Veladarius Posted December 10, 2014 Author Posted December 10, 2014 I have released the locking versions of the Latex Hoods and the Shiny Catsuits mods: http://www.loverslab.com/topic/40383-devious-extras/?do=findComment&comment=1011570 These require the original mods as they do not include any meshes or textures. V 3.80 of Captured Dreams is set up to remove these items, hoods by the Master and all other items by De'Zra. I will be making addon versions for CD at some point, likely doing more than just adding them for sale (though it will be optional).
Guest Posted December 10, 2014 Posted December 10, 2014 Is there a way to make Legendary Cities TES Arena compatible with this?
Veladarius Posted December 10, 2014 Author Posted December 10, 2014 Is there a way to make Legendary Cities TES Arena compatible with this? From what I have seen of the fort that is placed in the same location those are not compatible. To use that mod with CD you need to do the custom installation and not include the fort there. I believe the resulting esp's can be merged.
badbat111 Posted December 10, 2014 Posted December 10, 2014 turns out i didnt grab the optional folder for the body thats why it didnt show them up is there any chance you could make a unlocked harness based on the original harness but it wont lock so you can use the plugs and remove the harness any time you want without needing keys like how the unlocked blindfold and slave boots are
Veladarius Posted December 10, 2014 Author Posted December 10, 2014 turns out i didnt grab the optional folder for the body thats why it didnt show them up is there any chance you could make a unlocked harness based on the original harness but it wont lock so you can use the plugs and remove the harness any time you want without needing keys like how the unlocked blindfold and slave boots are I probably could, I will have to look at the scripts for those items to see what they did.
badbat111 Posted December 10, 2014 Posted December 10, 2014 i wanted to try the deadric plugs without having to be locked in it full time
Slorm Posted December 10, 2014 Posted December 10, 2014 @Vel On the issue of the Little Helper plug buff not working with SAR (but okay with SA), what's the function call that makes the buff active at arousal 80 (I'm guessing that SAR isn't passing this correctly)?
Veladarius Posted December 10, 2014 Author Posted December 10, 2014 @Vel On the issue of the Little Helper plug buff not working with SAR (but okay with SA), what's the function call that makes the buff active at arousal 80? All it has is a conditions that the wearers Arousal be >= 80 and has no chastity belt key, there are no scripts on that enchantment at all (all 4 are set up the same).
Slorm Posted December 10, 2014 Posted December 10, 2014 All it has is a conditions that the wearers Arousal be >= 80 and has no chastity belt key, there are no scripts on that enchantment at all (all 4 are set up the same). Thanks Vel. After testing the bugger seems to work now, so maybe the original SAR install didn't take properly and the reinstall fixed it. I'll do some further testing with an older save game
sapho888 Posted December 11, 2014 Posted December 11, 2014 V 3.80 is available now. There are not many changes to it: Few bug fixes (including objectives for Ulfric and Jorleif) Updated Device Removal scripts to handle hoods, suits and gloves Minor dialogue updates (mostly to help with...) German language support - includes localized esp with all string files for English and German as well as dummy files for all other languages (to avoid issues). If you want the non localized esp, it is in the Optional folder. If you use the UNPB body there are UNPB meshes for the chastity piercings in the Optional folder as well. Thanks to CGi for the translation. Just to make sure I have everything, if I'm using UNPB, i need the UNPB meshes 3.75 and the chastity piercings in the Optional folder mentioned in the quote?
Veladarius Posted December 11, 2014 Author Posted December 11, 2014 V 3.80 is available now. There are not many changes to it: Few bug fixes (including objectives for Ulfric and Jorleif) Updated Device Removal scripts to handle hoods, suits and gloves Minor dialogue updates (mostly to help with...) German language support - includes localized esp with all string files for English and German as well as dummy files for all other languages (to avoid issues). If you want the non localized esp, it is in the Optional folder. If you use the UNPB body there are UNPB meshes for the chastity piercings in the Optional folder as well. Thanks to CGi for the translation. Just to make sure I have everything, if I'm using UNPB, i need the UNPB meshes 3.75 and the chastity piercings in the Optional folder mentioned in the quote? The meshes in the UNPB Meshes 3.75 are the same as the ones included in the optional folder, I missed removing that file from the download section.
sapho888 Posted December 11, 2014 Posted December 11, 2014 V 3.80 is available now. There are not many changes to it: Few bug fixes (including objectives for Ulfric and Jorleif) Updated Device Removal scripts to handle hoods, suits and gloves Minor dialogue updates (mostly to help with...) German language support - includes localized esp with all string files for English and German as well as dummy files for all other languages (to avoid issues). If you want the non localized esp, it is in the Optional folder. If you use the UNPB body there are UNPB meshes for the chastity piercings in the Optional folder as well. Thanks to CGi for the translation. Just to make sure I have everything, if I'm using UNPB, i need the UNPB meshes 3.75 and the chastity piercings in the Optional folder mentioned in the quote? The meshes in the UNPB Meshes 3.75 are the same as the ones included in the optional folder, I missed removing that file from the download section. thank you for the clarification! thank you for this mod too!
Guest Posted December 11, 2014 Posted December 11, 2014 I have a tiny newbie question for Veladarius. OK Using shorthand, a quest I was belted & collared for, removed my corset. So I tried using creation-kit to move the corset from 45 to 58. ("58" or whatever the devious device slot is for corsets). Now the corset is permanently invisible. So I'm going to change it back to "45" and endure it getting removed whenever I'm on a quest, but it would be nice, if I understood where it should be in creation kit, so it's visible but does not interefere with a belt or a collar.
eric_starbuck Posted December 11, 2014 Posted December 11, 2014 Yesterday i tested the new version, it seems to work fine. I am playing with a new character and got to the point of the "demo" of gear on her. now I spent several days sleeping and making some quests and errands for master (successfully). But she still refuses to remove the gear. I have also changed the player level via console to try the new expansion features but maybe the gear must be removed first? I have big difficulties in combat since the arms locks make my PG very slippery with weapons! Maybe the whole "situation" of the mod is a bit to prolonged? it was nice to have finished the mod and playing in other ways waiting for the customer to appear on certain days, but with gear on the PG it is a bit too long the wait and also difficult to play normally cause the penalties they give and the -20% on the XP progression.
Mord Sif Posted December 11, 2014 Posted December 11, 2014 I have a tiny newbie question for Veladarius. OK Using shorthand, a quest I was belted & collared for, removed my corset. So I tried using creation-kit to move the corset from 45 to 58. ("58" or whatever the devious device slot is for corsets). Now the corset is permanently invisible. So I'm going to change it back to "45" and endure it getting removed whenever I'm on a quest, but it would be nice, if I understood where it should be in creation kit, so it's visible but does not interefere with a belt or a collar. If you're changing something's slot, you need to change it for the Armour and Armour Add-on entries in the Creation Kit, and also its nifs (and for every NiTriShape within the nif if it has more than one.) If all of those things don't have the same slot assigned the item will show up invisible. For the nif slot you'll need nifskope. Open your nif with it (do it for both 0 and 1 weights if you have both) expand each NiTriShape, highlight BSDismemberSkinInstance and in the Block Details list at the bottom expand Partions, then Partitions again, and on the line that begins with Body Part you'll see the currently assigned slot under Value. Double click twice on the current slot then type in the slot you assigned in the Creation Kit. Hit enter and it should automatically fill out the full slot ID. Save your nif and it should all work now.
Guest Posted December 11, 2014 Posted December 11, 2014 I have a tiny newbie question for Veladarius. OK Using shorthand, a quest I was belted & collared for, removed my corset. So I tried using creation-kit to move the corset from 45 to 58. ("58" or whatever the devious device slot is for corsets). Now the corset is permanently invisible. So I'm going to change it back to "45" and endure it getting removed whenever I'm on a quest, but it would be nice, if I understood where it should be in creation kit, so it's visible but does not interefere with a belt or a collar. If you're changing something's slot, you need to change it for the Armour and Armour Add-on entries in the Creation Kit, and also its nifs (and for every NiTriShape within the nif if it has more than one.) If all of those things don't have the same slot assigned the item will show up invisible. For the nif slot you'll need nifskope. Open your nif with it (do it for both 0 and 1 weights if you have both) expand each NiTriShape, highlight BSDismemberSkinInstance and in the Block Details list at the bottom expand Partions, then Partitions again, and on the line that begins with Body Part you'll see the currently assigned slot under Value. Double click twice on the current slot then type in the slot you assigned in the Creation Kit. Hit enter and it should automatically fill out the full slot ID. Save your nif and it should all work now. I'm sure I've got a learning disability somewhere, it sounds lots better than "duh", but anyway, Turbosnowy released a corset, and several ESP's and BSA's. That's the part I'm choking on, I think. The approximate ESP/BSA names are, Ts_fetish, TS_uncut, TS_character_sizer, TS_Female_sizer CD_TS_fetish. The um, meshes are not actually existing, they're packed into a file (I think). It's a curse, chose an item I happen to like that is more complicated to use than any other mod on the planet. --- ??? Master's back to wearing her housecoat, along with Nissa & Tessa, and the slaves-display models are bare except for belts and gags. I think I pissed off the mod-engine.
Mord Sif Posted December 11, 2014 Posted December 11, 2014 I have a tiny newbie question for Veladarius. OK Using shorthand, a quest I was belted & collared for, removed my corset. So I tried using creation-kit to move the corset from 45 to 58. ("58" or whatever the devious device slot is for corsets). Now the corset is permanently invisible. So I'm going to change it back to "45" and endure it getting removed whenever I'm on a quest, but it would be nice, if I understood where it should be in creation kit, so it's visible but does not interefere with a belt or a collar. If you're changing something's slot, you need to change it for the Armour and Armour Add-on entries in the Creation Kit, and also its nifs (and for every NiTriShape within the nif if it has more than one.) If all of those things don't have the same slot assigned the item will show up invisible. For the nif slot you'll need nifskope. Open your nif with it (do it for both 0 and 1 weights if you have both) expand each NiTriShape, highlight BSDismemberSkinInstance and in the Block Details list at the bottom expand Partions, then Partitions again, and on the line that begins with Body Part you'll see the currently assigned slot under Value. Double click twice on the current slot then type in the slot you assigned in the Creation Kit. Hit enter and it should automatically fill out the full slot ID. Save your nif and it should all work now. I'm sure I've got a learning disability somewhere, it sounds lots better than "duh", but anyway, Turbosnowy released a corset, and several ESP's and BSA's. That's the part I'm choking on, I think. The approximate ESP/BSA names are, Ts_fetish, TS_uncut, TS_character_sizer, TS_Female_sizer CD_TS_fetish. The um, meshes are not actually existing, they're packed into a file (I think). It's a curse, chose an item I happen to like that is more complicated to use than any other mod on the planet. --- ??? Master's back to wearing her housecoat, along with Nissa & Tessa, and the slaves-display models are bare except for belts and gags. I think I pissed off the mod-engine. The meshes are packed in a bsa? You'd need to use something like BSAopt to unpack them then.
Veladarius Posted December 11, 2014 Author Posted December 11, 2014 Yesterday i tested the new version, it seems to work fine. I am playing with a new character and got to the point of the "demo" of gear on her. now I spent several days sleeping and making some quests and errands for master (successfully). But she still refuses to remove the gear. I have also changed the player level via console to try the new expansion features but maybe the gear must be removed first? I have big difficulties in combat since the arms locks make my PG very slippery with weapons! Maybe the whole "situation" of the mod is a bit to prolonged? it was nice to have finished the mod and playing in other ways waiting for the customer to appear on certain days, but with gear on the PG it is a bit too long the wait and also difficult to play normally cause the penalties they give and the -20% on the XP progression. The more submissive you are the less chance of her removing them, if you are more submissive than when she put them on you then there is no chance to get them off. Once you are no completely submissive (slightly submissive in the ledger) she will remove them when the time comes.
eric_starbuck Posted December 11, 2014 Posted December 11, 2014 Yesterday i tested the new version, it seems to work fine. I am playing with a new character and got to the point of the "demo" of gear on her. now I spent several days sleeping and making some quests and errands for master (successfully). But she still refuses to remove the gear. I have also changed the player level via console to try the new expansion features but maybe the gear must be removed first? I have big difficulties in combat since the arms locks make my PG very slippery with weapons! Maybe the whole "situation" of the mod is a bit to prolonged? it was nice to have finished the mod and playing in other ways waiting for the customer to appear on certain days, but with gear on the PG it is a bit too long the wait and also difficult to play normally cause the penalties they give and the -20% on the XP progression. The more submissive you are the less chance of her removing them, if you are more submissive than when she put them on you then there is no chance to get them off. Once you are no completely submissive (slightly submissive in the ledger) she will remove them when the time comes. Oh crap! my PG is doomed! But is there the possibility she give me missions of the expansion this way? i completed 6 errands so far. what triggers the new missions?
badbat111 Posted December 11, 2014 Posted December 11, 2014 vel are you going to take a look the thing i mentioned in my mail to see if it is a bug or something happened on my end ? you know the latest mail i sent you
eric_starbuck Posted December 11, 2014 Posted December 11, 2014 Another thing I noticed: i have almost 50% of CDT when entering the shop, is this because of the many charachters wearing special gear? My PC is not so powerful.
Kendo 2 Posted December 11, 2014 Posted December 11, 2014 @Veladarius Play Test/Bug Report disclaimer: This is what I encountered. It isn't meant as an attack or critique and feel free to ignore my uninformed suggestions. Quest: CDxExpQuest02.The player positions for almost all of the new ZAZ furniture is off on the x or Y axis. (I'm sure you already heard about this.) The only one that worked properly was the Spanish Horse (the wooden horse, no idea what it is named in ZAZ). I know this is not your fault and I tried two play throughs in 1st and then 3rd person. Same results both times. I don't know if this would work or not, but maybe you could make furniture copies in your esp and add the forcethirdperson keyword (like the Yarl's Throne has). Also, I was able to activate the X Frame while restrained on it during the dinner party.Quest: CDXExpQuest04.CDxExpQuest04 Stage 130 (The slave, Erani, is ok. I need to go see Ulfric in Windhelm.)At stage 140 the quest objective changes back to Erani and Ulfric's is removed.At CDxExpQuest04 Stage 330 (I have to take Erani to De'Zra to get these restraints removed. She will take things from there,)Ulfric's marker reappears from stage 130. See the screenshots. I looked in the CK and it is not listed in the Papyrus Fragment for stage 330. Note that once the quest is completed all Objectives disappear as intended.Quest: CDXFreeTrial.I ran into this bug after the Expansions are complete and Master wanders the exterior. With the player's controls disabled at stage 25 I could not activate the farmhouse door to the shop itself. An NPC had used the door before me, leaving it in the open position. I could activate it one time (to close it) and then I was stuck. Maybe you could add a condition that restricts the dialogue to only function when Master is inside the shop itself, that or maybe change the exterior farmhouse door to one that isn't animated.Other Stuff:In the Manor House Dungeon on the North wall where the cells are there is a noticable gap. (Easy enough to fix but I thought you should know.)Once all of the exterior expansions are complete I'm getting a huge framerate hit and a lag. I think you have a lot of NPCs and the game is processing them for their vanilla stuff and mods like Aroused and SOS. You also have a lot of animated fires and lights with dynamic shadows. Maybe replace most of the fires with static street lanterns and the light bulbs with ones that do not cast shadows? Shadows + grass = bad juju and add to that the nearby water and trees, plus the exterior is an 'exterior' and not a closed cell like the cities are. The game is processing all of that. This isn't meant to offend in any way. I'm simply reporting what I encountered.
dark_sjoerd Posted December 11, 2014 Posted December 11, 2014 the mcm menu does not show can some one plz help me whit that?
Veladarius Posted December 11, 2014 Author Posted December 11, 2014 vel are you going to take a look the thing i mentioned in my mail to see if it is a bug or something happened on my end ? you know the latest mail i sent you It is likely a typo on my part, I will fix it as I add items to the MCM menu. Another thing I noticed: i have almost 50% of CDT when entering the shop, is this because of the many charachters wearing special gear? My PC is not so powerful. Check your papyrus log for errors, it should not cause a CTD. the mcm menu does not show can some one plz help me whit that? Disable the mod. Load your game then save and exit. Enable the mod again and reload the last save, it should let it try to initialize it again.
Veladarius Posted December 11, 2014 Author Posted December 11, 2014 @Veladarius Play Test/Bug Report disclaimer: This is what I encountered. It isn't meant as an attack or critique and feel free to ignore my uninformed suggestions. Quest: CDxExpQuest02. The player positions for almost all of the new ZAZ furniture is off on the x or Y axis. (I'm sure you already heard about this.) The only one that worked properly was the Spanish Horse (the wooden horse, no idea what it is named in ZAZ). I know this is not your fault and I tried two play throughs in 1st and then 3rd person. Same results both times. I don't know if this would work or not, but maybe you could make furniture copies in your esp and add the forcethirdperson keyword (like the Yarl's Throne has). Also, I was able to activate the X Frame while restrained on it during the dinner party. I have tried a number of things to get it to line up but have not had any luck. I think it has to do in part with the camera as I have been able to completely turn my character around once they started being put into an item. Usually if I leave the camera alone on the rack and xframe my character will line up correctly but I have issues with the horse and stocks. As I remember, earlier versions of ZAZ locked the camera before moving the player into the furniture. I will try your suggestion on the forcethirdperson keyword and see if that makes a difference. Quest: CDXExpQuest04. CDxExpQuest04 Stage 130 (The slave, Erani, is ok. I need to go see Ulfric in Windhelm.) At stage 140 the quest objective changes back to Erani and Ulfric's is removed. At CDxExpQuest04 Stage 330 (I have to take Erani to De'Zra to get these restraints removed. She will take things from there,) Ulfric's marker reappears from stage 130. See the screenshots. CDxExpQuest04a.jpg CDxExpQuest04b.jpg I looked in the CK and it is not listed in the Papyrus Fragment for stage 330. Note that once the quest is completed all Objectives disappear as intended. The version you have is not current, I can tell as some of the objectives have been changed. There were some issues with Ulfric's objective in earlier versions but those should be fixed now. If you have updated then it is likely stuck in the save game. Quest: CDXFreeTrial. I ran into this bug after the Expansions are complete and Master wanders the exterior. With the player's controls disabled at stage 25 I could not activate the farmhouse door to the shop itself. An NPC had used the door before me, leaving it in the open position. I could activate it one time (to close it) and then I was stuck. Maybe you could add a condition that restricts the dialogue to only function when Master is inside the shop itself, that or maybe change the exterior farmhouse door to one that isn't animated. I will have to set that quest (and likely others) so they only have the dialogue in the shop, should not be difficult. Other Stuff: In the Manor House Dungeon on the North wall where the cells are there is a noticable gap. (Easy enough to fix but I thought you should know.) Once all of the exterior expansions are complete I'm getting a huge framerate hit and a lag. I think you have a lot of NPCs and the game is processing them for their vanilla stuff and mods like Aroused and SOS. You also have a lot of animated fires and lights with dynamic shadows. Maybe replace most of the fires with static street lanterns and the light bulbs with ones that do not cast shadows? Shadows + grass = bad juju and add to that the nearby water and trees, plus the exterior is an 'exterior' and not a closed cell like the cities are. The game is processing all of that. I will check the wall, it may be something was moved while I was changing some things in there. There are about 8 npc's outside but most all the items they are wearing are not active items (no scripts, just models), only the belts are 'real' so any hit from them would be far less than the shop interior. For lights, there are only 3 that cast shadows, they are directional lights over the front doors of the Shop, Manor and VIP house and have a very small radius, the rest are normal omni directional lights. Skyrim's engine won't render more than 4 shadowed lights at any one time (omni directional lights with shadows count as 2) so I have avoided using them. The lanterns don't emit any light, they are just a standard static item and the fires by the signs are just movable static items and emit no light either. This isn't meant to offend in any way. I'm simply reporting what I encountered.
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