Deamionzero Posted December 18, 2013 Posted December 18, 2013 Well then, I'll fire them off. Be advised, I have no modding experience. Could easily be that some of these just are not possible. I won't be offended if they aren't used or liked. Just some ideas I had ^.^ Collars: These scream out for limiting shouts. Either increased cooldowns or restricting which power levels the PC can use. If both are possible, perhaps assign one to collars, and another to gags. Arm Restraints: I doubt many people would be thrilled if it prevented them from wielding weapons or spells at all (since that leaves you helpless in random encounters and what not), so how about a combined effect that reduces weapon damage, and also increases spell costs? the idea that since the restraints aren't attached to each other (at least so far), they don't restrict movement, but instead sap the victims physical/magical strength. This also allows players to use theirfavorite weapons/higher powered spells. So they can still hit for a proportionally higher amount of damage with better gear or spells. You just need more hits with weapons, and you'll need to recover mana longer to use that big-firey-death-bomb spell. Leg Restraints: Beyond the obvious speed penalty, perhaps prevent the player from using fast-travel? It would be incredible if it only applied to on-foot fast-travel. Mounted/cart methods still working. Those are the ideas I had. I hope they help, but don't feel obligated or anything. I'll be excited for whatever further deviousness you guys come up with
DistrictGlamour Posted December 18, 2013 Posted December 18, 2013 Public Service Announcement: There's a bug with Sexlab 1.3's API that will cause Sexlab to get stuck when processing scenes that require the number of actors to be reduced. Use Sexlab 1.24 until Sexlab 1.31 is out in a couple of days. If you're already using 1.3, using Sexlab's Reset function will be necessary, whenever your instance of Sexlab gets stuck. Version 2.5.6 will be released after Sexlab 1.31 is out, as the next version requires / is built against 1.3+. http://www.loverslab.com/topic/24126-controllerchangeactors-causes-sexlab-13-to-require-reset/ Will Version 2.5.6 be a major content update, or a minor fix one?
Min Posted December 18, 2013 Author Posted December 18, 2013 It's not the "Surreptitious Streets" update, though it does have a few new features, in addition to the bugfixes: The current list of features that should make it in to 2.5.6 are: Now uses Expression Presets from Sexlab 1.3 (And the MFG skse plugin) for better vibration effects. Fixed several item duplication bugs (The old FTM-Patch, as well as several other fixes). Added NPC support for the events/effects system. Fixed auto-walk issue during animations. Disabled the in-development Surreptitious Streets for curious players that had enabled the quest. Disabled vibration-effects entirely while in combat for Hardcore-Off players. New Device: Armbinders (This one might be delayed, but will likely make it in if everything is ready). Several new periodic events. Other unlisted bugfixes.
Min Posted December 18, 2013 Author Posted December 18, 2013 Well then, I'll fire them off. Be advised, I have no modding experience. Could easily be that some of these just are not possible. I won't be offended if they aren't used or liked. Just some ideas I had ^.^ Collars: These scream out for limiting shouts. Either increased cooldowns or restricting which power levels the PC can use. If both are possible, perhaps assign one to collars, and another to gags. Arm Restraints: I doubt many people would be thrilled if it prevented them from wielding weapons or spells at all (since that leaves you helpless in random encounters and what not), so how about a combined effect that reduces weapon damage, and also increases spell costs? the idea that since the restraints aren't attached to each other (at least so far), they don't restrict movement, but instead sap the victims physical/magical strength. This also allows players to use theirfavorite weapons/higher powered spells. So they can still hit for a proportionally higher amount of damage with better gear or spells. You just need more hits with weapons, and you'll need to recover mana longer to use that big-firey-death-bomb spell. Leg Restraints: Beyond the obvious speed penalty, perhaps prevent the player from using fast-travel? It would be incredible if it only applied to on-foot fast-travel. Mounted/cart methods still working. Those are the ideas I had. I hope they help, but don't feel obligated or anything. I'll be excited for whatever further deviousness you guys come up with Thanks for the feedback: I like several of these ideas (For Hardcore-On players). It's likely you'll see some of these in future versions.
Herrmannesque Posted December 18, 2013 Posted December 18, 2013 Having a couple of strange problems related to this mod and I'm hoping someone can help... Last night I installed Mod Organizer to try out, wasn't crazy about it and removed it. After it was gone, I started having problems with BOSS and the Dual Sheath Redux patch that were related to this mod. With BOSS, it started moving one of the Devious Devices esps out of order so when I would run TES5edit, I would get an error and have to fix the load order to get it to finish. With the Dual Sheath Redux patch, it would fail and I would get a warning that one of the Devious Devices esps was missing a master. I've tried removing and deleting Devious Devices Integration, Devious Devices Assets and Devious Devices For The Masses and reinstalling them but I keep getting this warning from the Dual Sheath Redux patch about this missing master. I've attached a screenshot of the error message. Any suggestions on how to get rid of this? My save game is working great but I know if I want to add any new weapon or object mods, I'm going to need to be able to run the Dual Sheath Redux patch.
Min Posted December 18, 2013 Author Posted December 18, 2013 Having a couple of strange problems related to this mod and I'm hoping someone can help... Last night I installed Mod Organizer to try out, wasn't crazy about it and removed it. After it was gone, I started having problems with BOSS and the Dual Sheath Redux patch that were related to this mod. With BOSS, it started moving one of the Devious Devices esps out of order so when I would run TES5edit, I would get an error and have to fix the load order to get it to finish. With the Dual Sheath Redux patch, it would fail and I would get a warning that one of the Devious Devices esps was missing a master. I've tried removing and deleting Devious Devices Integration, Devious Devices Assets and Devious Devices For The Masses and reinstalling them but I keep getting this warning from the Dual Sheath Redux patch about this missing master. I've attached a screenshot of the error message. Any suggestions on how to get rid of this? My save game is working great but I know if I want to add any new weapon or object mods, I'm going to need to be able to run the Dual Sheath Redux patch. The esp it's complaining about is from FTM. I don't personally use that add-on (I don't like devices being that common in my game). Try asking in Veladarius's For The Masses thread.
JohnGlock Posted December 18, 2013 Posted December 18, 2013 Sorry if this has been asked already, but if one of Zed's objectives is in a quest-locked ruin is there a way to change it? Edit: Found it. Disregard.
judge0 Posted December 18, 2013 Posted December 18, 2013 Having a couple of strange problems related to this mod and I'm hoping someone can help... Last night I installed Mod Organizer to try out, wasn't crazy about it and removed it. After it was gone, I started having problems with BOSS and the Dual Sheath Redux patch that were related to this mod. With BOSS, it started moving one of the Devious Devices esps out of order so when I would run TES5edit, I would get an error and have to fix the load order to get it to finish. With the Dual Sheath Redux patch, it would fail and I would get a warning that one of the Devious Devices esps was missing a master. I've tried removing and deleting Devious Devices Integration, Devious Devices Assets and Devious Devices For The Masses and reinstalling them but I keep getting this warning from the Dual Sheath Redux patch about this missing master. I've attached a screenshot of the error message. Any suggestions on how to get rid of this? My save game is working great but I know if I want to add any new weapon or object mods, I'm going to need to be able to run the Dual Sheath Redux patch. Delete "Dual Sheath Redux Patch.esp" and rerun the SkyProc Patcher for the mod again. That mod pretty much needs to be run as often as FNISforUsers does. At least every time you add or remove mods. The SkyProc Patcher for Dual Sheath Redux scans all installed mods and adds left-handed versions of any weapons it finds. Devious Devices may have weapons, Sanguines Debauchery has Sanguines Rose, and also will be added to the new ESP file. If you install "BOSS Userlist Manager" from the nexus you can run it and set custom rules for the files BOSS is moving out of order. It's also called BUM. lol Hopefully this helped.
Guest Posted December 18, 2013 Posted December 18, 2013 Every time this mod gets an update i come here and install it again. Only to get the same problem every time. It makes my game crash instantly when i load any of my save or even if i start a new game with almost no mods active. It's so frustrating
NicoleDragoness Posted December 18, 2013 Posted December 18, 2013 Question: I installed the Integrations esp but not the Deviant esp. I gave to my char (by console) the ability to forge the stuffs and I tried one. I suppose that the "timing started" effect from the soulgem plug doesn't appear because I don't have the Deviant esp. Am I right? Can I have the automatic vibration anyway? If yes, how?
UrbanSniper Posted December 18, 2013 Posted December 18, 2013 Every time this mod gets an update i come here and install it again. Only to get the same problem every time. It makes my game crash instantly when i load any of my save or even if i start a new game with almost no mods active. It's so frustrating Are you certain that you've got all of the requirements for this mod? CBBE or UNP Zaz Animation Pack SexLab 1.2+ SexLab Aroused FNIS Devious Devices - Assets v2.5
Guest Posted December 19, 2013 Posted December 19, 2013 Every time this mod gets an update i come here and install it again. Only to get the same problem every time. It makes my game crash instantly when i load any of my save or even if i start a new game with almost no mods active. It's so frustrating Are you certain that you've got all of the requirements for this mod? CBBE or UNP Zaz Animation Pack SexLab 1.2+ SexLab Aroused FNIS Devious Devices - Assets v2.5 Yeah, i checked and installed the requirements. Updated FNIS and ran wrye bash to adjust the load order. No result I personally consider this mod my nemesis since the beta version
NicoleDragoness Posted December 19, 2013 Posted December 19, 2013 @bellasgnuk It's not mentioned in the OP, nor by the UrbanSniper post but ... do you have a custom skeleton like XPMS or X32 perfect? I'm pretty sure it's needed.
Coopervane Posted December 19, 2013 Posted December 19, 2013 Yeah, i checked and installed the requirements. Updated FNIS and ran wrye bash to adjust the load order. No result I personally consider this mod my nemesis since the beta version Do you have SKSE v1.06.16? And SkyUi 4.1? They are not mentioned in the requirements for this mod, since they are listed already as requirements by mods required by this one, but those are both needed aswell.
Veladarius Posted December 19, 2013 Posted December 19, 2013 Question: I installed the Integrations esp but not the Deviant esp. I gave to my char (by console) the ability to forge the stuffs and I tried one. I suppose that the "timing started" effect from the soulgem plug doesn't appear because I don't have the Deviant esp. Am I right? Can I have the automatic vibration anyway? If yes, how? Currently the only plugs that have a random vibration event are a set from a quest in the Deviant esp. The normal soulgem plugs only vibrate on casting a spell or using a power / shout.
Min Posted December 19, 2013 Author Posted December 19, 2013 Every time this mod gets an update i come here and install it again. Only to get the same problem every time. It makes my game crash instantly when i load any of my save or even if i start a new game with almost no mods active. It's so frustrating Meaning it's never worked for you? Post a copy of your Papyrus.0.log / a complete copy of your load-order, and we'll sort it out. Question: I installed the Integrations esp but not the Deviant esp. I gave to my char (by console) the ability to forge the stuffs and I tried one. I suppose that the "timing started" effect from the soulgem plug doesn't appear because I don't have the Deviant esp. Am I right? Can I have the automatic vibration anyway? If yes, how? Deviants has no impact on Integration's operations, though content added by deviants obviously won't be accessible without it loaded. The default soulgem plugs were intended to have a "Weak" periodic vibration effect. I just pulled them up in the CK, and confirmed that the tag is present. However, I recalled someone reporting a while back that they weren't working, so I took a look around. Apparently I fat-fingered the zad_EffectVibrateWeak property on the script that powers that effect, so it wasn't working as intended. Fixed for next release.
NicoleDragoness Posted December 19, 2013 Posted December 19, 2013 Min, thanks for the response. Another thing not clear (for me) in the main description. Where is the best place in the load order for the Integrations.esp in relation to: a. Other SexLab and/or Zaz based mods. b. Other mods that change the strenght or the duration or the type of spells / shouts.
Min Posted December 19, 2013 Author Posted December 19, 2013 Min, thanks for the response. Another thing not clear (for me) in the main description. Where is the best place in the load order for the Integrations.esp in relation to: a. Other SexLab and/or Zaz based mods. b. Other mods that change the strenght or the duration or the type of spells / shouts. No problem! a. The only caveat is that this mod precedes any mods that require it, and follows it's dependencies. b. This mod doesn't change the duration / strength of spells / shouts (Or edit them in any way, for that matter). For mods that do, their load order is irrelevant to this mod.
Guest Posted December 20, 2013 Posted December 20, 2013 Thank you for the answers, while i'm pretty sure i've got anything needed i'll just make a small list to be sure. Maybe i forgot something? I've got: bodyreplacer (unp), xp32 skeleton zazpack054, skyui sexlab130,, mcm sexlab aroused fnis updated everytime i install new animations ...and the assets, but they are disabled since they send my skyrim in ctd madness. Pretty standard stuff for almost every addon in this site. Everything installed in the right folder and load order checked with wrye bash. As i said, probably this mod just don't like me. A pretty correct scientific explanation
NicoleDragoness Posted December 20, 2013 Posted December 20, 2013 Probably is the load order. Devious Device (assets) is an ESM file (master file) yes, BUT it depends from ZazAnimationsPack (ESM too) and SexLab Framework. So, it MUST be placed below the two others in the load order. If not --------> CTD on load game.
Min Posted December 20, 2013 Author Posted December 20, 2013 Thank you for the answers, while i'm pretty sure i've got anything needed i'll just make a small list to be sure. Maybe i forgot something? I've got: bodyreplacer (unp), xp32 skeleton zazpack054, skyui sexlab130,, mcm sexlab aroused fnis updated everytime i install new animations ...and the assets, but they are disabled since they send my skyrim in ctd madness. Pretty standard stuff for almost every addon in this site. Everything installed in the right folder and load order checked with wrye bash. As i said, probably this mod just don't like me. A pretty correct scientific explanation As I said, upload a copy of your load order / Papyrus.0.log. There's no point spending energy trying to fix your problem, without having access to the information that we require to figure out the problem.
fanggod Posted December 20, 2013 Posted December 20, 2013 Is it possible to add in something where if the pc is already restrained (bound), or in the process of, that an npc may randomly put a chastity belt and plugs on the pc, if not already there of course... like making their territory so to speak... and the key would possibly be on the same npc, or not at all...
ash51892 Posted December 20, 2013 Posted December 20, 2013 Every time this mod gets an update i come here and install it again. Only to get the same problem every time. It makes my game crash instantly when i load any of my save or even if i start a new game with almost no mods active. It's so frustrating Meaning it's never worked for you? Post a copy of your Papyrus.0.log / a complete copy of your load-order, and we'll sort it out. Question: I installed the Integrations esp but not the Deviant esp. I gave to my char (by console) the ability to forge the stuffs and I tried one. I suppose that the "timing started" effect from the soulgem plug doesn't appear because I don't have the Deviant esp. Am I right? Can I have the automatic vibration anyway? If yes, how? Deviants has no impact on Integration's operations, though content added by deviants obviously won't be accessible without it loaded. The default soulgem plugs were intended to have a "Weak" periodic vibration effect. I just pulled them up in the CK, and confirmed that the tag is present. However, I recalled someone reporting a while back that they weren't working, so I took a look around. Apparently I fat-fingered the zad_EffectVibrateWeak property on the script that powers that effect, so it wasn't working as intended. Fixed for next release. that someone was me lol, so you think you might have a fix?
Min Posted December 21, 2013 Author Posted December 21, 2013 Every time this mod gets an update i come here and install it again. Only to get the same problem every time. It makes my game crash instantly when i load any of my save or even if i start a new game with almost no mods active. It's so frustrating Meaning it's never worked for you? Post a copy of your Papyrus.0.log / a complete copy of your load-order, and we'll sort it out. Question: I installed the Integrations esp but not the Deviant esp. I gave to my char (by console) the ability to forge the stuffs and I tried one. I suppose that the "timing started" effect from the soulgem plug doesn't appear because I don't have the Deviant esp. Am I right? Can I have the automatic vibration anyway? If yes, how? Deviants has no impact on Integration's operations, though content added by deviants obviously won't be accessible without it loaded. The default soulgem plugs were intended to have a "Weak" periodic vibration effect. I just pulled them up in the CK, and confirmed that the tag is present. However, I recalled someone reporting a while back that they weren't working, so I took a look around. Apparently I fat-fingered the zad_EffectVibrateWeak property on the script that powers that effect, so it wasn't working as intended. Fixed for next release. that someone was me lol, so you think you might have a fix? For the Vibration issue yeah, but your problems went beyond that, didn't they?
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