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Posted

  

Deviously Helpless Redux v1.31 has been released!

 

Not a whole lot changes, just a mod compatibility and some minor fixes I've been sitting on for a while, so figured it's time to put them out here:

  • Added support for Devious Wicked Devices by @RavnaRiikr: enemies now have a configurable chance to equip a Devious Wicked Device on the player.
  • various minor fixes and optimizations

Enjoy! ☺️

Posted
13 hours ago, serph90 said:

would you consider to add a bridge with this and simple slavery?

Doable, but do tell if you have any ideas for use-cases?

Enslavement as an event outcome doesn't sound all that exciting, and I feel is kinda at odds with the whole theme of "get chased - get gangbanged - get bound - get dumped out in the wilds"?

Posted
4 hours ago, Taki17 said:

Doable, but do tell if you have any ideas for use-cases?

Enslavement as an event outcome doesn't sound all that exciting, and I feel is kinda at odds with the whole theme of "get chased - get gangbanged - get bound - get dumped out in the wilds"?

 

It's not too bad an idea, though, as surely once in a while the baddies might be in need of a bit of cash?  So a mod chance could provide that sort of outcome? As possibilities, apart from Simple Slavery ....

 

- Might be good as a straight feed into the 'Captive Player' mod - SS++ already feeds into that, but the idea of bandits wandering into Riften to buy up the PC is a bit of a stretch 🙂

- There could be some scope for providing a feed into Bane Master's Follower Slavery Mod, so that the player could be left on their own whilst their Followers at least could get 'sold off' by the baddies?  Makes 'escape' even harder as no one immediately around to assist you

 

Both those mods, IIRC, have 'whateverthey're called' plugins into which other mods can feed

 

Hope that helps fire the imagination 🙂

 

DQW

  • 3 weeks later...
Posted (edited)

I added the prior version into a new game and updated before starting with the new version.  The last time I played with the prior version, bandits always responded as I approached.  Vampires also from what I remember.  I've played to level 20 and there has not been a single instance of bandits or vampires commenting or calming and having sex with me.  Bandits act as if the mod is not loaded.  My settings are the same.  If a log would help, I will save the next one.  I have checked in xEdit and nothing overwrites DHLP redux.   Thank you.

 

Edit:  this is a new game with the new version if that did not make sense.

Edited by TFor2
New info
Posted
8 hours ago, TFor2 said:

I've played to level 20 and there has not been a single instance of bandits or vampires commenting or calming and having sex with me.  Bandits act as if the mod is not loaded.  My settings are the same.  If a log would help, I will save the next one.

A log would most definitely help, however also check if you've got SPID installed and the SPID file from DHLP is read properly.

Posted

Here are some excerpts from the SPID log.  

 

[21:22:52:920] 93 matching inis found
[21:22:52:920]     INI : Data\ABB_KW-OCF_NPC_DISTR.ini
[21:22:52:921]     INI : Data\AI Overhaul_DISTR.ini
[21:22:52:926]     INI : Data\Aetherius_DISTR.ini
[21:22:52:926]     INI : Data\Animals Swim_DISTR.ini
[21:22:52:926]     INI : Data\ApocalypseSpellsForNPCs_DISTR.ini
[21:22:52:927]         Failed to parse entry [//Spell = 0x02E25~Apocalypse - Magic of Skyrim.esp|NONE|0x13743,0xE3A5A,0xB3292,0x1F259,0x43597,0x5091E,0xAA0A4,0x1317b,0x1317c,0x13177,0x10f7f9,0x13178,0x13179|25|NONE|NONE|15]: Unsupported form type //Spell
[21:22:52:927]     INI : Data\Apothecary_DISTR.ini
[21:22:52:928]     INI : Data\Carriage Drivers - New Clothes by Xtudo_DISTR.ini
[21:22:52:928]     INI : Data\DHLP_DISTR.ini
 

Here is the repeating entry:

 

[21:25:53:041] [📦]         WD_Rapist [KYWD:FE4E2001] @ DHLP_DISTR.ini

 

I will save the next papyrus log and attach it.  🥰

Posted (edited)
23 minutes ago, TFor2 said:

[21:22:52:928]     INI : Data\DHLP_DISTR.ini
 

Here is the repeating entry:

 

[21:25:53:041] [📦]         WD_Rapist [KYWD:FE4E2001] @ DHLP_DISTR.ini

Mm so far so good, the mod is read correctly and the required keyword is distributed to actors. As to why the attacks don't happen, hopefully the papyrus log will answer it!

 

Just to make sure: this a newly started game, right?

 

Couldn't hurt to double check how the conditions for attacks are setup in the config menu - what restraints you have toggled that make the player vulnerable, and what the weapon equipped/drawn condition is.

 

Also, there is a non-zero chance that a dhlp-suspend event is in effect, thus making attacks not happen - you can see that status in the config menu, and if you are unsure, hit the "Send dhlp-resume" button in the config menu, and check again how do the attacks behave!

 

Edited by Taki17
Posted (edited)
1 hour ago, Taki17 said:

Mm so far so good, the mod is read correctly and the required keyword is distributed to actors. As to why the attacks don't happen, hopefully the papyrus log will answer it!

 

Just to make sure: this a newly started game, right?

 

Couldn't hurt to double check how the conditions for attacks are setup in the config menu - what restraints you have toggled that make the player vulnerable, and what the weapon equipped/drawn condition is.

 

Also, there is a non-zero chance that a dhlp-suspend event is in effect, thus making attacks not happen - you can see that status in the config menu, and if you are unsure, hit the "Send dhlp-resume" button in the config menu, and check again how do the attacks behave!

 

Here is the log.  I left Riften and ran straight to the fort with all the bandits north of the city.  I saved just prior to getting to the fort and saved after running away once they became aggressive.  Also, I was wearing 5 DD items.  They attacked once I came within range.  I do have Devious Curses loaded this game.   This was not loaded the last time I tried DHLP but was loaded the first time I tried your mod and it worked then.   Hope it helps.  T

 

EDIT:  I don't know how to read these logs but I did a search this time for DHLP and didn't find it listed.  I will take your advice on how to test further.  

 

EDIT Again:  Of course I didn't read your message very well.  Just me so I'm sorry.   This is a new game.  I am going to reload and select the DHLP Resume and try again at the same location.  I did try to check the conditions before.  I know I set collar and others and am wearing a collar.  It may be the weapon thing.  I set as no weapon drawn but I only use magic so I don't have weapons.  I have a bound dagger in my right hand.  Just sharing more information.  Back soon.🥰

Papyrus.0.log

Papyrus.0.log

Edited by TFor2
More information
Posted
4 minutes ago, TFor2 said:

I don't know how to read these logs but I did a search this time for DHLP and didn't find it listed.  I will take your advice on how to test further. 

All logging outputted by DHLP is prefixed with [Helpless], and I'm seeing nothing like that in the logs you sent me. Make sure the "Enable Debug Logging" option is ticked in the DHLP config menu!

 

Most likely unrelated to the issue you are experiencing, but I'm seeing a concerning number of script property warnings and errors in this log, which can be a sign of some badly made mods installed. Almost 2000 lines of error messages upon loading a save.

Posted
5 minutes ago, Taki17 said:

All logging outputted by DHLP is prefixed with [Helpless], and I'm seeing nothing like that in the logs you sent me. Make sure the "Enable Debug Logging" option is ticked in the DHLP config menu!

 

Most likely unrelated to the issue you are experiencing, but I'm seeing a concerning number of script property warnings and errors in this log, which can be a sign of some badly made mods installed. Almost 2000 lines of error messages upon loading a save.

Thank you.  I don't know how to fix errors.  If my game works, I play it.  🤣 

 

Ok.  This log includes the debug logging actived.  I sent a resend event as well but still do not see the keywords in the log.  I have a new prison mod this time and that is basically the only difference from adding Devious Curses.  I know something is up though as Dev Carriages has been in my game for 3 playthroughs and never worked.  Dev Curses works correctly.    

Please don't worry about this.  The next time I start a game I will delete whatever I added and test again.  I thought it would be easy to resolve but realize it it my mod list.  Thank you.  

 

 

Papyrus.0.log

Posted
38 minutes ago, TFor2 said:

This log includes the debug logging actived. 

There isn't anything in the logs, which leads me to believe something definitely isn't right in the game or with the mod install. Like, maybe the relevant quest isn't even running.

  • 2 weeks later...
Posted
16 minutes ago, UnkownUser420 said:

Is there a way to make it only effect Followers and not the PC?

No.

What'd be the point of that?

Posted
10 hours ago, Taki17 said:

No.

What'd be the point of that?

Aw, well thanks for the reply!

as for the use/point.  PC Char is Male, and it seems to still only trigger Male counterparts even when Both Sexes are selected.  If Female only is selected it only effects PC which leaves my followers feeling left out. 

Solid work none the less. 

I was just curious if there was a way to have it effect the followers aswell without the PC having to engage in M/M. Or if I was missing something simple.

Either way appreciate the work and the response!

Thanks.

 

Posted
13 hours ago, UnkownUser420 said:

as for the use/point.  PC Char is Male, and it seems to still only trigger Male counterparts even when Both Sexes are selected.  If Female only is selected it only effects PC which 

Difficult to tell without a log why that happens, however could be a lack of installed animations.

Posted

@Taki17 Hello!  I'm the author of the mod Curse of Life and I had someone request event integration with your mod so I can pause my events if yours are running.  I noticed there was a dhlp-Suspend and dhlp-Resume event, but could you possibly add events for when the scenes are running and ending?  I'd rather have your events take priority if they're running.  Feel free to send me a DM anytime.

Posted
On 5/21/2025 at 7:51 PM, Hanshurtig11 said:

I have a problem with slaves from PHA (paradise halls). They use my predicament to use me 😁 Not sure about factions here and within PHA, but that does not seems to be ok 😆.

Thx for keeping this mod alive !!

I'm using PAHPlayerSlaveFaction, but I still can't prevent the WD_Rapist Keyword from being added to the PAH Slave. The currently effective method is to add a condition to the WD_CloakApply magic effect.
 

Spoiler

image.png.e7c0732384af1c4175192d2afea79d1d.png

DHLP_Redux_exclude_PAHSlave.esp

  • 2 weeks later...
Posted
17 hours ago, JonesTheMantis said:

Does anyone have version 1.30 of this mod?

If you want to roll back because there's an issue with the latest version, do tell what the issue is.

 

If this is because of some mod pack, tell your mod pack author to keep their stuff up-to-date. Previous versions are not supported and I'd rather not have them distributed anymore.

Posted
35 minutes ago, Taki17 said:

If you want to roll back because there's an issue with the latest version, do tell what the issue is.

 

If this is because of some mod pack, tell your mod pack author to keep their stuff up-to-date. Previous versions are not supported and I'd rather not have them distributed anymore.

It was because of a wabbalist yeah.

I'm not a big fan of wabbajack modlists either, I'd rather have something which isn't held together by duct tape and by pretentious modlist authors too.

I'm unable to really use the computer much because of some medical issues I have, that's why I resorted to premade lists.

 

It's okay that you're not able to share the previous version! ❤️

  • 2 weeks later...
Posted (edited)

I have been doing some testing of my own mod and it seems as if this mod does not respect dhlp-suspend events that were sent if you save/reload your game. 

 

Edit: I did take a look at the DHLP scripts and it definitely does reset the dhlp-suspend status whenever you load the game.

 

I have a save I have been loading to test a few things where a dhlp-suspend event was sent before saving. If I load this save then this mod acts as if no dhlp-suspend was ever sent and proceeds to start helpless events as normal. If I send a new dhlp-suspend event then this mod stops as you would expect.

 

Am I misunderstanding how the dhlp-suspend and dhlp-resume events are supposed to be used or does this mod lose track of dhlp-suspends when you save/reload?

Edited by HereBeTentacles

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