Jump to content

Recommended Posts

Posted

If you don't get the option to unlock a device when trying to take it off, then the key you have is a fake.

 

Or when it's a "Chastity key" when what's needed for blindfolds is a "Restraint key" ;)

 

Keep looking, you'll need to find the right key for the device.

Posted

A couple things I hoped to see change in Zenetx's Gags Overhaul's handling of one event.  Please disable the stripping animation and restrict the stripping to just the main armor slot.  It can only be triggered it while wearing an armbinder (as far as I know) so the animation is a bit out of place, and the description of the event doesn't mention shoes...

 

Posted

I've extended zadBeltScript with OnEquippedPost and OnRemoveDevice. It works fine and dandy putting the device on and taking it off myself.

 

Putting it on an NPC is also good.

 

Taking it off an NPC is not triggering OnRemoveDevice.

Posted

If you don't get the option to unlock a device when trying to take it off, then the key you have is a fake. Just to test, make a save and then use either/both of these commands with the console and try again, the option to unlock the item should appear.

 

player.additem xx01775f 1 ;Restraints Key

player.additem xx008a4f 1 ;Chastity Key

(change xx to your DDi load order index)

 

If this doesn't work, then you have a glitched item. Otherwise reload previous save and continue your quest to escape from sexual denial.

A "Glitched item" is far from the most likely conclusion (I cannot think of a glitch that would cause this sort of behavior). Depending on where the device was acquired, it may not be keyed to the standard DD keys (Far more likely).

Posted
How are you removing the device from said NPC? Post your code?

reverse way i am giving it to the npc.

 

"trade your shit with me"

 

remove item.

Scriptname sgoScript_Cow_Belt extends zadBeltScript

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

sgoScript_Controller Property SGO Auto
zadLibs Property libs Auto

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

Function OnEquippedPost(Actor who)
	SGO.Print(SGO.GetActorName(who) + " has been promoted to milk slave.")
	SGO.StoreInitialBodyData(who)
	who.AddToFaction(SGO.FactionMilkSlave);
EndFunction

Function OnRemoveDevice(Actor who)
	SGO.Print(SGO.GetActorName(who) + " is no longer a milk slave.")
	SGO.StoreInitialBodyData(who)
	who.RemoveFromFaction(SGO.FactionMilkSlave);
EndFunction

Posted

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.

Searching through this thread it seems like I am not the only one with this problem.

 

This is especially noticeable on followers, say give them a soul gem plug and a belt. Now you walk around with weapon unsheathed so they also have their weapon out. Now when they trigger the vibration or horny animation and then return to normal their weapons become unusable, I have to talk to them and unequip and re-equip their weapon. They won't attack.

This doesn't seem to happen when sneaking.

Posted

Hi all I need help in the quest or must recover a book for the academy of magic. I went to have Solsheim and rejoin person, I must find a dynamo in the temple dewmer but I am unable to enter it because when I press the switch it strikes me that I'm missing a thing make it work. Can anyone help me on getting the point?

Posted

Hi all I need help in the quest or must recover a book for the academy of magic. I went to have Solsheim and rejoin person, I must find a dynamo in the temple dewmer but I am unable to enter it because when I press the switch it strikes me that I'm missing a thing make it work. Can anyone help me on getting the point?

 

Sounds like the Dwemer ruin is Nchardak. You can only access it when you reach a point in the main Dragonborn quest. An NPC will travel there with you and unlock the door.

Posted

I make my arouse 100. and wait a 2 our (real time) not sleeping, not wating, not fast move just wating.... and sergius still said not charge.... what the hell is this? this quest can be finished? it passible?

 

You need to talk to sergius while the plugs are vibrating, just before getting your character to orgasm. Otherwise it resets to somewhere below 50 arousal and you need to wait for it to fill up again.

Posted

I make my arouse 100. and wait a 2 our (real time) not sleeping, not wating, not fast move just wating.... and sergius still said not charge.... what the hell is this? this quest can be finished? it passible?

 

I haven't played Sergius' quest, but from previous comments I understood that you have to wait for the plugs to vibrate and then IMMEDIATELY have to talk to Sergius.

 

Posted

the plug is never vibrating... not ones.... other plug is vibrate but not this...

 

It only vibrates once it reaches max charge. And charging only happens while you're at 100 arousal. If it is charging, you get some periodic messages about it getting suddenly warmer.

Posted

Hi guys, I have an issue with Deviously Cursed Loot 1.6 where if an armbinder is equipped by Deviously Cursed Loot, it is always set to 'pre-manipulated lock'.

I.e. I can just press Tab and select 'Take it off', and it comes off.

 

This occurs both with and without 'equip from inventory' checked.

I have Integration 2.8.2 & DCL 1.6.

 

However, manually equipped armbinders function as expected, including the bugfix where manipulating one armbinder does not affect another armbinder.

 

I've asked in the DCL thread, and Kimy responded: 'there used to be a bug with armbinders in DD Integration so that using manipulated locks once would result in other armbinders being manipulated, too. I believe they fixed that bug in DD 2.8.1, but if your save game is older, it could be that the setting is still in there. In any case, Cursed Loot doesn't ever set the manipulated locks variable, it just equips the armbinder on you.'

 

She is right, my save game predates DDi 2.8.1, so I figure there's some issue with the global variables or the script?

Appreciate any help..

Posted

Just drop all armbinders from your inventory and don't use those same exact ones again. All the new ones created after updating to 2.8.2 should then work properly.

Posted

Just drop all armbinders from your inventory and don't use those same exact ones again. All the new ones created after updating to 2.8.2 should then work properly.

 

Unfortunately this doesn't help. With my inventory empty, when I trigger a Cursed Loot event, the armbinder equipped from the event is still pre-manipulated.

 

*edit* note that if I take the equipped armbinder off, and then put it on again immediately, the lock is not manipulated..

Posted

 

Just drop all armbinders from your inventory and don't use those same exact ones again. All the new ones created after updating to 2.8.2 should then work properly.

 

Unfortunately this doesn't help. With my inventory empty, when I trigger a Cursed Loot event, the armbinder equipped from the event is still pre-manipulated.

 

*edit* note that if I take the equipped armbinder off, and then put it on again immediately, the lock is not manipulated..

 

 

It may be an issue with Cursed Loot then, which version are you using?

Posted

 

 

Just drop all armbinders from your inventory and don't use those same exact ones again. All the new ones created after updating to 2.8.2 should then work properly.

 

Unfortunately this doesn't help. With my inventory empty, when I trigger a Cursed Loot event, the armbinder equipped from the event is still pre-manipulated.

 

*edit* note that if I take the equipped armbinder off, and then put it on again immediately, the lock is not manipulated..

 

 

It may be an issue with Cursed Loot then, which version are you using?

 

 

As per my original post, 1.6 =)

Kimy however mentions 'In any case, Cursed Loot doesn't ever set the manipulated locks variable, it just equips the armbinder on you.'

 

Which is why I asked here..

Posted

 

 

 

Just drop all armbinders from your inventory and don't use those same exact ones again. All the new ones created after updating to 2.8.2 should then work properly.

 

Unfortunately this doesn't help. With my inventory empty, when I trigger a Cursed Loot event, the armbinder equipped from the event is still pre-manipulated.

 

*edit* note that if I take the equipped armbinder off, and then put it on again immediately, the lock is not manipulated..

 

 

It may be an issue with Cursed Loot then, which version are you using?

 

 

As per my original post, 1.6 =)

Kimy however mentions 'In any case, Cursed Loot doesn't ever set the manipulated locks variable, it just equips the armbinder on you.'

 

Which is why I asked here..

 

 

I just saw that, sorry. Try this, when you remove the armbinders, make sure you are someplace where there are none in the same cell as you or in your inventory, then save and reload. If there are any of them in the area they won't reset.

Posted

 

 

 

 

Just drop all armbinders from your inventory and don't use those same exact ones again. All the new ones created after updating to 2.8.2 should then work properly.

 

Unfortunately this doesn't help. With my inventory empty, when I trigger a Cursed Loot event, the armbinder equipped from the event is still pre-manipulated.

 

*edit* note that if I take the equipped armbinder off, and then put it on again immediately, the lock is not manipulated..

 

 

It may be an issue with Cursed Loot then, which version are you using?

 

 

As per my original post, 1.6 =)

Kimy however mentions 'In any case, Cursed Loot doesn't ever set the manipulated locks variable, it just equips the armbinder on you.'

 

Which is why I asked here..

 

 

I just saw that, sorry. Try this, when you remove the armbinders, make sure you are someplace where there are none in the same cell as you or in your inventory, then save and reload. If there are any of them in the area they won't reset.

 

 

No worries, thanks for the reply. I just tried what you suggested and conducted an experiment:

 

1. I removed all armbinders from my inventory and my followers' inventories inside Breezehome.

2. I set Cursed Loot to 100% chance and force full set to guarantee an event.

3. I picked the lock and entered Warmaiden's.

4. I opened the chest in Warmaiden's bedroom upstairs.

5. Full set of restrants is equipped on me by Cursed Loot.

6a: I press tab, armbinder is premanipulated

6b: (without doing 6a first) I save and reload, armbinder is premanipulated when I press Tab.

 

Sighz.

Posted

 

No worries, thanks for the reply. I just tried what you suggested and conducted an experiment:

 

1. I removed all armbinders from my inventory and my followers' inventories inside Breezehome.

2. I set Cursed Loot to 100% chance and force full set to guarantee an event.

3. I picked the lock and entered Warmaiden's.

4. I opened the chest in Warmaiden's bedroom upstairs.

5. Full set of restrants is equipped on me by Cursed Loot.

6a: I press tab, armbinder is premanipulated

6b: (without doing 6a first) I save and reload, armbinder is premanipulated when I press Tab.

 

Sighz.

 

 

Did you try this then:

 

try to put on the armbinder yourself, and mess with the lock so it displays that it will be hard to remove it. Do that for each type of armbender. Then, remove everything like you described. (do not put on the armbinder, ofc)

 

I had a similar problem (in that my armbinders were always "loose" until i went trough everone to make sure the dialogue was ok, and removed every armbinder after that

Posted

 

 

No worries, thanks for the reply. I just tried what you suggested and conducted an experiment:

 

1. I removed all armbinders from my inventory and my followers' inventories inside Breezehome.

2. I set Cursed Loot to 100% chance and force full set to guarantee an event.

3. I picked the lock and entered Warmaiden's.

4. I opened the chest in Warmaiden's bedroom upstairs.

5. Full set of restrants is equipped on me by Cursed Loot.

6a: I press tab, armbinder is premanipulated

6b: (without doing 6a first) I save and reload, armbinder is premanipulated when I press Tab.

 

Sighz.

 

 

Did you try this then:

 

try to put on the armbinder yourself, and mess with the lock so it displays that it will be hard to remove it. Do that for each type of armbender. Then, remove everything like you described. (do not put on the armbinder, ofc)

 

I had a similar problem (in that my armbinders were always "loose" until i went trough everone to make sure the dialogue was ok, and removed every armbinder after that

 

 

Just tried that, I gave myself all 7 armbinders with the console:

 

Armbinder, Ebonite Armbiner, RD Armbinder, RD Ebonite Armbinder, WT Armbinder, WT Ebonite Armbinder, and Captured Dreams Armbinder.

 

I then manipulated the lock to open, then to close.

I then dropped the Armbinders outside Warmaiden's, entered, opened the chest, and same result.

Posted

all the objects are blue to me wahtever mod im using all items from devious devices are blue

I tried reinstalling the mods and the game but i still does'nt work

 

anything that can fix this?

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...