conf21 Posted December 29, 2013 Posted December 29, 2013 Yeah, that's fixed in 2.6.1. The post-armbinder-dialogue scene wasn't unregistering after playing once. That's bittersweet; thank you.
Fadzanatas Posted December 29, 2013 Posted December 29, 2013 Hey, first I have to say it's a great mod (mod family meanwhile) but since upgrading to 2.6 I've got an issue. Everything is working well until it comes to removing the belt/restraints when I try it nothing happens neither with picking the lock nor with blasting it using magic nor with the right key. I would add my papyrus file but the forum says i'm not permitted to do so
Min Posted December 29, 2013 Author Posted December 29, 2013 Hey, first I have to say it's a great mod (mod family meanwhile) but since upgrading to 2.6 I've got an issue. Everything is working well until it comes to removing the belt/restraints when I try it nothing happens neither with picking the lock nor with blasting it using magic nor with the right key. I would add my papyrus file but the forum says i'm not permitted to do so Zip/rar/otherwise compress your log before uploading it. Also, elaborate? Nothing happens, as in, menu's don't pop up? Options don't appear? Etc?
Ashra XIII Posted December 29, 2013 Posted December 29, 2013 I had the same issue.. just change the extension from .log to .txt and it works.
Fadzanatas Posted December 29, 2013 Posted December 29, 2013 Hey, first I have to say it's a great mod (mod family meanwhile) but since upgrading to 2.6 I've got an issue. Everything is working well until it comes to removing the belt/restraints when I try it nothing happens neither with picking the lock nor with blasting it using magic nor with the right key. I would add my papyrus file but the forum says i'm not permitted to do so Zip/rar/otherwise compress your log before uploading it. Also, elaborate? Nothing happens, as in, menu's don't pop up? Options don't appear? Etc? options do appear, so does the window that says I removed the belt but the belt isn't... well removed, it stays on my char and equipped in inventory. edit: yay it works with the file thank you Papyrus.0.zip
Min Posted December 29, 2013 Author Posted December 29, 2013 Hey, first I have to say it's a great mod (mod family meanwhile) but since upgrading to 2.6 I've got an issue. Everything is working well until it comes to removing the belt/restraints when I try it nothing happens neither with picking the lock nor with blasting it using magic nor with the right key. I would add my papyrus file but the forum says i'm not permitted to do so Zip/rar/otherwise compress your log before uploading it. Also, elaborate? Nothing happens, as in, menu's don't pop up? Options don't appear? Etc? options do appear, so does the window that says I removed the belt but the belt isn't... well removed, it stays on my char and equipped in inventory. edit: yay it works with the file thank you You're using Captured Dreams 1.2, right? Looks like old versions of some scripts are installed. There was a bug with version 1.2 of that mod, in that it bundled old scripts from previous versions of this mod. Install captured dreams 1.3+, and then reinstall the files from Integration 2.6.1, and your problem should vanish.
Fadzanatas Posted December 29, 2013 Posted December 29, 2013 Hey, first I have to say it's a great mod (mod family meanwhile) but since upgrading to 2.6 I've got an issue. Everything is working well until it comes to removing the belt/restraints when I try it nothing happens neither with picking the lock nor with blasting it using magic nor with the right key. I would add my papyrus file but the forum says i'm not permitted to do so Zip/rar/otherwise compress your log before uploading it. Also, elaborate? Nothing happens, as in, menu's don't pop up? Options don't appear? Etc? options do appear, so does the window that says I removed the belt but the belt isn't... well removed, it stays on my char and equipped in inventory. edit: yay it works with the file thank you You're using Captured Dreams 1.2, right? Looks like old versions of some scripts are installed. There was a bug with version 1.2 of that mod, in that it bundled old scripts from previous versions of this mod. Install captured dreams 1.3+, and then reinstall the files from Integration 2.6.1, and your problem should vanish. Works perfectly thanks for the help
firestorm Posted December 29, 2013 Posted December 29, 2013 Noticed one interesting thing, if you put the armbinder on a follower then try to remove it if you don't have the keys you can't, however if you ask a follower to remove the armbinder from your character it is removed even though neither of them have the key.
stobor Posted December 29, 2013 Posted December 29, 2013 Testing the armbinder, I ran across a couple of instances where the character behaved as though still bound (no inventory access, no combat stance), even though the armbinder was removed (no longer equipped, back to normal idle pose). It may be an intermittent problem - I wasn't able to reproduce it when I tried again with logging enabled. FWIW, I did find one error in the log, though it did NOT coincide with the behavioral error above: [12/28/2013 - 10:09:31PM] [Zad]: OnEffectFinish(): Armbinder [12/28/2013 - 10:09:31PM] ERROR: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].zadArmbinderEffect.UnregisterForUpdate() - "<native>" Line ? [None].zadArmbinderEffect.OnEffectFinish() - "zadArmbinderEffect.psc" Line 104 [12/28/2013 - 10:09:31PM] [Zad]: OnUnequipped(Prisoner1: armbinder)
Min Posted December 29, 2013 Author Posted December 29, 2013 Testing the armbinder, I ran across a couple of instances where the character behaved as though still bound (no inventory access, no combat stance), even though the armbinder was removed (no longer equipped, back to normal idle pose). It may be an intermittent problem - I wasn't able to reproduce it when I tried again with logging enabled. Never seen that happen before: Let me know if you manage to reproduce the bug. I imagine that 'epc' would solve it as a work-around. FWIW, I did find one error in the log, though it did NOT coincide with the behavioral error above: Had an extraneous UnregisterForUpdate() call in the armbinder effect script, which is now removed. Thanks for the report. Noticed one interesting thing, if you put the armbinder on a follower then try to remove it if you don't have the keys you can't, however if you ask a follower to remove the armbinder from your character it is removed even though neither of them have the key. Noted, thanks.
zenetx Posted December 29, 2013 Posted December 29, 2013 Hey Min, I finally figured out what was wrong with the vibrate event. As I saw in the log that the mod was sorting my spells as shouts it gave me a clue. I decided to download this so-called creative kit and see what's with this papyrus thing. After a while looking for "Spell is in fact a shout", I found it and bingo: "This would just reintroduce the problem for high-end mages". omg. My char is not only a high-end mage but also has many magickal enchanted items which I am constantly changing depending on the situation. Then, after I kept the magicka in a more consistent and rational level, the mod started to act much more coherently. The mod still thinks my master-bad-ass-magics are shouts, but hey, its working everything else now. I do not think you need to fix anything, just wanted to let notified if someone has a similar problem. I saw that you corrected that funny armbinder dialog bug. Damn! (just joking). I'm curious, what do you have in mind for the future updates? Keep up the good work.
Min Posted December 29, 2013 Author Posted December 29, 2013 Hey Min, I finally figured out what was wrong with the vibrate event. As I saw in the log that the mod was sorting my spells as shouts it gave me a clue. I decided to download this so-called creative kit and see what's with this papyrus thing. After a while looking for "Spell is in fact a shout", I found it and bingo: "This would just reintroduce the problem for high-end mages". omg. My char is not only a high-end mage but also has many magickal enchanted items which I am constantly changing depending on the situation. Then, after I kept the magicka in a more consistent and rational level, the mod started to act much more coherently. The mod still thinks my master-bad-ass-magics are shouts, but hey, its working everything else now. I do not think you need to fix anything, just wanted to let notified if someone has a similar problem. I saw that you corrected that funny armbinder dialog bug. Damn! (just joking). I'm curious, what do you have in mind for the future updates? Keep up the good work. Yeah, that's a bit of a hack workaround for Whirlwind Sprint + a couple other shouts having 500+ mana cost assigned to them (And not being castable as Shouts)... An alternative would be to build a list of bugged shouts, and do a string comparison on the names to fix those specific shouts. Future development plans: Finish up the Surreptitious Streets system. Continue fleshing out various existing features (Last night I added a "Struggle" scene to the armbinder, for instance, so that you can visually watch your heroine attempt to free herself from the device ). Add new devices as Zadil creates them. Add new effects as modders using DD request them. etc, etc.
xboronx Posted December 29, 2013 Posted December 29, 2013 Had lots of fun testing the armbinder yesterday. Somehow i think i screwed up the belt prostitution animations though, because radiant prostitution has no aggressive female animations by default, so i assigned some via sexlab. So i have a few questions: -When wearing a chastity belt and someone asks for non-oral sex somehow it always played an oral sex scene. Two days ago with 2.6 instead i got a masturbation sex scene. Is it random or should it always chose the masturbation scene? -Might also be a wrong configuration i have done in sexlab. If you wear the armbinder and have sex it got unequipped. Is there a sex animaion for the armbinder? Lots of the rough positions with the arms behind back look like they could fit well enough with the armbinder . And finally a suggestion: I love the blocked access to inventory etc. when wearing the armbinder. The only problem this way is that you can't eat/drink. So when using RND or another eat/drink mod currently you have to find somebody to untie you in order to eat. This feels a bit unimmersive if you roleplay a bondage scenario and allow yourself only to ask someone to free you once you earned 1000 gold via prostitution for example, and there might hopefully soon be slavery mods also using the armbinder. So imho it would be great if you could expand the help me dialogue options so that you can ask someone to give you some drink/food. They could also be mean sometimes . If asking for a drink they could for example first do a forced blowjob and mock/tease you. Or give you strong alcohol or skooma or force you to drink piss.
Min Posted December 29, 2013 Author Posted December 29, 2013 Had lots of fun testing the armbinder yesterday. Somehow i think i screwed up the belt prostitution animations though, because radiant prostitution has no aggressive female animations by default, so i assigned some via sexlab. So i have a few questions: -When wearing a chastity belt and someone asks for non-oral sex somehow it always played an oral sex scene. Two days ago with 2.6 instead i got a masturbation sex scene. Is it random or should it always chose the masturbation scene? -Might also be a wrong configuration i have done in sexlab. If you wear the armbinder and have sex it got unequipped. Is there a sex animaion for the armbinder? Lots of the rough positions with the arms behind back look like they could fit well enough with the armbinder . And finally a suggestion: I love the blocked access to inventory etc. when wearing the armbinder. The only problem this way is that you can't eat/drink. So when using RND or another eat/drink mod currently you have to find somebody to untie you in order to eat. This feels a bit unimmersive if you roleplay a bondage scenario and allow yourself only to ask someone to free you once you earned 1000 gold via prostitution for example, and there might hopefully soon be slavery mods also using the armbinder. So imho it would be great if you could expand the help me dialogue options so that you can ask someone to give you some drink/food. They could also be mean sometimes . If asking for a drink they could for example first do a forced blowjob and mock/tease you. Or give you strong alcohol or skooma or force you to drink piss. I recently changed the logic on the belt filter to dump participating actors in to masturbation scenes much less frequently than it did before. The armbinder isn't supported in sex scenes just yet. We would need two sex scenes (One oral, for chastised actors, and one standard for everyone else) to enable support for that. If you find a set of scenes (Or, even better yet, make a couple scenes) for that, I'll enable sexlab support on the armbinder. The food/drink thing is a good point. You're likely to see that feature in a future release. In the meantime, you can disable "Hardcore Effects" to retain access to your inventory while wearing an armbinder.
xboronx Posted December 29, 2013 Posted December 29, 2013 I recently changed the logic on the belt filter to dump participating actors in to masturbation scenes much less frequently than it did before. Hm could you make that an mcm slider where you can chose a percentage how often the masturbation scene shall occur? It has such nice synergy with radiant prostitution. Because there the longer the sex scene lasts the more money you get, and if the customer wants non-oral sex and the masturbation scene starts it ends quickly and he makes annoyed comments via radiant prostitution then. Yeah i admit i enjoy the despair of my heroine way too much, but you can tweak income so nicely with radiant prostitution and this way you have to hope then that the customer asks for oral sex when you wear a chastity belt because otherwise with my settings you actually even lose money then when the customer is disappointed. The armbinder isn't supported in sex scenes just yet. We would need two sex scenes (One oral, for chastised actors, and one standard for everyone else) to enable support for that. If you find a set of scenes (Or, even better yet, make a couple scenes) for that, I'll enable sexlab support on the armbinder. I will do some more tests tonight and if i find some animations suggest them. I am a total noob but curios, what would i need to make a scene? If it would be with a program like the posers for illusions games i might try. The food/drink thing is a good point. You're likely to see that feature in a future release. In the meantime, you can disable "Hardcore Effects" to retain access to your inventory while wearing an armbinder. Didn't think of that. Thanks for the tip.
CaCO3 Posted December 29, 2013 Posted December 29, 2013 Okay, I hope I didn't mentioned something already said... If so: I'm sorry... I have some bugs with the Armbinder. First of all, I can talk to kids, that they help my to put the armbinder of und then there start the normal dialogue (I think this is not intended...). In every choice I make, the Armbinder will be removed und the kid walk away. But, if I then stop all SexLab Animations via MCM the PC becomes invisible. I found this issue, as I wanted to start some sidequests in Whiterun Second, nobody want's to remove the Armbinder, everytime "the bad end triggers", first of all I thought my english isn't very well, but so bad?, so I ask: to trigger the "good" end, I will have to choose: sit back and relax?
Min Posted December 29, 2013 Author Posted December 29, 2013 Okay, I hope I didn't mentioned something already said... If so: I'm sorry... I have some bugs with the Armbinder. First of all, I can talk to kids, that they help my to put the armbinder of und then there start the normal dialogue (I think this is not intended...). In every choice I make, the Armbinder will be removed und the kid walk away. But, if I then stop all SexLab Animations via MCM the PC becomes invisible. I found this issue, as I wanted to start some sidequests in Whiterun Second, nobody want's to remove the Armbinder, everytime "the bad end triggers", first of all I thought my english isn't very well, but so bad?, so I ask: to trigger the "good" end, I will have to choose: sit back and relax? Forgot to filter out children for the armbinder dialogue: Will change that, thanks. Are you using version 2.6.1? 2.6.0 had a bug that would cause the "bad end" to always play.
Ashra XIII Posted December 29, 2013 Posted December 29, 2013 Wearing a chastity belt leads to some hilarious scenarios. I started the civil war quest to get Devious Regulations going, and since I sided with the Imperials, I had to clear out a fort of bandits before I could join. I'm stealthing around and about to kill the very last bandit, who is below me as I'm standing on a ledge. I draw my weapon, drop down right behind him and then... start masturbating (you absent-mindedly allow your hands to roam...). I am a stealthy masturbator, apparently, as he never saw me and, once I was done playing with myself I knifed him to complete the quest.
CaCO3 Posted December 29, 2013 Posted December 29, 2013 Okay, I hope I didn't mentioned something already said... If so: I'm sorry... I have some bugs with the Armbinder. First of all, I can talk to kids, that they help my to put the armbinder of und then there start the normal dialogue (I think this is not intended...). In every choice I make, the Armbinder will be removed und the kid walk away. But, if I then stop all SexLab Animations via MCM the PC becomes invisible. I found this issue, as I wanted to start some sidequests in Whiterun Second, nobody want's to remove the Armbinder, everytime "the bad end triggers", first of all I thought my english isn't very well, but so bad?, so I ask: to trigger the "good" end, I will have to choose: sit back and relax? Forgot to filter out children for the armbinder dialogue: Will change that, thanks. Are you using version 2.6.1? 2.6.0 had a bug that would cause the "bad end" to always play. Oh no, I used the old 2.6.0, thanks for help ;-)
Laura Posted December 29, 2013 Posted December 29, 2013 While enjoying the mod( it is awesome keep up the good work ) i noticed that my dog follower also had the dialog option to help me out of the armbinder. Just though you should know if you didn't already.
stobor Posted December 29, 2013 Posted December 29, 2013 It would be good if the moaning (or less believably, the vibrator noise) from the soul gem plugs were 'louder' in game terms, i.e. less stealthy. Not quite sure how to accomplish that; I don't think the 'casting noise' from the magic effect actually does anything, on an enchantment.
Min Posted December 29, 2013 Author Posted December 29, 2013 While enjoying the mod( it is awesome keep up the good work ) i noticed that my dog follower also had the dialog option to help me out of the armbinder. Just though you should know if you didn't already. Which mod is that from? It would be good if the moaning (or less believably, the vibrator noise) from the soul gem plugs were 'louder' in game terms, i.e. less stealthy. Not quite sure how to accomplish that; I don't think the 'casting noise' from the magic effect actually does anything, on an enchantment. I can probably accomplish that via http://www.creationkit.com/CreateDetectionEvent_-_ObjectReference . Will do so.
Srende Posted December 29, 2013 Posted December 29, 2013 While enjoying the mod( it is awesome keep up the good work ) i noticed that my dog follower also had the dialog option to help me out of the armbinder. Just though you should know if you didn't already. Which mod is that from? It would be good if the moaning (or less believably, the vibrator noise) from the soul gem plugs were 'louder' in game terms, i.e. less stealthy. Not quite sure how to accomplish that; I don't think the 'casting noise' from the magic effect actually does anything, on an enchantment. I can probably accomplish that via http://www.creationkit.com/CreateDetectionEvent_-_ObjectReference . Will do so. Dogs are available as followers without any mods: http://uesp.net/wiki/Skyrim:Dog I've had countless vibration activations happen while sneaking up on somebody, always getting that "crap, not now". And while I agree it should actually alert others, it's been fun while it lasted not to
stobor Posted December 29, 2013 Posted December 29, 2013 Heh. Why should mages be the only ones inconvenienced? Thieves and assassins deserve some attention too!
Ashra XIII Posted December 29, 2013 Posted December 29, 2013 Oh gods this will ruin everything! Then all we'd need is a mod where, if an enemy 'hits' you while you are in masturbation/reacting to plugs mode, they automatically get to take advantage of you (maybe a plugin for Defeat, so they'd hump you and then combat would resume).
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