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Posted

 

 

 

 

 

 

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

 

 

 

i need the items that you will find in dwemmer ruins not the books

Posted

You know, I think that for radiant quests like this you usually can't simply spawn an item into your inventory, because the quest wants the specific item it created for itself.

Posted

 

 

 

 

 

 

 

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

 

 

 

i need the items that you will find in dwemmer ruins not the books

 

 

Search for ODD and you should see 3 MISC items, just add those to your inventory.

Posted

So.... I saw them mentioned before but nothing since.... 

 

LEASH plugs still not in the game?

 

Is there a way to console them in to test them?

 

thanks

Posted

@Zsar: Thanks for the feedback. I agree with most of what you've said. Implementing the effect you're discussing in an immersive way in game though, may be challenging.

 

 

 

So.... I saw them mentioned before but nothing since.... 

 

LEASH plugs still not in the game?

 

Is there a way to console them in to test them?

 

thanks

 

 

Before anyone asks: No, there aren't craftable leash plugs. Those will be quest-only, and no quest are currently published that use them (though, I've heard rumors that several are in development!).

 

Posted

@Min, we are coming to the same conclusions from the showinventory output (effect unapplied despite script item still worn, inventory item unequipped but that does not matter).

 

I am a complete Skyrim engine noob and I was not able to find the scripts in the mod to tinker with, so I did not know if you tried (un)equipping the inventory items or the script items in your workaround. If you in fact do it with the script items only and it does not work, then you are in effect applying the same workaround as I do manually to fix the problem and it does not work... :(

Posted

im learning wrye bash and noticed devious expansion and devious deviants had the masters in a different order and they're marked orange, is there something i should do about that?

 

Alot of other mods have the masters in the same order as the integration esm

 

nm i learned how to search the forum

Posted

 

 

 

 

 

 

 

 

 

 

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

 

 

i need the items that you will find in dwemmer ruins not the books

 

 

Search for ODD and you should see 3 MISC items, just add those to your inventory.

 

 

 

 

This is exactly what I was talking about. Using console to remove the items breaks immersion but it's the only way to stop the stupid situations that can happen, I still think you should think deviously different.

 

These frameworks and all the plugins based on them are good, but there are still a lot of things needing to get done by console and oc it's not devious-friendly.

 

EDIT - It's kinda off topic but on a quest where I had to find some Wuthrad piece, I hit on an invincible Silver Hand NPC, nothing worked on him, like if it had some god mode on, so I used tgm too and tried everything not too much lore breaking to kill it, then when I finally gave up I searched for a console code to kill it and used killall code in console, this quest was a real challenge first but in the end, because of this bug, it ruined everything.

 

Now I don't know if I will play this save again because of these ruined quest, difficulty, and immersion... and it was just one bug on one NPC.

 

Maybe it's an excessive reaction, I agree, but if I didn't have to use console I would still be playing this save without any problem.

 

Do you understand what I'm saying here ?

Posted

@Min, we are coming to the same conclusions from the showinventory output (effect unapplied despite script item still worn, inventory item unequipped but that does not matter).

 

I am a complete Skyrim engine noob and I was not able to find the scripts in the mod to tinker with, so I did not know if you tried (un)equipping the inventory items or the script items in your workaround. If you in fact do it with the script items only and it does not work, then you are in effect applying the same workaround as I do manually to fix the problem and it does not work... :(

Correct, re-equipping only the hidden script-items via scripts causes the problem to manifest.

 

 

 

 

 

 

 

 

 

 

 

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

 

 

 

i need the items that you will find in dwemmer ruins not the books

 

 

Search for ODD and you should see 3 MISC items, just add those to your inventory.

 

 

 

 

This is exactly what I was talking about. Using console to remove the items breaks immersion but it's the only way to stop the stupid situations that can happen, I still think you should think deviously different.

 

These frameworks and all the plugins based on them are good, but there are still a lot of things needing to get done by console and oc it's not devious-friendly.

No part of normal use requires the use of the console. This user is asking for steps to skip part of a quest that he doesn't want to do. The feature you're requesting wouldn't even be applicable here, as it would break the quest.

Posted

I am trying Diviant Life Alternate Start recently, and found the blindfold setting lacking my like.

 

Right now there are three options: 1st (person view) black 3rd clear, both blur, and 1st blur 3rd clear. But I want 1st black 3rd blur.

 

So IMO it is more sensible to split it into two switches/lists, one for 1st black/blur, one for 3rd blur/clear. This way all possible combinations are out and can be more easily extended.

 

Also I found both Defeat and Death alternative doesn't respect armbinder when triggering their events, which requires some new bound battle animations. I'll post this point at Defeat as well.

 

Btw SD+ and Defeat didn't go by as peacefully as advertised…caused some serious glitch that I have to restart game.

 

Finally, Prison Overhaul removed blindfold and changed gag at trigger. It also hanged at rape scene when the belt is preventing it. Gonna post there as well.

Posted

 

 

 

@Min, we are coming to the same conclusions from the showinventory output (effect unapplied despite script item still worn, inventory item unequipped but that does not matter).

 

I am a complete Skyrim engine noob and I was not able to find the scripts in the mod to tinker with, so I did not know if you tried (un)equipping the inventory items or the script items in your workaround. If you in fact do it with the script items only and it does not work, then you are in effect applying the same workaround as I do manually to fix the problem and it does not work... :(

Correct, re-equipping only the hidden script-items via scripts causes the problem to manifest.

 

 

 

 

 

 

 

 

 

 

 

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

 

 

i need the items that you will find in dwemmer ruins not the books

 

 

Search for ODD and you should see 3 MISC items, just add those to your inventory.

 

 

 

 

This is exactly what I was talking about. Using console to remove the items breaks immersion but it's the only way to stop the stupid situations that can happen, I still think you should think deviously different.

 

These frameworks and all the plugins based on them are good, but there are still a lot of things needing to get done by console and oc it's not devious-friendly.

No part of normal use requires the use of the console. This user is asking for steps to skip part of a quest that he doesn't want to do. The feature you're requesting wouldn't even be applicable here, as it would break the quest.

 

 

 

 

I edited my post, please read it and tell me what.

Posted

 

This is exactly what I was talking about. Using console to remove the items breaks immersion but it's the only way to stop the stupid situations that can happen, I still think you should think deviously different.

 

These frameworks and all the plugins based on them are good, but there are still a lot of things needing to get done by console and oc it's not devious-friendly.

 

EDIT - It's kinda off topic but on a quest where I had to find some Wuthrad piece, I hit on an invincible Silver Hand NPC, nothing worked on him, like if it had some god mode on, so I used tgm too and tried everything not too much lore breaking to kill it, then when I finally gave up I searched for a console code to kill it and used killall code in console, this quest was a real challenge first but in the end, because of this bug, it ruined everything.

 

Now I don't know if I will play this save again because of these ruined quest, difficulty, and immersion... and it was just one bug on one NPC.

 

Maybe it's an excessive reaction, I agree, but if I didn't have to use console I would still be playing this save without any problem.

 

Do you understand what I'm saying here ?

 

Adding a generic spell/key to remove third-party-mod added devices will never happen. I'm not going to break third-party mod/quest architecture for straw-man scenarios that it would be convenient to have them for. I strongly dislike the idea for the standard devices that I control as well (Standard device keys are already standardized, anyways). I don't really have anything further to say on the subject. Feature request declined, sorry.

Posted

 

 

 

This is exactly what I was talking about. Using console to remove the items breaks immersion but it's the only way to stop the stupid situations that can happen, I still think you should think deviously different.

 

These frameworks and all the plugins based on them are good, but there are still a lot of things needing to get done by console and oc it's not devious-friendly.

 

EDIT - It's kinda off topic but on a quest where I had to find some Wuthrad piece, I hit on an invincible Silver Hand NPC, nothing worked on him, like if it had some god mode on, so I used tgm too and tried everything not too much lore breaking to kill it, then when I finally gave up I searched for a console code to kill it and used killall code in console, this quest was a real challenge first but in the end, because of this bug, it ruined everything.

 

Now I don't know if I will play this save again because of these ruined quest, difficulty, and immersion... and it was just one bug on one NPC.

 

Maybe it's an excessive reaction, I agree, but if I didn't have to use console I would still be playing this save without any problem.

 

Do you understand what I'm saying here ?

 

 

Adding a generic spell/key to remove third-party-mod added devices will never happen. I'm not going to break third-party mod/quest architecture for straw-man scenarios that it would be convenient to have them for. I strongly dislike the idea for the standard devices that I control as well (Standard device keys are already standardized, anyways). I don't really have anything further to say on the subject. Feature request declined.

 

 

Let me try to restate and expand upon this. For the devices in DD integration, the standard keys work and there are already enough ways to get your hands on them (learn to craft them or have FtM installed. Apparently Captured dreams provides for this too now.). For mods that add custom variants of the DD items that don't take the standard key, it is that mod author's responsibility to ensure the mod isn't bugged to the point it becomes impossible to remove the device, or provide a failsafe to remove the device in case of bugs. It is not the place of integration to protect a mod against itself.  So if you are worried that a mod will lock you in something and then bug out and not remove it, talk to that mod author about providing a safety feature. If the mod authors feel they require support in integration for a safety release even after they yank standard key support, they can ask for a feature request to allow them to better provide that safety mechanism. Assuming they can identify a real need other than "I am too lazy to do this bit of coding myself" I expect Min will consider it.

 

I have to agree with Min here. If a mod uses a DD device, but removes the safety feature (unlocks with standard keys, can be forced at high skill levels), it is not Min's responsibility to force another safety feature in under the nose of the mod author. It is the mod author's responsibility to ensure there is still a way out, or warn their users that the mod is still a WIP and may kill their game.

 

Posted

 

 

 

 

This is exactly what I was talking about. Using console to remove the items breaks immersion but it's the only way to stop the stupid situations that can happen, I still think you should think deviously different.

 

These frameworks and all the plugins based on them are good, but there are still a lot of things needing to get done by console and oc it's not devious-friendly.

 

EDIT - It's kinda off topic but on a quest where I had to find some Wuthrad piece, I hit on an invincible Silver Hand NPC, nothing worked on him, like if it had some god mode on, so I used tgm too and tried everything not too much lore breaking to kill it, then when I finally gave up I searched for a console code to kill it and used killall code in console, this quest was a real challenge first but in the end, because of this bug, it ruined everything.

 

Now I don't know if I will play this save again because of these ruined quest, difficulty, and immersion... and it was just one bug on one NPC.

 

Maybe it's an excessive reaction, I agree, but if I didn't have to use console I would still be playing this save without any problem.

 

Do you understand what I'm saying here ?

 

 

Adding a generic spell/key to remove third-party-mod added devices will never happen. I'm not going to break third-party mod/quest architecture for straw-man scenarios that it would be convenient to have them for. I strongly dislike the idea for the standard devices that I control as well (Standard device keys are already standardized, anyways). I don't really have anything further to say on the subject. Feature request declined.

 

 

Let me try to restate and expand upon this. For the devices in DD integration, the standard keys work and there are already enough ways to get your hands on them (learn to craft them or have FtM installed. Apparently Captured dreams provides for this too now.). For mods that add custom variants of the DD items that don't take the standard key, it is that mod author's responsibility to ensure the mod isn't bugged to the point it becomes impossible to remove the device, or provide a failsafe to remove the device in case of bugs. It is not the place of integration to protect a mod against itself.  So if you are worried that a mod will lock you in something and then bug out and not remove it, talk to that mod author about providing a safety feature. If the mod authors feel they require support in integration for a safety release even after they yank standard key support, they can ask for a feature request to allow them to better provide that safety mechanism. Assuming they can identify a real need other than "I am too lazy to do this bit of coding myself" I expect Min will consider it.

 

I have to agree with Min here. If a mod uses a DD device, but removes the safety feature (unlocks with standard keys, can be forced at high skill levels), it is not Min's responsibility to force another safety feature in under the nose of the mod author. It is the mod author's responsibility to ensure there is still a way out, or warn their users that the mod is still a WIP and may kill their game.

 

 

 

And if you are that desperate to remove the devices just add a key to your inventory with the console. The easiest way to break the items from Integration is to try removing them with the console instead of using Integration to do it.

 

I have added a number of items unremovable by the player in the next version of Captured Dreams, none of which have had a problem during testing during these last few weeks. I do have ways of removing them if necessary but if I was going to put something in as a failsafe for the players to use if the items were not working correctly they would remove them and reapply them again.

Posted

 

 

 

 

This is exactly what I was talking about. Using console to remove the items breaks immersion but it's the only way to stop the stupid situations that can happen, I still think you should think deviously different.

 

These frameworks and all the plugins based on them are good, but there are still a lot of things needing to get done by console and oc it's not devious-friendly.

 

EDIT - It's kinda off topic but on a quest where I had to find some Wuthrad piece, I hit on an invincible Silver Hand NPC, nothing worked on him, like if it had some god mode on, so I used tgm too and tried everything not too much lore breaking to kill it, then when I finally gave up I searched for a console code to kill it and used killall code in console, this quest was a real challenge first but in the end, because of this bug, it ruined everything.

 

Now I don't know if I will play this save again because of these ruined quest, difficulty, and immersion... and it was just one bug on one NPC.

 

Maybe it's an excessive reaction, I agree, but if I didn't have to use console I would still be playing this save without any problem.

 

Do you understand what I'm saying here ?

 

 

Adding a generic spell/key to remove third-party-mod added devices will never happen. I'm not going to break third-party mod/quest architecture for straw-man scenarios that it would be convenient to have them for. I strongly dislike the idea for the standard devices that I control as well (Standard device keys are already standardized, anyways). I don't really have anything further to say on the subject. Feature request declined.

 

 

Let me try to restate and expand upon this. For the devices in DD integration, the standard keys work and there are already enough ways to get your hands on them (learn to craft them or have FtM installed. Apparently Captured dreams provides for this too now.). For mods that add custom variants of the DD items that don't take the standard key, it is that mod author's responsibility to ensure the mod isn't bugged to the point it becomes impossible to remove the device, or provide a failsafe to remove the device in case of bugs. It is not the place of integration to protect a mod against itself.  So if you are worried that a mod will lock you in something and then bug out and not remove it, talk to that mod author about providing a safety feature. If the mod authors feel they require support in integration for a safety release even after they yank standard key support, they can ask for a feature request to allow them to better provide that safety mechanism. Assuming they can identify a real need other than "I am too lazy to do this bit of coding myself" I expect Min will consider it.

 

I have to agree with Min here. If a mod uses a DD device, but removes the safety feature (unlocks with standard keys, can be forced at high skill levels), it is not Min's responsibility to force another safety feature in under the nose of the mod author. It is the mod author's responsibility to ensure there is still a way out, or warn their users that the mod is still a WIP and may kill their game.

 

 

 

Now I understand why you guys don't want to add some feature as an alternative solution of console use, thanks for answering.

Posted

None of the assets fit the CBBE body for some reason.

Make sure that you're using the cbbe 3.2.3 'curvy' body shape and the cbbe version of DD:Assets.

Posted

None of the assets fit the CBBE body for some reason.

 

Did you download Devious Devices - Assets for CBBE, or did you mistakenly download the one for UNPB?

Posted

Hi, loving the idea of the mod, but I currently have two problems with it

 

1. It seems it- or perhaps another mod, I am currently unsure- has removed the floor in the entrance of the college of Winterhold. No big deal, just TCL, but it's still strange.

 

2. I can't find Zed. To be more precise, I went to a location and the quest marker changed from the three markers to only one that says "Approach Zed," but there's no Zed to approach at the marker, and the other two location markers have vanished. Any clue what's going on here?

 

Thanks.

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