Martianman Posted November 12, 2014 Posted November 12, 2014 Some of the cuffs are purple, does that meant that I'm missing meshes from Devious Assets? It means you are missing textures, not meshes. You could try reinstalling DDa and make sure the textures get moved over, but in truth, i suspect the actual problem is that you are trying on some of the ZAP cuffs (one of DD's requirements). ZAP recently started distributing it's textures in a sepparate file (avalible on it's download page), and you would not be the first person to not have noticed this Thank you! That was exactly the problem:)
Min Posted November 12, 2014 Author Posted November 12, 2014 Ok, I found a solution that works. Been testing it for more than one hour. The armbinder/struggle animation works like before, and it will not end the furniture pose animation anymore. If you think this is good enough you may want to add it to a patch or update so all the slaves out there won't run wild and free because of defective furniture. Function ActorOrgasm(actor akActor, int setArousalTo=-1, int vsID=-1) SendModEvent("DeviceActorOrgasm", akActor.GetLeveledActorBase().GetName()) if setArousalTo < 0 setArousalTo = Utility.RandomInt(0, 75) EndIf if akActor == PlayerRef Game.ShakeCamera(akActor, 1, 5) EndIf int sID = OrgasmSound.Play(akActor) Sound.SetInstanceVolume(sid, Config.VolumeOrgasm) Aroused.SetActorExposure(akActor, setArousalTo) If (!IsAnimating(akActor)) bool[] cameraState = StartThirdPersonAnimation(akActor, AnimSwitchKeyword(akActor, zad_DeviousArmbinder, DDZaZAPCArmBZaDH03, DDZazhornye), true) int i = 0 while i < 20 i+= 1 if !IsVibrating(akActor) && vsID != -1 Sound.StopInstance(vsID) vsID=-1 EndIf Utility.Wait(1) EndWhile EndThirdPersonAnimation(akActor, cameraState, true) EndIf EndFunction That fix isn't perfect, though a similar implementation would suffice. I'll fix this bug for 2.8.3.
Min Posted November 12, 2014 Author Posted November 12, 2014 Heya! Big fan of the mod! Started my first full Devious Playthrough a week ago (Deviously Helpless, Defeat, Devious Captures, Deviously Cursed Loot, Captured Dreams etc.) and it's great fun! Thank you! One little suggestion though: Is it possible to add a feature so that you gain skill in lockpicking when trying to pick the locks on the devices? Also, any new features planned? Thanks again! You rock! New features are indeed planned. You can see the list at https://github.com/DeviousDevices/DDi/issues/
Sdesser Posted November 12, 2014 Posted November 12, 2014 Heya! Big fan of the mod! Started my first full Devious Playthrough a week ago (Deviously Helpless, Defeat, Devious Captures, Deviously Cursed Loot, Captured Dreams etc.) and it's great fun! Thank you! One little suggestion though: Is it possible to add a feature so that you gain skill in lockpicking when trying to pick the locks on the devices? Also, any new features planned? Thanks again! You rock! New features are indeed planned. You can see the list at https://github.com/DeviousDevices/DDi/issues/ Awesome! Thanks!
Inte Posted November 13, 2014 Posted November 13, 2014 Ok, I found a solution that works. Been testing it for more than one hour. The armbinder/struggle animation works like before, and it will not end the furniture pose animation anymore. If you think this is good enough you may want to add it to a patch or update so all the slaves out there won't run wild and free because of defective furniture. Function ActorOrgasm(actor akActor, int setArousalTo=-1, int vsID=-1) SendModEvent("DeviceActorOrgasm", akActor.GetLeveledActorBase().GetName()) if setArousalTo < 0 setArousalTo = Utility.RandomInt(0, 75) EndIf if akActor == PlayerRef Game.ShakeCamera(akActor, 1, 5) EndIf int sID = OrgasmSound.Play(akActor) Sound.SetInstanceVolume(sid, Config.VolumeOrgasm) Aroused.SetActorExposure(akActor, setArousalTo) If (!IsAnimating(akActor)) bool[] cameraState = StartThirdPersonAnimation(akActor, AnimSwitchKeyword(akActor, zad_DeviousArmbinder, DDZaZAPCArmBZaDH03, DDZazhornye), true) int i = 0 while i < 20 i+= 1 if !IsVibrating(akActor) && vsID != -1 Sound.StopInstance(vsID) vsID=-1 EndIf Utility.Wait(1) EndWhile EndThirdPersonAnimation(akActor, cameraState, true) EndIf EndFunction That fix isn't perfect, though a similar implementation would suffice. I'll fix this bug for 2.8.3. Any ideas on release date for 2.8.3? Too many slaves are getting away from their masters in the dark of night.
powerofvoid Posted November 13, 2014 Posted November 13, 2014 I'm not sure if I should post this as an "issue" on the DDi Github, but a request: I think it would be really nice if Devious Devices weren't mostly "you must remove this before you do anything else" Related pictures: So: Armbinders and such shouldn't stop you from accessing the menu, they should just limit the actions you can take in the menu (e.g., can't use equipment) Spellcasting while bound (with a different animation). Obviously, the menu must be enabled to make this work Shouting unless gagged (not sure if this is already in, but since you can't access the menu while the armbinder is on, it might as well not be) Kicking attack with arms bound (Shaydow's Vampire Lord replacer V2 has something that might work as one of its power attacks)
Warrunner Posted November 13, 2014 Posted November 13, 2014 So, I have a question - I have the pierced clit thing, and it is clearly increasing arousal, and the flavor text for it goes off when there are plugs involved, but it doesn't go off if plugs aren't otherwise in. Is this a problem of needing to do a completely clean save, or is this an intended thing? The nipple piercings seem to work fine.
characters Posted November 13, 2014 Posted November 13, 2014 I have a little question regarding the second quest, the one with the plug that needs charging... (I asume this mod hosts that quest) my lovely lady wizzard has been plugged up for a week now and the damn thing won't charge no amount of spells casted, enemies killed, being hot all the time or whatever seems to work! and as an added bad bonus the damn thng that kept vibrating has stopped working sure, it makes her forget about that thing jammed inside but I want to be able to complete the quest! I hate incomplete quests and this one has been up my butt for a while now...figuratively speaking offcourse
NexusCron Posted November 14, 2014 Posted November 14, 2014 How does Devices underneath work? Is it possible to say, Hide the chastity belt or harness and wear a lingerie outfit like Nakrulz Latex Corset? I mean, Without having the Harness show up, hide it, sort of, to make it look like say, the lingerie itself is holding in the dildo and buttplug. How DOES Devices Underneath work?
Coopervane Posted November 14, 2014 Posted November 14, 2014 How does Devices underneath work? Is it possible to say, Hide the chastity belt or harness and wear a lingerie outfit like Nakrulz Latex Corset? I mean, Without having the Harness show up, hide it, sort of, to make it look like say, the lingerie itself is holding in the dildo and buttplug. How DOES Devices Underneath work? Yes that's possible. It works thusly: All Skyrim armors are attached to a body slot, so first you need to know what slot is used by the armor you are using, let's say it uses the main body-slot like regular armor, then it's slot-32. So, open the DD MCM, go to Device-hider tab, and locate slot-32. The way to interprit the menu options here is: [slot-32, if something is worn here, then hide items worn in these slots:] --Hide slot-56/Bra-- --Hide none-- --Hide none-- --Hide none-- Per default, it is set up so wearing main armor hides the Bra (slot 56). So if you want it to also hide the belt/harness, you just do this: [slot-32, if something is worn here, then hide items worn in these slots:] --Hide slot-56 (Bra)-- --Hide slot-49 (Belt/harness)-- --Hide none-- --Hide none-- Or if you also wanted it to hide the collar, add this: [slot-32, if something is worn here, then hide items worn in these slots:] --Hide slot-56 (Bra)-- --Hide slot-49 (Belt/harness)-- --Hide slot-45 (collar)- --Hide none-- It's quite easy to work with once you've understood the basics. The hard part is knowing which slots are used by your favorite armors and armor pieces.
Nothing Doing Posted November 15, 2014 Posted November 15, 2014 Hey, I have something of a technical question. I was playing around trying to make a small DDi-enabled mod that would allow for limited "layered" bondage (i.e. you wear a blindfold and a gag, and then a hood over that), where items with conflicting tags can be worn "on top" of each other without individual workarounds or visual clipping. The idea was to remove conflicting devices from the player's inventory and use StorageUtil to store the layers' Form IDs, so that when a layered device is removed the devices "beneath" it are returned and equipped. I've gotten the blindfold and gag to de-equip and get removed from the player's inventory when the hood is equipped, and I've verified that the Form IDs are being stored correctly in StorageUtil, but when I remove the hood, only the blindfold is returned to the player's inventory and it doesn't equip itself. Looking at my OnRemoveDevice code, it looks like the function is just stopping after the attempt to equip the blindfold... even my debug log entries aren't being called after a certain point. It seems like this is the wrong place for me to call EquipDevice. What's the "best practices" place for me to do it? Is there some mod that equips a device when a different one is removed that I can look at? Thanks in advance for any help. Function OnRemoveDevice(actor akActor) libs.Log("[LAYERED] Removing hood! lr.blindLayer is " + StorageUtil.GetIntValue(akActor, "lr.blindLayer")) ;DEBUG If StorageUtil.GetIntValue(akActor, "lr.blindLayer") > 0 int blindLayer = StorageUtil.GetIntValue(akActor, "lr.blindLayer") Armor hiddenBlindfold = StorageUtil.GetFormValue(akActor, "lr.blindLayer" + blindLayer) as Armor If hiddenBlindfold ;SnugglePit.RemoveItem(hiddenBlindfold, abSilent=true, akOtherContainer=akActor) akActor.AddItem(hiddenBlindfold, 1, true) Armor renderedBlindfold = libs.GetRenderedDevice(hiddenBlindfold) libs.EquipDevice(akActor, hiddenBlindfold, renderedBlindfold, libs.zad_DeviousBlindfold, skipEvents=false) EndIf blindLayer -= 1 EndIf ; CODE NEVER REACHES HERE libs.Log("[LAYERED] Finished with blindfold, going to gag!") ;DEBUG libs.Log("[LAYERED] Removing hood! lr.gagLayer is " + StorageUtil.GetIntValue(akActor, "lr.gagLayer")) ;DEBUG If StorageUtil.GetIntValue(akActor, "lr.gagLayer") > 0 int gagLayer = StorageUtil.GetIntValue(akActor, "lr.gagLayer") Armor hiddenGag = StorageUtil.GetFormValue(akActor, "lr.gagLayer" + gagLayer) as Armor If hiddenGag ;SnugglePit.RemoveItem(hiddenGag, abSilent=true, akOtherContainer=akActor) akActor.AddItem(hiddenGag, 1, true) Armor renderedGag = libs.GetRenderedDevice(hiddenGag) libs.EquipDevice(akActor, hiddenGag, renderedGag, libs.zad_DeviousGag, skipEvents=false) EndIf gagLayer -= 1 Else If !libs.IsAnimating(akActor) akActor.ClearExpressionOverride() ResetPhonemeModifier(akActor) EndIf EndIf EndFunction (ps: yeah I know I should just use a Form array rather than storing a form index and a disparate list of forms)
blarghxxx Posted November 15, 2014 Posted November 15, 2014 OK, I didn't really want to do this and will only do this once. A few pages back I posted the following and got no reaction whatsoever (maybe those ideas are stupid or already implemented somewhere, if so, I'd really like to know). If this is the wrong thread for this, would someone please be so kind as to direct me to the correct one? I have some other ideas regarding DD and don't know where to put them. (disclaimer: While I think my English is quite good, I am not a native speaker. Should any of the above seem offensive or demanding in any way please note that it is not intended to. I'm just curious ) I'm not sure if this has been suggested before or if this is even the right thread for this but I want to suggest another option for losing / consuming keys. As far as I can tell there are currently two options: you keep your key after unlocking a device or the key is lost. How about adding a thrid option which is kind of an in-between: have a chance (maybe depending on lockpick skill) to break the key when unlocking a device. There could also be levels of difficulty: 1) easy: if key breaks device is unlocked first 2) normal: if key breaks device is not unlocked 3) hardcore: if key breaks device is not unlocked and lock is damaged requiring magic or maybe a blacksmith to unlock the device
Dimmest Posted November 15, 2014 Posted November 15, 2014 Has anyone had any issues in relation to getting the dialogue option to have NPCs help free them (As in, the option to ask isn't there)? Seems to only happen to me when my character has the basic wrist arm bindings after being enslaved from SD+.
Inte Posted November 15, 2014 Posted November 15, 2014 Has anyone had any issues in relation to getting the dialogue option to have NPCs help free them (As in, the option to ask isn't there)? Seems to only happen to me when my character has the basic wrist arm bindings after being enslaved from SD+. I removed the NPC assistance when enslaved through SD+, don't want the Slave getting away that easily so, you have to get the Master's key to get those off.
Dimmest Posted November 15, 2014 Posted November 15, 2014 Has anyone had any issues in relation to getting the dialogue option to have NPCs help free them (As in, the option to ask isn't there)? Seems to only happen to me when my character has the basic wrist arm bindings after being enslaved from SD+. I removed the NPC assistance when enslaved through SD+, don't want the Slave getting away that easily so, you have to get the Master's key to get those off. Makes sense, thank you
Guest Posted November 15, 2014 Posted November 15, 2014 My Gag dialogue keeps looping and I have no idea why. It might be doing this in more than one instance and I can't seem to get anything done.
powerofvoid Posted November 15, 2014 Posted November 15, 2014 I started the Forbidden Tome quest while already equipped with a nearly full set of Devious Devices. Urag was unable to equip the devices he wanted to equip, and then Zed was unable to equip what he wanted to equip: [11/14/2014 - 07:42:49PM] [Zad]: UragBeltPlayer() [11/14/2014 - 07:42:55PM] [Zad]: Processing [Blindfold Mystery] [11/14/2014 - 07:42:59PM] [Zad]: Config Interval:1.500000. Total number of events: 2. Next staggered update in 0.750000 [11/14/2014 - 07:43:10PM] [Zad]: Set slot mask to [0]: 0 [11/14/2014 - 07:43:24PM] [Zad]: Player backtalked to urag. Use plugs. [11/14/2014 - 07:43:24PM] [Zad]: EquipDevice called for Plug (Iron) (Set) [11/14/2014 - 07:43:24PM] [Zad]: Acquired mutex, equipping Plug (Iron) (Set) [11/14/2014 - 07:43:24PM] [Zad]: EquipDevice() called for one device, while already wearing another:[Keyword <zad_DeviousPlug (11003331)>] [11/14/2014 - 07:43:24PM] [Zad]: EquipDevice called for Iron Chastity Belt [11/14/2014 - 07:43:24PM] [Zad]: Acquired mutex, equipping Iron Chastity Belt [11/14/2014 - 07:43:25PM] [Zad]: EquipDevice() called for one device, while already wearing another:[Keyword <zad_DeviousBelt (11003330)>] [11/14/2014 - 07:43:25PM] [Zad]: EquipDevice called for Collar (Padded) [11/14/2014 - 07:43:25PM] [Zad]: Acquired mutex, equipping Collar (Padded) [11/14/2014 - 07:43:25PM] [Zad]: EquipDevice() called for one device, while already wearing another:[Keyword <zad_DeviousCollar (11003DF7)>] [11/14/2014 - 07:51:21PM] [Zad]: ZedSwitchBeltsInitial [11/14/2014 - 07:51:32PM] [Zad]: RemoveDevice called for Iron Chastity Belt [11/14/2014 - 07:51:32PM] [Zad]: Acquired mutex, removing Iron Chastity Belt [11/14/2014 - 07:51:32PM] [Zad]: CleanupDevices() is working:1 [11/14/2014 - 07:51:45PM] [Zad]: RemoveDevice called for Plug (Iron) (Set) [11/14/2014 - 07:51:45PM] [Zad]: Acquired mutex, removing Plug (Iron) (Set) [11/14/2014 - 07:51:45PM] [Zad]: CleanupDevices() is working:2 [11/14/2014 - 07:52:03PM] [Zad]: OnContainerChanged() [11/14/2014 - 07:52:03PM] [Zad]: EquipDevice called for Cursed Soulgem Plugs [11/14/2014 - 07:52:03PM] [Zad]: SpinLock() Started.EDIT: Oh, and the dialogue seemed to get stuck, so I had to tab out. Not sure what was up with that.
Inte Posted November 16, 2014 Posted November 16, 2014 Min, Not sure when you plan to release 2.8.3, but in the mean time can I release your zadLibs file including my imperfect fix, with my SD+ patches? Will that break anything out there?
Baltov Posted November 16, 2014 Posted November 16, 2014 My forgotten tome quest wont start and for some reason I cant post the logs so I uploaded it anyone know how to fix it? New Text Document (2).txt
Min Posted November 16, 2014 Author Posted November 16, 2014 Min, Not sure when you plan to release 2.8.3, but in the mean time can I release your zadLibs file including my imperfect fix, with my SD+ patches? Will that break anything out there? Please do not re-release a copy of zadLibs. If you do so, I will inevitably have users install your patch over mine (Overwriting the latest zadLibs) after 2.8.3 is released, then complain about broken behavior. 2.8.3 will be released "Soon", prior to the end of the month.
Min Posted November 16, 2014 Author Posted November 16, 2014 I started the Forbidden Tome quest while already equipped with a nearly full set of Devious Devices. Urag was unable to equip the devices he wanted to equip, and then Zed was unable to equip what he wanted to equip: [11/14/2014 - 07:42:49PM] [Zad]: UragBeltPlayer() [11/14/2014 - 07:42:55PM] [Zad]: Processing [Blindfold Mystery] [11/14/2014 - 07:42:59PM] [Zad]: Config Interval:1.500000. Total number of events: 2. Next staggered update in 0.750000 [11/14/2014 - 07:43:10PM] [Zad]: Set slot mask to [0]: 0 [11/14/2014 - 07:43:24PM] [Zad]: Player backtalked to urag. Use plugs. [11/14/2014 - 07:43:24PM] [Zad]: EquipDevice called for Plug (Iron) (Set) [11/14/2014 - 07:43:24PM] [Zad]: Acquired mutex, equipping Plug (Iron) (Set) [11/14/2014 - 07:43:24PM] [Zad]: EquipDevice() called for one device, while already wearing another:[Keyword <zad_DeviousPlug (11003331)>] [11/14/2014 - 07:43:24PM] [Zad]: EquipDevice called for Iron Chastity Belt [11/14/2014 - 07:43:24PM] [Zad]: Acquired mutex, equipping Iron Chastity Belt [11/14/2014 - 07:43:25PM] [Zad]: EquipDevice() called for one device, while already wearing another:[Keyword <zad_DeviousBelt (11003330)>] [11/14/2014 - 07:43:25PM] [Zad]: EquipDevice called for Collar (Padded) [11/14/2014 - 07:43:25PM] [Zad]: Acquired mutex, equipping Collar (Padded) [11/14/2014 - 07:43:25PM] [Zad]: EquipDevice() called for one device, while already wearing another:[Keyword <zad_DeviousCollar (11003DF7)>] [11/14/2014 - 07:51:21PM] [Zad]: ZedSwitchBeltsInitial [11/14/2014 - 07:51:32PM] [Zad]: RemoveDevice called for Iron Chastity Belt [11/14/2014 - 07:51:32PM] [Zad]: Acquired mutex, removing Iron Chastity Belt [11/14/2014 - 07:51:32PM] [Zad]: CleanupDevices() is working:1 [11/14/2014 - 07:51:45PM] [Zad]: RemoveDevice called for Plug (Iron) (Set) [11/14/2014 - 07:51:45PM] [Zad]: Acquired mutex, removing Plug (Iron) (Set) [11/14/2014 - 07:51:45PM] [Zad]: CleanupDevices() is working:2 [11/14/2014 - 07:52:03PM] [Zad]: OnContainerChanged() [11/14/2014 - 07:52:03PM] [Zad]: EquipDevice called for Cursed Soulgem Plugs [11/14/2014 - 07:52:03PM] [Zad]: SpinLock() Started.EDIT: Oh, and the dialogue seemed to get stuck, so I had to tab out. Not sure what was up with that. That quest shouldn't start if you're wearing a set of devices. I've been meaning to rewrite the opening stages of it for some time anyways, to be more full-proof.
Min Posted November 16, 2014 Author Posted November 16, 2014 OK, I didn't really want to do this and will only do this once. A few pages back I posted the following and got no reaction whatsoever (maybe those ideas are stupid or already implemented somewhere, if so, I'd really like to know). If this is the wrong thread for this, would someone please be so kind as to direct me to the correct one? I have some other ideas regarding DD and don't know where to put them. (disclaimer: While I think my English is quite good, I am not a native speaker. Should any of the above seem offensive or demanding in any way please note that it is not intended to. I'm just curious ) I'm not sure if this has been suggested before or if this is even the right thread for this but I want to suggest another option for losing / consuming keys. As far as I can tell there are currently two options: you keep your key after unlocking a device or the key is lost. How about adding a thrid option which is kind of an in-between: have a chance (maybe depending on lockpick skill) to break the key when unlocking a device. There could also be levels of difficulty: 1) easy: if key breaks device is unlocked first 2) normal: if key breaks device is not unlocked 3) hardcore: if key breaks device is not unlocked and lock is damaged requiring magic or maybe a blacksmith to unlock the device I did read your suggestion, as I read all suggestions. Some modifications for the keys are already in The List: https://github.com/DeviousDevices/DDi/issues/36
Min Posted November 16, 2014 Author Posted November 16, 2014 Hey, I have something of a technical question. I was playing around trying to make a small DDi-enabled mod that would allow for limited "layered" bondage (i.e. you wear a blindfold and a gag, and then a hood over that), where items with conflicting tags can be worn "on top" of each other without individual workarounds or visual clipping. The idea was to remove conflicting devices from the player's inventory and use StorageUtil to store the layers' Form IDs, so that when a layered device is removed the devices "beneath" it are returned and equipped. I've gotten the blindfold and gag to de-equip and get removed from the player's inventory when the hood is equipped, and I've verified that the Form IDs are being stored correctly in StorageUtil, but when I remove the hood, only the blindfold is returned to the player's inventory and it doesn't equip itself. Looking at my OnRemoveDevice code, it looks like the function is just stopping after the attempt to equip the blindfold... even my debug log entries aren't being called after a certain point. It seems like this is the wrong place for me to call EquipDevice. What's the "best practices" place for me to do it? Is there some mod that equips a device when a different one is removed that I can look at? Thanks in advance for any help. Function OnRemoveDevice(actor akActor) libs.Log("[LAYERED] Removing hood! lr.blindLayer is " + StorageUtil.GetIntValue(akActor, "lr.blindLayer")) ;DEBUG If StorageUtil.GetIntValue(akActor, "lr.blindLayer") > 0 int blindLayer = StorageUtil.GetIntValue(akActor, "lr.blindLayer") Armor hiddenBlindfold = StorageUtil.GetFormValue(akActor, "lr.blindLayer" + blindLayer) as Armor If hiddenBlindfold ;SnugglePit.RemoveItem(hiddenBlindfold, abSilent=true, akOtherContainer=akActor) akActor.AddItem(hiddenBlindfold, 1, true) Armor renderedBlindfold = libs.GetRenderedDevice(hiddenBlindfold) libs.EquipDevice(akActor, hiddenBlindfold, renderedBlindfold, libs.zad_DeviousBlindfold, skipEvents=false) EndIf blindLayer -= 1 EndIf ; CODE NEVER REACHES HERE libs.Log("[LAYERED] Finished with blindfold, going to gag!") ;DEBUG libs.Log("[LAYERED] Removing hood! lr.gagLayer is " + StorageUtil.GetIntValue(akActor, "lr.gagLayer")) ;DEBUG If StorageUtil.GetIntValue(akActor, "lr.gagLayer") > 0 int gagLayer = StorageUtil.GetIntValue(akActor, "lr.gagLayer") Armor hiddenGag = StorageUtil.GetFormValue(akActor, "lr.gagLayer" + gagLayer) as Armor If hiddenGag ;SnugglePit.RemoveItem(hiddenGag, abSilent=true, akOtherContainer=akActor) akActor.AddItem(hiddenGag, 1, true) Armor renderedGag = libs.GetRenderedDevice(hiddenGag) libs.EquipDevice(akActor, hiddenGag, renderedGag, libs.zad_DeviousGag, skipEvents=false) EndIf gagLayer -= 1 Else If !libs.IsAnimating(akActor) akActor.ClearExpressionOverride() ResetPhonemeModifier(akActor) EndIf EndIf EndFunction (ps: yeah I know I should just use a Form array rather than storing a form index and a disparate list of forms) Hmm, interesting. I suspect that your issue lies in the synchronocity enforcement that EquipDevice does. Try using the skipMutex=true parameter.
Inte Posted November 16, 2014 Posted November 16, 2014 Min, Not sure when you plan to release 2.8.3, but in the mean time can I release your zadLibs file including my imperfect fix, with my SD+ patches? Will that break anything out there? Please do not re-release a copy of zadLibs. If you do so, I will inevitably have users install your patch over mine (Overwriting the latest zadLibs) after 2.8.3 is released, then complain about broken behavior. 2.8.3 will be released "Soon", prior to the end of the month. Ok got it, no re-releasing for me.
Slorm Posted November 16, 2014 Posted November 16, 2014 That quest shouldn't start if you're wearing a set of devices. I've been meaning to rewrite the opening stages of it for some time anyways, to be more full-proof. If you're rewriting this Min can I suggest using fixed locations for Zed's odd devices as this will stop the the problem of locations in Solstheim which are exceptionally difficult for low level characters, it would also stop the problem of accidentally killing Alain Dufont and breaking the DB quest. Current workaround is to save at the Forbidden Bookcase and keep re-running until all three are in Skyrim but it can take quite a few tries before they do Best locations I'd suggest are: Aftand Mzinchaleft Kagrenzel (via Stony Creek Cave) This would also give the pc a nice long way to travel, maybe switch off fast travel as well if it's not already
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