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Greyspammer's Trapped In Rubber - SE/AE edition redux

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The Original mod is found here: https://www.loverslab.com/files/file/1417-trapped-in-rubber-updated-2015-08-02/

 

Some background:

I was considering making a Skyrim mod and was looking at the deviously departed list ( https://www.loverslab.com/topic/157040-devious-skyrim-v20/ ).

 

There lied Trapped in Rubber, not updated in years. What started as a simple attempt to fix the most obvious issues turned into, what if we'd handover the item handling and framework completely to Devious Devices?

 

Basically this is a version fixed for SE/AE and the latest Devious Devices version (NG at the moment). This was mostly an exercise in learning to mod, I tried to avoid making any major changes to plot or the overall design. (Well, replacing all the items with DD quest items was pretty major.)

 

This should now "just work" or more likely.. just break in new fantastic ways. Please include a crash log and papyrus log - I can't diagnose anything by guessing until I see what is spat out into them.

 

Same as before, some content will not be to everyone's tastes - check the og mod page. Anything that you like is due to Greyspammer's work, I tried to minimize any changes into narrative or the like.

 

Requirements:

 

Installation:

  1. Make sure you have a working sexlab with animations of your choice. If you have tons and tons of animations, I recommend https://www.loverslab.com/files/file/13195-sexlab-sslanimationslots-2000-le/ to increase available slots.
  2. Then make sure you have a working Devious Devices NG installation. (Btw, feedback for the NG version is welcome over at their discord and the development thread.)
  3. Install Trapped in Rubber with MO2, it can be left as the last in the load order.
  4. Re-run Nemesis. (or FNIS if you insist on living in the past)
  5. Load into the game, start a new game and register the custom animation in SLAL, found under TIR.
  6. Disable the device hider in the Devious Devices menu (at the moment of writing, some npcs will not equip hoods otherwise - this may be/have been fixed in future DD versions)
  7. Optional: you could uncheck the "use bound animations" and "preserve aggressiveness" settings. (Mostly if you want to see the original intended sex animations, some of them won't be filtered.)
  8. Optional: Disable the override animations option in Zaz animations, Sexlab settings. (Mostly if you want to see the original intended sex animations, some of them won't be filtered.)
  9. If you want to see more variety in the SL scenes, you can switch between "original" and "variety" in the TIR settings menu. The variety are mostly selected as spiritually in the same ballpark as the original one.


Recommendations & conflicts:

  • Do not use True Directional Movement with this mod, it will softlock the game whenever the player character is set to AI driven (forced movement).
  • Preferrably, don't use other DD mods concurrently, this hasn't been tested. Eg. Deviously cursed loot will break stuff. Some of the more lightweight mods..might work however none have been tested. (you're on your own if you insist on using other devious mods) In general, any mod in your load order can potentially be fatal for Trapped in Rubber.
  • As in the original mod, the player character is assumed to be female.
  • Most of the caveats in the original mod are still valid.
  • Avoid playing the mod as a level 1 character.. especially if you're running Simonrim or something that adjusts leveling/difficulty - you will have to fight stuff and you will have a bad time if you are underleveled.
  • Ditch FNIS already, use Nemesis instead (or if you're REALLY adventurous check Pandora, at the time of writing it is early days for it though)
  • Because this mod is a long ass quest driven one, you'll get familiar with all the rubber mechanics in DD. If you feel there's something missing, annoying or otherwise.. head over to the Devious Devices development thread or the NG discord. The catsuit/gasmask meshes will clip (at least the 3BA versions), around the neck area - this can me alleviated with a bit of patience and painting of bone weights of the head mesh (if you do, please share the results with the DD team).

 
The mod was tested with Skyrim AE 1.6.1170, using a modified Dragon Born's fate mod listing with the following bugfixes (listed in load order) at the moment of writing they were valid though this might change in the future:

 

Spoiler

Unofficial Skyrim Special Edition Patch - USSEP https://www.nexusmods.com/skyrimspecialedition/mods/266
SSE Engine Fixes (skse64 plugin) https://www.nexusmods.com/skyrimspecialedition/mods/17230
Sound Fix for Large Sector Drives https://www.nexusmods.com/skyrimspecialedition/mods/71567
Bug Fixes SSE https://www.nexusmods.com/skyrimspecialedition/mods/33261
Scrambled Bugs https://www.nexusmods.com/skyrimspecialedition/mods/43532
powerofthree's Tweaks https://www.nexusmods.com/skyrimspecialedition/mods/51073
A Dragonborn's Fate Resources https://www.nexusmods.com/skyrimspecialedition/mods/81286
Moons and Stars - Sky Overhaul SKSE https://www.nexusmods.com/skyrimspecialedition/mods/73336
Barter Limit Fix https://www.nexusmods.com/skyrimspecialedition/mods/77173
Dual Casting Fix https://www.nexusmods.com/skyrimspecialedition/mods/92454
Equip Enchantment Fix https://www.nexusmods.com/skyrimspecialedition/mods/42839
NPC AI Process Position Fix - NG https://www.nexusmods.com/skyrimspecialedition/mods/69326
Animated Static Reload Fix - NG https://www.nexusmods.com/skyrimspecialedition/mods/69331
Aurora Fix https://www.nexusmods.com/skyrimspecialedition/mods/77834
RemoveAllItems Freeze Fix https://www.nexusmods.com/skyrimspecialedition/mods/90734
DPI Scaling Fix https://www.nexusmods.com/skyrimspecialedition/mods/95740
Media Keys Fix SKSE https://www.nexusmods.com/skyrimspecialedition/mods/92948
Combat Music Fix NG https://www.nexusmods.com/skyrimspecialedition/mods/84588
Quest Journal Limit Bug Fixer - Recover Disappeared Quests https://www.nexusmods.com/skyrimspecialedition/mods/56130
World Encounter Hostility Fix https://www.nexusmods.com/skyrimspecialedition/mods/91403
Zero Bounty Hostility Fix https://www.nexusmods.com/skyrimspecialedition/mods/95989
Stuck on Screen Load Door Prompt Fix https://www.nexusmods.com/skyrimspecialedition/mods/96531
Tavern AI fix https://www.nexusmods.com/skyrimspecialedition/mods/23107
Sprint Sneak Movement Speed Fix https://www.nexusmods.com/skyrimspecialedition/mods/86631
Comprehensive Attack Rate Patch - SKSE https://www.nexusmods.com/skyrimspecialedition/mods/89042
Bash Bug Fix https://www.nexusmods.com/skyrimspecialedition/mods/83581

 

 

Some of these will make no difference whatsoever to TIR. At the time of writing https://dragonbornsfate.moddinglinked.com/index.html is under update, but I recommend their approach to mod setup. https://moddinglinked.com/themethod.html

 

Doing it the hard way makes for a lot less jank with your modded Skyrim experience.

 

Known issues:

 

  • Spoiler
    • the custom sexscene (see script tir_fp_mast01_scr) is massively wonky at times and just slightly wonky at others
      • suggestion: adjust the SLAL JSON or the script sexlab thread settings, or maybe just make a completely new suitable animation? (this was originally remixed and saved as a new animation on the fly, however it tended to break frequently - I did not attempt to fix the alignments when converting to SLAL)
    • the boot licking scene has the player character falling through the floor - seems like a physics issue where the throne or mistress pushes the player character out of alignment - is there a reliable way to align the idles? perhaps there is a SL/zaz animation you could use instead?
    • the mistress is still wearing glasses after the gauntlet
    • the final quests have several potential issues, they might also need to be terminated properly once they are done (stopquest) to avoid further issues after finishing the playthrough
    • timing issues where transitions or equipping DD is not exactly smooth, the wait times are there to avoid issues but depending on framerate might still fail
    • the parade scene is vulnerable to any edits to Solitude or its npcs

     

 

If you want to fix something or do whatever, you are free to do so. In fact I encourage you to do so, I'll gladly incorporate fixes into the file and at some point, I won't be arsed to support this mod at all (then you can just post a new version or fix). Tinkering with other mods is a great way of learning how to mod and was the main reason I did this anyway.

 

How to get logs:

Crash Logger SSE AE VR - PDB support -https://www.nexusmods.com/skyrimspecialedition/mods/59818 OR

Trainwreck - A Crash Logger https://www.nexusmods.com/skyrimspecialedition/mods/106440 (no pdb support)

 

How to enable Papyrus Logging https://www.nexusmods.com/skyrim/articles/368 <- this is as important as a crash logger for troubleshooting issues

 

TIR Modders Challenges:

  • Can you make TIR support male characters? (this will require a working with meshes and bodyslide files for the popular male bodies, share those with dd if you do)
  • How about the MCM menu? What would you add to it?
  • Can you fix the known issues?

 

License and Credits:

  • All the design and writing is Greyspammer's (I took very few liberties and tried to just tie up loose ends and allow the player to see all the things in the og mod).
  • The og catsuits creator: mxwqtkl has described the license as: "Please modify and distribute this as you like." These are part and parcel of DD now anyway.
  • Sound samples were taken from SoundBible.com (Wooden Thump by Mike Koenig and Brushing Wood by Caroline Ford) and are licensed under Creative Commons Attribution 3.0.
  • Mistress' eye glasses worn during class are from Dwiss (http://tesalliance.org/forums/index.php?/files/file/1609-dwiss-eyewear-version/) and used with express permission (detailed license can be found on the mod's homepage).
  • THERE ARE NOT ENOUGH QUEST DRIVEN MODS - please make more :)
  • To paraphrase Greyspammer: "Just give credit and release your own work under the same license, so that others can build upon your work as you did on mine and as I did on others."
  • And you don't need to remember to credit me at all, I won't come after you.

 

Have fun,

Atomic Grimdark

 

Uou might also be interested in:

 

 

or perhaps work in progress:

 

Thread covering devious mods: https://www.loverslab.com/topic/157040-devious-skyrim-v20/

 


  • Submitter
  • Submitted
    01/31/2024
  • Category
  • Requires
    Devious Devices NG, Fuz Ro D-oh, OSL Aroused, SexLab SE, SexLab Animation Loader, ZaZ animation pack for SE
  • Regular Edition Compatible
    No

 

Posted

Hi Atomic Grimdark, thank you so very, very much for doing this! Goodness, what a massive undertaking it must have been to convert the whole mod to DD ... and not just that, but also the plethora of other fixes and tweaks you've made. You are truly doing the Gods' work!

 

Greyspammer's TiR was absolutely mind-blowing and eye-opening. As the years went by, it sadly became more and more difficult to get it to play, even in LE (though it was still possible with a lot of determination, console use, and some luck). And now, thanks to you, we have an up to date TiR. Such fantastic news!

Posted

Hey thanks for resurrecting this!  I remember playing this a long time ago, then getting stuck on act 2 when the pony race would never start.  I thought I remembered seeing that Greyspammer was going to do a complete rework to TIR, and then just left the modding scene.  I was so disappointed...

 

Welp, time to start a new playthrough to see if I can complete TIR!

 

BTW what level do you suggest starting at?  I want to do a playthrough with minimal mods to just support this to hopefully avoid other bugs, so I want to start this quest as soon as my PC can...

Posted
2 hours ago, cetuximab said:

BTW what level do you suggest starting at?  I want to do a playthrough with minimal mods to just support this to hopefully avoid other bugs, so I want to start this quest as soon as my PC can...

 

Let's see, at a point when you've got a few points into combat skills? 5-9:ish, it's more of a problem with mods that affects combat difficulty. (take a guess how I found that out)

Posted
On 1/31/2024 at 4:36 PM, agrdrk said:

Do not use True Directional Movement with this mod, it will softlock the game whenever the player character is set to AI driven (forced movement).

So this is what breaks most (ok basically all) scripted scenes for me. Went by me completely, and I've been hunting for the source of that bug forever. I can't do without TDM though ... ok I probably could, but that means also going without Elden Rim and that means all my preferred combat movesets won't work anymore, so nope TDM has to stay. I asked Ersh to have a look though, as checking the Change log it reads like a bug like this has already been fixed a long time ago. With any luck it's just an easily fixable regression. Time will tell.

Posted
16 hours ago, agrdrk said:

 it's more of a problem with mods that affects combat difficulty. (take a guess how I found that out)

Hmm ... no idea really, mind telling us how you found out? 😛

Posted
9 hours ago, Talesien said:

So this is what breaks most (ok basically all) scripted scenes for me. Went by me completely, and I've been hunting for the source of that bug forever. I can't do without TDM though ... ok I probably could, but that means also going without Elden Rim and that means all my preferred combat movesets won't work anymore, so nope TDM has to stay. I asked Ersh to have a look though, as checking the Change log it reads like a bug like this has already been fixed a long time ago. With any luck it's just an easily fixable regression. Time will tell.

 

Yup, there are a couple of settings you can try for TDM (if I recall correctly) where you can set behavior back to vanilla, but I had no luck with reliably getting aidriven to work, without removing it completely.

 

I too would prefer to have true directional movement, so if you or anyone manage to get it functioning reliably let everyone know.

Posted
12 minutes ago, joeer123 said:

I can't find strange woman at the North Brittleshin Pass. Where can i find her?

 

I have the exact same issue!

 

I even turned off grass and flew around below the map, but I can't find her. Made sure that the mod is at the very bottom of my load order and that nothing overwrites it.

 

Is there a secondary trigger, like a required level, that I am missing?

 

grafik.png.bc4d5b0e1cf18f488f31334d047428d3.png

Posted (edited)
21 hours ago, joeer123 said:

I can't find strange woman at the North Brittleshin Pass. Where can i find her?

 

20 hours ago, Darolok said:

 

I have the exact same issue!

 

I even turned off grass and flew around below the map, but I can't find her. Made sure that the mod is at the very bottom of my load order and that nothing overwrites it.

 

Is there a secondary trigger, like a required level, that I am missing?

 

grafik.png.bc4d5b0e1cf18f488f31334d047428d3.png

 

There's a bit of a work-around where she isn't placed there until you walk through the quest trigger which is a bit lower down the path, she'll basically drop in when you see the "talk to the strange woman" quest line.

 

However, there can be any number of things going wrong - could help if you guys could tell me what's in your load order and make sure the plugin also follows suit. The Papyrus log could give some hints as to what's going on.

 

https://www.nexusmods.com/skyrim/articles/368

Edited by agrdrk
Posted
On 2/6/2024 at 2:26 PM, agrdrk said:

 

 

There's a bit of a work-around where she isn't placed there until you walk through the quest trigger which is a bit lower down the path, she'll basically drop in when you see the "talk to the strange woman" quest line.

 

However, there can be any number of things going wrong - could help if you guys could tell me what's in your load order and make sure the plugin also follows suit. The Papyrus log could give some hints as to what's going on.

 

https://www.nexusmods.com/skyrim/articles/368

I using SERVITIUM modlist and install Trapped in rubber on top. Here is my loadorder and papyruslogPapyrusUtilDev.logloadorder.txt - Shortcut.lnk (aka FNIS.esp in the bottom is disable. I dont know it will related.) In game, I can see Trapped in rubber in MCM menu and I can go to the tower. I assume that the mod is working but something mass up.

Posted (edited)
3 hours ago, joeer123 said:

I using SERVITIUM modlist and install Trapped in rubber on top. Here is my loadorder and papyruslogPapyrusUtilDev.logloadorder.txt - Shortcut.lnk (aka FNIS.esp in the bottom is disable. I dont know it will related.) In game, I can see Trapped in rubber in MCM menu and I can go to the tower. I assume that the mod is working but something mass up.

 

You could fire up SSEdit ( https://www.nexusmods.com/skyrimspecialedition/mods/164 ) and check the Trapped in rubber.esp, Worldspace -> Tamriel -> Block -1, -1, -> Sub-Block -1, -2 Brittleshinpassexterior01

image.png.2122de3f73fe3dc6a41eb59b10e009db.png

 

On the right hand side you can see if there're conflicts and solve them. ( https://moddinglinked.com/themethod.html )

 

It is likely that something places objects that occupy the same space as the markers where the strange woman is moved to. Actors in TiR are stored in a cell called actorstorage.. which is frighteningly general and could also be wiped by another mod. Who knows.

 

Though I get it if solving mod conflicts isn't your thing. I mean modlists are supposed to not need a lot of tinkering, looking at Serivitium it contains a shitload of stuff that I can't even begin to guess how it interacts with itself or TiR. You're at the mercy of the modlist maintainer.

 

edit: even though I'm personally kind of down on wabbajacks and the like, if the source of the problem is found and it can be fixed, all the better :)

Edited by agrdrk
Posted (edited)
1 hour ago, agrdrk said:

 

You could fire up SSEdit ( https://www.nexusmods.com/skyrimspecialedition/mods/164 ) and check the Trapped in rubber.esp, Worldspace -> Tamriel -> Block -1, -1, -> Sub-Block -1, -2 Brittleshinpassexterior01

image.png.2122de3f73fe3dc6a41eb59b10e009db.png

 

On the right hand side you can see if there're conflicts and solve them. ( https://moddinglinked.com/themethod.html )

 

It is likely that something places objects that occupy the same space as the markers where the strange woman is moved to. Actors in TiR are stored in a cell called actorstorage.. which is frighteningly general and could also be wiped by another mod. Who knows.

 

Though I get it if solving mod conflicts isn't your thing. I mean modlists are supposed to not need a lot of tinkering, looking at Serivitium it contains a shitload of stuff that I can't even begin to guess how it interacts with itself or TiR. You're at the mercy of the modlist maintainer.

I open Trapped in rubber.esp in SSEdit and do as you say . This is what I see. Is there anything suspicious?

And another question. Can I start a quest by using console command? It may be a shortcut to solve this problem I think

image.png

Edited by joeer123
Posted
1 hour ago, joeer123 said:

I open Trapped in rubber.esp in SSEdit and do as you say . This is what I see. Is there anything suspicious?

And another question. Can I start a quest by using console command? It may be a shortcut to solve this problem I think

image.png

 

It would be a bit more interesting to see what other plugin files are being overwritten, if you select the brittleshinpassexterior01 cell there, that would give some indication as to what other mods in the collection want to do something in the same area. (for me it's just skyrim.esm and unofficial skyrim special edition patch.esp )

 

Also, the papyrus log file located in: C:\Users\%username%\Documents\My Games\Skyrim Special Edition\Logs\Script\Papyrus.0.log could be of more interest, it should catch the most obvious scripting errors.

Posted
17 hours ago, agrdrk said:

 

It would be a bit more interesting to see what other plugin files are being overwritten, if you select the brittleshinpassexterior01 cell there, that would give some indication as to what other mods in the collection want to do something in the same area. (for me it's just skyrim.esm and unofficial skyrim special edition patch.esp )

 

Also, the papyrus log file located in: C:\Users\%username%\Documents\My Games\Skyrim Special Edition\Logs\Script\Papyrus.0.log could be of more interest, it should catch the most obvious scripting errors.

I select the brittleshinpassexterior01 cell and this what I getimage.thumb.png.925886a7689aabede00145b49af3330d.pngSadly I can not find papyrus log. I try as hard as I can but no matter what I set in Skyrim.ini and SkyrimCustom.ini the file still not appear.

Posted
17 minutes ago, joeer123 said:

I select the brittleshinpassexterior01 cell and this what I getimage.thumb.png.925886a7689aabede00145b49af3330d.pngSadly I can not find papyrus log. I try as hard as I can but no matter what I set in Skyrim.ini and SkyrimCustom.ini the file still not appear.

 

Well, usually I run SSEEdit via mod organizer so that the virtual folder contains all of the mods - TiR appears to be the 8th plugin according to your screenshot, something it likely isn't when considering the sheer amount of mods in the mod list you use.

 

The ini-situation is a bit tricky, since I don't know how you've setup your folders. MO2 let's you alter them via a menu. There's usually a bit of confusion regarding setting of readonly flags on the files and which ones are actually used etc. frankly I have to look that up every time I setup a skyrim install.

 

Without checking for conflicts with other mods or seeing the papyrus log - there's very little I can do. There are plenty of guides out there on how to manually handle conflicts between mods and how to resolve ini handling - but that's out of scope for this topic.

Posted
1 hour ago, agrdrk said:

 

Well, usually I run SSEEdit via mod organizer so that the virtual folder contains all of the mods - TiR appears to be the 8th plugin according to your screenshot, something it likely isn't when considering the sheer amount of mods in the mod list you use.

 

The ini-situation is a bit tricky, since I don't know how you've setup your folders. MO2 let's you alter them via a menu. There's usually a bit of confusion regarding setting of readonly flags on the files and which ones are actually used etc. frankly I have to look that up every time I setup a skyrim install.

 

Without checking for conflicts with other mods or seeing the papyrus log - there's very little I can do. There are plenty of guides out there on how to manually handle conflicts between mods and how to resolve ini handling - but that's out of scope for this topic.

Ok I think i give up and play this mod with vanilla or Dragon Born's fate mod list then. thank you

Posted
10 minutes ago, Allen Harris said:

This was fun.

...

BUT...It nerfs up ur save game 😞

 

Don't know what you mean by nerfs, but it's a known issue that saves end up outside the character, check under "Show all saves"

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