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Devious Devices - Captured Dreams Shop v4.15 - files removed


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Posted

 

can you open your inventory while you have it on?

 

No. If you're talking to me.

 

 

...I don't know about any struggle. ...

 

Then if you try to open inventory with armbinder on you should see massage box appearing instead with an option to struggle and few others.

 

If its not then i would start with checking if DDi works as it should.

Posted

 

1) 255 mod limit has nothing to do with the program being 32 bit or 64 bit.  It just means that the variable keeping track of the mods installed is a single byte aka it's value range is only 0-255.  Literally every other type of numeric variable has a significantly larger range (even just the next step up has a range of 0-65,535), so you can blame whichever moron at bethesda decided to use that variable type.

 

2) There is very little reason to use 64-bit over 32-bit unless you need more than ~ 4GB of RAM.  Personally, I have only rarely ever seen Skyrim break 3 GBs, though I've never been particularly close to the 255 mod limit either.

 

the 1 - 255 limit is a very common, very old issue with programmers and its neither 16 or 32 bit, more like 8 bit coding shows how old that issue or line of code in the engine is, think i remember that type issue back in the 90's with other older games

back then graphics had the same 8bit limitation is how could tell ya, the graphics so low you knew how many colors were in it

 

The 255 mod limit is a 32-bit thang :)

 

Each thing in Skyrim has a 32-bit id number, usually shown in hex. Since anyone could have any number of mods installed, the Creation Kit can't just give them out randomly or sequentially, as that might mean two different mods might use the same id number. So what they did was say the highest 8 bits of the 32-bit number are the mod order number, and the lower 24 bits are the unique id within that esm/esp file. That gives 255 mods each having a possible id space of 16,777,215 forms.

Posted

 

 

1) 255 mod limit has nothing to do with the program being 32 bit or 64 bit.  It just means that the variable keeping track of the mods installed is a single byte aka it's value range is only 0-255.  Literally every other type of numeric variable has a significantly larger range (even just the next step up has a range of 0-65,535), so you can blame whichever moron at bethesda decided to use that variable type.

 

2) There is very little reason to use 64-bit over 32-bit unless you need more than ~ 4GB of RAM.  Personally, I have only rarely ever seen Skyrim break 3 GBs, though I've never been particularly close to the 255 mod limit either.

 

the 1 - 255 limit is a very common, very old issue with programmers and its neither 16 or 32 bit, more like 8 bit coding shows how old that issue or line of code in the engine is, think i remember that type issue back in the 90's with other older games

back then graphics had the same 8bit limitation is how could tell ya, the graphics so low you knew how many colors were in it

 

The 255 mod limit is a 32-bit thang :)

 

Each thing in Skyrim has a 32-bit id number, usually shown in hex. Since anyone could have any number of mods installed, the Creation Kit can't just give them out randomly or sequentially, as that might mean two different mods might use the same id number. So what they did was say the highest 8 bits of the 32-bit number are the mod order number, and the lower 24 bits are the unique id within that esm/esp file. That gives 255 mods each having a possible id space of 16,777,215 forms.

 

 

Had they added a 3rd digit to that number we would have no problem, i doubt they thought anyone would use all those though.

Posted

Hi Veladarius. This is a pretty awesome mod you've created. I'm really looking forward to any and all evil deviousness you can think up for your next updates! Keep up the good work.

Posted

I was noticing some comments here about the 32 bit limit thing... and to some degree you all are correct.
 

But 64 bit code winds up needing about twice the space of 32 bit code for a lot of things, and also will require giving up a lot of existing code. So early forays into 64-bit land are likely to be oversimplified and for some people disappointing. 

 

Of course, you can find people willing to hate anything. But, still... 

Posted

Hello - love Captured Dreams so far. I'm encountering a problem after the bandit punishment though, and occasionally just in the shop in general. Sometimes I"ll be walking around the shop and the game will just freeze - assumably because of a pose change for the slaves. I think my game has trouble processing multiple scripts? Reloading and being patient in the shop seems to avoid those well enough but -

 

I just came back from having my delivery stolen by bandits and every time the Master's Guard is finished whipping me and I'm having the gear taken off and then put back on, the game freezes. 

 

Suggestions?

 

If you need a mod list, what's the best way to display that?

Posted

Hello - love Captured Dreams so far. I'm encountering a problem after the bandit punishment though, and occasionally just in the shop in general. Sometimes I"ll be walking around the shop and the game will just freeze - assumably because of a pose change for the slaves. I think my game has trouble processing multiple scripts? Reloading and being patient in the shop seems to avoid those well enough but -

 

I just came back from having my delivery stolen by bandits and every time the Master's Guard is finished whipping me and I'm having the gear taken off and then put back on, the game freezes. 

 

Suggestions?

 

If you need a mod list, what's the best way to display that?

 

There are quite a few mods that can cause problems I'll list what can be done with some your likely to have.

 

Devious Devices Integration..........? Say What Willus?

-YES,

You have to go to the Events line in MCM, scroll to the bottom, uncheck masterbate on belt removal

 

SD+

-IF you have "Coveted" Effect on there is a remote possibility that an npc that isn't "sexblocked" will rape you during a CD scene.

->Since the actors in CD are sexblocked its often because a follower just decided now would be a good time

 

Here are some things you can do to optimize your game to its fullest.

-SSME

->Skyrim Startup Memory Editor

->You need to download the oldest file and install

->Download the newest file and overwrite it (You have to do this this way cause the author bungled the pack up)

->Isnt SKSE already doing this?

->No to get SKSE to do it for you involves making an edit to your SKSE.INI unfortunately I cant remember how, its pretty much the same

 

Skyrim Configulator

->This is an APP it makes adjustments to the Skyrim.ini and SkyrimPrefs.ini idiot proof

->Its most awesome feature is not well known.

->This APP make's putting multithreading function into the game as easy as checkmarking all boxes that say "threading" its pretty easy.

->But I followed some dudes guide on that...."You have no idea how many bad ini files I've read through, where some dude misplaced where threading goes."

->The rumor is that threading works best with Intel Mult Core, specifically the 5's and 7's....try it and let us know how it worked out.

 

ENBboost, made by Boris

->Although ENB is for post processing, he's figured out a way to improve the games handling rather than make it look better with ENB...Net result is less crashing mostly due to graphics or spikes of demand on Video Card.

 

Some food for thought,

I don't use needs mods or frostfall.

I do have Wet and Cold....

I do have almost 55 MCM script menu things but its all for the kink.  So IDK maybe you have too many mods making constant script calls.

 

You can send a list via PM, but I cant say you'll like my opinions.

Posted

 

Devious Devices Integration..........? Say What Willus?

-YES,

You have to go to the Events line in MCM, scroll to the bottom, uncheck masterbate on belt removal

 

 

You, sir, are a god. 

 

Works perfectly now. 

Posted

 

 

Devious Devices Integration..........? Say What Willus?

-YES,

You have to go to the Events line in MCM, scroll to the bottom, uncheck masterbate on belt removal

 

 

You, sir, are a god. 

 

Works perfectly now. 

 

Its actually mentioned in mod description as thing everyone have to do...

Posted

@ Veladarius; Gameplayer; others

 

Thanks for all your help recently.  Especially on the merger issues, and how these can be managed through Mod Organizer.  I've now squeezed a whole heap of mods in that I'd never have managed before, and I've still got a little room to spare for some more.

 

I saw someone else here asking about that, and having struggled to make sense of it myself for a couple of days, I've written up a simple guide.  it's probably a bit tl;dr for those who do understand these things, and if this is the wrong place, my apologies - by all means shift/copy it somewhere where it might be of more use.  Feel free to Delete it, even, if totally out of place

 

 

So, for the benefit of plebs like me, who thing a plugin is something you put in the bath  (those of you who immediately thought of something else - you have dirty minds) and who basically know diddly squat about the tech issues, and anyone else possibly using Mod Organizer who wants to try this, but isn't sure how, this is what I did, which so far seems to have worked:

 

----------------------------------------------------------------------

IMPORTANTISH EDIT

 

I posted this on the Merge Script mod page on Nexus too.  Some of the responses there point out that what I wrote is, as far as some of it goes, maybe not quite necessarily so!  You should read the comments there, there's about half a dozen or so, to amplify some of this, particularly what the Overwrite folder contents should be/do, and the way FNIS works in multiple MO profile scenarios. 

 

Some things said still belie my own experience, and I haven't yet managed to work out why, but you'd best read all that in conjunction with this, before trying it out

 

http://forums.nexusmods.com/index.php?/topic/1030154-merge-plugins-tes5edit-script/page-183&do=findComment&comment=17500789

 

------------------------------------------------------------------------

TES3Edit and Merge Script

1 - get TES5Edit

2 - Install it so that the executable TES5Edit.exe appears in your x\x\x\Skyrim directory, where the \x\x\x whatever is the folder trail for your Steam installation, within which the Skyrim Folder appears.  Mine is, for example C:\Program Files (x86)\Steam\SteamApps\common\Skyrim.  It can be installed elsewhere., but DON'T do that.  If you already have it somewhere else, like I did, shift it.  Apparently it can't do everything if located outside the Skyrim folder - read somewhere that someone found his sound files didn't merge properly and it was the executable location that made the difference

3 - Open MO and click the button at the top with the cogwheels.  Add a new Executable.  Call it something simple - TES5Edit would be good :-).  Set the 'binary' to wherever you have \x\x\x\Skyrim\TES5Edit.  Mine is at C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\TES5Edit.exe.  

This will allow you to run TES5EDIT from within MO, and it should appear on the drop down box at top right

4 - go to Nexus and download the 'Merge Plugins xEdit Script'

 

http://www.nexusmods.com/skyrim/mods/37981/?

5 - Copy the two .pas files from the download into the 'Edit Scripts' folder in your x\x\x\Skyrim Folder, ie in my case that's at C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Edit Scripts.    There should be one there already chock full of stuff, so DON't lose those.  Just copy the two new ones INTO it.


THESE STAGEs ARE VERY IMPORTANT  

6 - RTFMs

7 - READ up on TES5Edit.  READ the long description on the 'Merge Plugins xEdit Script' Nexus page.  

8 - WATCH THE VIDEOS before you try to do anything.  

9 - READ the Mod's long description again, to see why the latest version of that mod WON't do some of the things that are in the video, especially the bit about not being no longer able to merge into an existing mod! LOL


WHAT MIGHT BE BETTER NOT TO DO


From what I can determine, and from what didn't work for me, Unless you are some genius,

- 10 - DON'T MERGE esps that have scripts in them.  If you are not sure how to check that, select the mod you are thinking on merging in the left window of MO, Right click on it, select 'Information' from the bottom of the drop down manu, and then click on the 'Filetree' tab at the top of the MO Info box which appears.  This shows the virtual filetree for the mod, ie where all its files would appear in Skyrim if they had been placed there directly, and not handled by MO for you to keep your Skyrim install degenerating into some mish mash of files where you play some sort of mad game of Top Trumps where any file from the last one mod in replaces and 'beats' all that went in before it

 - 11 - DON'T MERGE files that have .bsa files showing in the Filetree.  As I understand it, .bsa files can have scripts within them, so unless you are sure about what you're doing don't bother.  I'm not, so I didn't

Overall, this means that the best mods to merge tend to be simple, non scripted, armour, weapons and followers.  

 

------------------------------------
EDIT: REMEMBER THAT ANYTHING SUCH AS ARMOUR AND WEAPONS THAT ARE MERGED WILL 'DISAPPEAR' FROM THE LOCATIONS IN WHICH THEY PRESENTLY APPEAR IN YOUR GAME - YOU CAN GET THEM BACK WITH THE CONSOLE, BUT IF YOU HAVE STUFF STASHED AT HOMES HALFWAY ROUND SKYRIM, ANYTHING MERGED WILL DISAPPEAR FROM THERE TOO, NOT JUST IMMEDIATE INVENTORY. I GUESS THAT ALSO MEANS THAT ANYTHING FOLLOWERS HAVE FOR YOU WILL ALSO DISAPPEAR. AND THE STATUS OF FOLLOWERS MIGHT ALSO CHANGE. SO MAY NEED TO UNBURDEN, AND UNFOLLOW THEM FIRST, IF YOU PLAN TO MERGE THEM. 

PUT ANOTHER WAY, DON'T MERGE ANYTHING THAT YOU SEE AS BEING CRITICAL TO YOUR GAME IN ITS PRESENT POSITION AND STATE
-------------------------------------------


DO YOUR HOMEWORK FIRST.  

- 12 - Open your game, get your PC into a small cell, indoors etc, where none of the mods you are going to merge, eg followers, appear.  Save the game   

- 13 - Work out in advance which mods you want to merge.  On a piece of paper or the like, not just in your head. It's safer if things go askew or you need to go back.  For instance, I decided that when I merged my armour mods, I would put them into something called 'MERGED ARMOUR 1'.  So as I knew what went into that, I created a category in MO called that, and reorganised all those mods into that category.  

- 14 - Then deactivate all the mods in MOs left hand window, made sure the esps disappeared from the right window load order.  Loaded up your save that you are working with, it will say content is missing, proceed, check it loads properly, make a clean save, ie a save without those mods active.  The PC should still be wherever you had placed them.  Check the game functions ok, ie go outside and wander around and if it does exit to desktop.  DON't save whatever you did since the clean save, as you still want your PC to be indoors in that sheltered spot.  

 -15 - Then activate all the mods you plan to merge,  They should all reappear in the right hand window, at the bottom of the load order.  LEAVE THEM THERE right now


A MUST MUST DO!!!

To jump ahead a little, but so as to understand why you need to do this, When you have used TES5Edit to select the esps from the mods you intend to merge, and then apply the merge script as required, the merge script is going to shove all the amalgamated info, and the 'new' esp, into MO's 'Overwrite' directory.  You can see it's contents in two ways.  First, by right clicking on it where it appears in the MO left window (if you sort by 'Priority' column, it will be at the bottom, in red) and looking at the Information Box Filetree.  Second, by opening up the MO Folder, wherever you have that, and looking at the 'Overwrite' folder.  eg C:\Program Files (x86)\Skyrim ModOrganiser\ModOrganizer\overwrite.

To repeat, what the Merge Script author has done, results in the data merged and saved by TESEdit5, the new merged esp you will create, being placed in that Overwrite folder.  

Once that merger has been done and TES5Edit is closed down, back in MO, you can use that info to 'Create Mod', which is what we want to do.  

The PROBLEM ARISING HERE is that if there is anything else in the Overwrite folder before the 'Merge Script' does its magic, that gets dumped into the 'new' mod too.  You don't want that there!

But you do need what's already there, so how do you get round that problem? The solution I came up with was that,

 

- 16 - before you open TES5Edit to merge all the chosen plugins, BACKUP and CLEAR the Overwrite directory.  To do this, I use Windows file manager to create a new folder  called YYMMDD 24HR OVERWRITE BACKUP, where 24HR is the time I did it, as I can have multiple backups on the same date, that I can go back to if I wish. (which I placed within the MO folder for convenience, but could probably go anywhere)

- 17 - then MOVE the entire content of the \ModOrganizer\Overwrite folder into that, so that the original 'Overwrite' folder is blank


After that is done, AND ONLY AFTER THAT, go on with the esp merger


MERGING THE CHOSEN esps.  


- 18 - You've got, or should have, the ones you want to merge at the bottom of the load order.  Do the TES5Edit/select esps/Apply Script thing as the Merge Script author has told you.  I'm not repeating all that here.  There are 2 quick points though

- 18a - If you have the esps to be merged all sitting at the bottom of your load order, it makes them so much easier to select!

- 18b - As one of the reasons for wanting to merge mods is probably because you are above the 255 esm/esp limit, you might as well merge as much as you can.  If you have a bunch of mods NOT in your load order because there was no space, you can activate them in the MO left hand window and have the esps show as active in the MO load order, even if this takes the total well over the 255 number.   The 255 limit only kills the game if you were to try to run that.  The TES5Edit/Merge Script process will work fine.  So I loaded up a whole heap of stuff that I couldn't squeeze in before and merged it all

- 18c - If you have categorised the mods merged using the MO category function, it's worth naming the new merged esp with the same name as the category.  Like I now have 'MERGED ARMOUR 1', ' MERGED FOLLOWERS 1' and so on


GETTING THE MO OVERWRITE DIRECTORY FIXED AGAIN.  BEFORE YOU DO ANYTHING ELSE!

The Merge process has the new merged mod esp sitting in the Mod Organizer Overwrite Folder.  You want this out of there, So,

- 19 - open up MO, go to the left hand window, find the red 'Overwrite' in the Mod Name column, Right Click, and select 'Create Mod'.  If you are following the sort of naming convention I suggested, then you should end up with a MO' mod name, mod category, and esp plugin name being consistently the same.  Whoop-di-doo!

If you now look at the Overwite Folder, ie C:\Program Files (x86)\Skyrim ModOrganiser\ModOrganizer \overwrite, or wherever you have it, it should be more or less empty.  I found that keeping it open when doing all this helped me be sure about what was going on

 - 20 - THEN, BEFORE DOING ANYTHING ELSE, contain the rush to see your nice shiny new toys in game, and copy your immediately last backup of that back into it, so that it was just as it was before you did the merge, and as it was when you last saved the game


LOAD ORDER ISSUES

It is not quite as simple now as just activating your new merged esp, deactivating the merged mods and firing up your game

- 21 - The Invisibility Trick

The newly merged plugins/esps MUST still appear, UNTICKED in the MO Load order, ie the MO right hand window.  If not, you will find that the merged armours etc will be invisible.  I seemed to have it OK, and then they disappeared.  Working back through what I had done, I got it fixed, but also found that buried in the Mod comment thread was the following explanation from Merge script author himself

'Because you're using MO you should make a new mod folder for your merged plugin and copy all the assets that will be required by the merged plugin into that folder. I can't automate this at the time being, so usually you just have to leave the individual mods enabled in MO and then disable the ESP files associated with them from your load order (which means the assets remain available to you). If you uncheck the mods in the mod list you uninstall the assets as well as the ESP files, so you end up with invisible stuff.'

So, after unticking the newly merged esps in your Load Order, leave them alone


- 22 - The Sorting Hat

In the absence of Dumbledore and his hat, I use MO's built in LOOT, and let that sort out where things go.  I have no idea how it works, but so far, I've had no problems.  Whether or not it takes account of the placings of the inactive esps now included in the merged one, in working out where the merged one goes, I don't know.  But so far it works
 

 

THINGS TO REMEMBER

 

- 23 - Don't forget to copy back the backed up Overwrite folder contents back to Overwrite folder!  The game will still run without doing so, but the overwrite folder content might just be a little out of synch with the rest of MO, some tools files will be missing, and re-running FNIS before the startup without the original content in place gave me an error.  So before starting the game again, might be better to open and close MO a couple of times, and, as usual,  make certain that you rerun FNIS

 

DISCLAIMER

I'm not a techie.  I don't understand how any of this actually works beneath the surface.  This is provided solely on the basis that it's how I made it all function, and if it helps you do that too, fine.  If you crash after it, I don't know why, and I may well crash for the same reason the day after you do!  So if you do try doing any of this, it's at your own risk  LOL 

Posted

hello then to start already I apologize for my rotten English, I am French, and then here I have a bug with the devious device captured dream shop, when my home is being punished because she was too long, after talking to the master, it turns a little bit and then she moves .... then I can not move, the object does not withdraw anything I have, I can just load an old save. here is if anyone knows how to solve bug please help me ^^ '

Posted

hello then to start already I apologize for my rotten English, I am French, and then here I have a bug with the devious device captured dream shop, when my home is being punished because she was too long, after talking to the master, it turns a little bit and then she moves .... then I can not move, the object does not withdraw anything I have, I can just load an old save. here is if anyone knows how to solve bug please help me ^^ '

 

If the scene stops it is usually due to Fus Ro D'oh not being installed, a good sign this is the issue is you won't see any dialogue once the scene starts. Another possible issue is "Masturbate on Belt Removal" in Integration is enabled and is interrupting the scene.

Posted

@ Veladarius; Gameplayer; others

 

Thanks for all your help recently.  Especially on the merger issues, and how these can be managed through Mod Organizer.  I've now squeezed a whole heap of mods in that I'd never have managed before, and I've still got a little room to spare for some more.

 

I saw someone else here asking about that, and having struggled to make sense of it myself for a couple of days, I've written up a simple guide.  it's probably a bit tl;dr for those who do understand these things, and if this is the wrong place, my apologies - by all means shift/copy it somewhere where it might be of more use.  Feel free to Delete it, even, if totally out of place

 

 

So, for the benefit of plebs like me, who thing a plugin is something you put in the bath  (those of you who immediately thought of something else - you have dirty minds) and who basically know diddly squat about the tech issues, and anyone else possibly using Mod Organizer who wants to try this, but isn't sure how, this is what I did, which so far seems to have worked:

 

TES3Edit and Merge Script

 

 

1 - get TES5Edit

 

2 - Install it so that the executable TES5Edit.exe appears in your x\x\x\Skyrim directory, where the \x\x\x whatever is the folder trail for your Steam installation, within which the Skyrim Folder appears.  Mine is, for example C:\Program Files (x86)\Steam\SteamApps\common\Skyrim.  It can be installed elsewhere., but DON'T do that.  If you already have it somewhere else, like I did, shift it.  Apparently it can't do everything if located outside the Skyrim folder - read somewhere that someone found his sound files didn't merge properly and it was the executable location that made the difference

 

3 - Open MO and click the button at the top with the cogwheels.  Add a new Executable.  Call it something simple - TES5Edit would be good :-).  Set the 'binary' to wherever you have \x\x\x\Skyrim\TES5Edit.  Mine is at C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\TES5Edit.exe.  

 

This will allow you to run TES5EDIT from within MO, and it should appear on the drop down box at top right

 

4 - go to Nexus and download the 'Merge Plugins xEdit Script'

 

http://www.nexusmods.com/skyrim/mods/37981/?

 

5 - Copy the two .pas files from the download into the 'Edit Scripts' folder in your x\x\x\Skyrim Folder, ie in my case that's at C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Edit Scripts.    There should be one there already chock full of stuff, so DON't lose those.  Just copy the two new ones INTO it.

 

 

THESE STAGEs ARE VERY IMPORTANT  

 

6 - RTFMs

 

7 - READ up on TES5Edit.  READ the long description on the 'Merge Plugins xEdit Script' Nexus page.  

 

8 - WATCH THE VIDEOS before you try to do anything.  

 

9 - READ the Mod's long description again, to see why the latest version of that mod WON't do some of the things that are in the video, especially the bit about not being no longer able to merge into an existing mod! LOL

 

 

WHAT MIGHT BE BETTER NOT TO DO

 

 

From what I can determine, and from what didn't work for me, Unless you are some genius,

 

- 10 - DON'T MERGE esps that have scripts in them.  If you are not sure how to check that, select the mod you are thinking on merging in the left window of MO, Right click on it, select 'Information' from the bottom of the drop down manu, and then click on the 'Filetree' tab at the top of the MO Info box which appears.  This shows the virtual filetree for the mod, ie where all its files would appear in Skyrim if they had been placed there directly, and not handled by MO for you to keep your Skyrim install degenerating into some mish mash of files where you play some sort of mad game of Top Trumps where any file from the last one mod in replaces and 'beats' all that went in before it

 

 - 11 - DON'T MERGE files that have .bsa files showing in the Filetree.  As I understand it, .bsa files can have scripts within them, so unless you are sure about what you're doing don't bother.  I'm not, so I didn't

 

Overall, this means that the best mods to merge tend to be simple, non scripted, armour, weapons and followers.  

 

------------------------------------

EDIT: REMEMBER THAT ANYTHING SUCH AS ARMOUR AND WEAPONS THAT ARE MERGED WILL 'DISAPPEAR' FROM THE LOCATIONS IN WHICH THEY PRESENTLY APPEAR IN YOUR GAME - YOU CAN GET THEM BACK WITH THE CONSOLE, BUT IF YOU HAVE STUFF STASHED AT HOMES HALFWAY ROUND SKYRIM, ANYTHING MERGED WILL DISAPPEAR FROM THERE TOO, NOT JUST IMMEDIATE INVENTORY. I GUESS THAT ALSO MEANS THAT ANYTHING FOLLOWERS HAVE FOR YOU WILL ALSO DISAPPEAR. AND THE STATUS OF FOLLOWERS MIGHT ALSO CHANGE. SO MAY NEED TO UNBURDEN, AND UNFOLLOW THEM FIRST, IF YOU PLAN TO MERGE THEM. 

 

PUT ANOTHER WAY, DON'T MERGE ANYTHING THAT YOU SEE AS BEING CRITICAL TO YOUR GAME IN ITS PRESENT POSITION AND STATE

-------------------------------------------

 

 

DO YOUR HOMEWORK FIRST.  

 

- 12 - Open your game, get your PC into a small cell, indoors etc, where none of the mods you are going to merge, eg followers, appear.  Save the game   

 

- 13 - Work out in advance which mods you want to merge.  On a piece of paper or the like, not just in your head. It's safer if things go askew or you need to go back.  For instance, I decided that when I merged my armour mods, I would put them into something called 'MERGED ARMOUR 1'.  So as I knew what went into that, I created a category in MO called that, and reorganised all those mods into that category.  

 

- 14 - Then deactivate all the mods in MOs left hand window, made sure the esps disappeared from the right window load order.  Loaded up your save that you are working with, it will say content is missing, proceed, check it loads properly, make a clean save, ie a save without those mods active.  The PC should still be wherever you had placed them.  Check the game functions ok, ie go outside and wander around and if it does exit to desktop.  DON't save whatever you did since the clean save, as you still want your PC to be indoors in that sheltered spot.  

 

 -15 - Then activate all the mods you plan to merge,  They should all reappear in the right hand window, at the bottom of the load order.  LEAVE THEM THERE right now

 

 

A MUST MUST DO!!!

 

To jump ahead a little, but so as to understand why you need to do this, When you have used TES5Edit to select the esps from the mods you intend to merge, and then apply the merge script as required, the merge script is going to shove all the amalgamated info, and the 'new' esp, into MO's 'Overwrite' directory.  You can see it's contents in two ways.  First, by right clicking on it where it appears in the MO left window (if you sort by 'Priority' column, it will be at the bottom, in red) and looking at the Information Box Filetree.  Second, by opening up the MO Folder, wherever you have that, and looking at the 'Overwrite' folder.  eg C:\Program Files (x86)\Skyrim ModOrganiser\ModOrganizer\overwrite.

 

To repeat, what the Merge Script author has done, results in the data merged and saved by TESEdit5, the new merged esp you will create, being placed in that Overwrite folder.  

 

Once that merger has been done and TES5Edit is closed down, back in MO, you can use that info to 'Create Mod', which is what we want to do.  

 

The PROBLEM ARISING HERE is that if there is anything else in the Overwrite folder before the 'Merge Script' does its magic, that gets dumped into the 'new' mod too.  You don't want that there!

 

But you do need what's already there, so how do you get round that problem? The solution I came up with was that,

 

- 16 - before you open TES5Edit to merge all the chosen plugins, BACKUP and CLEAR the Overwrite directory.  To do this, I use Windows file manager to create a new folder  called YYMMDD 24HR OVERWRITE BACKUP, where 24HR is the time I did it, as I can have multiple backups on the same date, that I can go back to if I wish. (which I placed within the MO folder for convenience, but could probably go anywhere)

 

- 17 - then MOVE the entire content of the \ModOrganizer\Overwrite folder into that, so that the original 'Overwrite' folder is blank

 

 

After that is done, AND ONLY AFTER THAT, go on with the esp merger

 

 

MERGING THE CHOSEN esps.  

 

 

- 18 - You've got, or should have, the ones you want to merge at the bottom of the load order.  Do the TES5Edit/select esps/Apply Script thing as the Merge Script author has told you.  I'm not repeating all that here.  There are 2 quick points though

 

- 18a - If you have the esps to be merged all sitting at the bottom of your load order, it makes them so much easier to select!

 

- 18b - As one of the reasons for wanting to merge mods is probably because you are above the 255 esm/esp limit, you might as well merge as much as you can.  If you have a bunch of mods NOT in your load order because there was no space, you can activate them in the MO left hand window and have the esps show as active in the MO load order, even if this takes the total well over the 255 number.   The 255 limit only kills the game if you were to try to run that.  The TES5Edit/Merge Script process will work fine.  So I loaded up a whole heap of stuff that I couldn't squeeze in before and merged it all

 

- 18c - If you have categorised the mods merged using the MO category function, it's worth naming the new merged esp with the same name as the category.  Like I now have 'MERGED ARMOUR 1', ' MERGED FOLLOWERS 1' and so on

 

 

GETTING THE MO OVERWRITE DIRECTORY FIXED AGAIN.  BEFORE YOU DO ANYTHING ELSE!

 

The Merge process has the new merged mod esp sitting in the Mod Organizer Overwrite Folder.  You want this out of there, So,

 

- 19 - open up MO, go to the left hand window, find the red 'Overwrite' in the Mod Name column, Right Click, and select 'Create Mod'.  If you are following the sort of naming convention I suggested, then you should end up with a MO' mod name, mod category, and esp plugin name being consistently the same.  Whoop-di-doo!

 

If you now look at the Overwite Folder, ie C:\Program Files (x86)\Skyrim ModOrganiser\ModOrganizer \overwrite, or wherever you have it, it should be more or less empty.  I found that keeping it open when doing all this helped me be sure about what was going on

 

 - 20 - THEN, BEFORE DOING ANYTHING ELSE, contain the rush to see your nice shiny new toys in game, and copy your immediately last backup of that back into it, so that it was just as it was before you did the merge, and as it was when you last saved the game

 

 

LOAD ORDER ISSUES

 

It is not quite as simple now as just activating your new merged esp, deactivating the merged mods and firing up your game

 

- 21 - The Invisibility Trick

 

The newly merged plugins/esps MUST still appear, UNTICKED in the MO Load order, ie the MO right hand window.  If not, you will find that the merged armours etc will be invisible.  I seemed to have it OK, and then they disappeared.  Working back through what I had done, I got it fixed, but also found that buried in the Mod comment thread was the following explanation from Merge script author himself

 

'Because you're using MO you should make a new mod folder for your merged plugin and copy all the assets that will be required by the merged plugin into that folder. I can't automate this at the time being, so usually you just have to leave the individual mods enabled in MO and then disable the ESP files associated with them from your load order (which means the assets remain available to you). If you uncheck the mods in the mod list you uninstall the assets as well as the ESP files, so you end up with invisible stuff.'

 

So, after unticking the newly merged esps in your Load Order, leave them alone

 

 

- 22 - The Sorting Hat

 

In the absence of Dumbledore and his hat, I use MO's built in LOOT, and let that sort out where things go.  I have no idea how it works, but so far, I've had no problems.  Whether or not it takes account of the placings of the inactive esps now included in the merged one, in working out where the merged one goes, I don't know.  But so far it works

 

 

THINGS TO REMEMBER

 

- 23 - Don't forget to copy back the backed up Overwrite folder contents back to Overwrite folder!  The game will still run without doing so, but the overwrite folder content might just be a little out of synch with the rest of MO, some tools files will be missing, and re-running FNIS before the startup without the original content in place gave me an error.  So before starting the game again, might be better to open and close MO a couple of times, and, as usual,  make certain that you rerun FNIS

 

DISCLAIMER

 

I'm not a techie.  I don't understand how any of this actually works beneath the surface.  This is provided solely on the basis that it's how I made it all function, and if it helps you do that too, fine.  If you crash after it, I don't know why, and I may well crash for the same reason the day after you do!  So if you do try doing any of this, it's at your own risk  LOL 

 

 

 

Merging armors with their addon files works well, you can merge several of them together into a single file too.

Posted

 

Hello - love Captured Dreams so far. I'm encountering a problem after the bandit punishment though, and occasionally just in the shop in general. Sometimes I"ll be walking around the shop and the game will just freeze - assumably because of a pose change for the slaves. I think my game has trouble processing multiple scripts? Reloading and being patient in the shop seems to avoid those well enough but -

 

I just came back from having my delivery stolen by bandits and every time the Master's Guard is finished whipping me and I'm having the gear taken off and then put back on, the game freezes. 

 

Suggestions?

 

If you need a mod list, what's the best way to display that?

 

There are quite a few mods that can cause problems I'll list what can be done with some your likely to have.

 

Devious Devices Integration..........? Say What Willus?

-YES,

You have to go to the Events line in MCM, scroll to the bottom, uncheck masterbate on belt removal

 

SD+

-IF you have "Coveted" Effect on there is a remote possibility that an npc that isn't "sexblocked" will rape you during a CD scene.

->Since the actors in CD are sexblocked its often because a follower just decided now would be a good time

 

Here are some things you can do to optimize your game to its fullest.

-SSME

->Skyrim Startup Memory Editor

->You need to download the oldest file and install

->Download the newest file and overwrite it (You have to do this this way cause the author bungled the pack up)

->Isnt SKSE already doing this?

->No to get SKSE to do it for you involves making an edit to your SKSE.INI unfortunately I cant remember how, its pretty much the same

 

Skyrim Configulator

->This is an APP it makes adjustments to the Skyrim.ini and SkyrimPrefs.ini idiot proof

->Its most awesome feature is not well known.

->This APP make's putting multithreading function into the game as easy as checkmarking all boxes that say "threading" its pretty easy.

->But I followed some dudes guide on that...."You have no idea how many bad ini files I've read through, where some dude misplaced where threading goes."

->The rumor is that threading works best with Intel Mult Core, specifically the 5's and 7's....try it and let us know how it worked out.

 

ENBboost, made by Boris

->Although ENB is for post processing, he's figured out a way to improve the games handling rather than make it look better with ENB...Net result is less crashing mostly due to graphics or spikes of demand on Video Card.

 

Some food for thought,

I don't use needs mods or frostfall.

I do have Wet and Cold....

I do have almost 55 MCM script menu things but its all for the kink.  So IDK maybe you have too many mods making constant script calls.

 

You can send a list via PM, but I cant say you'll like my opinions.

 

 

I will say that the multithreading ini entries has worked very well for me. After reinstalling due to my drive crash I had lost my ini files and using one without the multithreaded entries caused a lot of slowdowns for me. I have about 40 mods with MCM menu's and with the entries it takes less than 2 minutes to initialize all the mods on the start of a new game. The Configurator is a good start for them but it doesn't have a lot of them, probably less than half of what I am using.

 

Mods that have scripts that are constantly checking for things can cause issues especially if there are multiple ones running. If you add in a mod that suddenly starts throwing constant errors it gets even worse.

Posted

the worries and I install, I have the option of 'masturbate belt removal is' off, but when the master said to go below to punish my home, it does not move I can not move or anything. I install all the prerequisites I check after I did not understand why his me his, if an incompatibility with the mod sexlab  xaz prison overhault, sexlab defeat, sexlabworkingirl. I do not know so well here I hope that there's a solution to the problem ^^ '

Posted

the worries and I install, I have the option of 'masturbate belt removal is' off, but when the master said to go below to punish my home, it does not move I can not move or anything. I install all the prerequisites I check after I did not understand why his me his, if an incompatibility with the mod sexlab  xaz prison overhault, sexlab defeat, sexlabworkingirl. I do not know so well here I hope that there's a solution to the problem ^^ '

 

The only SexLab mods that can cause issues are things like RandomAttack that can interrupt a scene. The likely issue is Fus Ro D'oh not working as that WILL keep scenes from running.

Posted

 

the worries and I install, I have the option of 'masturbate belt removal is' off, but when the master said to go below to punish my home, it does not move I can not move or anything. I install all the prerequisites I check after I did not understand why his me his, if an incompatibility with the mod sexlab  xaz prison overhault, sexlab defeat, sexlabworkingirl. I do not know so well here I hope that there's a solution to the problem ^^ '

 

The only SexLab mods that can cause issues are things like RandomAttack that can interrupt a scene. The likely issue is Fus Ro D'oh not working as that WILL keep scenes from running.

 

 

if you are sure you've installed "Fuz Ro D-oh" correctly and that it's working properly, maybe XMmm's solution (quoted below). It seems to have worked for him and others who have been having problems similar to yours (character being stuck with controls blocked during scenes).

 

Not sure if it'll work for you but try forcing ai under zazanimations? If it doesn't work the first time, release and then force again. I had this problem for awhile too and found this way allowed me to consistently get the scene to continue.

 

@Veladrius

you think we should compile all the things we users come up with to fix the issues we encounter whilst trying to figure out why the mod we love so much,just won't play nice sometimes. maybe put them in the FAQ or something. i mean don't you get tired of seeing the same, single, most common problem new users (and some old users) encounter, and then have to give out the only advice you can, having little to zero knowledge of their setups.

Posted

so if I understand I need to launch an animation mod Zaz entertainment thanks to the console for the bug? it's her? if it does not work I start or I reboot the backup (after talking to the master or front too) then I will retry to restart a Zaz animation, up to his work? it's her?

 

Posted

Everytime i come back from a delivery (with the signed paper), I have an issue with the quest not ending when talking to the master.  She takes the belt etc. off and then nothing (I still have the signed paper in my inventory after that, but the option to give it back won't appear once the belt is taken off).

 

Anyway, keep up the good work :)

Posted

 

 

the worries and I install, I have the option of 'masturbate belt removal is' off, but when the master said to go below to punish my home, it does not move I can not move or anything. I install all the prerequisites I check after I did not understand why his me his, if an incompatibility with the mod sexlab  xaz prison overhault, sexlab defeat, sexlabworkingirl. I do not know so well here I hope that there's a solution to the problem ^^ '

 

The only SexLab mods that can cause issues are things like RandomAttack that can interrupt a scene. The likely issue is Fus Ro D'oh not working as that WILL keep scenes from running.

 

 

if you are sure you've installed "Fuz Ro D-oh" correctly and that it's working properly, maybe XMmm's solution (quoted below). It seems to have worked for him and others who have been having problems similar to yours (character being stuck with controls blocked during scenes).

 

Not sure if it'll work for you but try forcing ai under zazanimations? If it doesn't work the first time, release and then force again. I had this problem for awhile too and found this way allowed me to consistently get the scene to continue.

 

@Veladrius

you think we should compile all the things we users come up with to fix the issues we encounter whilst trying to figure out why the mod we love so much,just won't play nice sometimes. maybe put them in the FAQ or something. i mean don't you get tired of seeing the same, single, most common problem new users (and some old users) encounter, and then have to give out the only advice you can, having little to zero knowledge of their setups.

 

 

The bottom of the main post has a section on different issues. I will add the one about the force AI to it as a possible solution as well.

Posted

Update: I am still working on the AI packages for npc's as well as adding various idle markers and such for them to do. Since there is an update coming (very soon) to the primary DD mods I will have a release to update a number of scripts with new commands as well as adding the new items to outfits and merchant lists. At the moment I am updating the Confiscation quest so it will recognize items from the expansion and CD. Other than these updates there won't be any new content available yet.

Posted

Things You can do to brighten errands:

Hug the customer.

This actually requires a mod and an "addfac", very messy, and the chances are 10% the hug will be meaningful and not an "airport hug".

You know, the hug you give your spinster aunt on Thanksgiving.

 

So by way of gentle suggestion,

 

A mod that Builds in the already-built-in, seldom-used Skyrim Hug.

"hi, I'm here with a package (hug)",

[customer:] (heavy sigh) "Let them know I will be ordering again!! It's a fine day, when *you're* around!!

or just The airport hug, and a "Hand it over quickly".

 

The player (The PC) Becomes more and more addicted to hugs from NPC's hoping this next one will be a squeezing hug and not the airport-hug.

Side-effects are, some NPC's die from hugs, like everything else in skyrim, the script is very delicate.

There is no "handshake", that would'a been nice.

 

---

Another suggestion (This one is to me, mostly) is a vendor that takes used toys, no-questions asked. I've been dumping them on the front lawn as soon as the character can get out the door, avoiding the disapproving looks. It isn't like you'd want to sell them to Ysolda.

---

I dreamed one last night, a mod that makes one *automatically* irresistible to NPCs, that makes them powerless to resist your charm (while in uniform).

It would be the equivalent of a batch file that includes the following commands:

stopcombat

addfac 5a1a4 1

addfac 5c84d 1

addfac 19809 1

addfac 90190fc ; "hug" faction, the number is wrong.

setrelationshiprank 14 4

 

 

 

I can't find my original question here, but it Is in some sort of support forum.

I want to find the person in the same thread who said "I'm working on 100 errands", as if that was a goal.

I Did do 100 errands, as well as making herran a midget and other non-politically correct things, somewhere around errand 65.

At errand 90 I turned morthal's guard into a chicken.

At errand 100 I was ready for that gold watch, (gold something), a pat on the back, "Gee, what a great slave. You're becoming SOO submissive".

Nothing.

So in conclusion, plugs are overrated. (I'm sorry, but they're just like virtual food).

Please turn off Herran's constant taunting, and the Nessa's incessant welcome.

I think I'm addicted to your mod, Thank you.

 

yep, that's hopeless little ol me... its something to do while waiting for mr tavish to dress you up, or between actual quests in game, i just love the dance with the boss, the brute and the mage, and seeing if they can ever get me. Twice now they have but even being locked up on that mountain is kinda fun...

 

 

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