dev_WhiteLtr_Inv[9] = LtrWtPBoots Dev_WhiteLtr_Inv[10] = LtrWtBlindfoldAlt Dev_WhiteLtr_Inv[11] = LtrWtHarnessRingGag Dev_WhiteLtr_Inv[12] = LtrWtHarnessBallGag Dev_WhiteLtr_Inv[13] = LtrWtHarnessPanelGag Dev_WhiteLtr_Inv[14] = LtrWtSimpleRingGag Dev_WhiteLtr_Inv[15] = LtrWtSimpleBallGag Dev_WhiteLtr_Inv[16] = LtrWtSimplePanelGag ; Set 10 - White Leather - Rendered Dev_WhiteLtr_Rend = new armor[17] Dev_WhiteLtr_Rend[0] = FindRandomRendDeviceBySlot(0) Dev_WhiteLtr_Rend[1] = FindRandomRendDeviceBySlot(1) Dev_WhiteLtr_Rend[2] = LtrWtHarnessRend Dev_WhiteLtr_Rend[3] = LtrWtCollarSRend Dev_WhiteLtr_Rend[4] = LtrWtCollarPRend Dev_WhiteLtr_Rend[5] = LtrWtCollarHRend Dev_WhiteLtr_Rend[6] = FindRandomRendDeviceBySlot(6) Dev_WhiteLtr_Rend[7] = LtrWtArmcuffRend Dev_WhiteLtr_Rend[8] = LtrWtLegCuffRend Dev_WhiteLtr_Rend[9] = LtrWtPBootsRend Dev_WhiteLtr_Rend[10] = LtrWtBlindfoldRendAlt Dev_WhiteLtr_Rend[11] = LtrWtHarnessRingGagRend Dev_WhiteLtr_Rend[12] = LtrWtHarnessBallGagRend Dev_WhiteLtr_Rend[13] = LtrWtHarnessPanelGagRend Dev_WhiteLtr_Rend[14] = LtrWtSimpleRingGagRend Dev_WhiteLtr_Rend[15] = LtrWtSimpleBallGagRend Dev_WhiteLtr_Rend[16] = LtrWtSimplePanelGagRend ; Set 11 - Black Ebonite - inventory Dev_BlackEbo_Inv = new armor[17] Dev_BlackEbo_Inv[0] = FindRandomInvDeviceBySlot(0) Dev_BlackEbo_Inv[1] = FindRandomInvDeviceBySlot(1) Dev_BlackEbo_Inv[2] = EboBlHarnessAlt Dev_BlackEbo_Inv[3] = EboBlCollarS Dev_BlackEbo_Inv[4] = EboBlCollarPAlt Dev_BlackEbo_Inv[5] = EboBlCollarH Dev_BlackEbo_Inv[6] = FindRandomInvDeviceBySlot(6) Dev_BlackEbo_Inv[7] = EboBlArmcuff Dev_BlackEbo_Inv[8] = EboBlLegCuff Dev_BlackEbo_Inv[9] = EboBlPBoots Dev_BlackEbo_Inv[10] = EboBlBlindfoldAlt Dev_BlackEbo_Inv[11] = EboBlHarnessRingGag Dev_BlackEbo_Inv[12] = EboBlHarnessBallGag Dev_BlackEbo_Inv[13] = EboBlHarnessPanelGag Dev_BlackEbo_Inv[14] = EboBlSimpleRingGag Dev_BlackEbo_Inv[15] = EboBlSimpleBallGag Dev_BlackEbo_Inv[16] = EboBlSimplePanelGag ; Set 11 - Black Ebonite - Rendered Dev_BlackEbo_Rend = new armor[17] Dev_BlackEbo_Rend[0] = FindRandomRendDeviceBySlot(0) Dev_BlackEbo_Rend[1] = FindRandomRendDeviceBySlot(1) Dev_BlackEbo_Rend[2] = EboBlHarnessRendAlt Dev_BlackEbo_Rend[3] = EboBlCollarSRend Dev_BlackEbo_Rend[4] = EboBlCollarPRend Dev_BlackEbo_Rend[5] = EboBlCollarHRend Dev_BlackEbo_Rend[6] = FindRandomRendDeviceBySlot(6) Dev_BlackEbo_Rend[7] = EboBlArmcuffRend Dev_BlackEbo_Rend[8] = EboBlLegCuffRend Dev_BlackEbo_Rend[9] = EboBlPBootsRend Dev_BlackEbo_Rend[10] = EboBlBlindfoldRendAlt Dev_BlackEbo_Rend[11] = EboBlHarnessRingGagRend Dev_BlackEbo_Rend[12] = EboBlHarnessBallGagRend Dev_BlackEbo_Rend[13] = EboBlHarnessPanelGagRend Dev_BlackEbo_Rend[14] = EboBlSimpleRingGagRend Dev_BlackEbo_Rend[15] = EboBlSimpleBallGagRend Dev_BlackEbo_Rend[16] = EboBlSimplePanelGagRend ; Set 12 - Red Ebonite - inventory Dev_RedEbo_Inv = new armor[17] Dev_RedEbo_Inv[0] = FindRandomInvDeviceBySlot(0) Dev_RedEbo_Inv[1] = FindRandomInvDeviceBySlot(1) Dev_RedEbo_Inv[2] = EboRdHarness Dev_RedEbo_Inv[3] = EboRdCollarS Dev_RedEbo_Inv[4] = EboRdCollarP Dev_RedEbo_Inv[5] = EboRdCollarH Dev_RedEbo_Inv[6] = FindRandomInvDeviceBySlot(6) Dev_RedEbo_Inv[7] = EboRdArmcuff Dev_RedEbo_Inv[8] = EboRdLegCuff Dev_RedEbo_Inv[9] = EboRdPBoots Dev_RedEbo_Inv[10] = EboRdBlindfoldAlt Dev_RedEbo_Inv[11] = EboRdHarnessRingGag Dev_RedEbo_Inv[12] = EboRdHarnessBallGag Dev_RedEbo_Inv[13] = EboRdHarnessPanelGag Dev_RedEbo_Inv[14] = EboRdSimpleRingGag Dev_RedEbo_Inv[15] = EboRdSimpleBallGag Dev_RedEbo_Inv[16] = EboRdSimplePanelGag ; Set 12 - Red Ebonite - RendeWhite Dev_RedEbo_Rend = new armor[17] Dev_RedEbo_Rend[0] = FindRandomRendDeviceBySlot(0) Dev_RedEbo_Rend[1] = FindRandomRendDeviceBySlot(1) Dev_RedEbo_Rend[2] = EboRdHarnessRend Dev_RedEbo_Rend[3] = EboRdCollarSRend Dev_RedEbo_Rend[4] = EboRdCollarPRend Dev_RedEbo_Rend[5] = EboRdCollarHRend Dev_RedEbo_Rend[6] = FindRandomRendDeviceBySlot(6) Dev_RedEbo_Rend[7] = EboRdArmcuffRend Dev_RedEbo_Rend[8] = EboRdLegCuffRend Dev_RedEbo_Rend[9] = EboRdPBootsRend Dev_RedEbo_Rend[10] = EboRdBlindfoldRendAlt Dev_RedEbo_Rend[11] = EboRdHarnessRingGagRend Dev_RedEbo_Rend[12] = EboRdHarnessBallGagRend Dev_RedEbo_Rend[13] = EboRdHarnessPanelGagRend Dev_RedEbo_Rend[14] = EboRdSimpleRingGagRend Dev_RedEbo_Rend[15] = EboRdSimpleBallGagRend Dev_RedEbo_Rend[16] = EboRdSimplePanelGagRend ; Set 13 - White Ebonite - inventory Dev_WhiteEbo_Inv = new armor[17] Dev_WhiteEbo_Inv[0] = FindRandomInvDeviceBySlot(0) Dev_WhiteEbo_Inv[1] = FindRandomInvDeviceBySlot(1) Dev_WhiteEbo_Inv[2] = EboWtHarness Dev_WhiteEbo_Inv[3] = EboWtCollarS Dev_WhiteEbo_Inv[4] = EboWtCollarP Dev_WhiteEbo_Inv[5] = EboWtCollarH Dev_WhiteEbo_Inv[6] = FindRandomInvDeviceBySlot(6) Dev_WhiteEbo_Inv[7] = EboWtArmcuff Dev_WhiteEbo_Inv[8] = EboWtLegCuff Dev_WhiteEbo_Inv[9] = EboWtPBoots Dev_WhiteEbo_Inv[10] = EboWtBlindfoldAlt Dev_WhiteEbo_Inv[11] = EboWtHarnessRingGag Dev_WhiteEbo_Inv[12] = EboWtHarnessBallGag Dev_WhiteEbo_Inv[13] = EboWtHarnessPanelGag Dev_WhiteEbo_Inv[14] = EboWtSimpleRingGag Dev_WhiteEbo_Inv[15] = EboWtSimpleBallGag Dev_WhiteEbo_Inv[16] = EboWtSimplePanelGag ; Set 13 - White Ebonite - Rendered Dev_WhiteEbo_Rend = new armor[17] Dev_WhiteEbo_Rend[0] = FindRandomRendDeviceBySlot(0) Dev_WhiteEbo_Rend[1] = FindRandomRendDeviceBySlot(1) Dev_WhiteEbo_Rend[2] = EboWtHarnessRend Dev_WhiteEbo_Rend[3] = EboWtCollarSRend Dev_WhiteEbo_Rend[4] = EboWtCollarPRend Dev_WhiteEbo_Rend[5] = EboWtCollarHRend Dev_WhiteEbo_Rend[6] = FindRandomRendDeviceBySlot(6) Dev_WhiteEbo_Rend[7] = EboWtArmcuffRend Dev_WhiteEbo_Rend[8] = EboWtLegCuffRend Dev_WhiteEbo_Rend[9] = EboWtPBootsRend Dev_WhiteEbo_Rend[10] = EboWtBlindfoldRendAlt Dev_WhiteEbo_Rend[11] = EboWtHarnessRingGagRend Dev_WhiteEbo_Rend[12] = EboWtHarnessBallGagRend Dev_WhiteEbo_Rend[13] = EboWtHarnessPanelGagRend Dev_WhiteEbo_Rend[14] = EboWtSimpleRingGagRend Dev_WhiteEbo_Rend[15] = EboWtSimpleBallGagRend Dev_WhiteEbo_Rend[16] = EboWtSimplePanelGagRend Yet it doesn't seem to work. I have tried several variations based on intuition and a little google, but I can't find it how I need to write this shit to be functional. What little papyrus reference is on the net is a joke. Based on me trying to put a debug line in my newly added functions and it not appearing in the papyrus log, I assume the functions don't even get properly called. Fuck papyrus, I don't know how anyone gets done anything in this. Anyhow, if someone could please point out my mistake(s) and show me how this can be done properly, I'd be thankful.
transplantedgreener Posted August 27, 2023 Posted August 27, 2023 I'm a relationship slave to Master and received a summons from the Courier to return to Captured Dreams Shop for a limited time opportunity that I might "find enjoyable." When I speak with Master about it (A Personal Request), my only response is "Um, maybe later." Any thoughts on what might be keeping me from accepting this quest?
justblue22 Posted August 27, 2023 Posted August 27, 2023 (edited) Hey, first off thanks for reposting this. Back when I first built my LE setup I was reading about CD everywhere and learned that it had been taken down, which despite the circumstances made me only more curious about it. Excited to check it out. Sorry if this has already been answered but a few searches and some thread-reading in and it still isn't clear -- is there supposed to be a CD 4.16 available or is it still just in testing? The reason I ask is after reinstalling DDe SSE with the CD patch, I get an error on launch indicating that CD 4.15 is detected and 4.16 is required, and DDe won't start. Do I have to downgrade DDe to use CD? I'm using SSE now and respective versions, not LE. Edited August 27, 2023 by justblue22
CaptainJ03 Posted August 28, 2023 Posted August 28, 2023 10 hours ago, justblue22 said: Sorry if this has already been answered but a few searches and some thread-reading in and it still isn't clear -- is there supposed to be a CD 4.16 available or is it still just in testing? As far as I read it from this thread, 4.16 has not been released yet. 10 hours ago, justblue22 said: The reason I ask is after reinstalling DDe SSE with the CD patch, I get an error on launch indicating that CD 4.15 is detected and 4.16 is required, and DDe won't start. Do I have to downgrade DDe to use CD? I'm using SSE now and respective versions, not LE. Uhmm, bloody abbreviations. DDe is Devious Devices expansion, of which the current version 5.2 came out before the re-release of CD and has no connection to CD I'm aware of (other than being part of the requirement) DD Equip (DDE) should have the patch inside the fomod, at least on LE I've seen no complaints after people getting told to just re-install DDE. Cannot tell myself, I've simple disabled DDE for the time being. 2
justblue22 Posted August 28, 2023 Posted August 28, 2023 13 hours ago, CaptainJ03 said: Uhmm, bloody abbreviations. DDe is Devious Devices expansion, of which the current version 5.2 came out before the re-release of CD and has no connection to CD I'm aware of (other than being part of the requirement) DD Equip (DDE) should have the patch inside the fomod, at least on LE I've seen no complaints after people getting told to just re-install DDE. Cannot tell myself, I've simple disabled DDE for the time being. Good grief, sorry, yes. I meant DD Equip I think. I haven't tried CD at all on LE on which I have used DD Equip. I think the error stylized it as "DDe" hence my typography here but I really don't remember. What I do know for sure is that I removed DD Equip from the load order and I no longer get the error (and I'm fine like this for now). Devious Devices expansion (all of DD) remains installed without issue. Anyway, this confirms that I'm at least sane and know vaguely what I'm talking about. I appreciate it. 1
threp Posted September 2, 2023 Posted September 2, 2023 (edited) Quick question: Where the hell is the dust? Manor slave, task is to sweep up piles of dust and there aren't any. Never mind,reloaded a save and they were there. Edited September 2, 2023 by threp
cyberloader Posted September 3, 2023 Posted September 3, 2023 I can never get this working. There are simply too many files that more or less are called the same. I get CTD whenever i try to enter the door. A shame this can't be streamlined more.
iHaveSoBigDick Posted September 4, 2023 Posted September 4, 2023 welcome back,and..........CD SE,plzzzzzzzzzzzzzzzzzzzz
Betris Posted September 4, 2023 Posted September 4, 2023 I've got a bit of a problem. After being taken to the mine as a property slave and being given the miners clothes and pickaxe, there's no collision on anything, my character just walks through all walls and objects, and Mecius keeps force greeting and repeating the same dialogue before giving more clothes and pickaxes. It was funny for awhile, thinking the character is so determined to get out they just angrily throw endless pickaxes at the wall. I've been unable to fix the problem myself. I was very careful in letting each dialogue play out fully and not pressing anything unnecessary, and everything should be installed properly. Any idea what the issue is?
valcon767 Posted September 5, 2023 Posted September 5, 2023 On 9/4/2023 at 12:30 AM, Betris said: I've got a bit of a problem. After being taken to the mine as a property slave and being given the miners clothes and pickaxe, there's no collision on anything, my character just walks through all walls and objects, and Mecius keeps force greeting and repeating the same dialogue before giving more clothes and pickaxes. It was funny for awhile, thinking the character is so determined to get out they just angrily throw endless pickaxes at the wall. I've been unable to fix the problem myself. I was very careful in letting each dialogue play out fully and not pressing anything unnecessary, and everything should be installed properly. Any idea what the issue is? i have no idea on the force greeting part of what you are describing. however the walk through walls part sounds like collision got turned off somehow. something you can try to find out if collision is turned off is to load the save game it is happening in and open the console then type TCL (toggle collision), hit enter and it should tell you if it is turning collision on or off. if TCL turns collision off something else is causing it (no clue what) but if it turns it on that would at least fix part of the problem you are having.
dovehello Posted September 7, 2023 Posted September 7, 2023 what should i do in the slave start? everyone in mine just keep saying one sentence, and quest only said "....just a property slave" without further guide.
threp Posted September 7, 2023 Posted September 7, 2023 (edited) 1 hour ago, dovehello said: what should i do in the slave start? everyone in mine just keep saying one sentence, and quest only said "....just a property slave" without further guide. Have you been given a pick and clothes? If so, go look at the ledger near the beds/cage. If you haven't been given a pick, clothes, and a lecture by the bossman, restart. Something's fucked up. Edited September 7, 2023 by threp
Betris Posted September 7, 2023 Posted September 7, 2023 (edited) On 9/5/2023 at 12:30 AM, valcon767 said: i have no idea on the force greeting part of what you are describing. however the walk through walls part sounds like collision got turned off somehow. something you can try to find out if collision is turned off is to load the save game it is happening in and open the console then type TCL (toggle collision), hit enter and it should tell you if it is turning collision on or off. if TCL turns collision off something else is causing it (no clue what) but if it turns it on that would at least fix part of the problem you are having. I tried using the TCL command, that takes away all collision, without it the character walks properly on the x axis but everything else has no collision, walls stairs objects, ect. I reloaded different saves several times, everything works ok up until that moment. Should I try to reinstall the mod? Edited September 7, 2023 by Betris
xyzxyz Posted September 11, 2023 Posted September 11, 2023 (edited) Is the player always in the role of the master in those slave-master roleplay jobs in the mansion? Edited September 11, 2023 by xyzxyz
Tseverin Posted September 11, 2023 Posted September 11, 2023 My hope for THE favorite sexy mod. I hope that with you being back, you continue to develop this and you and/or other mod authors can implement all the functionality and storyline Captured Dreams has to offer. I thought you said you were going to stay on LE, but I'm also hoping you find your way to AE. I wanted to say something nice about something I like today. Hopefully it reads well as I intended.
Hallgrim Posted September 18, 2023 Posted September 18, 2023 I had to do a reinstall today, and i am having the issue that the mod doesnt get loaded correctly. It shows up in the ingame modlist, yet the locations dont exist and it doesnt show up in the MCM, I had it working a week ago without any problems. and im very sure i have all of the requirements.
cerebus300 Posted October 1, 2023 Posted October 1, 2023 So, does this work with DD 5.2 on SE? Just want to know before I go through the install process only to find that it crashes my game. I've wanted to play this for years, but it was unavailable.
xyzxyz Posted October 2, 2023 Posted October 2, 2023 (edited) DD Equip is asking for CD 4.16 . This is CD 4.15 right? Edited October 2, 2023 by xyzxyz
cerebus300 Posted October 2, 2023 Posted October 2, 2023 8 hours ago, xyzxyz said: DD Equip is asking for CD 4.16 . This is CD 4.15 right? Yep, I'm getting that as well.
powergame214 Posted October 14, 2023 Posted October 14, 2023 I am having an issue in that the game crashes anytime I try to enter the CD building. Surprisingly this is the only place the game crashes but it happens every time. Any suggestions as to the cause or solutions to the issue. I ran the Chloe questline just fine although finding Ninroot in the last one was a pain : ) BTW, THANK YOU for bringing this great mod back after the original maker found religion or whatever that caused them to not only quit working on it but pull it from pretty much every source it was available.
CaptainJ03 Posted October 14, 2023 Posted October 14, 2023 (edited) 5 hours ago, powergame214 said: THANK YOU for bringing this great mod back after the original maker found religion or whatever that caused them to not only quit working on it but pull it from pretty much every source it was available. This has been re-uploaded by the original maker, and he had found a serious depression - no fun. And it's any mod author's good right to pull down their own work if they feel it's not worth the hassle. On 10/10/2023 at 5:50 PM, AncillaSineFacie said: waiting for updates Seems you translator is not working. The words are "thank you for bringing it back" Edited October 14, 2023 by CaptainJ03 re-worded for better comprehension 5
bungee247 Posted October 14, 2023 Posted October 14, 2023 28 minutes ago, CaptainJ03 said: The words are "thank you for bringing it back" Thank you for bringing it back 3
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