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


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Posted

 

Correct me if I'm wrong, but wouldn't these lines be integer divisions?

 

RegisterForSingleUpdateGameTime(timer * (deltimescale.getvalueint() / 20))

timer = (timer * (deltimescale.getvalueint() / 20)) * 2

 

That would mean that if deltimescale.getvalueint() was anything below 20, it would result in:

 

RegisterForSingleUpdateGameTime(timer * (0))

timer = (timer * (0)) * 2

 

So you'd be out of time before you started. Have to admit I'm still fairly new to papyrus but in any of the half dozen other languages I know dividing 2 ints always results in an integer division unless you cast at least one side to a float.

 

I am playing with it now to see what the issue is. I set the slider to 10 and ended up with it saying I was late straight out. I went in and changed the script and changed the getvalueint to just getvalue, so far that has not made a difference. The timer variable is already set up as a float so that should not be the issue. The DelTimeScale variable is from the MCM menu so if you leave it at 20 it should work properly until I can get it resolved.

 

 

See if this fixes the issue: patch for delivery.zip

Posted

I am working on adding a way to track some different tendencies in the player as well as my npc's. As I intend to add quite a bit of dialogue I want to have some dialogue usable by most npc's so I need a way to tell what each npc likes / doesn't like, most will be used with the player as well:

Sadism - If they like punishing people

Masochism - If they like being punished (pain, humiliation etc)

Sex - How much they like sex

Bondage - How much they like being tied up

Control - How much they like being in control (sub / dom)

 

The values will reflect if they have a positive, negative or no opinion / preference for each. For the most part, the values for npc's won't change much during play but they can for the player. I may let the player set the values for themselves to start but once set they can change (slowly). I plan on using these with npc's to direct dialogue during scenes and conversations as there will be times that the player will have to figure out what they like or don't like. As for the player, they will help determine rewards and punishments that are used.

 

Yes, I am looking to track a lot of information but it will give each npc a bit of personality without having to build custom dialogue for every one of them. These values will also likely be applied to vanilla visiting npc's as well. This should be the last part of the framework I needed to figure out, I already have personalities and such for the npc's figured out so I can start building dialogue. There will be a number of things that are revamped to take advantage of this.

 

I have started on the base slavery system, right now I am working on the trigger system that will start the process and determine what sort of slave you will be.

 

with the chat topic saying do you get willing slaves i was hoping for a [can i be one] in a chat topic if the player was submissive but it didnt :( or was that planned for a later update ?

 

Posted

 

 

Thanks Veladarius, I really like the mods, if I can suggest, maybe capture dream can capture death player also, like "Death Alternative" if player dead in outdoor and wakeup in the shop, and add payment if already  have to master. Thanks for "ImmerSlave" add-on too. :cool: 

 

That's a really good idea, rescued by a CD employee and wake up a property slave. It would be a great lead-in particularly if it could be added to DAMOYL (I'd imagine it's quite possible as it recognises the Defeat mod already)

 

Last time I suggested this Vel said he disliked Death Alternative for how long it takes for him to set up, I can't blame him, death alternative was the main reason I uninstalled SD+.

 

I like the idea as well, but I can see why Vel might not want to add another 3rd party mod as a dependency, especially one that annoys users and himself.

 

Edit: http://www.loverslab.com/topic/23844-devious-devices-captured-dreams-shop-updated-12-19-2014/page-363?do=findComment&comment=1020012

 

My bad, maybe he isn't as set against it as I remember.

 

 

Using it to handle the defeat by the bandits on a delivery won't happen, I have to ensure that my ending would be used in that fight and I don't think that is possible. As for using it for other purposes it would depend on how difficult it would be to hook into it as a soft dependency, I won't make it a requirement.

 

 

I find it's pretty solid (no idea how hard to code) on working out the conditions.  SD+ and Submit both moved to it just so they don't have to handle combat fail coding themselves.  I've had it running SD+, Submit, Defeat (so triggers on Bleedout and Blackout) with no issues.  Takes some setting up from the players side to get things to trigger as you want though.

 

Pretty impressive as you can go from losing to a giant (DA bleedout trigger), getting raped by that giant (Defeat, and extra lols if you use fillherup with a preggers body), to getting caught again or by someone else while hurting and get Submit or SD+ (DA Blackout) and all it's stuff.     As DA handles the trigger conditions, the mods don't fight each other with competing trigger scripts.  You can really stack them up.

BTW, not sure if that was your reason, but the bandits you fight capturing you at 30% health was a good idea as it prevents a DA conflict afaik.

 

Not sure I'd want to be a property slave right away on a combat fail.  With all the devices going, playing on harder levels and such, 'death' is a lot more common than in my old Skyrim experience :P.  I'd hate to skip some C Dreams story line just due to one death (probably would reload), but a big 'reward' for sloppy service wouldn't be missed.  Maybe a MCM option...

 

Posted

Thanks for replay, by the way I got a problem when master replace the plug from the player, when request some relief, the belt not equip properly. and plug slide out. I got same problem when request with Devious Regulation. But Its working well if the belt replace with another type "Open Back to Full". Any suggest? 

 

I'm not seeing a belt re-equip in that capture log at all, It looks like you waited 15 seconds for the script to finish, but I only see the plugs falling out 5 seconds after the event, no belt reapply at all. Does it reapply in the game?

 

Is the belt still in your inventory? If it is in your inventory, can you try putting it in a container, such as a barrel, and see if the game lets you put it away? If it doesn't, it could be a bugged DD item, not that uncommon.

 

Does the same thing happen on an old save or in a new game? Checkig the new game is a pretty fast way to check if any of the scripts are bugged.

 

You can quickly test a new game by typing in console

"coc CapturedDreamsShop" followed by

"setstage CDxMP03 50" give it a few seconds out of console, then add

"setstage CDxMP03 300" these will allow you to enter debt quickly for testing this one part

Then you can save and talk to master.

 

I'm sure there is a way to trigger the gag removal quest scripts instead, which would be faster, but I'm not sure which quest that is to fast-stage.

 

Offtopic: I should stop browsing creationkit for this stuff, now I really want to know how I can set questpath.getvalueint() manually ;)

Posted

Thanks for replay, by the way I got a problem when master replace the plug from the player, when request some relief, the belt not equip properly. and plug slide out. I got same problem when request with Devious Regulation. But Its working well if the belt replace with another type "Open Back to Full". Any suggest? 

 

I can see where the belt is removed and the plugs are switched but I don't see the belt equipping or any errors from the attempt, there should be something happening there. I will have to look over the scripts to see what the issue is.

Posted

 

Thanks for replay, by the way I got a problem when master replace the plug from the player, when request some relief, the belt not equip properly. and plug slide out. I got same problem when request with Devious Regulation. But Its working well if the belt replace with another type "Open Back to Full". Any suggest? 

 

I'm not seeing a belt re-equip in that capture log at all, It looks like you waited 15 seconds for the script to finish, but I only see the plugs falling out 5 seconds after the event, no belt reapply at all. Does it reapply in the game?

 

Is the belt still in your inventory? If it is in your inventory, can you try putting it in a container, such as a barrel, and see if the game lets you put it away? If it doesn't, it could be a bugged DD item, not that uncommon.

 

Does the same thing happen on an old save or in a new game? Checkig the new game is a pretty fast way to check if any of the scripts are bugged.

 

You can quickly test a new game by typing in console

"coc CapturedDreamsShop" followed by

"setstage CDxMP03 50" give it a few seconds out of console, then add

"setstage CDxMP03 300" these will allow you to enter debt quickly for testing this one part

Then you can save and talk to master.

 

I'm sure there is a way to trigger the gag removal quest scripts instead, which would be faster, but I'm not sure which quest that is to fast-stage.

 

Offtopic: I should stop browsing creationkit for this stuff, now I really want to know how I can set questpath.getvalueint() manually ;)

 

 

Any global variable can be set in the console:   set <variable name> to <value>

Posted

I did to try from the new game and follow via console. master remove the blindfold, but the same problem still exist. The belt still in my inventory, so I can remove it. that looks like the item not equip back after attach the plug.

Posted

The quest uses some of the older functions I have made, they still work but it needs some values set manually to work now. The original unequip scripts would set a variable depending on the belt that was removed but with the changes made to those scripts that isn't possible anymore. I had thought that I had already set the scripts up to set the value for the belt, I will have to check it out.

Posted

Any global variable can be set in the console:   set <variable name> to <value>

 

There is a CDx* global that represents questpath in CDxMP03?

 

I didn't even see where questpath was defined in the script, I just assumed it was the result of some other function that I couldn't find in the creation kit search. I thought it might point to a variable, since you have to convert a string to an int, but I didn't find one that looked like it matched.

 

Edit: ah wait, mp03dialog, nvm

 

 

Posted

Only recently started playing with PC Skyrim and these mods, but so far this is among my favorites.  Looking forward to where it's going, and looking at the recent discussions here, I have an idea about changing how the debt works.  Forgive me if I'm a bit wrong on how all the features of the mod work, I've only really scratched the surface, but I think I'll be doing a run through starting out in debt focusing on going through the CD content. 

 

I think the debt system could be changed to be a bit more akin to something like real credit card debt.  Right now the master is pretty forgiving in terms of credit line and payment time.  I would propose that the player needs to make regular minimum payments to pay off their debt.  So it would go something like this (numbers given are merely for demonstration):  Player goes into 4k debt, after which there is a one week grace period.  After the first week finishes, the player is required to pay 250 each day to avoid consequence.  It is important that the player is allowed to pay in advance for this, so for instance, in that first week the player managed to pay off 1k of the debt.  Well in that case they would have 7 days free + 4 more days before their next required payment.  Actually forcing the player to visit the shop daily would be extremely bad.  If the player returns to the shop missing 1-3 days of payments, the master will demand that money now.  If the player can't pay, there can be a speech check to beg for more time (perhaps just one more day) to get the money, this can be affected by how many days missed + total debt owned + relationship with master.  If failed, the player becomes a Property Slave.  If they can pay there is still a punishment involved, but the debt will continue as normal.  If more than 4 days pass of missed payments, debt collectors show up to take the player to the master.  They shouldn't be killable, as there isn't much point to winning, since it's not like you'll ever remove your collar/belt without returning to a very angry master anyway.  Though there could be an option to work out a deal with the collectors at an additional fee, but no way to actually fight them off.  Getting brought in by the collectors sends you into being a Property Slave. 

 

Also adding Interest fees would work great if this.  Say +1% additional debt every day gets added, which would be 40g per day at 4k.  If you hit 25k, you'd be in state where the minimum payment could never pay off the debt alone.  The way I see it The Master has two goals, run a profitable business, and increase her harem of slaves.  This system cover both fronts nicely and separates the responsible slaves that could become valued Personal Slaves from the irresponsible Property Slaves that aren't ready to serve properly yet.  From the player perspective it gives another option to be enslaved through their own failure, while not relying on something like alternate death or death/defeat in general. 

 

Another idea which is more fetishy and thus down to your own taste/goal for the mod, but reading some posts on the DD Curse Loot thread made me think there really isn't enough humiliation focused stuff, it's mostly bondage/sex, the main exception I know of being More Devious Quests, which I also love for the infamy system.  I'll say again that I haven't played enough of the this mod yet to see all the features so this may not fit as well as I think, or may already be covered somewhere and thus not really needed, but Slave Tats was brought up as something that could be added to Curse Loot and that got me thinking.  I don't run that mod, as giving myself tats doesn't do anything for me, similarly randomly getting them from loot doesn't either.  But a master doing it temporary for some specific reason?  That'd be great.  The three ways I see it could be implemented are:

 

1.  Part of being a Property Slave is having some Tattoo marking you as such, either specifically owned by the Master or by Captured Dreams, or more generic "slave" tats to remind you of your place.  They would be removed upon upgrading to personal slave (or freedom is possible) as a reward.  The belt/collar is enough for them. 

 

2.  As an advertising quest.  The player is made up like a walking billboard for the shop, and has to travel around a town naked advertising the shop, which could involve talking to NPCs, demonstrating bondage gear, or provided sexual services. 

 

3.  Punishment.  You failed the master and now must walk around naked to show the world for some period of time, with some choice tattoos to humiliate and degrade you in hopes you'll do better next time.  I don't know if forced nudity shows up or not in this mod, if it doesn't, I'd like to see it even without the tats. 

 

Going to start the new playthrough now, and really delve into this mod.  Keep up the good work, can't way till the next big release. 

 

Posted

Thanks to some new Mod I'm trying or discarded, in the Elenwen-quest ordeal more "resist-submits" are there than ever.

Nice they don't immediately crash but they mess up the story line.

***Any chance you can block other mods horning in on your mod?

 

There's a scene I've wanted to mention I almost always have to restart, no biggie though:

The Guard who wakes you up in prison has a few lines starting with

"are you awake?"

And then a lot of yadas and blahs later, the PC stands next to another guard outside the cell in the washing area,

and the original guard

***appears to get stuck and loops with a bucket in her hand.

She is trying, maybe, to reach a position just behind the PC, but she never gets there.

On a restart, I made sure to change the camera back to "first-person" or whatever it's called, and the scene performs flawlessly.

 

On an even teenier note,

The initial part of the quest where elenwen is explaining you're lucked-out,

if the player interrupts the conversation (presses "B")

in a desperate attempt to save

before a fly or a stray soldier attacks,

the scene Stops Forever! Elenwen starts saying

"Hmmm??"

"You smell like a bedroll"

 

-----

I dumped most mods except the simplicity of the milk-maid mod, and I've got all my other mods turned down to 1 or 0 (minimum setting).

This mod shines for its story line and (Thank Talos) you can leave and never return, or go save the world and come back meekly.

So please don't involve "bank of Tamriel" or do any more humiliating stuff.

Serving Master seems honorable, even for a succubus ex-spriggan slave who's been ravished a few times (Did I mention she's already been humiliated enough????)

-----

I was stupid and tried on the ebonite harness after master took it off and put it in my inventory.

No power in the console I'm aware of can remove it. A freaking key won't work, it says I need a "special tool".

Another game bites the dust. This means another restart for me.

Well, actually "resetinventory" worked but I was hoping for a less drastic solution.

I'm bringing it up because of the "free trial" bra. Can we skip the bra?

Thanks.

 

Posted

Maybe you can use other slavery mods, or release some part of your WIP parts in attemp to seek people help.

It could be a gain of time for you...

there is none that would

1 be so complex (well, maybe until APPS would be up - but that mod would be different in many ways)

2 use everything that devious devices have to offer

 

 

3 i do think that SkyrimLL started some discussion among modders of how to make slavery mods more compatible with each other.

Posted

Thanks to some new Mod I'm trying or discarded, in the Elenwen-quest ordeal more "resist-submits" are there than ever.

Nice they don't immediately crash but they mess up the story line.

***Any chance you can block other mods horning in on your mod?

 

There's a scene I've wanted to mention I almost always have to restart, no biggie though:

The Guard who wakes you up in prison has a few lines starting with

"are you awake?"

And then a lot of yadas and blahs later, the PC stands next to another guard outside the cell in the washing area,

and the original guard

***appears to get stuck and loops with a bucket in her hand.

She is trying, maybe, to reach a position just behind the PC, but she never gets there.

On a restart, I made sure to change the camera back to "first-person" or whatever it's called, and the scene performs flawlessly.

 

On an even teenier note,

The initial part of the quest where elenwen is explaining you're lucked-out,

if the player interrupts the conversation (presses "B")

in a desperate attempt to save

before a fly or a stray soldier attacks,

the scene Stops Forever! Elenwen starts saying

"Hmmm??"

"You smell like a bedroll"

 

-----

I dumped most mods except the simplicity of the milk-maid mod, and I've got all my other mods turned down to 1 or 0 (minimum setting).

This mod shines for its story line and (Thank Talos) you can leave and never return, or go save the world and come back meekly.

So please don't involve "bank of Tamriel" or do any more humiliating stuff.

Serving Master seems honorable, even for a succubus ex-spriggan slave who's been ravished a few times (Did I mention she's already been humiliated enough????)

-----

I was stupid and tried on the ebonite harness after master took it off and put it in my inventory.

No power in the console I'm aware of can remove it. A freaking key won't work, it says I need a "special tool".

Another game bites the dust. This means another restart for me.

Well, actually "resetinventory" worked but I was hoping for a less drastic solution.

I'm bringing it up because of the "free trial" bra. Can we skip the bra?

Thanks.

 

I can probably block other dialogue the same way I blocked it with the Master and others but I will have to see if it causes any conflicts with the force greet packages used in the quest.

 

The scene you are having issues with may be caused by the Physics engine in the game. For whatever reason the collision part of the door seems to become disconnected from the model, I have no idea why. I have seen it end up blocking the guard with the bucket, usually after a moment or two of trying to walk through it the game will move them past it.

 

That is likely some other dialogue interrupting the scene.

 

Things like this is why I have come up with the 5 Tendencies, these will allow the mod to learn what you do and don't like and adjust accordingly (No interest in a Tendency is valid).

 

If you don't have any quest items on you currently (sounds like you don't) you can use the reset for either the Free Trial or the Delivery quest, either one will in remove any and all CD quest items. There is a way to remove items using the console though, you need to find out what the ID is of what is referred to as the 'Script Instance' part of the item (has the keywords and meshes that appear on the actor) and remove it using the console (removeitem). Once it has been removed you can unequip the Inventory part in the Inventory menu (if removing a belt I recommend putting on a normal belt and removing it with a key to stop the chastity quest).

I can add a checkbox for using the bra in the next version.

 

 

Maybe you can use other slavery mods, or release some part of your WIP parts in attemp to seek people help.

It could be a gain of time for you...

there is none that would

1 be so complex (well, maybe until APPS would be up - but that mod would be different in many ways)

2 use everything that devious devices have to offer

 

 

3 i do think that SkyrimLL started some discussion among modders of how to make slavery mods more compatible with each other.

 

 

Yes, there is a discussion currently among most all of the modders that have / are building a slavery mod, it looks like there will be a simple recognition and identification framework added to ZAZ that anyone can tap into. This will let modders identify slaves and their status for others so they can act accordingly. The advantage is that someone can make a mod that can do things with slaves without having to make a framework to control/enslave people themselves.

 

The enslaving of the player is not a difficult thing to do in of itself, controlling the player once they have been enslaved is the difficult part. Most mods designate a Master for the player and they have to stay near them (as with SD+) but generally offer little to do. While you will have a Master with CD you are not tethered to them and are assigned work within a set area or tasks to do (in or out of the CD compound). For me the difficult part is the creation of these tasks as well as all the scenes and dialogue that goes with it.

Posted

 

Thanks to some new Mod I'm trying or discarded, in the Elenwen-quest ordeal more "resist-submits" are there than ever.

Nice they don't immediately crash but they mess up the story line.

***Any chance you can block other mods horning in on your mod?

 

There's a scene I've wanted to mention I almost always have to restart, no biggie though:

The Guard who wakes you up in prison has a few lines starting with

"are you awake?"

And then a lot of yadas and blahs later, the PC stands next to another guard outside the cell in the washing area,

and the original guard

***appears to get stuck and loops with a bucket in her hand.

She is trying, maybe, to reach a position just behind the PC, but she never gets there.

On a restart, I made sure to change the camera back to "first-person" or whatever it's called, and the scene performs flawlessly.

 

On an even teenier note,

The initial part of the quest where elenwen is explaining you're lucked-out,

if the player interrupts the conversation (presses "B")

in a desperate attempt to save

before a fly or a stray soldier attacks,

the scene Stops Forever! Elenwen starts saying

"Hmmm??"

"You smell like a bedroll"

 

-----

I dumped most mods except the simplicity of the milk-maid mod, and I've got all my other mods turned down to 1 or 0 (minimum setting).

This mod shines for its story line and (Thank Talos) you can leave and never return, or go save the world and come back meekly.

So please don't involve "bank of Tamriel" or do any more humiliating stuff.

Serving Master seems honorable, even for a succubus ex-spriggan slave who's been ravished a few times (Did I mention she's already been humiliated enough????)

-----

I was stupid and tried on the ebonite harness after master took it off and put it in my inventory.

No power in the console I'm aware of can remove it. A freaking key won't work, it says I need a "special tool".

Another game bites the dust. This means another restart for me.

Well, actually "resetinventory" worked but I was hoping for a less drastic solution.

I'm bringing it up because of the "free trial" bra. Can we skip the bra?

Thanks.

 

I can probably block other dialogue the same way I blocked it with the Master and others but I will have to see if it causes any conflicts with the force greet packages used in the quest.

 

The scene you are having issues with may be caused by the Physics engine in the game. For whatever reason the collision part of the door seems to become disconnected from the model, I have no idea why. I have seen it end up blocking the guard with the bucket, usually after a moment or two of trying to walk through it the game will move them past it.

 

That is likely some other dialogue interrupting the scene.

 

Things like this is why I have come up with the 5 Tendencies, these will allow the mod to learn what you do and don't like and adjust accordingly (No interest in a Tendency is valid).

 

If you don't have any quest items on you currently (sounds like you don't) you can use the reset for either the Free Trial or the Delivery quest, either one will in remove any and all CD quest items. There is a way to remove items using the console though, you need to find out what the ID is of what is referred to as the 'Script Instance' part of the item (has the keywords and meshes that appear on the actor) and remove it using the console (removeitem). Once it has been removed you can unequip the Inventory part in the Inventory menu (if removing a belt I recommend putting on a normal belt and removing it with a key to stop the chastity quest).

I can add a checkbox for using the bra in the next version.

 

 

Maybe you can use other slavery mods, or release some part of your WIP parts in attemp to seek people help.

It could be a gain of time for you...

there is none that would

1 be so complex (well, maybe until APPS would be up - but that mod would be different in many ways)

2 use everything that devious devices have to offer

 

 

3 i do think that SkyrimLL started some discussion among modders of how to make slavery mods more compatible with each other.

 

 

Yes, there is a discussion currently among most all of the modders that have / are building a slavery mod, it looks like there will be a simple recognition and identification framework added to ZAZ that anyone can tap into. This will let modders identify slaves and their status for others so they can act accordingly. The advantage is that someone can make a mod that can do things with slaves without having to make a framework to control/enslave people themselves.

 

The enslaving of the player is not a difficult thing to do in of itself, controlling the player once they have been enslaved is the difficult part. Most mods designate a Master for the player and they have to stay near them (as with SD+) but generally offer little to do. While you will have a Master with CD you are not tethered to them and are assigned work within a set area or tasks to do (in or out of the CD compound). For me the difficult part is the creation of these tasks as well as all the scenes and dialogue that goes with it.

 

 

Two things: The washing area I mentioned is several feet to the Right of the cells, facing the cells.

So we're not talking about a door, it's the controlled PC standing there unable to move that blocks the bucket-holding guard.

 

Second, the ebonite harness from the end of the Elenwen quest has some sort of special property that "REMOVEITEM" could not remove, until it said it did but it was still there. Master could not be asked to remove it.

None of the items are unwelcome but sometimes they interfere with other mods: Harnesses with immersion while Sexlab is active,

and the Bra for the Milk mod.

I can live with bad scene choices (breastfeeding with a bra), I can even disable the milk mod, I just *wondered* if it was possible to have the free trial options less restrictive.

I made it part of my routine to train with restraints before I ever show up at the shop, and I thought I had it down, but the ebonite-harness really threw me.

 

Posted

I am getting repeatable CTD in Elenwen's Dungeon after 'the party'. I tried disabling a few mods but the result is the same.

 

Absolutely wonderful quest by the way!

 

I don't see anything generating errors that would cause a crash, make sure you have the latest version of ZAZ since the x frame is now in use in the cell next to yours (that is the only difference from your earlier visit).

Posted

 

 

Thanks to some new Mod I'm trying or discarded, in the Elenwen-quest ordeal more "resist-submits" are there than ever.

Nice they don't immediately crash but they mess up the story line.

***Any chance you can block other mods horning in on your mod?

 

There's a scene I've wanted to mention I almost always have to restart, no biggie though:

The Guard who wakes you up in prison has a few lines starting with

"are you awake?"

And then a lot of yadas and blahs later, the PC stands next to another guard outside the cell in the washing area,

and the original guard

***appears to get stuck and loops with a bucket in her hand.

She is trying, maybe, to reach a position just behind the PC, but she never gets there.

On a restart, I made sure to change the camera back to "first-person" or whatever it's called, and the scene performs flawlessly.

 

On an even teenier note,

The initial part of the quest where elenwen is explaining you're lucked-out,

if the player interrupts the conversation (presses "B")

in a desperate attempt to save

before a fly or a stray soldier attacks,

the scene Stops Forever! Elenwen starts saying

"Hmmm??"

"You smell like a bedroll"

 

-----

I dumped most mods except the simplicity of the milk-maid mod, and I've got all my other mods turned down to 1 or 0 (minimum setting).

This mod shines for its story line and (Thank Talos) you can leave and never return, or go save the world and come back meekly.

So please don't involve "bank of Tamriel" or do any more humiliating stuff.

Serving Master seems honorable, even for a succubus ex-spriggan slave who's been ravished a few times (Did I mention she's already been humiliated enough????)

-----

I was stupid and tried on the ebonite harness after master took it off and put it in my inventory.

No power in the console I'm aware of can remove it. A freaking key won't work, it says I need a "special tool".

Another game bites the dust. This means another restart for me.

Well, actually "resetinventory" worked but I was hoping for a less drastic solution.

I'm bringing it up because of the "free trial" bra. Can we skip the bra?

Thanks.

 

I can probably block other dialogue the same way I blocked it with the Master and others but I will have to see if it causes any conflicts with the force greet packages used in the quest.

 

The scene you are having issues with may be caused by the Physics engine in the game. For whatever reason the collision part of the door seems to become disconnected from the model, I have no idea why. I have seen it end up blocking the guard with the bucket, usually after a moment or two of trying to walk through it the game will move them past it.

 

That is likely some other dialogue interrupting the scene.

 

Things like this is why I have come up with the 5 Tendencies, these will allow the mod to learn what you do and don't like and adjust accordingly (No interest in a Tendency is valid).

 

If you don't have any quest items on you currently (sounds like you don't) you can use the reset for either the Free Trial or the Delivery quest, either one will in remove any and all CD quest items. There is a way to remove items using the console though, you need to find out what the ID is of what is referred to as the 'Script Instance' part of the item (has the keywords and meshes that appear on the actor) and remove it using the console (removeitem). Once it has been removed you can unequip the Inventory part in the Inventory menu (if removing a belt I recommend putting on a normal belt and removing it with a key to stop the chastity quest).

I can add a checkbox for using the bra in the next version.

 

 

Maybe you can use other slavery mods, or release some part of your WIP parts in attemp to seek people help.

It could be a gain of time for you...

there is none that would

1 be so complex (well, maybe until APPS would be up - but that mod would be different in many ways)

2 use everything that devious devices have to offer

 

 

3 i do think that SkyrimLL started some discussion among modders of how to make slavery mods more compatible with each other.

 

 

Yes, there is a discussion currently among most all of the modders that have / are building a slavery mod, it looks like there will be a simple recognition and identification framework added to ZAZ that anyone can tap into. This will let modders identify slaves and their status for others so they can act accordingly. The advantage is that someone can make a mod that can do things with slaves without having to make a framework to control/enslave people themselves.

 

The enslaving of the player is not a difficult thing to do in of itself, controlling the player once they have been enslaved is the difficult part. Most mods designate a Master for the player and they have to stay near them (as with SD+) but generally offer little to do. While you will have a Master with CD you are not tethered to them and are assigned work within a set area or tasks to do (in or out of the CD compound). For me the difficult part is the creation of these tasks as well as all the scenes and dialogue that goes with it.

 

 

Two things: The washing area I mentioned is several feet to the Right of the cells, facing the cells.

So we're not talking about a door, it's the controlled PC standing there unable to move that blocks the bucket-holding guard.

 

Second, the ebonite harness from the end of the Elenwen quest has some sort of special property that "REMOVEITEM" could not remove, until it said it did but it was still there. Master could not be asked to remove it.

None of the items are unwelcome but sometimes they interfere with other mods: Harnesses with immersion while Sexlab is active,

and the Bra for the Milk mod.

I can live with bad scene choices (breastfeeding with a bra), I can even disable the milk mod, I just *wondered* if it was possible to have the free trial options less restrictive.

I made it part of my routine to train with restraints before I ever show up at the shop, and I thought I had it down, but the ebonite-harness really threw me.

 

 

The red ebonite harness from the quest was made specifically for that quest but the reset options will remove it, it is supposed to be removed from your inventory at the end of the quest.

Posted

A few miscellaneous errors on loading, with the latest Captured Dreams; I've seen no indication that these are causing problems in-game, just want to note them in case they're a symptom of something more serious.

 

 

 

[12/31/2014 - 01:22:39PM] Error: Property Didsleep on script CDxEQ02Sleep attached to  (700F52CC) cannot be bound because  (000FB981) is not the right type
[12/31/2014 - 01:22:39PM] warning: Property delivery on script CDxPD_Delivery attached to alias delivery on quest CDxPackageDelivery (70117012) cannot be initialized because the script no longer contains that property
[12/31/2014 - 01:22:40PM] Error: Unable to bind script CDxSummonsLetter04 to  (FF000DF9) because their base types do not match
[12/31/2014 - 01:22:40PM] Error: Unable to bind script CDxPD_Delivery to  (FF000DFD) because their base types do not match

 

 

Posted

A few miscellaneous errors on loading, with the latest Captured Dreams; I've seen no indication that these are causing problems in-game, just want to note them in case they're a symptom of something more serious.

 

 

 

[12/31/2014 - 01:22:39PM] Error: Property Didsleep on script CDxEQ02Sleep attached to  (700F52CC) cannot be bound because  (000FB981) is not the right type
[12/31/2014 - 01:22:39PM] warning: Property delivery on script CDxPD_Delivery attached to alias delivery on quest CDxPackageDelivery (70117012) cannot be initialized because the script no longer contains that property
[12/31/2014 - 01:22:40PM] Error: Unable to bind script CDxSummonsLetter04 to  (FF000DF9) because their base types do not match
[12/31/2014 - 01:22:40PM] Error: Unable to bind script CDxPD_Delivery to  (FF000DFD) because their base types do not match

 

 

Are these errors from a save that saw 3.7 and earlier versions of CD, or was this save started with 3.8/3.81?

Posted

@Vel Bug Report - Assist a Customer

 

I thought this one had been fixed a while back but it's back again.

 

I've got a meeting with Tavish on 15 of Evening Star, GlobalVar Gamemonth is 11 but CDxAssistCustStartMonth = 0 (so Tavish is invisible until set CDxAssistCustStartMonth to 11 is run before entering shop)

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