Min Posted May 11, 2014 Author Posted May 11, 2014 Looking at the log more closely, you hit a bug that's been fixed for quite some time: The RepopulateNPCs() bug that plagued 2.6.4 - 2.6.6. I haven't had a single reported instance of that bug since then, hmm. Did you restart skyrim between closing your other save, and creating a new one? It doesn't look like you ever opened up the MCM menu, and it's not possible for that bug to occur without changing the "Number of NPC's to be slotted" setting (Though, it shouldn't occur even with that setting changed, since 2.6.6) After it crashed, I launched Skyrim and instead of trying to load the old save I went straight into new game. And yeah come to think of it I have never messed with the MCM menu for Devious Devices on this save file, in fact I haven't had any contact with Devious Devices as I haven't even visited Captured Dreams Shop. If you didn't change the setting (And didn't load from an existing save before-hand), it's not possible for the bug to occur (Thus, I've no idea how the issue occurred). Start a new game, and verify that the "Number of Slotted NPCs" variable under the Events tab of DD's MCM is 0 (It's typically fine to change this: again, I haven't heard any reports regarding that bug since 2.6.6. Since you're having problems, leave it at 0). Min you and ashal are troubleshooting heroes.
Adam Jensen Posted May 11, 2014 Posted May 11, 2014 Looking at the log more closely, you hit a bug that's been fixed for quite some time: The RepopulateNPCs() bug that plagued 2.6.4 - 2.6.6. I haven't had a single reported instance of that bug since then, hmm. Did you restart skyrim between closing your other save, and creating a new one? It doesn't look like you ever opened up the MCM menu, and it's not possible for that bug to occur without changing the "Number of NPC's to be slotted" setting (Though, it shouldn't occur even with that setting changed, since 2.6.6) After it crashed, I launched Skyrim and instead of trying to load the old save I went straight into new game. And yeah come to think of it I have never messed with the MCM menu for Devious Devices on this save file, in fact I haven't had any contact with Devious Devices as I haven't even visited Captured Dreams Shop. If you didn't change the setting (And didn't load from an existing save before-hand), I've no idea how the bug occurred. Start a new game, and verify that the "Number of Slotted NPCs" variable under the Events tab of DD's MCM is 0 (It's typically fine to change this: again, I haven't heard any reports regarding that bug since 2.6.6. Since you're having problems, leave it at 0). Min you and ashal are troubleshooting heroes. Actually thanks for telling me to check that in the MCM because I just noticed that as a matter of fact I don't even have the MCM menu. Check this out, apparently it's worse than what we thought. Also checked both by starting a new save and loading the last save, neither has it, noticed it by starting a new save, thought it was just loading but then I loaded the other save and confirmed it.
Min Posted May 11, 2014 Author Posted May 11, 2014 Looking at the log more closely, you hit a bug that's been fixed for quite some time: The RepopulateNPCs() bug that plagued 2.6.4 - 2.6.6. I haven't had a single reported instance of that bug since then, hmm. Did you restart skyrim between closing your other save, and creating a new one? It doesn't look like you ever opened up the MCM menu, and it's not possible for that bug to occur without changing the "Number of NPC's to be slotted" setting (Though, it shouldn't occur even with that setting changed, since 2.6.6) After it crashed, I launched Skyrim and instead of trying to load the old save I went straight into new game. And yeah come to think of it I have never messed with the MCM menu for Devious Devices on this save file, in fact I haven't had any contact with Devious Devices as I haven't even visited Captured Dreams Shop. If you didn't change the setting (And didn't load from an existing save before-hand), I've no idea how the bug occurred. Start a new game, and verify that the "Number of Slotted NPCs" variable under the Events tab of DD's MCM is 0 (It's typically fine to change this: again, I haven't heard any reports regarding that bug since 2.6.6. Since you're having problems, leave it at 0). Min you and ashal are troubleshooting heroes. Actually thanks for telling me to check that in the MCM because I just noticed that as a matter of fact I don't even have the MCM menu. Check this out, apparently it's worse than what we thought. Also checked both by starting a new save and loading the last save, neither has it, noticed it by starting a new save, thought it was just loading but then I loaded the other save and confirmed it. 2014-05-11_00002.jpg Verify the versions you're running for Aroused/SKSE/Sexlab/Assets/Integration, and upload a complete copy of your load order. Try reinstalling Integration, and then starting (another) fresh game. Post another log of this, to make sure that the issue is where I think it might be.
Adam Jensen Posted May 11, 2014 Posted May 11, 2014 All right, I'm gonna update everything related to sexlab, re-order it in boss and start once more. Will report once I am done. By the way, thanks so much for going out of you way to help me. That means a lot, honestly.
Guest Posted May 12, 2014 Posted May 12, 2014 *This is not a bug report* I've been having some trouble with the chastity belts and SL Aroused. I want the plugs to be such that they eventually raise my character's arousal to extreme levels, while the belt prevents it from ever lowering, to RP a sort of master/slave "training" or "stultification" thing. The resolution to The Forbidden Tome sort of has this vibe as well, where it expects that by the end your arousal is extremely high and after you give in to Urag your only dialogue option is to ask him to have sex again. The problem is that with the mechanics of Aroused, your Time Rate (and possibly Exposure?) drop quite quickly once you have been wearing a chastity belt for some time. Even if you get stuck at 100 arousal through vibration events or exposure, once you're released your character likely has a Time Rate of 0 (a non-existent sex drive), which is basically the opposite of what I want. With some plugs you may never even reach a high arousal.Have people encountered this problem, and if so, what combination of settings/mods can be used to fix it?
Ott Posted May 12, 2014 Posted May 12, 2014 Here's the log, there's two different logs for two different CTD's, the one that constantly mentions Mzinchaleft was when i deactivated the DD esp, and the log 0 was when running the activated esp. Load order for all this is: Sexlab esm SexLabAroused esm ZaZAnimationPack esm DD Intergration esm DD Assests esm DD esp Anything else you need to make a diagnosis? I see nothing in either log to indicate that DD is causing your crash. On the contrary, there's a fair bit of error spam from Sexlab at the end of both logs, just before it quits. It looks like you're running an old version of skse, probably? Sexlab requires the beta version of SKSE. Ive never felt so foolish in my life, it was all because i downloaded the "Current" rather than the "alpha" version on SKSE. Thanks for the help Min, would never have found such a simple cause on my own
Min Posted May 12, 2014 Author Posted May 12, 2014 *This is not a bug report* I've been having some trouble with the chastity belts and SL Aroused. I want the plugs to be such that they eventually raise my character's arousal to extreme levels, while the belt prevents it from ever lowering, to RP a sort of master/slave "training" or "stultification" thing. The resolution to The Forbidden Tome sort of has this vibe as well, where it expects that by the end your arousal is extremely high and after you give in to Urag your only dialogue option is to ask him to have sex again. The problem is that with the mechanics of Aroused, your Time Rate (and possibly Exposure?) drop quite quickly once you have been wearing a chastity belt for some time. Even if you get stuck at 100 arousal through vibration events or exposure, once you're released your character likely has a Time Rate of 0 (a non-existent sex drive), which is basically the opposite of what I want. With some plugs you may never even reach a high arousal. Have people encountered this problem, and if so, what combination of settings/mods can be used to fix it? Hey Bobbert, Sexlab Aroused used to produce the effect you're looking for, actually. In the last update of Aroused the formula was changed to incorporate the time setting, and produce the effect you're now seeing. Something that I'm planning on doing for next release will help to countermand this (For plugged actors, at least!)
mantronix Posted May 12, 2014 Posted May 12, 2014 Help I updated to the newest version and now it keeps telling me my DD assets is undefined or outdated. I have the newest version of it installed also. I have checked and rechecked everything to make sure I updated everything correctly and I did. any ideas to fix this? plzzzz Love the mod keep up the great work
enchiwhatever Posted May 12, 2014 Posted May 12, 2014 whenever i get desynced devices it's usually from some glitch probably from another mod that adds devices but either i already have that one or the process of equipping somehow messed up but i end up with stacks of em and usually they have no name, just numbers when you look in the player.showinventory but they'll have the number for quantity and if it's worn. but when you want to remove something save first in case it's messed up so you can shut down and load back up and then remove the extras before saving and reloading again then they come off with the key if you got all the extras out.
Srende Posted May 12, 2014 Posted May 12, 2014 whenever i get desynced devices it's usually from some glitch probably from another mod that adds devices but either i already have that one or the process of equipping somehow messed up but i end up with stacks of em and usually they have no name, just numbers when you look in the player.showinventory but they'll have the number for quantity and if it's worn. but when you want to remove something save first in case it's messed up so you can shut down and load back up and then remove the extras before saving and reloading again then they come off with the key if you got all the extras out. The items with no name should be there, those are the ones you actually see on your character. The ones visible in your inventory don't actually show up on your character at all, instead they equip the "hidden" items.
Zsar Posted May 12, 2014 Posted May 12, 2014 After playing through "Forbidden Tome" a couple of times, I find the balance of this particular track of DD (soulgem plugs) to be a bit off: vibration events and/or magic use push arousal to 100 very quickly then the situation remains constant until removal Playing with the parameters of this and supporting mods (DH, Submit Progression, Arousal) one can stretch the duration of the former and adjust the severity of the latter case somewhat, but at large (especially if spellcasting is not given up right away) the predicament peaks out far too quickly (may be as fast as within one fight, without spells often within the in-game day). I am not quite sure how to address this, but at large it would be nice if the progression were modulated somewhat, mayhap using an "acclimatisation" function to interact with the arousal variable. - Basically, at a given arousal level the character should be able to experience timespans where it were more and such where it were less bearable (with the assorted consequence of less/more likely interrupting animations). Limited and unsafe means to influence the likelyhood of such "good/bad" times may add cheap depth (simplest example: use calming substances - alcohol, skooma, sleeping tree sap - to make things more bearable: reduce interrupt chances from plug events et al.; with a chance to actually turn them worse). ... I must admit that actually formulating an obviously working pattern for this is somewhat difficult.
Golgo13 Posted May 12, 2014 Posted May 12, 2014 Hi-- I've got the equivalent of a mild lobotomy, atm, b/c my chronic, intractable migraine is kind of peaky. I'm leaving for the interventional pain specialist in about an hour for a nerve block. I couldn't think if this question was for the "Asset" thread or this one, originally. First I posted in "Asset;" I eventually thought of posting here. I installed all of this about a month ago, before this last update (v.2.7.1a). I've reached Zed. He exchanges the plugs, and that's it. He doesn't give any more instructions, the quest doesn't update in the log, and the arrow still points at his head... but, he has nothing new to add. What comes next..? I remember him telling the 'toon to go fetch additional things; but, this time around, there's nothing. I'm just stuck.
windu190 Posted May 12, 2014 Posted May 12, 2014 I personally would only use the panic button in case of emergencies, when there's no legit way to get out of the devious device. But I can't speak for everyone. ^^ And what scenario would that be? After one of the captured dreamshop quests you are left with a chastity belt. The only way to get rid of this chastity belt is through a short quest in which you get a key. This quest did not trigger for me so there was no way to get out. Even with console commands there was no way. I had to go several saves back. But I can already see you don't really want to add this feature so just forget about it
Zsar Posted May 12, 2014 Posted May 12, 2014 @Golgo13: More conductive than your state of mind may be the state of your papyrus log... The intended behaviour is to be ordered to fetch three items from three ruins at the first swap and to be ordered to return to Urag at the second one. If either did not happen, something is broken on your side and the log may help to make it visible. - Check, however, if you have truly retrieved all three items (their names contain the prefix "Odd" and they are all otherwisely normal dwemer clutter). There is no dialogue to acknowledge that you may have found only one or two of them. If no additional quest marker is visible, try to check Solstheim and Falskaar, if either is installed (Dragonborn DLC and Falskaar mod).
Min Posted May 12, 2014 Author Posted May 12, 2014 Hi-- I've got the equivalent of a mild lobotomy, atm, b/c my chronic, intractable migraine is kind of peaky. I'm leaving for the interventional pain specialist in about an hour for a nerve block. I couldn't think if this question was for the "Asset" thread or this one, originally. First I posted in "Asset;" I eventually thought of posting here. I installed all of this about a month ago, before this last update (v.2.7.1a). I've reached Zed. He exchanges the plugs, and that's it. He doesn't give any more instructions, the quest doesn't update in the log, and the arrow still points at his head... but, he has nothing new to add. What comes next..? I remember him telling the 'toon to go fetch additional things; but, this time around, there's nothing. I'm just stuck. Sounds like you tabbed out of the dialogue: Don't do that. Retry it. If you're sure you didn't tab out of the dialogue, please upload a complete copy of your Papyrus.0.log (as an zip/rar/7z/etc'ed attachment) in which you reproduce the problem you're experiencing, as well as a complete copy of your load order.
Kharos Posted May 12, 2014 Posted May 12, 2014 @Min, I would like to post my observations when I use your devices on NPCs. I know that you know they don't work correctly, but maybe (?) these observations help. My instincts tell me that the whole mess is related to the design of your devices, namely that they are composed of an 'inventory-item' item for the player and a 'script-item' that does the actual magic behind the scenes. Here is what happens when I add a panel gag and then an armbinder to a follower using the trade menu: 1. Add a panel gag 2. Open console -> showinventory, I see two items: 1 - Gag (Panel) (Harness) (0E02B075) (100,100.00%) - Worn 1 - (0D00F566) (100,100.00%) - Worn This is as expected, I guess. 3. I add the armbinder and the gag panel effect disappears (not just the item, the NPC also closes her mouth). 4. Again showinventory in the console, and the result is: 1 - Gag (Panel) (Harness) (0E02B075) (100,100.00%) 1 - (0D00F566) (100,100.00%) - Worn 1 - Armbinder (0E028A5A) (100,100.00%) - Worn 1 - (0D00CA38) (100,100.00%) - Worn The player item has somehow been unequipped when I equipped the armbinder. The script item is still equipped! Nevertheless the gag panel effect has disappeared. I have no idea how scripts work in Skyrim, so I cannot say if this is an engine bug or not. But it looks fishy, because if I now perform the following steps 5. unequipitem 0D00F566 6. (close console, then reopen console) 7. equipitem 0D00F566 the result is that while the player item is still unequipped (doing a showinventory shows exactly the same state as in step 4 above), everything now works correctly: The gag is visible and the mouth is open. The item even survives level transitions, and removing the gag using the trade dialog works correctly. I can fix a 'broken' armbinder using the same steps (just use 0D00CA38 instead of 0D00F566). Also note that step number 6 is essential, without closing and reopening the console it does not work. Maybe the engine optimizes away the unequip-equip sequence if no time passes between these two steps? So, if you have not tried that yet: Maybe you could fix the NPC problem by unequipping all script items (not the player items) when a device is added to an npc, waiting for a very short amount of time, and then reequipping all script items. [Edit: Fixed typo in step numbers]
Min Posted May 12, 2014 Author Posted May 12, 2014 @Min, I would like to post my observations when I use your devices on NPCs. I know that you know they don't work correctly, but maybe (?) these observations help. My instincts tell me that the whole mess is related to the design of your devices, namely that they are composed of an 'inventory-item' item for the player and a 'script-item' that does the actual magic behind the scenes. Here is what happens when I add a panel gag and then an armbinder to a follower using the trade menu: The problem is that the enchantment (Which exists on the hidden device) is unapplied, despite that item still being equipped. 1. Add a panel gag 2. Open console -> showinventory, I see two items: 1 - Gag (Panel) (Harness) (0E02B075) (100,100.00%) - Worn Inventory Device 1 - (0D00F566) (100,100.00%) - Worn Hidden Rendered Device This is as expected, I guess. 3. I add the armbinder and the gag panel effect disappears (not just the item, the NPC also closes her mouth). 4. Again showinventory in the console, and the result is: 1 - Gag (Panel) (Harness) (0E02B075) (100,100.00%) 1 - (0D00F566) (100,100.00%) - Worn 1 - Armbinder (0E028A5A) (100,100.00%) - Worn 1 - (0D00CA38) (100,100.00%) - Worn The player item has somehow been unequipped when I equipped the armbinder. The script item is still equipped! Nevertheless the gag panel effect has disappeared. I have no idea how scripts work in Skyrim, so I cannot say if this is an engine bug or not. But it looks fishy, because if I now perform the following steps The inventory device is unequipped because it is slotless. Skyrim NPC's do not keep slotless items equipped. This doesn't matter, because the scripts for effects/etc are on the hidden device. 5. unequipitem 0D00F566 6 (close console, then reopen console) 7. equipitem 0D00F566 The result is that while the player item is still unequipped (doing a showinventory shows exactly the same state as in step 4 above), everything now works correctly: The gag is visible and the mouth is open. The item even survives level transitions, and removing the gag using the trade dialog works correctly. I can fix a 'broken' armbinder using the same steps (just use 0D00CA38 instead of 0D00F566). Also note that step number 2 is essential, without closing and reopening the console it does not work. Maybe the engine optimizes away the unequip-equip sequence if no time passes between these two steps? I've tried unequipping / reequipping the device via scripts in an attempted hacky fix to the problem. Reequipping one (hidden only) device on an NPC via scripts causes all others effects to unapply. So, if you have not tried that yet: Maybe you could fix the NPC problem by unequipping all script items (not the player items) when a device is added to an npc, waiting for a very short amount of time, and then reequipping all script items. See previous. Reequipping one rendered item via scripts causes all others to unapply their enchantments, despite still being equipped. No idea why. Thanks for the feedback regardless, though.
pinky6225 Posted May 12, 2014 Posted May 12, 2014 After playing through "Forbidden Tome" a couple of times, I find the balance of this particular track of DD (soulgem plugs) to be a bit off: vibration events and/or magic use push arousal to 100 very quickly then the situation remains constant until removal Playing with the parameters of this and supporting mods (DH, Submit Progression, Arousal) one can stretch the duration of the former and adjust the severity of the latter case somewhat, but at large (especially if spellcasting is not given up right away) the predicament peaks out far too quickly (may be as fast as within one fight, without spells often within the in-game day). Your in the belt as punishment to start off with though and Urag wouldn't put you in something if it wasn't going to punish you and other than taking away there superior attitude I can't think of a better way to punish magic casters than limiting there ability to cast spells so within the context of why you are wearing the belt it ramping up to severe levels quickly does make sense Admittedly its a flaw in skyrim that as a warrior/thief that's never invested a single point in magicka or learnt a single spell is still able to go to the college and progress that quest line so if you happen to be in the college and aren't using magic the difficulties presented by the belts are much smaller I am not quite sure how to address this, but at large it would be nice if the progression were modulated somewhat, mayhap using an "acclimatisation" function to interact with the arousal variable. - Basically, at a given arousal level the character should be able to experience timespans where it were more and such where it were less bearable (with the assorted consequence of less/more likely interrupting animations). Limited and unsafe means to influence the likelyhood of such "good/bad" times may add cheap depth (simplest example: use calming substances - alcohol, skooma, sleeping tree sap - to make things more bearable: reduce interrupt chances from plug events et al.; with a chance to actually turn them worse). ... I must admit that actually formulating an obviously working pattern for this is somewhat difficult. Do like the idea of using various substances to take your mind off the problem although considering some peeps get hornier under the influence of certain substances it backfiring occasionally would be appropriate
Zsar Posted May 13, 2014 Posted May 13, 2014 @pinky6225: Our interpretations of my critique may be at odds: I wish not to infer that the current state of affairs provide too much a challenge, I merely state that it stagnate far too early in in-game time. I would deem a progression along these lines more appropriate: What the hell is this!? Gotta get it off, get it off, get it off! Ach, damnation! Screw the guy, this is not too bad. Nope, still not too bad. ... So damn irritating. I guess, I can get used to this while I have to... time to find that guy and grab the book. Grr, where the hell is that git!? That was not what I came for! - Well, at least it's better than before, right? Oh gods, it's not right. So thoroughly not right! So, less casting, more walking. Find the stuff reasonably quickly. This is so not reasonable and so not quickly! Hey, got almost all the things he wants. Things are looking up! Looking up straight into the abyss. Never going to cast another spell in my life! If I concentrate, I can almost ignore it. ... Turns out that I cannot. Bless the divines, I got the last one! Now only one trip cross country and it will be all good. Ha, screw that, implacable insertions! Not going to ruin my good mood today! The world hates me! ... And just so much I hate the world. ... The next version promises to do something about [1, 6], but even then, the rest would still look more like (7, 8, 9, 17), which is not only shorter but also much less open ended than this idealised progression above and lacks a definite turning point to boot. Basically, the classical tools to spice up a story: turning point and retardation* are somewhat underused in the current setup - and this obviously affects more than the quest. As with diverse additional mods (Submit Progression, Deviously Helpless, ...) the same situation may come to pass outside of a quest, it is conductive to push the conclusion as far into the in-game future as viable, if a definite conclusion has to exist (and it probably will in the same way as it does currently: by plateauing of the predicament in a somewhat stable state; currently this state would be met exactly, with additions in the spirit I propose, the actual state would fluctuate around this imaginary state according to an inverted normal or more elaborate random distribution). * - did not find a nice translation for this - I mean one or several feigned turning points after the first one, which seem to avert the tragedy brought about by the first one -- I do not at all advocate for this mod to become mechanically easier.
Nergui Posted May 13, 2014 Posted May 13, 2014 I always use thesaurus.com for alternate words. In regards to 'retardation', 'remission' might also work, assuming I've correctly understood your text. I like your ideas though.
dark_sjoerd Posted May 13, 2014 Posted May 13, 2014 can some one post the item id's of the items you have to get for zed qeust..? Type the following in console: sqv zaddForbiddenTomeQuest Listed should be three variables named ItemToFetch1/2/3 player.additem ######## where ######## is the id returned by the aforementioned command. i am doing somthing wrong but i dont know what cause i cant get the right command to bring in the quest items whit the console command can you may give me another example.?
Guest Posted May 13, 2014 Posted May 13, 2014 can some one post the item id's of the items you have to get for zed qeust..? Type the following in console: sqv zaddForbiddenTomeQuest Listed should be three variables named ItemToFetch1/2/3 player.additem ######## where ######## is the id returned by the aforementioned command. i am doing somthing wrong but i dont know what cause i cant get the right command to bring in the quest items whit the console command can you may give me another example.? (I think) It should be player.additem ######## 1 , where 1 is the number of items you want to add.
dark_sjoerd Posted May 13, 2014 Posted May 13, 2014 can some one post the item id's of the items you have to get for zed qeust..? Type the following in console: sqv zaddForbiddenTomeQuest Listed should be three variables named ItemToFetch1/2/3 player.additem ######## where ######## is the id returned by the aforementioned command. i am doing somthing wrong but i dont know what cause i cant get the right command to bring in the quest items whit the console command can you may give me another example.? (I think) It should be player.additem ######## 1 , where 1 is the number of items you want to add. but i dont know the item id i tryd looking it up. but i cant find the right item id
pinky6225 Posted May 13, 2014 Posted May 13, 2014 can some one post the item id's of the items you have to get for zed qeust..? Type the following in console: sqv zaddForbiddenTomeQuest Listed should be three variables named ItemToFetch1/2/3 player.additem ######## where ######## is the id returned by the aforementioned command. i am doing somthing wrong but i dont know what cause i cant get the right command to bring in the quest items whit the console command can you may give me another example.? (I think) It should be player.additem ######## 1 , where 1 is the number of items you want to add. but i dont know the item id i tryd looking it up. but i cant find the right item id Would probably be easier and ensure you get the right ones by using help "devious" 4 on the console and finding the quest book and just consoling that in and reading it and then blacksmithing the items rather than trying to console in the item itself
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