pinky6225 Posted May 24, 2014 Posted May 24, 2014 any chance of getting this to go with LADL? like having it so you start the game in debt to the master and spawning at her shop equipped with her shop devices. Or maybe after you add slavery to the master you could add it so she purchases you at the start with live a different life. An option when you select the collar on the desk in LADL along the lines of "i'm still a slave" that stuck you outside the shop with 1 of the captured dreams quests started would be quite cool
Veladarius Posted May 24, 2014 Author Posted May 24, 2014 any chance of getting this to go with LADL? like having it so you start the game in debt to the master and spawning at her shop equipped with her shop devices. Or maybe after you add slavery to the master you could add it so she purchases you at the start with live a different life. An option when you select the collar on the desk in LADL along the lines of "i'm still a slave" that stuck you outside the shop with 1 of the captured dreams quests started would be quite cool I believe an alternative to LADL is in the works that should work with any of the alternate start mods.
Veladarius Posted May 24, 2014 Author Posted May 24, 2014 So I had an interesting outcome to the werewolf / vampire disease, I am both. I don't have any mods that enable you to be both (I have used them before) but I think between the various werewolf and vampire mods I have installed and the fact that I slept through the point of transformation it allowed both to happen at the exact same time. Edit: it doesn't seem to be a full effect on the vampire, I have a few abilities but can't feed. Edit: Just had to change the race to vampire, will see if it interferes with the werewolf form or not.
Regallag the Perv Posted May 24, 2014 Posted May 24, 2014 So I had an interesting outcome to the werewolf / vampire disease, I am both. I've heard that there's a bug that allows werewolves to contract vampirism and vice-verse. I've never encountered it, nut I remember reading that it was present in the vanilla game and DLCs and official patches haven't fixed it. As for starting in debt to Master, do what I did. Use LADL to start with a bunch of stuff on then use console commands to teleport yourself to Half Moon Mill then have Master remove your bindings and *BAM* you're in debt. There's also a starting point for LADL that's west of the shop and you can try reloading from the prison cell until you get that spot. Edit: Veladarius, that character looks hot. Any chance of posting of her without the menu in the way?
Veladarius Posted May 24, 2014 Author Posted May 24, 2014 Here are a few other pics of my character with a different hair style. Here is the preset for ECE if anyone wants it: _2_commonTriRaces.zip I have 6 others here: http://www.loverslab.com/topic/22125-share-your-character-presets-d/?p=743471 Edit: I think the thing I like with this face is the hair can completely change how the face looks. These are all the same face just different hairs but I think they all have a different feel to them.
majordespair Posted May 24, 2014 Posted May 24, 2014 loving this at moment , Its come a long long way since it initial release when I last tried it. Got put in the orgasmo plugs for 2 days for being insolent , damn that was brutal lol.
zupra Posted May 24, 2014 Posted May 24, 2014 Can the blacksmith remove custom gear? I paid 2k but she didn't remove anything.
harakoni Posted May 24, 2014 Posted May 24, 2014 the deliver items quest never gives a package to deliver. Completing package retrieval quests fails to raise disposition.
Veladarius Posted May 24, 2014 Author Posted May 24, 2014 Can the blacksmith remove custom gear? I paid 2k but she didn't remove anything. No, she can't remove custom gear just standard items. The current version of Integration doesn't have the ability to remove custom items without having the item information so I would have to have the other mods as a master to remove them. The next version of Integration will have that ability but mod makers can set their devices so they can't be stripped by it either. the deliver items quest never gives a package to deliver. Completing package retrieval quests fails to raise disposition. It should raise the Rank with the Master and the other npc's not Disposition.
Veladarius Posted May 24, 2014 Author Posted May 24, 2014 By disposition I meant rank. 20+ errands completed and rating with the master is still "average" Apparently the quest was bypassing part of the starting stage if you were wearing one of the long term belts so the items were not being given to the player (receipt and package). The ending should be working correctly though, the stage that starts the reset and pays the player also increases the rankings. Can you post a log of the ending of the quest?
Riiak Shi Nal Posted May 24, 2014 Posted May 24, 2014 I ran into the problem (using v2.61) that a few people have reported about the "Custom Blindfold" from Devious Devices - Expansion (which can be added by LADL) not being removed even though Master charges you 4000 to remove it. The problem is that the script cdxframework in the function RemovePlayerBlindfold() is using libs.EquipDevice() instead of libs.RemoveDevice(). Once I changed that line and recompiled it worked fine. The libs.ManipulateDevice() function internally calls EquipDevice() to put on a device and RemoveDevice() to take it off, but since you can't use ManipulateDevice() on the Custom Blindfold you need to call RemoveDevice() to take it off (rather than EquipDevice()). No, she can't remove custom gear just standard items. The current version of Integration doesn't have the ability to remove custom items without having the item information so I would have to have the other mods as a master to remove them. The next version of Integration will have that ability but mod makers can set their devices so they can't be stripped by it either. Actually, you can reference items from mods that you don't have listed as masters through SKSE functions. First you detect if the mod is present using Game.GetModByName("ModName.esp") (if it returns a value other than 255 the mod is installed). Then you can reference the items by using Game.GetFormFromFile(0xFormNum, "ModName.esp") and using the "As" keyword to coerce it into an appropriate type (such as Armor). Granted this still requires knowledge of the form IDs used from the other mod, but allows for compatibility to be built-in without actually requiring the other mod as a master.
Veladarius Posted May 25, 2014 Author Posted May 25, 2014 I ran into the problem (using v2.61) that a few people have reported about the "Custom Blindfold" from Devious Devices - Expansion (which can be added by LADL) not being removed even though Master charges you 4000 to remove it. The problem is that the script cdxframework in the function RemovePlayerBlindfold() is using libs.EquipDevice() instead of libs.RemoveDevice(). Once I changed that line and recompiled it worked fine. The libs.ManipulateDevice() function internally calls EquipDevice() to put on a device and RemoveDevice() to take it off, but since you can't use ManipulateDevice() on the Custom Blindfold you need to call RemoveDevice() to take it off (rather than EquipDevice()). No, she can't remove custom gear just standard items. The current version of Integration doesn't have the ability to remove custom items without having the item information so I would have to have the other mods as a master to remove them. The next version of Integration will have that ability but mod makers can set their devices so they can't be stripped by it either. Actually, you can reference items from mods that you don't have listed as masters through SKSE functions. First you detect if the mod is present using Game.GetModByName("ModName.esp") (if it returns a value other than 255 the mod is installed). Then you can reference the items by using Game.GetFormFromFile(0xFormNum, "ModName.esp") and using the "As" keyword to coerce it into an appropriate type (such as Armor). Granted this still requires knowledge of the form IDs used from the other mod, but allows for compatibility to be built-in without actually requiring the other mod as a master. The blindfold from the Expansion was one of the things I fixed today, I added support for the Expansion items to the removal scripts but you are correct, I should have changed it to RemoveDevice. I probably copied the command and changed the item but not the start of it. The Expansion added keywords so they can be removed using the Manipulate device command which is what I updated them to. I probably wouldn't have figured that out on my own, my scripting knowledge is limited (but expanding). For the removal of custom devices, what you have is probably similar to what Min added to the beta in testing though you probably won't see many custom belts removed by other mods as those of us that use them generally put them on for a reason. I have made a number of custom devices that use standard keys that will be for sale in the shop that will use a variation of the custom textures (no logo on them) so the command will be useful with those.
Riiak Shi Nal Posted May 25, 2014 Posted May 25, 2014 I probably wouldn't have figured that out on my own, my scripting knowledge is limited (but expanding). For the removal of custom devices, what you have is probably similar to what Min added to the beta in testing though you probably won't see many custom belts removed by other mods as those of us that use them generally put them on for a reason. I have made a number of custom devices that use standard keys that will be for sale in the shop that will use a variation of the custom textures (no logo on them) so the command will be useful with those. Actually, that method is far less than ideal for the framework as the framework would then need to be updated every time a new mod comes out with custom devices. If I were handling the framework (which I'm not) I would probably do one of two things to solve the problem with custom devices: Add reverse linking such that when the Inventory Device creates the Rendered Device it sets a value on the Rendered Device to point back to the Inventory Device. Set up an array or linked list that could store a type that would effectively handle the linking of Inventory and Rendered devices along with any additional bits of information that could be deemed helpful. Using technique #1 you could theoretically have tens of thousands of custom devices that could be addressed with library functions without problems, but it would require the recompile of all scripts used by the devices (both standard and custom) to make the changes take effect as well as requiring that all Rendered devices use/inherit a new script. This could also make identifying Inventory devices based on equipped keywords easier as then you could simply scan the inventory for the equipped Rendered Device and get the linked Inventory device from there. This is the technique I would likely use if it were up to me (which it obviously isn't). Using technique #2 the list would likely be more limited due to script array limitations, but it would allow modders to add their custom devices all at once and not have to recompile any of the scripts for their devices. This also has the issue with entries becoming obsolete when a mod that put in custom devices is removed (the obsolete entries could be detected and be dealt with automatically, but it is a more cumbersome and consuming process).
cloudedsun Posted May 25, 2014 Posted May 25, 2014 Hrm, not sure if this was addressed or not. My current status thing in MCM is gone. Any idea or was it abolished?
zupra Posted May 25, 2014 Posted May 25, 2014 Can the blacksmith remove custom gear? I paid 2k but she didn't remove anything. No, she can't remove custom gear just standard items. The current version of Integration doesn't have the ability to remove custom items without having the item information so I would have to have the other mods as a master to remove them. The next version of Integration will have that ability but mod makers can set their devices so they can't be stripped by it either. She failed the remove standard items as well ^^ Also i noticed that Master cant insert any plugs if u wear harness. She managed to take the old plugs away but all the new ones just went to the inventory.
Veladarius Posted May 25, 2014 Author Posted May 25, 2014 Can the blacksmith remove custom gear? I paid 2k but she didn't remove anything. No, she can't remove custom gear just standard items. The current version of Integration doesn't have the ability to remove custom items without having the item information so I would have to have the other mods as a master to remove them. The next version of Integration will have that ability but mod makers can set their devices so they can't be stripped by it either. She failed the remove standard items as well ^^ Also i noticed that Master cant insert any plugs if u wear harness. She managed to take the old plugs away but all the new ones just went to the inventory. I had the same thing happen with the smith a little while ago, she removed the expansion items but not the normal ones. I think the script isn't detecting them properly for some reason so it doesn't try to remove them. I will check the equipping scripts and see if something is going out of order.
killer3000ad Posted May 25, 2014 Posted May 25, 2014 Where do I find this smith De'Zra? I can't find him/her at the shop.
Kalthen Posted May 25, 2014 Posted May 25, 2014 Where do I find this smith De'Zra? I can't find him/her at the shop. She is down in the basement. It is quite dark in the smithing corner. Maybe you didn't see her.
big tim Posted May 25, 2014 Posted May 25, 2014 I liked the idea of being able to work off debt by being a display model. I think 1,000 a day would be to much, the same as delivery or less would make more sense. Also, being asked how much you would want to payoff this way once, then being locked in until that amount is paid off. Having the same routine as the other models. Hopefully something like this would be possible. Keep up the good work.
Veladarius Posted May 25, 2014 Author Posted May 25, 2014 I liked the idea of being able to work off debt by being a display model. I think 1,000 a day would be to much, the same as delivery or less would make more sense. Also, being asked how much you would want to payoff this way once, then being locked in until that amount is paid off. Having the same routine as the other models. Hopefully something like this would be possible. Keep up the good work. Doing something like that is easy but can be rather boring, all they do is stand (or hang) there, that is why I have not done it as of yet.
harakoni Posted May 25, 2014 Posted May 25, 2014 By disposition I meant rank. 20+ errands completed and rating with the master is still "average" Apparently the quest was bypassing part of the starting stage if you were wearing one of the long term belts so the items were not being given to the player (receipt and package). The ending should be working correctly though, the stage that starts the reset and pays the player also increases the rankings. Can you post a log of the ending of the quest? I tested and you're correct. If you're wearing a belt already from the store you get the quest but none of the items associated with it. If you talk to the master she immiediently punishes you for losing them. If you travel to the target quest city and the bandits are there they don't interact with you. If you receive the quest while unbelted everything functions as normal.
crudo Posted May 25, 2014 Posted May 25, 2014 I liked the idea of being able to work off debt by being a display model. I think 1,000 a day would be to much, the same as delivery or less would make more sense. Also, being asked how much you would want to payoff this way once, then being locked in until that amount is paid off. Having the same routine as the other models. Hopefully something like this would be possible. Keep up the good work. Doing something like that is easy but can be rather boring, all they do is stand (or hang) there, that is why I have not done it as of yet. The idea isn't bad but agree it could get boring. For additional entertainment you could do two things to make it more interesting. First have a time acceleration feature when bound at the display like Prison Overhaul or have segments like you have for the outdoor scenes with menu pop-ups that read, "a little while later", either would be good. Then have random customers come in to use the display model. Then it's down to the dungeon to be tucked away for the evening. Down in the dungeon overnight you could have the other slaves abuse the PC based upon the sub/dom scale of the player or have the player be the abuser based upon the same data. Additionally you could rent out the PC to random npc's, particularly ones with deep pockets or power like Maven Blackbriar or a Jarl.
crudo Posted May 25, 2014 Posted May 25, 2014 the deliver items quest never gives a package to deliver. I've had similar issues. Also, I had to start a new game last night as another mod wrecked my current game. A few interesting items to note. The "Boss" appeared the first time, he started his dialouge and I refused to turn the package over. As I walked past him to deliver the package he ran up to me and started the conversation all over again. This went on for a while so I decided to start the fight and proceeded to lose. At the next delivery all he would run up and say, "I don't want any trouble" or "I don't want to fight again"... something like that. Another incident happened when my PC was being punished in the cage overnight for failing to make a delivery. Herran locks me up and starts to walk away only a bandit was spawned nearby from OBIS and since I also have Deviously Helpless running the bandit proceeds to assault my PC but not before Herran runs back and one-shots the bandit. Yet the DH mod had kicked in so the bandit attacks my PC and after it was done it did again though the bandit was a corpse thanks to Herran. I had to console kill the bandit to stop the attack. So being in the cage won't prevent a random bandit attack. It was a freaky event and a bit of a mod mix-up but mildly entertaining. I've also had Sabrecats spawn outside that cage which made me think twice about escaping.
killer3000ad Posted May 25, 2014 Posted May 25, 2014 Where do I find this smith De'Zra? I can't find him/her at the shop. She is down in the basement. It is quite dark in the smithing corner. Maybe you didn't see her. Crap didn't realize there was a basement, it was hidden behind the display cases. Thanks man. I was going nuts with Deviously Helpless installed. Every bandit I ran into was raping the hell out of me and my follower.
Veladarius Posted May 25, 2014 Author Posted May 25, 2014 the deliver items quest never gives a package to deliver. I've had similar issues. Also, I had to start a new game last night as another mod wrecked my current game. A few interesting items to note. The "Boss" appeared the first time, he started his dialouge and I refused to turn the package over. As I walked past him to deliver the package he ran up to me and started the conversation all over again. This went on for a while so I decided to start the fight and proceeded to lose. At the next delivery all he would run up and say, "I don't want any trouble" or "I don't want to fight again"... something like that. Another incident happened when my PC was being punished in the cage overnight for failing to make a delivery. Herran locks me up and starts to walk away only a bandit was spawned nearby from OBIS and since I also have Deviously Helpless running the bandit proceeds to assault my PC but not before Herran runs back and one-shots the bandit. Yet the DH mod had kicked in so the bandit attacks my PC and after it was done it did again though the bandit was a corpse thanks to Herran. I had to console kill the bandit to stop the attack. So being in the cage won't prevent a random bandit attack. It was a freaky event and a bit of a mod mix-up but mildly entertaining. I've also had Sabrecats spawn outside that cage which made me think twice about escaping. I think I am going to have to revamp the boss, the AI just isn't being reliable enough. I think I am going to have to make a small scene to get things started and have a normal sandbox AI for afterwards if you get past them. I have had a sabrecat spawn nearby, it was quickly picked up by the SexLab Random Attack and had its way with me in the cage. I had to kill it via console when it was done as it became aggressive with us both locked in the cage and me still in the armbinder.
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