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Latex Collar, Orgasm Curse and Fetish Dreams


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Posted (edited)
On 10/27/2024 at 8:16 PM, izzyknows said:

That I don't know...

 

I have now installed both. Since Vortex shows no conflicts, the versions seem to complement each other perfectly. Even the problem with the arm binders has been resolved; now they fit properly and no longer protrude into the scope. That gives me hope that the DD boots (edit: negative) and the suit will fit now too.
Thanks again :thumbsup:

 

@awesomeSPASIt might make sense to change the names of the devices in the inventory when intelligence is low. Because the devices are now named (except in my inventory: Boots, Harness), you can see what needs to be done. Is that possible?

 

PS: I have deactivated the setting that the collar is put on after x hours of arousal. Nevertheless, the collar is put on after a while. No alcohol, no surrender. What could be the reason for this?

Edited by deathmorph
Posted

i think i ran into a bug that might be related to the mod, at first it was running fine but afterwards when my character has had a dream and wakes up after i am unable to equip my weapons like my character can do anything else except fight when i try to unholster a gun it automatically unequips when i try to pullout my fists my character puts them back at first this didn't happen after dreams but now it is and the dreams are my favorite part about the mod

Posted

Anyone running this with NAF bridge? I've got other adult mods working fine, but when going into a dream sequence with LCC the animations never run correctly. I simply get a 'WARNING: AFF scene did not work' and then the mod tries to move on. The console output for bridge indicates that the animation fails because some actors are set as None/disabled/dead.

 

Curious if anyone encountered this or have any similar experiences / possible fixes. Cheers

Posted (edited)
7 hours ago, tallman said:

Anyone running this with NAF bridge? I've got other adult mods working fine, but when going into a dream sequence with LCC the animations never run correctly. I simply get a 'WARNING: AFF scene did not work' and then the mod tries to move on. The console output for bridge indicates that the animation fails because some actors are set as None/disabled/dead.

 

Curious if anyone encountered this or have any similar experiences / possible fixes. Cheers

It seems to be an issue where actors are getting blocked for some reason. Sometimes the animations will play out fine other times one will play and then the next will fail and trigger the 90 second timer to end the dream. At least that timers the "fail safe" and works perfectly.

And it has nothing to do with NAF it's just a bug. ;)

 

@awesomeSPAS
Would this bug have anything to do with dialogue? I did notice that when it fails my PC is always focused on (looking towards) a certain NPC. I have noticed the clones say lines related to the progress of the vanilla game.

I also noticed cloned companions like Nick will be "stuck" but invisible, in the cell where the bed you slept in is located. At least in interior cells. I can do something that he likes/dislikes and I get the notification Nick likes/dislikes that.

Maybe you could give the clones a package that replaces their normal package & dialogue? It would  be kool if they taunted the PC a bit. LOL

Edited by izzyknows
Posted
18 hours ago, izzyknows said:

It seems to be an issue where actors are getting blocked for some reason. Sometimes the animations will play out fine other times one will play and then the next will fail and trigger the 90 second timer to end the dream. At least that timers the "fail safe" and works perfectly.

And it has nothing to do with NAF it's just a bug. ;)

 

@awesomeSPAS
Would this bug have anything to do with dialogue? I did notice that when it fails my PC is always focused on (looking towards) a certain NPC. I have noticed the clones say lines related to the progress of the vanilla game.

I also noticed cloned companions like Nick will be "stuck" but invisible, in the cell where the bed you slept in is located. At least in interior cells. I can do something that he likes/dislikes and I get the notification Nick likes/dislikes that.

Maybe you could give the clones a package that replaces their normal package & dialogue? It would  be kool if they taunted the PC a bit. LOL

I see. Looks like I'm just going to be patient then.

Posted
13 hours ago, tallman said:

I see. Looks like I'm just going to be patient then.

How often does it happen? If often it may be something else since bug above is rare, i would say 5% chance. Can you send me LCC_AM logs?

 

As for NAF: i did not test it with NAF so have no idea if it works.

Posted (edited)
On 10/29/2024 at 9:50 AM, izzyknows said:

It seems to be an issue where actors are getting blocked for some reason. Sometimes the animations will play out fine other times one will play and then the next will fail and trigger the 90 second timer to end the dream. At least that timers the "fail safe" and works perfectly.

And it has nothing to do with NAF it's just a bug. ;)

 

@awesomeSPAS
Would this bug have anything to do with dialogue? I did notice that when it fails my PC is always focused on (looking towards) a certain NPC. I have noticed the clones say lines related to the progress of the vanilla game.

I also noticed cloned companions like Nick will be "stuck" but invisible, in the cell where the bed you slept in is located. At least in interior cells. I can do something that he likes/dislikes and I get the notification Nick likes/dislikes that.

Maybe you could give the clones a package that replaces their normal package & dialogue? It would  be kool if they taunted the PC a bit. LOL

 

Yes it may be however AAF team said that they don't block actors. Unless some mode puts AAF_Blocked every time actor is in dialogue...

 

As for changing packages - i thought about this, but i wanted actors to say their usual lines during dreams... As for preventing them talk in some other way - i do have dialogue prevention procedure but it does not work reliably... Scene.Stop() just fails sometimes

 

Event ObjectReference.OnPlayerDialogueTarget(ObjectReference akSender)
    Scene curScene = akSender.GetCurrentScene()
    DTrace((akSender as actor).GetActorBase().GetName() + "=" + akSender + " is talking to player, scene is " + curScene)
    if curScene.isPlaying()
        curScene.Stop()
        Utility.Wait(0.1)
        DTrace(curScene + " stopped = " + curScene.isPlaying())
    endif
endevent

Edited by awesomeSPAS
Posted (edited)
On 10/28/2024 at 8:46 PM, brololo said:

i think i ran into a bug that might be related to the mod, at first it was running fine but afterwards when my character has had a dream and wakes up after i am unable to equip my weapons like my character can do anything else except fight when i try to unholster a gun it automatically unequips when i try to pullout my fists my character puts them back at first this didn't happen after dreams but now it is and the dreams are my favorite part about the mod

 

How often does it happen? If often please send me LCC.log and LCC_AM.log

If it happens rare just reload :) It will be hard to find root cause of this since all we do is to Enable\Disable InputLayer, and if sometimes it does not work it may be just papyrus issue...

 

Please pay attention when it happens. E.g. If AAF scene failed to start?

Edited by awesomeSPAS
Posted
On 10/27/2024 at 9:20 PM, deathmorph said:

 I have deactivated the setting that the collar is put on after x hours of arousal. Nevertheless, the collar is put on after a while. No alcohol, no surrender. What could be the reason for this?

 

Since the cum addiction no longer exists, I no longer get a collar. Maybe it's related. So from my point of view, everything is fine.
The timers for the affinity encounters now work correctly, as do the positions of the animations (in case I hadn't mentioned it yet).

Posted (edited)

@awesomeSPAS

Random thought.

What if you made a holding cell and put all the clones (flagged essential or ghost) in it, then just moved them to the dream cell when needed and back when done.

The vanilla game and a lot of mods do it that way. Apparently there is a technical reason to have them spawned before actually needed.

Just throwing shite out there! :P

Oh, and your holding cell does need to be navmeshed. NPC's wont spawn without it.

Edited by izzyknows
Posted
On 10/31/2024 at 2:07 AM, awesomeSPAS said:

 

How often does it happen? If often please send me LCC.log and LCC_AM.log

If it happens rare just reload :) It will be hard to find root cause of this since all we do is to Enable\Disable InputLayer, and if sometimes it does not work it may be just papyrus issue...

 

Please pay attention when it happens. E.g. If AAF scene failed to start?

right now it hasn't happened for a while i also now make quicksaves just before sleeping and test if i can unholster stuff when waking up i also downloaded the patch from the download page since i saw that i didn't have that one installed maybe that helped aswell

Posted
10 hours ago, izzyknows said:

@awesomeSPAS

Random thought.

What if you made a holding cell and put all the clones (flagged essential or ghost) in it, then just moved them to the dream cell when needed and back when done.

The vanilla game and a lot of mods do it that way. Apparently there is a technical reason to have them spawned before actually needed.

Just throwing shite out there! :P

Oh, and your holding cell does need to be navmeshed. NPC's wont spawn without it.

 

This will require too much rewriting, so will introduce instability for sure... What does it suppose to fix though?

Posted
21 minutes ago, awesomeSPAS said:

 

This will require too much rewriting, so will introduce instability for sure... What does it suppose to fix though?

The tech side of it.. dunno.

The player experience side, mods that spawn totally via script are fine if they're cannon fodder, but much more is a crap shoot. Ones that are in holding cells seem to be much more stable, my guess is they are fully baked into a save like normal NPC's thus less prone to errors. Just a guess, but that's how it seems in game.

LCC clones are rather odd as some will be stuck in place doing the 2 step dance, others just stand in place and idle like normal, some just leave the cell if they can navigate to the door and it's not locked. If the door is locked they'll go to it and wait.

The only ones I've noticed that never leave are clones of the PC, because they have no location sandbox package thingy. LOL

I take that back.. now that I think about it....
Ones like Maxon just chills out (before the Prydwen arrives) as it's impossible to walk there. Or ones behind a locked door like Tinker Tom & Doc before gaining access to the Rail Road HQ.

2 "external" things will stop a NPC, a locked door and broken navmesh. The engine sucks getting around broken navmesh.. which is on purpose. Bugthesda brakes the navmesh in a lot of places to "contain" NPC's to a certain area. Simpler than editing sandbox volumes & packages.

Rambling again! 😜

Posted (edited)

Hey @awesomeSPAS are you doing anything at the end of a sex scene to prevent the same actors from banging the PC again right away? Like blocking them with a timer?

I just noticed that my PC cannot have sex with the same NPC twice in a row. Across the game.. not just LCC. That's the root issue for Dreams failing.... I think... maybe, sure seems like anyway.

 

Uninstalled LCC and started a new game, played for 4 hrs. no issues with blocked actors.

 

With LCC installed, I can manually run a scene, end it, try to start a new scene and the previously used actor/s are not listed. This even happens with 20+ actors (Violate). As they have a turn, they're blocked from "manual" selection.

A script can still select them, which obviously fails to play out. So something is causing the actors to be 1 time use for awhile.

 

Edited by izzyknows
Posted
On 11/2/2024 at 3:12 PM, izzyknows said:

Hey @awesomeSPAS are you doing anything at the end of a sex scene to prevent the same actors from banging the PC again right away? Like blocking them with a timer?

I just noticed that my PC cannot have sex with the same NPC twice in a row. Across the game.. not just LCC. That's the root issue for Dreams failing.... I think... maybe, sure seems like anyway.

 

Uninstalled LCC and started a new game, played for 4 hrs. no issues with blocked actors.

 

With LCC installed, I can manually run a scene, end it, try to start a new scene and the previously used actor/s are not listed. This even happens with 20+ actors (Violate). As they have a turn, they're blocked from "manual" selection.

A script can still select them, which obviously fails to play out. So something is causing the actors to be 1 time use for awhile.

 

 

Thank you for providing this info. I don't block anyone. Other mods should not be impacted because I always check for my tags when scene ends. But I will review code to see what could be wrong. If it happens outside of dreams too its interesting, need to check all my code, not just dreams

Posted
10 hours ago, awesomeSPAS said:

 

Thank you for providing this info. I don't block anyone. Other mods should not be impacted because I always check for my tags when scene ends. But I will review code to see what could be wrong. If it happens outside of dreams too its interesting, need to check all my code, not just dreams

I just reinstalled LCC and have not found when it starts to block actors. But only played a little and have not yet got the collar or had a dream. Had a few Violations and several Sexual Harassment scenes. Just letting things go naturally.

Posted (edited)

So far no luck reproducing. On my save (which is pretty far with LCC) I always can initiate AAF with same actors. Also checked all the code and no idea LCC can cause anything like this... Will keep this in mind though... Without good logs or luck will be hard to tackle this one... Note - my AAF is v166

Edited by awesomeSPAS
Posted (edited)
2 hours ago, awesomeSPAS said:

So far no luck reproducing. On my save (which is pretty far with LCC) I always can initiate AAF with same actors. Also checked all the code and no idea LCC can cause anything like this... Will keep this in mind though... Without good logs or luck will be hard to tackle this one... Note - my AAF is v166

No worries!
On this run, not that far yet, I've only had 1 fail in dreams, actor blocked. But, no other actor blocked issue.
I'll keep the logging on and and an eye out. 🙃

Oh, atm AAF 171.

Edited by izzyknows
Posted

In the last dream, Deacon was featured without me having been to Railroad yet. Now I'm getting messages like "Deacon didn't like that" without ever having seen him outside of the dream (Deacon's disguises as a DC guard and a resident of Hancock's Settlement probably don't count).

Posted
4 hours ago, deathmorph said:

In the last dream, Deacon was featured without me having been to Railroad yet. Now I'm getting messages like "Deacon didn't like that" without ever having seen him outside of the dream (Deacon's disguises as a DC guard and a resident of Hancock's Settlement probably don't count).

I've had a Hancock clone stuck in a custom cell do the same thing.

What's interesting is even if something is "disabled" the game still sees it and scripts can use it. JB takes advantage of this in a bunch of places. This is also why you have to move the disabled items pretty far out of the playable area and set an enable parent opposite of player.

Anywho....

You can check Deacon's affinity, prid 50976 getav ca_affinity which should return 0 as long as you've never met the real one.

The clones use the same packages & records as the original, but are not "connected". At least they shouldn't be.... I think...

If the clone was of the DC Guard version, for example, it has none of the "real" versions records and only uses the looks data.

 

Posted
On 11/7/2024 at 3:40 PM, izzyknows said:

I've had ... looks data.

 

 

What is also strange is that Dogmeat is stationed at the Red Rocket, can be spoken to like a companion, but doesn't follow me. I can't dismiss him either, the dialogue is there, but Dogmeat doesn't work. Is there a connection there?

Posted
4 hours ago, deathmorph said:

 

What is also strange is that Dogmeat is stationed at the Red Rocket, can be spoken to like a companion, but doesn't follow me. I can't dismiss him either, the dialogue is there, but Dogmeat doesn't work. Is there a connection there?

 

Try as before:

 

(addtofaction 00023C01 1). It is CurrentCompanionFaction

(addtofaction 000A1B85 0). It is HasBeenCompanionFaction.

 

Does not mean its broken by LCC. Dogmeat somehow gets broken by mods like RCE (abduction), and maybe some others.

Posted
On 11/7/2024 at 1:27 AM, deathmorph said:

In the last dream, Deacon was featured without me having been to Railroad yet. Now I'm getting messages like "Deacon didn't like that" without ever having seen him outside of the dream (Deacon's disguises as a DC guard and a resident of Hancock's Settlement probably don't count).

 

Are you getting "Deacon didn't like that" outside dreams?

Posted (edited)
23 hours ago, awesomeSPAS said:

Are you getting "Deacon didn't like that" outside dreams?

 

Not again until now.

 

Does the 10 cum for removing a device only apply to the additional devices? Or also to some collars?

 

PS: Can I ask again about the patch for the shock collar? I can't seem to find it in the thread anymore. Or I am operationally blind. There doesn't seem to be an update for SH for a while, so I would like to use the patch for shock collars.

Edited by deathmorph

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