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Posted
 

I wanted to see the armbinder and added it with console. Equipping it doesnt show the armbinder on my char, but char gets in restrained pose. There is endlessly the sound of unwielding my equipment to be heared.

Padded belt, bra works.

sexlab 131 (I disabled stripping of clothes as in instructions), latest versions of devices and assets, aroused v20131209, zaz animpack.

This might be helpful:

[12/28/2013 - 12:34:32PM] Error: Property zad_DeviousArmbinder on script zadlibs attached to zadQuest (A300F624) cannot be bound because <NULL form> (1000CA3A) is not the right type

[12/28/2013 - 12:36:21PM] [Zad]: OnEquipped(XXXXX: Armbinder)
[12/28/2013 - 12:36:25PM] Error: Property zad_DeviousDevice on script zadArmbinderEffect attached to Active effect 22 on  (00000014) cannot be bound because <NULL form> (1000CA3A) is not the right type

 

 

What mod is 10, in your load order?

 

You may have added the rendered version to your inventory. Craft it / equip it, to ensure that you're using the correct item.

Posted

10 is apachiihairfemale.esm

(I use the animated hair from xp32, but not sure if thats important)

There is no item in the craftmenu. As Im using sperg Ill check on a vanilla save.

Posted

There is nothing in any craft menues. 0 mods except skse, + a bunch of plugins and the needed mods for devices.

Whats the console code for the armbinder?

 

edit:

I tried again with console and this time the armbinder is visible on the body. No endless sound loop. But still the periodic leg spreading.

Posted

There is nothing in any craft menues. 0 mods except skse, + a bunch of plugins and the needed mods for devices.

Whats the console code for the armbinder?

 

I assume you read the book provided by DD that teaches you how to craft items from this mod? 

 

EDIT:  The armbinder is xx028a5a.

Posted

I edited my previous post. No I didnt read any books. I simply wanted to see the armbinder, installed all the required mods on a save of my actual game.

Well, its a damn nice looking one, looking forward to play the quest.

Posted

Btw I think I found the reason why the armbinder is invisible. On the save of my actual game where I added devious devices + requirements if I type "help armbinder" in console I only get 1 hit.

I have absolutly no clue how such a thing is possible.

Im using mod organizer. To test on the vanilla save I created a new profile and enabled all the required mods there. 2 armbinder versions if I use help.

Both profiles using the same files, but on 1 profile there is something missing.

Simply insane.

 

Edit:

And I found the "solution" for the invisible armbinder: Its an old version of the 7b devious devices assets conversation

http://www.loverslab.com/topic/20917-sevenbase-conversions-bombshellcleavage-with-bbp/

Removing let the 2nd armbinder appear.

 

Now I see that my char is periodically bowing and everytime I hear the weapon unequip sound.

Posted

The armbinder is great, really love running around begging people to remove the armbinder.

 

But there is still some issue. When asking someone to remove the armbinder and the sex animation starts, the conversation dialog is not closed but remains open (you can also see this as a feature: doing shopping while having sex with the merchant saves a lot of time :)). When you press ESC too early to close the conversation dialog, the walk away option gets active and the armbinder will be again equipped afterwards. And I think also a second sex animation is started. So after the first sex animation finishes, the armbinder gets equipped again, the other actor says something and when I close the conversation dialog, both actors get back into sex position (the player actor immediately stands up again and the other actor continues air humping).

Posted

Fixed for next release, thanks. Going to wait a day or so for bug reports to filter in (Though, hopefully we won't hit too many, given the beta we did), and then release 2.6.1 fixing them.

Posted

Since Papyrus doesn't do defaulted arguments right (compile time, not runtime), could that be the issue? 

 

Edit: answered my own question, it's the skipMutex option.  Recompiled angrimbeltquestscript without any changes and it worked.  So it appears the problem is Papyrus and it's fake default arguments.

Papyrus does defaulted arguments the right way. In compiled languages (and Papyrus is a compiled language) default arguments are usually resolved at compile time (it's the simplest and fastest way to do so, resolving them at runtime adds too much overhead and reduces performance a lot). It's in interpreted languages default arguments are resolved at runtime (since they don't have a compile time and therefore default arguments can only be resolved at runtime).

Posted

 

Since Papyrus doesn't do defaulted arguments right (compile time, not runtime), could that be the issue? 

 

Edit: answered my own question, it's the skipMutex option.  Recompiled angrimbeltquestscript without any changes and it worked.  So it appears the problem is Papyrus and it's fake default arguments.

Papyrus does defaulted arguments the right way. In compiled languages (and Papyrus is a compiled language) default arguments are usually resolved at compile time (it's the simplest and fastest way to do so, resolving them at runtime adds too much overhead and reduces performance a lot). It's in interpreted languages default arguments are resolved at runtime (since they don't have a compile time and therefore default arguments can only be resolved at runtime).

 

 

Yep: Was a backwards incompatibility that I introduced, wasn't thinking about it. Easy fix at least, though (Just recompile, and it's fixed). I think everything but Angrim's Apprentice has updated already.

Posted

I've downloaded the new version and everything seems to work but when i was running wyre bash for something else it came up with this error

 

Devious Devices - Integration.esp: Unexpected subrecord: 'COBJ.CIS2'
Error loading 'COBJ' record and/or subrecord: 0600B009
  eid = u'zad_deviousBeltKeyRecipe'
  subrecord = 'CIS2'
  subrecord size = 18
  file pos = 80526
Error in Devious Devices - Integration.esp

 

 

Posted

When I have the arm binder equipped and ask one of my followers to remove it, when I select come closer for me to thank you  a dialogue pops up and says animation is missing. So my silly question is "do i have to enable some feature in sexlabs"

Posted

So I have a question:

 

I'm pretty sure there was a mention last night in this thread that, if the player is belted and picks up the book to start the quest (learning how to make devices and keys), the quest won't work and they won't learn anything?

 

That being the case, how does one ever escape a belt? The formula mentioned gives roughly a 15% chance if the player has skill 100 and is not particularly aroused, but my character is low level and fully aroused because she had this belt put on her right towards the beginning of the game (shouldn't have tried to fight a troll at level 2!), so I would assume she has basically zero chance to ever remove it on her own. I thought NPCs were supposed to be able to assist, but I don't ever get the dialogue option, even with those who are friendly towards me. Is my game broke, or am I just missing something?

Posted

If you can't craft the keys, only by chance through picking lock if you don't have any other mods. I think for the masses adds keys for the basic belts to random enemies with a small chance.
 

Posted

I continue to have intermittent problems with the Devious MCM failing to register.  I suspect an initialization race condition with the core SexLab initialization sequence.  This is with SL v1.31, and DD Integration 2.6.0 (though it was present with earlier versions as well), loaded with SexLab, then DD Assets, then DD Integration.  The error:

 

 

 

12/28/2013 - 10:32:45AM] ERROR: Cannot call initialize() on a None object, aborting function call
stack:
    [sexLabQuestAnimationSlots (0A03CE6C)].sslAnimationSlots.Register() - "sslAnimationSlots.psc" Line 192
    [zadQuest (0F00F624)].zadbeltedanims.RegisterAnimation() - "sslAnimationFactory.psc" Line 44
    [zadQuest (0F00F624)].zadbeltedanims.LoadAnimations() - "zadBeltedAnims.psc" Line 5
    [zadQuest (0F00F624)].zadbq00.Maintenance() - "zadBQ00.psc" Line 159
    [zadQuest (0F00F624)].zadBaseDeviceQuest.OnInit() - "zadBaseDeviceQuest.psc" Line 8
    [zadQuest (0F00F624)].zadbq00.OnInit() - "zadBQ00.psc" Line 127
[12/28/2013 - 10:32:45AM] [Zad]: EnableEventProcessing()
[12/28/2013 - 10:32:45AM] [Zad]: Starting update chain.

 

 

 

Note that SexLab's own anim registrations all occur after these messages, which leads me to suspect that this is attempting to register before SexLab is prepared to accept registrations.

 

Starting the game with DD Integration (and all dependent mods) disabled, waiting for SexLab initialization to complete, and then enabling the mods seems to be a workaround.  But it is highly annoying.

Posted

So I have a question:

 

I'm pretty sure there was a mention last night in this thread that, if the player is belted and picks up the book to start the quest (learning how to make devices and keys), the quest won't work and they won't learn anything?

 

That being the case, how does one ever escape a belt? The formula mentioned gives roughly a 15% chance if the player has skill 100 and is not particularly aroused, but my character is low level and fully aroused because she had this belt put on her right towards the beginning of the game (shouldn't have tried to fight a troll at level 2!), so I would assume she has basically zero chance to ever remove it on her own. I thought NPCs were supposed to be able to assist, but I don't ever get the dialogue option, even with those who are friendly towards me. Is my game broke, or am I just missing something?

 

You learn how to make keys and other belts by reading the book, once you've done that you can make keys/belts at a forge which i've done when my char was belted by bandits on her way to the mage college, the text to start the quest with urag was there but i didn't actually use at the time (generally wait till i've been to the other island before starting that quest)

 

Getting into the mage college can be a problem to get to the book to read it depending on which spell the game picks for you to demonstrate

 

You could also get buy a key if you have the capture dreams mod installed.

 

Do creatures apply belts with the submit+devious mod as well? since i'd have thought only sentient stuff should

 

Posted

So I have a question:

 

I'm pretty sure there was a mention last night in this thread that, if the player is belted and picks up the book to start the quest (learning how to make devices and keys), the quest won't work and they won't learn anything?

 

That being the case, how does one ever escape a belt? The formula mentioned gives roughly a 15% chance if the player has skill 100 and is not particularly aroused, but my character is low level and fully aroused because she had this belt put on her right towards the beginning of the game (shouldn't have tried to fight a troll at level 2!), so I would assume she has basically zero chance to ever remove it on her own. I thought NPCs were supposed to be able to assist, but I don't ever get the dialogue option, even with those who are friendly towards me. Is my game broke, or am I just missing something?

 

The NPCs are supposed to assist with removal of the armbinder, not the chastity gear.

 

The quest should still start if you're belted and pick up the book.  Best solution, though, is if you don't want to start the Tome quest at that time, is to wait outside the college until Urag walks out, around 8PM usually, and go inside and open the shelf and read the book without him there so you can learn how to make the devices.  Then, you can start the quest by speaking to him when you want and mentioning the book in dialogue.

Posted

Thanks for the help guys... I'll probably be making my way to the college soon then. I don't know if there's some reason why I wouldn't want to start the quest, so I'll probably just do that in order to see if I can get the belt off. I wanted to start Devious Regulations unbelted, since I'm testing compatibility with Civil War Overhaul and don't want anything to interfere. ;)

 

 

 

Do creatures apply belts with the submit+devious mod as well? since i'd have thought only sentient stuff should
 

 

 

Yes, that's exactly how I got mine. Submit divides creatures into 'sentient' and 'non-sentient', and I guess trolls are considered to be in the former category. I honestly didn't expect to get belted by one, but thought it was pretty cool when it happened. ;)

Posted

 

Since Papyrus doesn't do defaulted arguments right (compile time, not runtime), could that be the issue? 

 

Edit: answered my own question, it's the skipMutex option.  Recompiled angrimbeltquestscript without any changes and it worked.  So it appears the problem is Papyrus and it's fake default arguments.

Papyrus does defaulted arguments the right way. In compiled languages (and Papyrus is a compiled language) default arguments are usually resolved at compile time (it's the simplest and fastest way to do so, resolving them at runtime adds too much overhead and reduces performance a lot). It's in interpreted languages default arguments are resolved at runtime (since they don't have a compile time and therefore default arguments can only be resolved at runtime).

 

 

I'd have to disagree with you there, because of the exact situation Min ran up against. Papyrus violates the Principle of Least Surprise: something that should work or used to work, doesn't in some situations perhaps outside a particular programmer's control (i.e. causes bugs to appear inside another module's code).  And no, other compiled languages don't all handle default arguments the same way Papyrus does, however they usually handle the issue with aliasing of overloaded functions (which does incur either runtime cost, memory overhead in terms of jumptables, or requires linking).

 

Posted

 

We are indeed planning more devices: Zadil will be throwing up a poll soon in his thread for the next type of device to be added.

 

Fantastic news.

 

And one small suggestion, another fellow member asked and you detailed the escape formula. I think it would be a good idea to add that in one or two sentences in the MCM tooltip description for setting the escape difficulty, because probably many people play with vanilla skyrim skills and with this tip it should be easier to tweak the difficulty to personal liking for everybody.

Posted

 

 

Cursed soulgem plugs are working fine in my game. Post a copy of your log, and I'll take a look.

 

There should be a top level "Can you help me?" dialogue option available if you're wearing the armbinder.

 

Reinstalled everything. Now "Can you help me?" work, but not the cursed soulgem. Papyrus.log attached.

 

Just after "[Zad]: EquipDevice called for Cursed Soulgem Plugs" I increased the timescale, was standing still and spammed some magics.

 

Thanks again.

 

 

Odd. I expected the issue to be due to you not having Sexlab 1.31 or some such, but it's not even ever entering a vibration effect.

 

Can you post a copy of your load order?

 

 

Sexlab 1.31

Zaz 5.40

SexLab Aroused v20131222

DD Assets 2.6.0

DD Integration 2.6.0

 

After dozens of reinstalls, mcm changes and tests, I managed to trigger the periodic vibrate event once then it never happened again... I attached the last log papyrus and load order.

 

But do not bother so much, as I think maybe this problem is not related to this new version. I would like to make a real contribution:

 

 

 

 

I played with armbinder for a while and found the immersion amazing! The animations, the options, the dialogues, everything is very well done.

 

I particularly found very interesting the option to manipulate the lock and the different reactions of NPCs (unfriedly, neutral, friendly and loved) when you ask for help, it's immersive, fun and sexy.

 

I would like to comment on two curious things, which I loved and do not know if it was intentional:

 

- Even if you manipulate the lock and asks for help to a unfriendly NPC/be ungrateful, he/she will get you bond for real at the end. He/she could even comment something like "I saw you had something with the locks, but now you will be bound for real," but I liked it anyway.

 

- This one is a good one, i have sure you will like to hear. After you ask for help and trigger the "bad end" (that "i have a little present for you .."), if you ask for help to a friendly/loved npc and reward him/her with sex, you will get the same bad end after the sex animation. LoL

 

I found that very interesting, at least with the loved npc makes total sense, please do not change it, who would not "play around" with your wife if you saw her in this situationPerhaps only a change in the dialogue, something like:

 

"Forgive me love but I could not resist seeing you at my mercy."

"But it had to be so tight?" -> "Otherwise would not be fun. Now, struggle a bit for me."

"At least you could give me back my clothes, I can... not even ...cover me" -> "Dont be shy. You look gorgeous. If you dont believe me why dont ask around. [giggles]"

 

And that is it. Thanks for your incredible work.

 

 

 

 

Papyrus.0.zip

LoadOrder_Skyrim_2013-12-28T14-32-24.zip

Posted

I've downloaded the new version and everything seems to work but when i was running wyre bash for something else it came up with this error

 

Devious Devices - Integration.esp: Unexpected subrecord: 'COBJ.CIS2'

Error loading 'COBJ' record and/or subrecord: 0600B009

  eid = u'zad_deviousBeltKeyRecipe'

  subrecord = 'CIS2'

  subrecord size = 18

  file pos = 80526

Error in Devious Devices - Integration.esp

No idea. Can anyone else confirm that this problem happens for you, too?

When I have the arm binder equipped and ask one of my followers to remove it, when I select come closer for me to thank you  a dialogue pops up and says animation is missing. So my silly question is "do i have to enable some feature in sexlabs"

The exact message would be a fair bit more helpful.

So I have a question:

 

I'm pretty sure there was a mention last night in this thread that, if the player is belted and picks up the book to start the quest (learning how to make devices and keys), the quest won't work and they won't learn anything?

 

That being the case, how does one ever escape a belt? The formula mentioned gives roughly a 15% chance if the player has skill 100 and is not particularly aroused, but my character is low level and fully aroused because she had this belt put on her right towards the beginning of the game (shouldn't have tried to fight a troll at level 2!), so I would assume she has basically zero chance to ever remove it on her own. I thought NPCs were supposed to be able to assist, but I don't ever get the dialogue option, even with those who are friendly towards me. Is my game broke, or am I just missing something?

For the Masses adds keys to leveled lists, captured dreams adds merchants that will sell you keys, and you can craft your own, if you read the book (Which will still teach you to craft, even if you're belted).

 

 

We are indeed planning more devices: Zadil will be throwing up a poll soon in his thread for the next type of device to be added.

 

Fantastic news.

 

And one small suggestion, another fellow member asked and you detailed the escape formula. I think it would be a good idea to add that in one or two sentences in the MCM tooltip description for setting the escape difficulty, because probably many people play with vanilla skyrim skills and with this tip it should be easier to tweak the difficulty to personal liking for everybody.

 

Okay, that's a good suggestion. I'll expand the description for that.

Posted

 

Sexlab 1.31

Zaz 5.40

SexLab Aroused v20131222

DD Assets 2.6.0

DD Integration 2.6.0

 

After dozens of reinstalls, mcm changes and tests, I managed to trigger the periodic vibrate event once then it never happened again... I attached the last log papyrus and load order.

 

But do not bother so much, as I think maybe this problem is not related to this new version. I would like to make a real contribution:

 

 

 

 

I played with armbinder for a while and found the immersion amazing! The animations, the options, the dialogues, everything is very well done.

 

I particularly found very interesting the option to manipulate the lock and the different reactions of NPCs (unfriedly, neutral, friendly and loved) when you ask for help, it's immersive, fun and sexy.

 

I would like to comment on two curious things, which I loved and do not know if it was intentional:

 

- Even if you manipulate the lock and asks for help to a unfriendly NPC/be ungrateful, he/she will get you bond for real at the end. He/she could even comment something like "I saw you had something with the locks, but now you will be bound for real," but I liked it anyway.

 

- This one is a good one, i have sure you will like to hear. After you ask for help and trigger the "bad end" (that "i have a little present for you .."), if you ask for help to a friendly/loved npc and reward him/her with sex, you will get the same bad end after the sex animation. LoL

 

I found that very interesting, at least with the loved npc makes total sense, please do not change it, who would not "play around" with your wife if you saw her in this situationPerhaps only a change in the dialogue, something like:

 

"Forgive me love but I could not resist seeing you at my mercy."

"But it had to be so tight?" -> "Otherwise would not be fun. Now, struggle a bit for me."

"At least you could give me back my clothes, I can... not even ...cover me" -> "Dont be shy. You look gorgeous. If you dont believe me why dont ask around. [giggles]"

 

And that is it. Thanks for your incredible work.

 

 

 

 

I see three separate vibration events started in this log: No errors, no sign of problems. 

 

 

 

- Even if you manipulate the lock and asks for help to a unfriendly NPC/be ungrateful, he/she will get you bond for real at the end. He/she could even comment something like "I saw you had something with the locks, but now you will be bound for real," but I liked it anyway.

 

 

Yep, that's intentional. :D

 

 

 

- This one is a good one, i have sure you will like to hear. After you ask for help and trigger the "bad end" (that "i have a little present for you .."), if you ask for help to a friendly/loved npc and reward him/her with sex, you will get the same bad end after the sex animation. LoL

 

 I found that very interesting, at least with the loved npc makes total sense, please do not change it, who would not "play around" with your wife if you saw her in this situation?  Perhaps only a change in the dialogue, something like:

"Forgive me love but I could not resist seeing you at my mercy."

"But it had to be so tight?" -> "Otherwise would not be fun. Now, struggle a bit for me."

"At least you could give me back my clothes, I can... not even ...cover me" -> "Dont be shy. You look gorgeous. If you dont believe me why dont ask around. [giggles]"

 

 

Odd, that it occurred, though the in-game effect isn't entirely undesirable, :P. I'll look in to that. Thanks.

 

 

 

And that is it. Thanks for your incredible work.

 

 

No problem, glad you're enjoying the mod :)

Posted

 

So I have a question:

 

I'm pretty sure there was a mention last night in this thread that, if the player is belted and picks up the book to start the quest (learning how to make devices and keys), the quest won't work and they won't learn anything?

 

That being the case, how does one ever escape a belt? The formula mentioned gives roughly a 15% chance if the player has skill 100 and is not particularly aroused, but my character is low level and fully aroused because she had this belt put on her right towards the beginning of the game (shouldn't have tried to fight a troll at level 2!), so I would assume she has basically zero chance to ever remove it on her own. I thought NPCs were supposed to be able to assist, but I don't ever get the dialogue option, even with those who are friendly towards me. Is my game broke, or am I just missing something?

For the Masses adds keys to leveled lists, captured dreams adds merchants that will sell you keys, and you can craft your own, if you read the book (Which will still teach you to craft, even if you're belted).

 

I had been avoiding adding too much stuff like this into the game... I like the belts and such showing up and being put on my character, but I'm not sure if I want everyone else wearing them too... and a whole store? Not sure if that'd fit into my little version of Skyrim, cool though it sounds.

 

Maybe I'm just selfish, keeping all the fun for myself... with the drawback(?) of it being even more difficult to escape these things. ;)

Posted

I continue to have intermittent problems with the Devious MCM failing to register.  I suspect an initialization race condition with the core SexLab initialization sequence.  This is with SL v1.31, and DD Integration 2.6.0 (though it was present with earlier versions as well), loaded with SexLab, then DD Assets, then DD Integration.  The error:

 

 

 

12/28/2013 - 10:32:45AM] ERROR: Cannot call initialize() on a None object, aborting function call

stack:

    [sexLabQuestAnimationSlots (0A03CE6C)].sslAnimationSlots.Register() - "sslAnimationSlots.psc" Line 192

    [zadQuest (0F00F624)].zadbeltedanims.RegisterAnimation() - "sslAnimationFactory.psc" Line 44

    [zadQuest (0F00F624)].zadbeltedanims.LoadAnimations() - "zadBeltedAnims.psc" Line 5

    [zadQuest (0F00F624)].zadbq00.Maintenance() - "zadBQ00.psc" Line 159

    [zadQuest (0F00F624)].zadBaseDeviceQuest.OnInit() - "zadBaseDeviceQuest.psc" Line 8

    [zadQuest (0F00F624)].zadbq00.OnInit() - "zadBQ00.psc" Line 127

[12/28/2013 - 10:32:45AM] [Zad]: EnableEventProcessing()

[12/28/2013 - 10:32:45AM] [Zad]: Starting update chain.

 

 

 

Note that SexLab's own anim registrations all occur after these messages, which leads me to suspect that this is attempting to register before SexLab is prepared to accept registrations.

 

Starting the game with DD Integration (and all dependent mods) disabled, waiting for SexLab initialization to complete, and then enabling the mods seems to be a workaround.  But it is highly annoying.

 

I'll try removing animation registration from initialization, and move it to on player game load for 2.6.1. 

 

Sidenote: Can you message a moderator about figuring out why the messaging service is disabled for you? It's pretty inconvenient not being able to invite you to the DD development group chats, which would help work issues like this out before release.

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