maxsteiner Posted February 14, 2015 Posted February 14, 2015 Does any bodyslide support for this mod exist? Im finally happy with my PC body and the variously restrain clips like a motherfu... lol
CliftonJD Posted February 14, 2015 Posted February 14, 2015 Not sure if its a mod problem or just me, the devious from curse loot mod can't be unlocked by the services provided at the shop correct? Coz all the cursed loot devices fails to be removed by the smith and master despite being recognized and all. Currently the cursed loot items are not removed, I have not added the ability to tell them apart from other quest items. some of those are quest items and some are high security items aside from the standard dd items that is my question is more regarding how are the high security items removed
Veladarius Posted February 14, 2015 Author Posted February 14, 2015 If that's the case then I won't keep it in my load order. As a shop that sells Devious Devices, it's OK, but I think I was misled by the 'Submissive-Dominant' axis you've added through the conversation options. From a gamedesign point of view, Veladarius' approach (making the sub/dom a "character stat") seems to be the correct one for me. The problem with that is the enormous amount of work it entails. Not only would you have to make quests like the embassy mission practically twice (once for doms and once for subs). But you also might sometimes need a third option for those in the middle, who are neither clearly dom nor sub. And you would need believable transitions from dom to sub and vice versa. Because the player could change his disposition over time and the mod should reflect that. That is the reason why I copped out with my mod and did not implement such a sub/dom axis (even though I still think it's the better idea in theory). I just added quests for subs and quests for doms and they more or less alternate with other. And then I gave a story/setting explanation for that. It's practically botching, but the only way I knew I could handle the workload. It seems Vel wanted to make it properly and then got overwhelmed by the workload. I'm not sure how to solve this dilemma, honestly. wasnt it mentioned that there could be an option to avoid this quest if you are roleplaying a dom char? Even if there was, it wouldn't really solve the problem. Then subs would get a cool embassy mission and doms would be left behind empty handed. If there is no point in becoming dom through conversation choices because the only thing that happens is that content is taken away from you, why would you choose it in the first place? You would need alternate content for doms and that's a lot of work. Dom content is far more difficult to do than sub content is because the player is the one in control as a dom. As a sub I can dictate what happens and when to the player and is fairly simple to build. Content for a dom is basically a list of options of what to do next so it all has to be modular and be able to flow from one thing to the next. Scenes themselves are a lot of work to do, making them with lots of variations is harder and is likely why nobody does them. That said there will be dom content in v4 and while I won't be making major changes to the Expansion quests I will be adding quite a bit more dialogue as well as reasons you are sent on these in the first place. Currently I am building the Property Slave section which I am using as a test to make much more modular quests and scenes. Once finished it will hold 6 different daily activities and 4 quests within a single quest, half of it is done and it works well so far and there isn't a single quest stage used. who tests your mods? I noticed from another mod that there are testers (and they post in this thread). Just wondering....sort of, I am not up to their level, but if an obvious flaw was there, um, well just wondering. 00000----------------- not that anyone's jumping up to answer my posts, but in case anyone reads them at all, I'm using a texture-optimizer right this second, It's currently combing the BSA's for textures to compress. "ordenador" I think it's called. So OK (deep breath) FNIS Loot Wrye bash, tes5edtit, pdtwrapper, and once a week or so, ordenador. I still crash but you can't fault me for not trying. I have several testers but at the current stage of development I am the only one testing. Right now I am testing as I go so I will quit, make adjustments and restart the game, usually this happens quite often in a few hours. I have used Ordenador myself, it can clean up some textures that may be missing parts. I don't use LOOT (didn't really use BOSS either) since I know what I have and where things need to go. I think for me the things that have caused the most issues are areas with a lot of water (I use Pure Waters now), oversized textures and repeating script errors. Currently about the only time I crash is if I over do it with Helpless or Defeat or something like that otherwise I rarely crash. Currently I am building the Property Slave section which I am using as a test to make much more modular quests and scenes. Once finished it will hold 6 different daily activities and 4 quests within a single quest, half of it is done and it works well so far and there isn't a single quest stage used. One question, I have a very good disposition and success record, but I want to experience the property slave enslavement, would it be possible to do that on this playthrough, or would that have to be a separate one? The primary factors in the Property Slavery is Debt, Quest Success and Rank with the Master. Does any bodyslide support for this mod exist? Im finally happy with my PC body and the variously restrain clips like a motherfu... lol All the restraints use the same meshes as the rest of the DD mods. There are bodyslide versions of the restraints but my problem with them is that they will start stretching during various poses. I created a bodyslide preset that matches pretty well with the standard restraints since the standard bodyslide presets don't match up. Here is my preset and premade body meshes: CustomPreset-Vel.xml You will need to put the files in their proper places but I have had very minimal clipping with them. Not sure if its a mod problem or just me, the devious from curse loot mod can't be unlocked by the services provided at the shop correct? Coz all the cursed loot devices fails to be removed by the smith and master despite being recognized and all. Currently the cursed loot items are not removed, I have not added the ability to tell them apart from other quest items. some of those are quest items and some are high security items aside from the standard dd items that is my question is more regarding how are the high security items removed I think the High Security items can be removed by any blacksmith (except mine I believe). I plan on adding the ability to remove items like those in v4.
DeviantDova Posted February 14, 2015 Posted February 14, 2015 Hey all, I was wondering if there is a console command to set the rank with the master to 13. I've played the early parts of the mod before, but I've never gotten to the "assist a customer" portion of the quests. If possible, I would prefer to be able to start that sooner without building up the rank with the master. Thanks in advance!
Aelie Posted February 14, 2015 Posted February 14, 2015 I think the High Security items can be removed by any blacksmith (except mine I believe). I plan on adding the ability to remove items like those in v4. This runs the risk of messing up scripts that are being run on those items by DCL, usually a bad idea. If that's the case then I won't keep it in my load order. As a shop that sells Devious Devices, it's OK, but I think I was misled by the 'Submissive-Dominant' axis you've added through the conversation options. The Embassy quest is particulary bad for railroading a dominant player-character and their companions, and the only valid response (once I finally got control of my character back) in my case was to slaughter the Master, everyone who works for her, then burn down the building before doing the same to the Thalmor Embassy. Sounds like you're taking this game way too seriously. Remember that just 2 quests down the road the master makes you the master of a slave and the quest has no true 'sub' option. Would it be nice to have perfect parity in content between the two sides? sure, but as has been said multiple times, youre asking to multiply the amount of work being done. If you cant ignore the content you dont like (or change your PC into some 'follower' that youd rather see go through the quest and then change back after), then i suggest you just uninstall the mod and move on instead of disparaging the work done by modders.
Guest Posted February 14, 2015 Posted February 14, 2015 You know how I go on about master's clothing taste, right? Today she's outdone herself: "deviously helpless" is a crasher? thanks! I am addicted to it, because it gives me a cookie if I wear the restraints long enough. Somewhere (100 pages back) I thought'd be nice to have such a cookie in CD. I'd almost want to wear plugs for that. Yep.
Guest Posted February 14, 2015 Posted February 14, 2015 Hey all, I was wondering if there is a console command to set the rank with the master to 13. I've played the early parts of the mod before, but I've never gotten to the "assist a customer" portion of the quests. If possible, I would prefer to be able to start that sooner without building up the rank with the master. Thanks in advance! set cdxrankmaster to 13
DeviantDova Posted February 14, 2015 Posted February 14, 2015 Thank you very much, I appreciate it! Follow-up question: What is the effect(s) of changing the other ranks in the attached cdxrank.txt file?
Veladarius Posted February 14, 2015 Author Posted February 14, 2015 Thank you very much, I appreciate it! Follow-up question: What is the effect(s) of changing the other ranks in the attached cdxrank.txt file? Nothing on raising them, lowering any of them to 4 or less will trigger a punishment.
DeviantDova Posted February 14, 2015 Posted February 14, 2015 I see, thanks again. Looking forward to the new content! I also want to say a sincere thank you for being one of the only makers of a quest-related mod, I appreciate the effort!
Verstort Posted February 14, 2015 Posted February 14, 2015 I think the High Security items can be removed by any blacksmith (except mine I believe). I plan on adding the ability to remove items like those in v4. This runs the risk of messing up scripts that are being run on those items by DCL, usually a bad idea. Did Kimy not leave a way for other mods to end the quest and scripts on HighSec items? From another angle, did she hardcode the blacksmiths by name or is she using some way to detect generic blacksmiths in game? If it's just some keyword/condition-like system to detect all generic blacksmiths, couldn't Vel just tag his smiths so Kimy's own interface can do the work? That at least sounds safe enough, then all Vel has to do is detect if the player is wearing high sec at master and redirect the player to go talk to the smith instead of using his own interface, something like "Oh I can't work with these, you have to go talk to my smith downstairs", letting the smith's generic interface from DCur do the work
ForYourHealth Posted February 15, 2015 Posted February 15, 2015 To weigh in on the Embassy scenes, I also felt extremely humiliated and infuriated playing through the quest, and I also beat the ever loving crap out of the Master immediately upon regaining control of my character, however I think that's what makes it good. It's extremely compelling and interesting. It's not easy to make something like this actually provoke real emotional responses. In terms of Dominant RPing, I think adding a way to skip that specific quest would be ideal. It's my impression that content will be continuously added and Doms will get some of their own down the line. I feel like the Embassy quest is pretty inherently sub-oriented, so really if you didn't like that content why would you want it anyway? What you really want is Dom content of its own, and I feel like shoehorning in alternate paths for Dom characters wouldn't be preferable to waiting for a true dom quest later, although it does take more patience. I'd also like to say that I played through the expansion content when it was relatively new and riddled with crashes at every scene, but I felt strongly enough about it that I was determined to get all the way through it, come out the other side, and tell the Master exactly what I thought of them. It's probably the most memorable Skyrim quest I've done, including bethesda content.
Blackness blackness is... Posted February 15, 2015 Posted February 15, 2015 You know how I go on about master's clothing taste, right? Today she's outdone herself: "deviously helpless" is a crasher? thanks! I am addicted to it, because it gives me a cookie if I wear the restraints long enough. Somewhere (100 pages back) I thought'd be nice to have such a cookie in CD. I'd almost want to wear plugs for that. Yep. Luke i am your father.. sorry couldn't resist XD
Veladarius Posted February 15, 2015 Author Posted February 15, 2015 I think the High Security items can be removed by any blacksmith (except mine I believe). I plan on adding the ability to remove items like those in v4. This runs the risk of messing up scripts that are being run on those items by DCL, usually a bad idea. Did Kimy not leave a way for other mods to end the quest and scripts on HighSec items? From another angle, did she hardcode the blacksmiths by name or is she using some way to detect generic blacksmiths in game? If it's just some keyword/condition-like system to detect all generic blacksmiths, couldn't Vel just tag his smiths so Kimy's own interface can do the work? That at least sounds safe enough, then all Vel has to do is detect if the player is wearing high sec at master and redirect the player to go talk to the smith instead of using his own interface, something like "Oh I can't work with these, you have to go talk to my smith downstairs", letting the smith's generic interface from DCur do the work I have not looked at what Kimy has set to be able to remove the restraints as of yet. One thing I am thinking is that she is looking for the 'JobBlacksmith' keyword on npc's to enable the removal dialogue (easiest way I can think of). I don't think there is a quest that goes with those items so I don't think there will be too much of an issue with those but the cursed items and such I won't remove, any items attached to a quest are off limits to me.
DeviantDova Posted February 15, 2015 Posted February 15, 2015 Sorry to be a bother, but I still can't get the "assist a customer" to show up, even after using the "set cdxrankmaster to 13" console command. Am I missing something? Is there another command I need to use?
Verstort Posted February 15, 2015 Posted February 15, 2015 Sorry to be a bother, but I still can't get the "assist a customer" to show up, even after using the "set cdxrankmaster to 13" console command. Am I missing something? Is there another command I need to use? Isn't 13 the wrong way? try 6 instead. Edit: After setting it to six, you might need to leave and come back, wait some time outside of the shop and re-enter to get master to approach you, or just fast travel to some distant spot and fast travel back.
DeviantDova Posted February 15, 2015 Posted February 15, 2015 edit: Nope, that didn't work either., but thanks for the tip. Should I have entered the console command before meeting the master for the first time? Is there some other way to get the quest to trigger? I noticed that the player disposition must be "7 or lower" - how do I check this? Is it the dom/sub rank? That only goes to -5/5 though... Any help is greatly appreciated
Veladarius Posted February 15, 2015 Author Posted February 15, 2015 edit: Nope, that didn't work either., but thanks for the tip. Should I have entered the console command before meeting the master for the first time? Is there some other way to get the quest to trigger? I noticed that the player disposition must be "7 or lower" - how do I check this? Is it the dom/sub rank? That only goes to -5/5 though... Any help is greatly appreciated The sub/dom stat is CDxPlayerDisposition and runs 1-20, same as the Rank's with npc's.
DeviantDova Posted February 15, 2015 Posted February 15, 2015 Ok, I see now. Then why won't the quest trigger? I appear to meet the conditions, yet it never triggers even if I wait several days, re-enter, etc.
xakzaramax Posted February 15, 2015 Posted February 15, 2015 At the thalmor embassy my character just stops after the guard brings me through the gate. I walk forward a few steps, my screen fades out and back in and then my character just stands there. Any ideas what caused the bug or how to fix it?
Veladarius Posted February 15, 2015 Author Posted February 15, 2015 Ok, I see now. Then why won't the quest trigger? I appear to meet the conditions, yet it never triggers even if I wait several days, re-enter, etc. You need a disposition of 7 or less and a Rank with the Master of 13 or higher to trigger it. The trigger that starts it is outside the front door, make sure you move far enough away (over by the sign is far enough). You can check to see if it started using SQV CDxCustomerAssist01 and check the stage, should be 10 once it triggers. Once it has then go inside and speak to the Master and she will tell you when to come back for it. At the thalmor embassy my character just stops after the guard brings me through the gate. I walk forward a few steps, my screen fades out and back in and then my character just stands there. Any ideas what caused the bug or how to fix it? Most likely you have not moved to the proper position (too far from the guard). You can use the player moveto console command to move to the guard or use the Enable Player Controls button in the CD MCM menu on the Reset page (disable them once yo u move to him).
xakzaramax Posted February 15, 2015 Posted February 15, 2015 Most likely you have not moved to the proper position (too far from the guard). You can use the player moveto console command to move to the guard or use the Enable Player Controls button in the CD MCM menu on the Reset page (disable them once yo u move to him). Alright, I just messed around with console and mcm commands for a few minutes. Still stuck, after my screen unblurs the guard vanishes and I still stand around looping some idle where I look left and right. Nothing seems to happen after that, and if I try moving further towards the embassy all the guards attack.
Veladarius Posted February 15, 2015 Author Posted February 15, 2015 Most likely you have not moved to the proper position (too far from the guard). You can use the player moveto console command to move to the guard or use the Enable Player Controls button in the CD MCM menu on the Reset page (disable them once yo u move to him). Alright, I just messed around with console and mcm commands for a few minutes. Still stuck, after my screen unblurs the guard vanishes and I still stand around looping some idle where I look left and right. Nothing seems to happen after that, and if I try moving further towards the embassy all the guards attack. It sounds like it did not move you along with him for some reason. You can try COC CDxEmbassy01 (I think that is what it is), it should take over once you are there (disable controls when there).
MadCat256 Posted February 15, 2015 Posted February 15, 2015 I think the High Security items can be removed by any blacksmith (except mine I believe). I plan on adding the ability to remove items like those in v4. This runs the risk of messing up scripts that are being run on those items by DCL, usually a bad idea. Did Kimy not leave a way for other mods to end the quest and scripts on HighSec items? From another angle, did she hardcode the blacksmiths by name or is she using some way to detect generic blacksmiths in game? If it's just some keyword/condition-like system to detect all generic blacksmiths, couldn't Vel just tag his smiths so Kimy's own interface can do the work? That at least sounds safe enough, then all Vel has to do is detect if the player is wearing high sec at master and redirect the player to go talk to the smith instead of using his own interface, something like "Oh I can't work with these, you have to go talk to my smith downstairs", letting the smith's generic interface from DCur do the work I have not looked at what Kimy has set to be able to remove the restraints as of yet. One thing I am thinking is that she is looking for the 'JobBlacksmith' keyword on npc's to enable the removal dialogue (easiest way I can think of). I don't think there is a quest that goes with those items so I don't think there will be too much of an issue with those but the cursed items and such I won't remove, any items attached to a quest are off limits to me. I'm not sure how she does it either, but I do know that the generic blacksmiths added by Completed Forges do not get the proper dialog options to remove the HS devices. A quick look in the CK tells me that they are not assigned to the 'JobBlacksmith' faction like the Bethesda smith's are, so that is indeed a likely candidate for the criteria she's looking for.
DeviantDova Posted February 15, 2015 Posted February 15, 2015 Alright, finally got the quest to trigger. Thanks for the help everyone!
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