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Posted

Ok, this works. ^^ Nothing happens if I kill stuff, but there are now random events happening.

I found a small bug: Obviously if devious devices triggers a random event its doesnt check if there is already a running animation.

Example: I used TDF Agressive Prostitution 1.4 to trigger a sex szene with my follower and during the sex act I suddenly got the message that I let wander my hands and got the animation from DD.

 

I've fixed that oversight for next release. Thanks for the report.

 

 

Tested the new 2.5.3 version and (I already did the quest with the 2.5.1 version) everything, for the player, seems to work fine.

Using the "Iron Flesh Spell" I was able to go "over th edge" and I had an tremendous orgasm. Excellent effects and animations. TY.

 

Suggestion:

 

1. It's a pity that NPCs are (at least in my game), totally untouched by the plugs' effects. Maybe adding some automatic effect for them too? Or, maybe, a player's spell that activates the vibration (and the consuequential sounds/animations) on the NPC.

 

2. Could also be a great improvement, if the player gives a cuff to a NPC, that this cuff (arm, legs or neck) would be associated to some "chain" restrain (like tha player is during the quest by Urag). Once "chianed", the NPC could "vibrate", "shake", "moan" and so on. Until the player, in some manner, free her.

 

3. The enchainment (or other ZAZ stuff related thing), could be applied to the player too. Maybe as addition on the item's menus.

 

All this could be related to the Oli3dBondage mod (still in development). Why not ask him for a collaboration?

 

Anyhow, a GREAT WORK! Thank You again.

 

 

At some point in the future, I'm going to add further NPC interactions. Custom dialogues for interacting with belted followers, etc. I haven't decided on exactly how I'm going to implement event polling for NPC's just yet. I'll probably need to write up a quest with an alias that auto-populates with nearby belted NPC's, though I'm not sure what sort of performance impact this will have (Which is why I didn't do it initially). I'm not going to get around to doing this for quite a while though, as my focus is on more player quest content / more devices / more functionality for the time being.

 

Posted

Ah, it looks like a race condition (The unequip animation finishing vs the new animation starting) was causing the animation bug to occur for you guys in the last patch, while not occurring in my own tests. Here's a new patch that fixes that issue (Will be included with next release). Let me know if any of you encounter the animation bug after this patch, and I'll increase the unequip timeout to be a little less sensitive.

patch2.rar

Posted

Okay so i'm getting the message upon opening the forbidden bookshelf and taking the book that zaddForbiddenTomeQuest failed to start.

 

I don't know what's up, I have all the requirements so i'm confused. Is there a load order issue or...?

 

No, I don't have Dragonborn, and the DD ESPs are all at the bottom of my load order as follows

 

Assets

For the Masses

Integration

Devious Deviants

Posted

Okay so i'm getting the message upon opening the forbidden bookshelf and taking the book that zaddForbiddenTomeQuest failed to start.

 

I don't know what's up, I have all the requirements so i'm confused. Is there a load order issue or...?

 

No, I don't have Dragonborn, and the DD ESPs are all at the bottom of my load order as follows

 

Assets

For the Masses

Integration

Devious Deviants

 

Are you sure you're using the right version? (2.5.3 is current)

 

If you're sure (And you've verified that you are indeed), is every Dwemer dungeon cleared? Is Urag dead? 

Posted

I've been playing around with this all day on one of my characters, only to find out that there had been another update during the hours that I've been playing. DOH!

 

Had no issues on the previous version (at least none that weren't already known), however, and due to the random placement of one of the objects, had to play through most of the Dragonborn DLC quest chain to get the item out of Nchardak, which, in the case of that character, meant going through the main story quest chain until the DLC started. So yeah, LONG time in the belt with plenty of those distraction animations forcing gear re-equips.  Wish I'd checked back here sooner, lol. Still, really enjoying this mod; you're doing some awesome work with it.

 

I started another character fresh with the alternate start mod, starting in the mage's guild, just to dive straight into the quest, and it looks like each time I start the quest (got it saved before I pick up the note and key), it's always sending me to Nchardak in Solstheim, which means I'm going to have to redo the whole story quest chain again to test this out.  Does it determine the dungeons randomly when the quest is added to the journal or at another time?  Just wondering if there's a way to keep all the locations of the quest in dungeons that aren't quest locked?  Or maybe just limit them to non DLC areas?  Not a huge issue, just a bit annoying when trying back to back run-thrus of the quest; if I'm feeling particularly impatient, I'll just console what I need.

 

Only other thing on my mind at this point is that promise of Urag to punish the player worse if they come back without the book...such a tease, that old man. hehe

Posted

I've been playing around with this all day on one of my characters, only to find out that there had been another update during the hours that I've been playing. DOH!

 

Had no issues on the previous version (at least none that weren't already known), however, and due to the random placement of one of the objects, had to play through most of the Dragonborn DLC quest chain to get the item out of Nchardak, which, in the case of that character, meant going through the main story quest chain until the DLC started. So yeah, LONG time in the belt with plenty of those distraction animations forcing gear re-equips.  Wish I'd checked back here sooner, lol. Still, really enjoying this mod; you're doing some awesome work with it.

 

I started another character fresh with the alternate start mod, starting in the mage's guild, just to dive straight into the quest, and it looks like each time I start the quest (got it saved before I pick up the note and key), it's always sending me to Nchardak in Solstheim, which means I'm going to have to redo the whole story quest chain again to test this out.  Does it determine the dungeons randomly when the quest is added to the journal or at another time?  Just wondering if there's a way to keep all the locations of the quest in dungeons that aren't quest locked?  Or maybe just limit them to non DLC areas?  Not a huge issue, just a bit annoying when trying back to back run-thrus of the quest; if I'm feeling particularly impatient, I'll just console what I need.

 

Only other thing on my mind at this point is that promise of Urag to punish the player worse if they come back without the book...such a tease, that old man. hehe

 

Nchardak was a pain as Zed was there. As I approached the site he runs up and attacks the bandits there so I follow. He goes left and I take care of one on the right. By the time I get back to him he is strapped into a pillory with another guy working him over. I just stepped back and let it happen.

 

I have had Fahlbtharz during the testing as well. At that point weapon enchantments were setting off the plugs and all of my weapons were enchanted. My character moaned and groaned through the entire dungeon. Probably had a little slime trail through the entire place.

Posted

 

I've been playing around with this all day on one of my characters, only to find out that there had been another update during the hours that I've been playing. DOH!

 

Had no issues on the previous version (at least none that weren't already known), however, and due to the random placement of one of the objects, had to play through most of the Dragonborn DLC quest chain to get the item out of Nchardak, which, in the case of that character, meant going through the main story quest chain until the DLC started. So yeah, LONG time in the belt with plenty of those distraction animations forcing gear re-equips.  Wish I'd checked back here sooner, lol. Still, really enjoying this mod; you're doing some awesome work with it.

 

I started another character fresh with the alternate start mod, starting in the mage's guild, just to dive straight into the quest, and it looks like each time I start the quest (got it saved before I pick up the note and key), it's always sending me to Nchardak in Solstheim, which means I'm going to have to redo the whole story quest chain again to test this out.  Does it determine the dungeons randomly when the quest is added to the journal or at another time?  Just wondering if there's a way to keep all the locations of the quest in dungeons that aren't quest locked?  Or maybe just limit them to non DLC areas?  Not a huge issue, just a bit annoying when trying back to back run-thrus of the quest; if I'm feeling particularly impatient, I'll just console what I need.

 

Only other thing on my mind at this point is that promise of Urag to punish the player worse if they come back without the book...such a tease, that old man. hehe

 

Nchardak was a pain as Zed was there. As I approached the site he runs up and attacks the bandits there so I follow. He goes left and I take care of one on the right. By the time I get back to him he is strapped into a pillory with another guy working him over. I just stepped back and let it happen.

 

I have had Fahlbtharz during the testing as well. At that point weapon enchantments were setting off the plugs and all of my weapons were enchanted. My character moaned and groaned through the entire dungeon. Probably had a little slime trail through the entire place.

 

 

I just finished my first non-development (Not console'ing around for testing) playthrough of the quest. I play without fast-travel, so, it took a while. Zed spawned at Watervine Chasm (falskaar) for me, and the odd dynamo core spawned in the very last room. Oh god, that place is huge. 

 

I'm not aware of a way to filter out quest dungeons without explicitly blocking them (And to do so for Dragonborn would require that I add it as a dependency). If anyone knows of a way to do so, let me know, and I'll look in to blocking that dungeon. The location is selected radiantly, and should vary dramatically depending on when it's started. The location will be chosen as soon as the book enters your inventory for the first time.

Posted

Hi

Thank you for the mod

 

Having a problem though: The animations wont play correctly(i installed the patch+run fnis). In the arcanium (?) when talking to the orc, at first he hangs up, next he puts me in the belt but my toon just have this undressing loop ,while the orc are fiddling in the air until belt are equipped. I get the quest. Finding zed. He puts me in new belt(should there be an animation here?),but doesnt give me quest but have a marker over hes head but no dialog option to proceed. I cant get any further from there.... :s

 

I have the mods lowest in load order in correct order

 

thanx

Posted

Short term work around. Disable undressing anim in SexLab, re enable once Urga has finished.

 

Maybe Min can fix it properly in an update?

 

Hi

 

Tried untic undressing now the orc hangs me naked(not naked before) but the ani is still out of sync or something

post-28-0-94482600-1383994926_thumb.jpg

 

Cant still not proceed after finding zed, no dialog option

post-28-0-43717600-1383995101_thumb.jpg

post-28-0-42262200-1383995130_thumb.jpg

 

?

 

Is i the only one with this problem?

 

Thanx

 

Posted

 

Short term work around. Disable undressing anim in SexLab, re enable once Urga has finished.

 

Maybe Min can fix it properly in an update?

 

Hi

 

Tried untic undressing now the orc hangs me naked(not naked before) but the ani is still out of sync or something

attachicon.gifScreenShot232.jpg

 

Cant still not proceed after finding zed, no dialog option

attachicon.gifScreenShot233.jpg

attachicon.gifScreenShot236.jpg

 

?

 

Is i the only one with this problem?

 

Thanx

 

 

do you have trouble on opening containers, such as chests or looting. do you have to wait for the items showing up? if you have, some script may be broken. happen to me not with that mod but with defeat i can get the same trouble when it breaks, i.e. quest arent finisht after dialog or items showing up very slow.

Posted

 

 

Short term work around. Disable undressing anim in SexLab, re enable once Urga has finished.

 

Maybe Min can fix it properly in an update?

 

Hi

 

Tried untic undressing now the orc hangs me naked(not naked before) but the ani is still out of sync or something

attachicon.gifScreenShot232.jpg

 

Cant still not proceed after finding zed, no dialog option

attachicon.gifScreenShot233.jpg

attachicon.gifScreenShot236.jpg

 

?

 

Is i the only one with this problem?

 

Thanx

 

 

do you have trouble on opening containers, such as chests or looting. do you have to wait for the items showing up? if you have, some script may be broken. happen to me not with that mod but with defeat i can get the same trouble when it breaks, i.e. quest arent finisht after dialog or items showing up very slow.

 

 

hi

No troubles with containers or other mods (so far)

 

Posted

I have to wonder if there is a particular mod that is causing the issues. I have 249 esp/esm's and 12 SexLab mods running (other than ones related to Devious Devices) and had multiple run throughs and didn't have an issue that stopped progress. 

Posted

 

I just finished my first non-development (Not console'ing around for testing) playthrough of the quest. I play without fast-travel, so, it took a while. Zed spawned at Watervine Chasm (falskaar) for me, and the odd dynamo core spawned in the very last room. Oh god, that place is huge. 

 

I'm not aware of a way to filter out quest dungeons without explicitly blocking them (And to do so for Dragonborn would require that I add it as a dependency). If anyone knows of a way to do so, let me know, and I'll look in to blocking that dungeon. The location is selected radiantly, and should vary dramatically depending on when it's started. The location will be chosen as soon as the book enters your inventory for the first time.

 

 

Glad I didn't have that mod installed at the time, lol.

 

Okay, I'll play around and see what happens on multiple quest starts and see if I can get them all in Skyrim itself (happened on my very first playthrough of it, not in any other starts, though) or if it keeps favoring the Dragonborn areas.  Hopefully my random generation was just screwing with me last night.

Posted

Hi

Thank you for the mod

 

Having a problem though: The animations wont play correctly(i installed the patch+run fnis). In the arcanium (?) when talking to the orc, at first he hangs up, next he puts me in the belt but my toon just have this undressing loop ,while the orc are fiddling in the air until belt are equipped. I get the quest. Finding zed. He puts me in new belt(should there be an animation here?),but doesnt give me quest but have a marker over hes head but no dialog option to proceed. I cant get any further from there.... :s

 

I have the mods lowest in load order in correct order

 

thanx

 

Confirmed the issue with the undress animation: I have that disabled on my game. Will fix that.

EDIT: After looking in to it, I have discovered that there is a bug in the current Sexlab Framework responsible for the problem: http://www.loverslab.com/topic/22745-stripactor-bug/?do=findComment&comment=566138

Workaround: Disable the Strip-animation setting for the time being.

 

 

Short term work around. Disable undressing anim in SexLab, re enable once Urga has finished.

 

Maybe Min can fix it properly in an update?

 

Hi

 

Tried untic undressing now the orc hangs me naked(not naked before) but the ani is still out of sync or something

attachicon.gifScreenShot232.jpg

 

Cant still not proceed after finding zed, no dialog option

attachicon.gifScreenShot233.jpg

attachicon.gifScreenShot236.jpg

 

?

 

Is i the only one with this problem?

 

Thanx

 

 

The animation sometimes doesn't line up great. Known issue, unrelated to whatever problem you're experiencing regarding Zed's dialogue. What stage does sqv zaddForbiddenTomeQuest show? From your journal, it looks like everything is working properly.

 

Please reproduce the issue, and attach a copy of your Papyrus.0.log for me to take a look at.

Posted

 

,,,

 

I'm not aware of a way to filter out quest dungeons without explicitly blocking them (And to do so for Dragonborn would require that I add it as a dependency). If anyone knows of a way to do so, let me know, and I'll look in to blocking that dungeon. The location is selected radiantly, and should vary dramatically depending on when it's started. The location will be chosen as soon as the book enters your inventory for the first time.

 

 

The quest aliases are (assuming start-enabled quests) chosen when the game is first started; they can be re-randomized by restarting a quest from console using stopquest/startquest/setstage (though this is a really bad idea on tightly interwoven quests).

 

I believe that the way most of the vanilla radiant quests limit the selection is by adding a condition that limits the matches to the current hold.  That's probably not practical, when you're after Dwemer ruins; there probably aren't any holds with 3 such ruins (the Reach, maybe).  But you could probably limit the selection to Skyrim proper, by adding a check that the target ruins be in ANY of the holds (Whiterun OR the Pale OR the Rift OR the Reach,...).

 

If that condition were ANDed with an MCM setting that let the player choose whether or not to allow targets in other world-spaces, you'd have the best of both worlds.

 

Posted

Have you tried the Vigilant of Standarr mod? It's really based of the same ideas as the hardcore effects you're adding in, just with a basic lore friendly way of forcing them upon you. I would love to see you either integrate that mod into yours or collaborate to make the mods use the same assets and scripts.

Posted

Everytime I get a random event (hands wander... etc) I hear the unsheat sound of the weapon I use but the animation itself plays with the weapon attached to the hands.

Is this a known bug?

Posted

 

 

,,,

 

I'm not aware of a way to filter out quest dungeons without explicitly blocking them (And to do so for Dragonborn would require that I add it as a dependency). If anyone knows of a way to do so, let me know, and I'll look in to blocking that dungeon. The location is selected radiantly, and should vary dramatically depending on when it's started. The location will be chosen as soon as the book enters your inventory for the first time.

 

 

The quest aliases are (assuming start-enabled quests) chosen when the game is first started; they can be re-randomized by restarting a quest from console using stopquest/startquest/setstage (though this is a really bad idea on tightly interwoven quests).

 

I believe that the way most of the vanilla radiant quests limit the selection is by adding a condition that limits the matches to the current hold.  That's probably not practical, when you're after Dwemer ruins; there probably aren't any holds with 3 such ruins (the Reach, maybe).  But you could probably limit the selection to Skyrim proper, by adding a check that the target ruins be in ANY of the holds (Whiterun OR the Pale OR the Rift OR the Reach,...).

 

If that condition were ANDed with an MCM setting that let the player choose whether or not to allow targets in other world-spaces, you'd have the best of both worlds.

 

 

 

The Forbidden Tome is not a start-game-enabled quest. There's another quest in the background responsible for monitoring conditions, and launching quests (Mostly necessary to support another quest that's in development now). Plus, I don't have to deal with SEQ's / etc this way.

 

And yeah, I'm aware of the stop/startquest method for reinitializing quests. While that wouldn't cause a problem with this particular quest, I don't want to train users to use that technique for future quests that will be broken by it.

 

And yeah, that's a decent approach for solving the problem. I'll add that in the future (After I'm done with the new quest / new devices I'm working on).

 

Have you tried the Vigilant of Standarr mod? It's really based of the same ideas as the hardcore effects you're adding in, just with a basic lore friendly way of forcing them upon you. I would love to see you either integrate that mod into yours or collaborate to make the mods use the same assets and scripts.

 

I haven't ever used it. If he (or any other modder) wishes to incorporate the devices added by this mod in to theirs (By way of making this mod a dependency), they're welcome to do so (Just contact me to let me know!).

Posted

 

 

I've been playing around with this all day on one of my characters, only to find out that there had been another update during the hours that I've been playing. DOH!

 

Had no issues on the previous version (at least none that weren't already known), however, and due to the random placement of one of the objects, had to play through most of the Dragonborn DLC quest chain to get the item out of Nchardak, which, in the case of that character, meant going through the main story quest chain until the DLC started. So yeah, LONG time in the belt with plenty of those distraction animations forcing gear re-equips.  Wish I'd checked back here sooner, lol. Still, really enjoying this mod; you're doing some awesome work with it.

 

I started another character fresh with the alternate start mod, starting in the mage's guild, just to dive straight into the quest, and it looks like each time I start the quest (got it saved before I pick up the note and key), it's always sending me to Nchardak in Solstheim, which means I'm going to have to redo the whole story quest chain again to test this out.  Does it determine the dungeons randomly when the quest is added to the journal or at another time?  Just wondering if there's a way to keep all the locations of the quest in dungeons that aren't quest locked?  Or maybe just limit them to non DLC areas?  Not a huge issue, just a bit annoying when trying back to back run-thrus of the quest; if I'm feeling particularly impatient, I'll just console what I need.

 

Only other thing on my mind at this point is that promise of Urag to punish the player worse if they come back without the book...such a tease, that old man. hehe

 

Nchardak was a pain as Zed was there. As I approached the site he runs up and attacks the bandits there so I follow. He goes left and I take care of one on the right. By the time I get back to him he is strapped into a pillory with another guy working him over. I just stepped back and let it happen.

 

I have had Fahlbtharz during the testing as well. At that point weapon enchantments were setting off the plugs and all of my weapons were enchanted. My character moaned and groaned through the entire dungeon. Probably had a little slime trail through the entire place.

 

 

I just finished my first non-development (Not console'ing around for testing) playthrough of the quest. I play without fast-travel, so, it took a while. Zed spawned at Watervine Chasm (falskaar) for me, and the odd dynamo core spawned in the very last room. Oh god, that place is huge. 

 

I'm not aware of a way to filter out quest dungeons without explicitly blocking them (And to do so for Dragonborn would require that I add it as a dependency). If anyone knows of a way to do so, let me know, and I'll look in to blocking that dungeon. The location is selected radiantly, and should vary dramatically depending on when it's started. The location will be chosen as soon as the book enters your inventory for the first time.

 

 

Probably simpler to set up a list of non-quest vanilla dungeons and pick from that list.

 

Posted

 

Everytime I get a random event (hands wander... etc) I hear the unsheat sound of the weapon I use but the animation itself plays with the weapon attached to the hands.

Is this a known bug?

 

http://www.loverslab.com/topic/21484-devious-devices-integration-now-with-quests/?p=565682

 

 

Checked, patch2 is installed and loadorder is after main plugin.

Im using a custom race, temptress. Maybe thats the reason?

Posted

Could be! Are you forced to switch equipment after this happens in order to ready/attack/etc, or is it simply a cosmetic problem? 

 

Also, Load-order? It's a drag-drop script replacement patch. I assume you're using Mod Organizer, and you meant mod priority? 

 

Posted

I use mod organizer and I overwrite with patch2 the original scripts.

After the bug happens Im forced to switch weapons yes, its extremely annoying.

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