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Posted

 

;-; Been looking everywhere for the last spot to look for Zed at, can't find him anywhere ): I even discovered and cleared over 30 places in sols-never started the dlc till this mod-and only got the 2nd spot there.

Should I be searching specific types of places? Does he spawn inside or outside-or even at the end-of dungeons, places, etc?

 

I tried spawning him in but it didn't work ):

 

From the FAQ:

Q) I can't find Zed! Where is he, and why are there only one or two of the three quest markers on my map?

A) Have you checked Solstheim? Do you have the Falskaar mod installed? If so, check there as well; he can be at any Dwemer ruins, as the location is picked via the Radiant system. 

 

He will be outside of any Dwemer Ruin. When you grow close to his location (Within the same cell), the quest script will specifically assign a marker to him to guide you the rest of the way to him.

 

 

Cheers, I did read that, and went running all over Solstheim but nothing, time to find more Dwemer ruins...although the second spot WAS  one of the Solstheim Stones :3

 

EDIT: Gonna try Solstheim again since he's not outside any skyrim area-went to them all. Does Blackreach count as a ruin?

 

 

EDIT 2: I swear I don't or didn't have Falskaar but its making me go there. ._. Wtf now I do .-. Sorry about that xD

Posted

I obviously don't want to, but considering the fact that not having the ESP prevents me from getting any farther than the Bethesda logo before I CTD, i'm wondering what I can do. Simply not loading the ESP doesn't prevent DD from detecting it and registering an error. I don't have tes5edit (yet) so you'll probably have to be a bit more specific on what I have to do. 

 

Also, my thanks for the assistance.

 

Start it up, let it load all your mods like it suggests by default and it should give you an error stating that some mod is missing its master, the DDi .esp in this case, then update that mod.

Posted

few issues found:

the blindfold doesnt block your movements on 3rd person camera

if use the map while in 3rd person and then going back to the game, the blidnfolded effects will apply; switching to 1st and 3rd view fix it.

Posted

A great mod, thanks a lot! I am new to it and have several naive questions and suggestions.

 

1. Are all the probabilities in MCM setting only work for the player? I give the player and an NPC exactly the same equipment and adjust all the probabilities to  close 100%. The player will do animation very often. However the npc only do occasionally, and the animation only have two types, which looks a little bit monotonous.  When I use different kind of plugs, it seems to not affect the NPC at all. Is this supposed to be the case or I have not correctly installed the mod?

 

2. It seems that when npc do any of the two animations, there is no sound...

 

3. If it is not that I did not install correctly, It would be great to make the npc animation richer. Such as npc can perform all the animations like player and the probabilities can be set. Also, maybe an easy way to show that the npc is being tortured is to add some sound (both from the tool and from the npc, just like the player case), and the sound intensity can shows for example how strong the vibration is and how serious the torture is. It would also be great to make masturbation as a mandatory animation when some conditions are satisfied (i.e. after a the strong plug vibration that suddenly stops) for both player and npc.

 

4. And generally I feel it would be good to make the animation to have  more levels, like from a short period animation of stopping running and shaking body; to a long and intensive animation like losing consciousness after mandatory masturbation. The higher level animation can only be accessed through using advanced tools, which need be acquired with some difficulty or after completing certain quests. I believe this will make the mode much more playable. Since all of these elements, including a quest, are already in this great mod, maybe re-organizing them a little can give better play experience.

 

Posted

After playing (and failing  :( ) with a electrostim spell I came acros a piece of your code Min.

Could this work as a vibration alternative by using e-stim?

 

 

 

 
Scriptname EstimEffectScript extends Quest
 
Event OnInit()
Maintenance()
EndEvent
 
Function Maintenance()
RegisterForModEvent("DeviceVibrateEffectStart", "OnVibrateEffect")
int vibStrength = utility.RandomInt(1,5)
int duration = 0
EndFunction
 
Event OnVibrateEffect(string eventName, string argString, float argNum, form sender)
       libs.NotifyPlayer("The plugs within you begin to electrically stimulate your pussy")
        libs.VibrateEffect(akActor, vibStrength, duration, teaseOnly=libs.shouldEdgeActor(akActor))
        ShockEffect.RemoteCast(libs.PlayerRef, libs.PlayerRef, libs.PlayerRef)
EndEvent

 

 

 
scriptname EstimPlayerScript extends ReferenceAlias
 
EstimEffectScript Property customEffect Auto
 
Event OnPlayerLoadGame()
customEffect.Maintenance()
EndEvent
 

 
I'm new to skyrim scripting and it's quite different from C# coding I'm used to, so if this is gibberish you know why  :lol:
Posted

Could we have an option to exclude Solstheim from the quest setup please as it's a problem for low level characters. At present it means a player has to keep rerunning the part with Urag until all three markers appear in Skyrim which iirc took about 8 attempts the last time I played this quest.

Posted

I can't start the Quest. I Have the Devious Devices Book. I dropped it, picked it up again, red it, sold it, rebought it. Urag isn't reacting to anything and I don't have an Option to ask him about the Toll :(

Posted

Hello, i have problem. When i read those books in arrcaneum, nothing happend. What's wrong ? :(

 

Once you get the books there are two possible starts. If Urag spots you taking the books he'll approach you and the dialogue will start, if he didn't see you then you need to talk to Urag (you should see an extra option to ask about the book)

 

Posted

 

 

;-; Been looking everywhere for the last spot to look for Zed at, can't find him anywhere ): I even discovered and cleared over 30 places in sols-never started the dlc till this mod-and only got the 2nd spot there.

Should I be searching specific types of places? Does he spawn inside or outside-or even at the end-of dungeons, places, etc?

 

I tried spawning him in but it didn't work ):

 

From the FAQ:

Q) I can't find Zed! Where is he, and why are there only one or two of the three quest markers on my map?

A) Have you checked Solstheim? Do you have the Falskaar mod installed? If so, check there as well; he can be at any Dwemer ruins, as the location is picked via the Radiant system. 

 

He will be outside of any Dwemer Ruin. When you grow close to his location (Within the same cell), the quest script will specifically assign a marker to him to guide you the rest of the way to him.

 

 

Cheers, I did read that, and went running all over Solstheim but nothing, time to find more Dwemer ruins...although the second spot WAS  one of the Solstheim Stones :3

 

EDIT: Gonna try Solstheim again since he's not outside any skyrim area-went to them all. Does Blackreach count as a ruin?

 

 

EDIT 2: I swear I don't or didn't have Falskaar but its making me go there. ._. Wtf now I do .-. Sorry about that xD

 

sqv zaddForbiddenTomeQuest

Listed will be a variable called "zedMarker"

player.moveto ########, where ######## is the number from the above command.

 

few issues found:

the blindfold doesnt block your movements on 3rd person camera

if use the map while in 3rd person and then going back to the game, the blidnfolded effects will apply; switching to 1st and 3rd view fix it.

Under what circumstances is the blindfold permitting third-person movement? What blindfold mode are you in?

 

A great mod, thanks a lot! I am new to it and have several naive questions and suggestions.

 

1. Are all the probabilities in MCM setting only work for the player? I give the player and an NPC exactly the same equipment and adjust all the probabilities to  close 100%. The player will do animation very often. However the npc only do occasionally, and the animation only have two types, which looks a little bit monotonous.  When I use different kind of plugs, it seems to not affect the NPC at all. Is this supposed to be the case or I have not correctly installed the mod?

 

2. It seems that when npc do any of the two animations, there is no sound...

 

3. If it is not that I did not install correctly, It would be great to make the npc animation richer. Such as npc can perform all the animations like player and the probabilities can be set. Also, maybe an easy way to show that the npc is being tortured is to add some sound (both from the tool and from the npc, just like the player case), and the sound intensity can shows for example how strong the vibration is and how serious the torture is. It would also be great to make masturbation as a mandatory animation when some conditions are satisfied (i.e. after a the strong plug vibration that suddenly stops) for both player and npc.

 

4. And generally I feel it would be good to make the animation to have  more levels, like from a short period animation of stopping running and shaking body; to a long and intensive animation like losing consciousness after mandatory masturbation. The higher level animation can only be accessed through using advanced tools, which need be acquired with some difficulty or after completing certain quests. I believe this will make the mode much more playable. Since all of these elements, including a quest, are already in this great mod, maybe re-organizing them a little can give better play experience.

Thanks for the feedback, glad you enjoyed the mod. 

 

1) All devices that effect players will effect NPC's. The MCM probabilities also effect NPCs. NPC support is a bit flakey at the time being, though. More animations would be great, feel free to make some :P

2) They do play the proper sounds. Depends on the animation. The animations associated with the VibrationEffect are the only ones that play sound on the player, or otherwise, though.

3)  I only have a few vibration-style animations to work with. I'm not an animator. The NPC's use the same set of animations as the player. Feel free to contribute some though, if you like! The vibration-sounds already do vary (Significantly, I might add) depending on the strength of the vibrations. Has been that way ever since I built the function.

4) Custom animations are the limiting factor. Again, I am not an animator.

 

 

After playing (and failing  :( ) with a electrostim spell I came acros a piece of your code Min.

Could this work as a vibration alternative by using e-stim?

 

 

 

 
Scriptname EstimEffectScript extends Quest
 
Event OnInit()
Maintenance()
EndEvent
 
Function Maintenance()
RegisterForModEvent("DeviceVibrateEffectStart", "OnVibrateEffect")
int vibStrength = utility.RandomInt(1,5)
int duration = 0
EndFunction
 
Event OnVibrateEffect(string eventName, string argString, float argNum, form sender)
       libs.NotifyPlayer("The plugs within you begin to electrically stimulate your pussy")
        libs.VibrateEffect(akActor, vibStrength, duration, teaseOnly=libs.shouldEdgeActor(akActor))
        ShockEffect.RemoteCast(libs.PlayerRef, libs.PlayerRef, libs.PlayerRef)
EndEvent

 

 

 
scriptname EstimPlayerScript extends ReferenceAlias
 
EstimEffectScript Property customEffect Auto
 
Event OnPlayerLoadGame()
customEffect.Maintenance()
EndEvent
 

 
I'm new to skyrim scripting and it's quite different from C# coding I'm used to, so if this is gibberish you know why  :lol:

 

Sure could, without too much modification. At the moment, you've got an infinite loop in your code though.

VibrateEffect sends that mod event (Triggering your code) every time it begins a vibrate effect. If you're responding to that mod event by starting a vibrate effect (And thus triggering the mod event again), the process repeats ad-nauseum.

 

I can't start the Quest. I Have the Devious Devices Book. I dropped it, picked it up again, red it, sold it, rebought it. Urag isn't reacting to anything and I don't have an Option to ask him about the Toll :(

If you're wearing a Chastity Belt, the quest will not start.

Posted

Thanks for the great work.

 

Could anyone help me modify the soul gem plugs so that they don't require a chastity belt to function?

 

Thanks again.

Several scripts would need to be modified a fair bit. Is this for personal use, or are you going to release a mod for which you would like that alternate functionality?

Posted

 

Thanks for the great work.

 

Could anyone help me modify the soul gem plugs so that they don't require a chastity belt to function?

 

Thanks again.

Several scripts would need to be modified a fair bit. Is this for personal use, or are you going to release a mod for which you would like that alternate functionality?

 

 

It would be for personal use, I was after a set of cursed set of plugs if you will.

 

Of course I would be happy to release as an ESP, although I didn't have any thoughts for what I would do with it, I was just going to swap out the plugs given in Live a Deviant Life... Now the more I think about it, it really could do with a quest... But to be honest I don't presently have the time or knowledge to invest into that, which is why I was after a quick fix for now. :)

 

I may take another look into the existing plugs, although I was struggling to find out where the actual behavior of the plugs depended on the belt being worn (other than them falling out)... For instance, after removing the belt from Live a Deviant Life the plugs don't drop out, but they also stop functioning.

 

As I think about it further it may be easier for me to try and put together such a set of plugs from scratch using the various assets available in Deviant Devices and new scripts where necessary.

 

Thanks for your response.

Posted

 

 

Thanks for the great work.

 

Could anyone help me modify the soul gem plugs so that they don't require a chastity belt to function?

 

Thanks again.

Several scripts would need to be modified a fair bit. Is this for personal use, or are you going to release a mod for which you would like that alternate functionality?

 

 

It would be for personal use, I was after a set of cursed set of plugs if you will.

 

Of course I would be happy to release as an ESP, although I didn't have any thoughts for what I would do with it, I was just going to swap out the plugs given in Live a Deviant Life... Now the more I think about it, it really could do with a quest... But to be honest I don't presently have the time or knowledge to invest into that, which is why I was after a quick fix for now. :)

 

I may take another look into the existing plugs, although I was struggling to find out where the actual behavior of the plugs depended on the belt being worn (other than them falling out)... For instance, after removing the belt from Live a Deviant Life the plugs don't drop out, but they also stop functioning.

 

As I think about it further it may be easier for me to try and put together such a set of plugs from scratch using the various assets available in Deviant Devices and new scripts where necessary.

 

Thanks for your response.

 

Hmm. I don't mind at all extending the framework where necessary to support other modders (So long as you end up releasing the thing, :P). Tell me your requirements, and I'll let you know the best way of going about it. So far, it's just "Have a set of plugs that function while a belt is not worn", correct?

Posted

 

Hello, i have problem. When i read those books in arrcaneum, nothing happend. What's wrong ? :(

 

Once you get the books there are two possible starts. If Urag spots you taking the books he'll approach you and the dialogue will start, if he didn't see you then you need to talk to Urag (you should see an extra option to ask about the book)

 

 

i read all books (5-6) and he was looking on me. But he didnt catch me , and i havent any dialogue (Extra) with him. :/

Posted

 

 

Hello, i have problem. When i read those books in arrcaneum, nothing happend. What's wrong ? :(

 

Once you get the books there are two possible starts. If Urag spots you taking the books he'll approach you and the dialogue will start, if he didn't see you then you need to talk to Urag (you should see an extra option to ask about the book)

 

 

i read all books (5-6) and he was looking on me. But he didnt catch me , and i havent any dialogue (Extra) with him. :/

 

 

Try dropping the book and picking it up again.

Posted

 

 

 

Hello, i have problem. When i read those books in arrcaneum, nothing happend. What's wrong ? :(

 

Once you get the books there are two possible starts. If Urag spots you taking the books he'll approach you and the dialogue will start, if he didn't see you then you need to talk to Urag (you should see an extra option to ask about the book)

 

 

i read all books (5-6) and he was looking on me. But he didnt catch me , and i havent any dialogue (Extra) with him. :/

 

 

Try dropping the book and picking it up again.

 

Tried same - Quest dont EVEN START . Whats wrong -_-

Posted

 

 

After playing (and failing  :( ) with a electrostim spell I came acros a piece of your code Min.

Could this work as a vibration alternative by using e-stim?

 

 

 

 
Scriptname EstimEffectScript extends Quest
 
Event OnInit()
Maintenance()
EndEvent
 
Function Maintenance()
RegisterForModEvent("DeviceVibrateEffectStart", "OnVibrateEffect")
int vibStrength = utility.RandomInt(1,5)
int duration = 0
EndFunction
 
Event OnVibrateEffect(string eventName, string argString, float argNum, form sender)
       libs.NotifyPlayer("The plugs within you begin to electrically stimulate your pussy")
        libs.VibrateEffect(akActor, vibStrength, duration, teaseOnly=libs.shouldEdgeActor(akActor))
        ShockEffect.RemoteCast(libs.PlayerRef, libs.PlayerRef, libs.PlayerRef)
EndEvent

 

 

 
scriptname EstimPlayerScript extends ReferenceAlias
 
EstimEffectScript Property customEffect Auto
 
Event OnPlayerLoadGame()
customEffect.Maintenance()
EndEvent
 

 
I'm new to skyrim scripting and it's quite different from C# coding I'm used to, so if this is gibberish you know why  :lol:

 

Sure could, without too much modification. At the moment, you've got an infinite loop in your code though.

VibrateEffect sends that mod event (Triggering your code) every time it begins a vibrate effect. If you're responding to that mod event by starting a vibrate effect (And thus triggering the mod event again), the process repeats ad-nauseum.

 

 

Thanks for the feedback, it's a little bit over my head to get it working myself. Feel free to use the idea for a future release, as you state it's feasible without much modification. With your skillset that is  :P

Posted

 

 

 

Thanks for the great work.

 

Could anyone help me modify the soul gem plugs so that they don't require a chastity belt to function?

 

Thanks again.

Several scripts would need to be modified a fair bit. Is this for personal use, or are you going to release a mod for which you would like that alternate functionality?

 

 

It would be for personal use, I was after a set of cursed set of plugs if you will.

 

Of course I would be happy to release as an ESP, although I didn't have any thoughts for what I would do with it, I was just going to swap out the plugs given in Live a Deviant Life... Now the more I think about it, it really could do with a quest... But to be honest I don't presently have the time or knowledge to invest into that, which is why I was after a quick fix for now. :)

 

I may take another look into the existing plugs, although I was struggling to find out where the actual behavior of the plugs depended on the belt being worn (other than them falling out)... For instance, after removing the belt from Live a Deviant Life the plugs don't drop out, but they also stop functioning.

 

As I think about it further it may be easier for me to try and put together such a set of plugs from scratch using the various assets available in Deviant Devices and new scripts where necessary.

 

Thanks for your response.

 

Hmm. I don't mind at all extending the framework where necessary to support other modders (So long as you end up releasing the thing, :P). Tell me your requirements, and I'll let you know the best way of going about it. So far, it's just "Have a set of plugs that function while a belt is not worn", correct?

 

 

Yes, its as simple as that  :)

 

I would be more than happy to release any changes that I make, however in this instance I would probably just tweak the Live a Deviant Life to use those plugs (which I'm course I could upload if people were interested).

 

Thanks for your time.

Posted

 

 

 

 

Hello, i have problem. When i read those books in arrcaneum, nothing happend. What's wrong ? :(

 

Once you get the books there are two possible starts. If Urag spots you taking the books he'll approach you and the dialogue will start, if he didn't see you then you need to talk to Urag (you should see an extra option to ask about the book)

 

 

i read all books (5-6) and he was looking on me. But he didnt catch me , and i havent any dialogue (Extra) with him. :/

 

 

Try dropping the book and picking it up again.

 

Tried same - Quest dont EVEN START . Whats wrong -_-

 

 

The only other thing that I can think of is if you have a belt on, the quest will not start if you do.

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