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Posted

Yep that fixed it. Fuz Ro' d'oh Should probably be added to the required or highly recommended list for this.Hurry now I understand what is happening.

 

Thank you for the quick help. 

Posted

 

Is there any advantage to going through the quests? Do you get anything for doing them? I started it and noticed it's clearly meant for female PCs...I rushed through the first one anyway to see if I got anything, but the whole thing made no sense whatsoever because everyone was acting like I was some new female apprentice or something (I'm the fucking archemage of the damn college). At first glance it doesn't look like I got anything extra from completeing the first quest, I could have just kept the book and avoided the trouble. Do you get anything for the second quest? If you don't I might just jump back to a point before talking to Urag about the book and pretend the whole chastity belt thing never happened, otherwise I'll  have to summon a couple of dremoras and have them split him in two for his unbelieveable insolence in actually doing that...and if the college takes issue with it, well that's the end of the Skyrim's College of Winterhold and everyone living there. Never cross the guy with 100 in Conjuration >_>

 

The journey is the reward.

And some additional stuff only related to the addon itself, eg the ability to craft a loadable soulgem plug...

But mainly it's the fun to work as mage with plugs inserted that will make a mage's life the hell.

 

 

I didn't find the plug things fun at all, I couldn't use any spells or shouts without being reduced to my knees screaming like a little a girl for 20 or 30 seconds in the middle of combat, they were the most annoying and inconvenient thing ever. I actually completed the dwemer ruins necessary to get the objects for Zed by running past all the enemies to the objective, jumping and strafing to dodge their attacks, just so that I didn't have to use any spells. I left all the enemies alive and ran for the exits. Anyway, if you already get all of the devices from the book with the exception of that one thing, I'll just go back to an earlier save, keep the book and ignore the quest, the other alternative (murdering the entire college) would be rather inconvenient if I need them later.

 

Posted

You can disable hardcore mode to turn off most of the in-combat animations.

Posted

Couple' things:

Well the quest is more solid than anything I've seen since TES3 by a long shot. Well written and makes sense, the two things one starts to lack going through that vanilla "I've been sent here to kill you" trash. The sheer content volume though... well 'll just say I've seen the author stating it is not his/her priority and I'll respect that. Been toying around with Surreptitious Streets for my own amusement of course, but lacking any kind of language capability (as well as knowledge of the subject, for that matter), feel that I won't be able to make a viable contribution. Anyway, well done and thank you author/co-authors.

 

Secondly, about combat. When PlayIdle (from PlayThirdPersonAnimation) is triggered, hostiles lose the player actor as target, which might be tolerable (albeit annoying, as @Mingolo pointed out ~two posts above), but still, allowing for some recovery/escape opportunities or followers/summons action, does nothing good for the challenge level. Well the only thing I could think of is removing PlayIdle from combat entirely, which is easily done, of course, but again does nothing good for the gameplay. Any thoughts on how to curcumvent this?

 

Another small issue with theese animations - when a weapon is unsheathed prior, player actor ends up with unsheathed but unuseable weapons after. Fixed that on my end, no need to answer, just pointing out in case it's a bug.

Posted

I have a strange problem.  When I equip spell in the right hand I get issues were I get a message about devices and no spell is fired.  It happens fast so I haven't caught the message but...I cannot fire a spell that is only equipped in the right hand or I automatically go into Daedric plug vibration (I am using Ebony Belt and Skyrimbound if it makes a difference).  If I fire dual wielding or left hand I have no problems.  The message that I can't catch only happens when I try to fire a right hand spell.  I may have inadvertently caused this patching. Any ideas?

 

Update:

I discovered that equipment overhaul is having a strange reaction to the devices when all are displayed like armed to the teeth.

Posted

im having trouble with the mod, i think i have a conflict not to sure. but i have the mod installed and i can see the devious devices in the mcm but i cant click it. i also have mods that use devious devies and when the npc is ment to equip the player with the items nothing happens, i cant see the item equiped but mod seem to think it is allready equiped.

Posted

Squal I have had that happen before and I had to reinstall.  I think the papyrus is acting up.

 

ok thank you very much, guess its something to do with so many files.

Guest smellbo
Posted

I think that after a while, everyone who has ever downloaded this mod will have had a problem answered on this thread.

Kudos to everyone that helps with people's problems. I know that if it were me, I would never have enough patience to give as much help as you guys do  :)

Posted

The cuffs are not really meant for that, there is a mod Deviously Helpless that expands on the cuffs functionality,

 

Causing fumbles with equipped weapons and spells, which in turn causes a rape scene if appropriate humanoid actors are nearby.

 

The one that puts your arms behind your back is the Armbinder and Zaz cuffs.

 

DH will put those on you typically after a scene.  Theres also SD+ Sanguines Dubachery.  Top of the Framework Page.

 

 

Posted

Hey so I found that using the rechargeable soulgem mount after the quest you know for personal reasons well sometimes it fails to equip properly.

 

So I had to drop them on the ground and pick them up and for some weird reason that fixed the prompt and made the item functional again.

 

Been charging them up as I adventure haha.

Posted

As a temporary solution, you could delete "ZadDevicesUnderneath" quest entirely with an editor, it'll stop running updates.

Posted (edited)

I can't get devious devices to load.

 

If I enable all my mods off the bat, the game will run, and the add on mods will load, but not function, while the DD menu won't load at all, and while I can buy/equip items none of them show on the character and they don't function.

 

If I load just sexlab when starting a new game, then save, and add just DD, the game will crash when loading the save.

 

Complete mod list and papyrus logs attached.(note: above holds true both when testing with and WITHOUT loading anything but the core mod and its dependencies. If I can get it working with just the core mod, I;ll be happy enough and can start adding on more mods from there)

 

Let me know if you can help or need any more info, thanks.

 

EDIT: I figured out the crash on load... it wasn't related to mod order or anything at all. It would simply crash whenever loading a save in which the game was saved while in the 3rd person view. I confirmed I can switch it to third and back again, and as long as I save while in first, it doesn't crash.

 

I also (so it seems) got DD working, by starting with only the core mods, saving in 1st person, reloading, saving again, and then slowly, one by one, re-enabling all of the other mods, saving after each one.

post-523750-0-83010700-1407246124_thumb.png

Edited by boundmew
Posted

The one thing that catches the eye is that HDTHighHeels error in each log. If by chance your player actor is wearing footwear with HDT High Heels' flags attached, reinstalling it might fix that. Fits, too - HDT HH works only in third person.

Posted

is there anyway to disable the device underneath completely because it reset everytime the game load  

 

 

stopQuest zadDevicesUnderneathQuest

 

2.8.1 (To be released soon) will contain a proper fix for that, among other things.

Posted

 

is there anyway to disable the device underneath completely because it reset everytime the game load  

 

 

stopQuest zadDevicesUnderneathQuest

 

2.8.1 (To be released soon) will contain a proper fix for that, among other things.

 

@Min problem is, this quest autostarts in zadBQ00::maintenance, hence my suggestion.

Posted

This mod is awesome and I thank everyone involved for bringing it into the world. That being said I've had a few issues and found somethings I wish worked a little differently, but overall, these things are minor while the rest works awesomely!  :wub:
 

Issues:
 
If any of this has been mentioned previously, I apologize, but the thread is over 200 pages long! I, unfortunately, am about to begin hunting for a job, so I don't have the time to read all of that to see if these things have been mentioned before.

1 - The "Manipulate Locks" option on armbinders is global and permanent.

This means that I just need to get one armbinder, manipulate the locks and I have freedom instantly from any armbinder there after. Given that I cannot cheat my way out of a device using the console (Kudos for that! Whether it's deliberate or accidental doesn't matter, it's still a nice touch. :) ), this definitely feels cheaty.

Off the top of my head, maybe using the option applies a scriptless magic effect to the player with a duration of 1 second (or less?). (So if you leave the inventory screen, the effect wears off near-instantly.) If an armbinder is equipped while the effect is in place, then enable the flag that lets you escape easily, otherwise disable it? If that won't work, I apologize, just throwing out an idea.  :shy:

2 - Ebonite ball and ring gags seem to be confused as to which is what.

That is, the ebon ring gag thinks it should be blocking food and drink, while the ball doesn't. :P I need to do a simplified install to make sure it's not some other mod that's causing this. Just letting you know what I've noticed.

If this isn't the place for expansion issues, I again apologize.

3 - Swimming with a blindfold removes the blindfold effect.

I'm not sure what you can do about this since it seems to be a limitation of the engine, but I thought I'd mention it since I'm in full "bug squasher mode".

4 - Food and drink while ball gagged.
 
I had a request regarding this, but after thinking about it, it just didn't work. If it's not possible to simply disable the consumption of food-like items then I have no idea how to make this system work better without causing more problems.  :( But since I'm "squashing bugs" I'll let you know about the issues I have with the current system.

  • Food-like items can still be consumed when they're in another container.
  • You can "carry" unlimited food and drink while gagged without affecting your carry weight.

And again, it seems to be a limitation of the engine that's causing these issues and you're already doing your best to work around those limits. :(
 
5 - Improve the escape threshold's linkage to skill level.
 

Base escape difficulty threshold. Higher is harder, lower is easier. At skill 100 and threshold 185, you would have a 15% chance to escape if not particularly aroused. At skill 100 and threshold 150, you would have a 50% chance to escape, and so forth. Note, that this is the base threshold, and that your actual mileage will vary depending on the skill you attempt to escape with.
Default: 185

 
When I first read that, I was left confused as to what that actually meant, math wise. Here's how I would have done things. :P
 

Minimum skill level needed to escape a device without a key. For every skill level higher than the threshold, you add 1% to your escape chance. Note that high arousal levels will make things harder!
Default: 85

 
...Or something like that. I wouldn't change the math at all, just make the slider more directly correspond with skill levels and quietly add 100 to it when doing the check.
 
Actually, re-reading the code, I would change the math. Because the way you've got it now is confusing. Your code returns -1 on success or the chance on failure. But subsequent code then uses that high chance to display the worst failure message.  :blink: Huh? I thought a high chance would be a good thing since you need to beat the threshold to win. May I recommend the following code change?

int Function CheckDeviceEscape(int skillThreshold, string skillName)
    int playerSkill = PlayerRef.GetAV(skillName) As Int
    int effort = playerSkill + Utility.RandomInt()
    int threshold = skillThreshold + Aroused.GetActorExposure(PlayerRef)/5
    return effort - threshold - 100
    ; Returns >= 0 on success, < 0 on failure
EndFunction

Nice, simple, and straightforward. Positive results are good things, while negative results are bad things. :)


Requests:
 
Now that I've got the negativity out, let's get positive! And add new things! :D
 
1 - Change the "Destroy Key" option from a toggle into a probability slider.

I really can't see this taking more than an hour (and that's stretching it!) to implement, and honestly, if I had the time to learn skyrim modding from scratch, I'd just do this myself. Instead, I have to go job hunting.  :(
 
I just don't like the whole binary, "I need 1 key [per device] to escape them all." Instead, I'd rather there be a degree of tension in, "I have 1 key and 5 devices on. I have a 20% chance to destroy my key every time I use it. How many devices can I get out of before it breaks?" Doesn't that sound more evil fun? :D
 
If you still want the one key per device setting, just set the slider to 100%. No breakage, would be 0%. Simple, effective, efficient. :)

1a - Add a slider to allow arousal to affect the key break probability.

'Cause let's face it, fully worked up and about to escape to get that much needed relief, your hands would be shaking like a leaf. :s  The fine control needed to turn a fragile key and not break it? >_> Yeah, not happening. :P And like all things, my idea of balanced vs evil is not yours, so let us have another slider! :D
 
And keep the math simple. Like this:

final_break = base_break + (arousal * arousal_break_mult)

I need to go complain to the author of Cursed Loot about their arousal modifier math. *gah*  :P

1b - If the key breaks, maybe you didn't manage to get the lock open after all?

Yup, another slider. This time for the probability of a successful escape when you broke your key in the attempt.

1c - If you broke your key and failed to get the lock open, maybe you jammed the lock?

It's critical failure time. You got your key, you try to open the lock, but the key broke and you failed to escape. Maybe the key broke off in the lock and you can't clear the obstruction to try again?

This is probably the biggest question mark on my list, but is designed for integration with Captured Dreams. I want a real reason to go to the shop and ask one of them to remove my devices. This would absolutely HAVE to default to zero, no question. Maybe even disable it unless a mod that implements an alternative removal option enables it.

But as I said, this is my biggest question mark, so if you don't implement this, I won't mind.

2 - Split the blindfold options so I can independently control 1st and 3rd person behavior.

This is part issue, part request, because I find that the immersive 1st person option doesn't work. At least not beyond the first save after I've turned it on. And I'd just love to be able to customize my blindfold experience more than is possible at present. 

I love the darkness of the DD blindfold, but being able to switch to 3rd person to look around even if I can't move feels cheaty to me. So I normally play in Leeches mode, but that doesn't feel dark enough to make it feel like I'm wearing a blindfold. Instead it feels like I'm wearing goggles with grease smeared over the inside of them.

And if you could disable modification of those settings once you have a blindfold on... :3 Bwahahahaha! *coughs* Right, forgot I'm being evil to myself. :shy:  Eep!
 
To clarify my doesn't work after saving: I'll turn on the option, and it works like expected. I'll save, quit, reload, and it's like the toggle stops working leaving me with clear vision and a frozen character in immersive first person mode. And the toggle will be on. :(
 
 
Conclusion:
 
I just want to reiterate that THIS. MOD. IS. AWESOME!  :heart: It may look like I'm asking for a lot, but that's just because of my elaboration on each point. Really, the TL;DR is that I found a few bugs/issues, was confused by the way some of the code worked, and want a few more customization options. The mod is still awesome as is. I just want it to be MORE awesome. :P

Posted

Is there a way to prevent followers from getting out of ARMBINDERS?  for example: if i unseathe a sword or cast a spell, the followers HANDLESS arms will be out of the armbinder. 

Posted

Are you using a multi-follower mod (UFO, EFF, AFT, etc)?  If so, you should be able to change the settings on the user (within the follower mod) - turn off sandboxing, turn off automatic weapon drawing, etc.  I think the problem with MFMs is that their AI overrides the DD scripting, so you may not be able to completely prevent it.  I was running into this with AFT, but was never completely able to prevent it, so I stopped using the arm-binder.  (I not really into arm-binders anyway)

Posted

@CobaltStarr

 

CheckDeviceEscape now actually has three results, with a positive<100 value being critical faliure, which breaks a lockpick (see ZadEquipScript section "Lockpick Menu"). It can easily be expanded upon by extension mods, which is good enough for a framework mod (not that I've seen it done properly, yet).

 

I'll second the rest.

Posted

I don't know why but after I install everything, Urag never notices me and when I try to equip something it does not show up on my character, any help please?

Posted

I have Quest "Chastity Belt" showing as active in journal, with no chastity belt worn or in inventory.

Player.showinventory shows unnamed item 15040f0c as worn. I believe that one is the devicehider.

 

How do I clear the quest?

I tried consoling in a chastity belt and key and removing unsuccessfully.

is there a setstage level for zadquest i can use to end the quest?

 

 

EDIT: Issue resolved.

Equipped a chastity belt, "resetquest zadquest", saved, reloaded save and removed chastity belt.

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