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Posted

 

 

 

why that Master in the shop is immortal? I want to kill that damn bitch and all other persons in that damn crap shop

 

i think this is a dialog suggestion for a reluctant sub path?

 

 

better question would be, does Vel still have npcs used in the "player delivers packages" as essential? I always found that to be...bleh.

 

 

Bandits have never been essential but they are tough, their level is 25% higher than the players.

 

 

meant the one where you take deliveries to people like...umm...whatsherface in whiterun, the smith. those types of people. and you're stuck in a belt and bra the whole time.

Posted

 

Bandits have never been essential but they are tough, their level is 25% higher than the players.

 

 

You actually get a decent fight out of them, I wish you could get them added into the vanilla dungeons as well. Once you get passed L30 the bandits are not much better than wolves

 

Posted

 

 

Bandits have never been essential but they are tough, their level is 25% higher than the players.

 

 

You actually get a decent fight out of them, I wish you could get them added into the vanilla dungeons as well. Once you get passed L30 the bandits are not much better than wolves

 

 

 

The max level for bandits is level 28, they don't go past that. If you look at the bandits they have a number 1-6 in the name, that is the tier they are on, a 6 is level 28. I don't know why they don't have the bandits level with the player.

Posted

why that Master in the shop is immortal? I want to kill that damn bitch and all other persons in that damn crap shop

 

use wand of console wonder : setessential BaseIDNPC 0  (where BAseIDNPC is the BaseID that you can learn with the console again)

 

another solution is to unload the mod, then no more master, and shop. ;)

Posted

 

 

 

Bandits have never been essential but they are tough, their level is 25% higher than the players.

 

 

You actually get a decent fight out of them, I wish you could get them added into the vanilla dungeons as well. Once you get passed L30 the bandits are not much better than wolves

 

 

 

The max level for bandits is level 28, they don't go past that. If you look at the bandits they have a number 1-6 in the name, that is the tier they are on, a 6 is level 28. I don't know why they don't have the bandits level with the player.

 

 

I did try High Level Enemies which adds some higher levelled bandits, but the problem with that mod is all the added wildlife like skeevers you have to hit around 10-20 times to kill. It'd be a good mod without the creature upgrades

Posted

Hey Veladrius, 

 

You multiplied the value of Skyrim by 100, and bring one of the most unique experiences and dream realizations to people's home for free. 

If anything, to me you are a saint. 

 

Keep up your amazing work and thank you. Really. Thank you :) 

 

I am waiting anxiously to see what brilliant and amazing additions you bring in the next patch. I look forward to the mining additions, because you know, I have a little "tick" for that scenario. lol. 

 

Check this out as inspiration on the mine. http://www.chainganggirls.com/tibmm.htm (not safe for work) (No ads, and is completely free, no strings attached) Enjoy :D 

 

 

Posted

Hey Veladrius, 

 

You multiplied the value of Skyrim by 100, and bring one of the most unique experiences and dream realizations to people's home for free. 

If anything, to me you are a saint. 

 

Keep up your amazing work and thank you. Really. Thank you :)

 

I am waiting anxiously to see what brilliant and amazing additions you bring in the next patch. I look forward to the mining additions, because you know, I have a little "tick" for that scenario. lol. 

 

Check this out as inspiration on the mine. http://www.chainganggirls.com/tibmm.htm (not safe for work) (No ads, and is completely free, no strings attached) Enjoy :D

 

Well, working in the smithy can be interesting as well...

 

post-101267-0-61048000-1427588689_thumb.jpg

Posted

 

Hey Veladrius, 

 

You multiplied the value of Skyrim by 100, and bring one of the most unique experiences and dream realizations to people's home for free. 

If anything, to me you are a saint. 

 

Keep up your amazing work and thank you. Really. Thank you :)

 

I am waiting anxiously to see what brilliant and amazing additions you bring in the next patch. I look forward to the mining additions, because you know, I have a little "tick" for that scenario. lol. 

 

Check this out as inspiration on the mine. http://www.chainganggirls.com/tibmm.htm (not safe for work) (No ads, and is completely free, no strings attached) Enjoy :D

 

Well, working in the smithy can be interesting as well...

 

 

 

So *that* is how the blacksmith in Markarth disciplines her useless apprentice... blacksmithing is tough work.

 

Posted

 

*snip*

 

I did try High Level Enemies which adds some higher levelled bandits, but the problem with that mod is all the added wildlife like skeevers you have to hit around 10-20 times to kill. It'd be a good mod without the creature upgrades

 

 

so, 2-3 times as many hits as usual? You'd think that hitting a deer in the head with an arrow would kill it in one hit.

spoiler lengthy comparison:

 

As it is, I'm using the improved armor formulas mod, and the npc version. these make npcs less like giant sponges, but I still have that problem. that still doesn't help any with mobs like the abnormalities of the mage questline. 1.5 times player level, no cap, in the vanilla game. and magic in vanilla skyrim is worthless...and that's the primary source of damage pure mages like myself have.

If you think 10-20 hits to kill a skeever is bad, try these at level 60+; your mouse will break BEFORE you kill these at higher levels.

 

 

One of the biggest caveats of leveled npcs is w/o mods (or bug abuse)...their health pools go up indefinitely as you level, until eventually you hit the point that you spend most of your game swinging your seemingly all-powerful weapon at npcs, doing...a ridiculously small fraction of their health per hit. It's worse when it's nearly immune to physical damage. Also, they tend to hit the point that their damage is extremely pathetic as well, so they hit just as 'hard.'

So...note to Vel on this topic: careful how you handle NPC scaling with this mod, unless you -want- an excessively long sissy-fight between npcs and the player.

 

Also, you never really answered my rather vague question. In the package delivery quest, do you still use the essential flag for the target npcs for the quests? (Not the bandits). I remember spotting a few conflicts caused, go figure, by your mod. this was ages ago, not sure if it changed.

I highly recommend against that method if you still do. Ignore the spoiler tag below if you don't anymore...

 

Even if you hate quest aliases and think they're sent from hell to steal your cookies, they're still useful...and there are a heap of conditions that can be used for them. That, and you don't needlessly edit a ton of npcs. and you can use almost any npc in the game, and specify conditions based off all sorts of things.

 

Posted

I've been having an issue with a certain part of one of the quests for your mod.

 

During the "Another Task for Master" quest I appear to being running across some issue that prevents the quest from advancing. After the scene where you get to try out some of the furniture and the assistant ends up in the milker I am brought back to my cell again, Ailus is gagged in her cell and I am given control again.

 

The issue comes in when I activate the chair again to advance to the next stage, the screen fades, the milker assistant appears in the other cell with suction cups on her breasts and then the guard walks over and stops in from of my cell. After that nothing happens. The guard never says anything and the quest won't seem to advance no matter what I do.

 

Does anyone know what would be causing this problem? I've checked my papyrus log and there is an error related to this mod:

 

 

Error: Cannot call Enable() on a None object, aborting function call
stack:
[CDxExpQuest02 (8D0EEB14)].cdxexpquest02.Fragment_106() - "cdxexpquest02.psc" Line 777

 

Which correspondes to the following line from Fragment_106 in that script

milker.enable()

 

 

 

After looking at the script that line has something to do with enabling a milker, which doesn't appear to be happening as the assistant just stands in her cell doing nothing.

 

Is there anyway to manualy advance the scene or force the guard to talk to me (if that's what he's supposed to do next)?

From what I can tell the problem is somewhere around scene CDxEQ02_I_Basement401, quest stage 425, or dialog topic 8d0fdbab, but I'm not a modder so I don't know how to fix the issue, or where to look.

 

Posted

 

Hey Veladrius, 

 

You multiplied the value of Skyrim by 100, and bring one of the most unique experiences and dream realizations to people's home for free. 

If anything, to me you are a saint. 

 

Keep up your amazing work and thank you. Really. Thank you :)

 

I am waiting anxiously to see what brilliant and amazing additions you bring in the next patch. I look forward to the mining additions, because you know, I have a little "tick" for that scenario. lol. 

 

Check this out as inspiration on the mine. http://www.chainganggirls.com/tibmm.htm (not safe for work) (No ads, and is completely free, no strings attached) Enjoy :D

 

Well, working in the smithy can be interesting as well...

 

attachicon.gif2015-03-28_00002.jpg

 

 

 

Wait what armour and neckcollar are you wearing? :o

Posted

Hey Veladrius, 

 

You multiplied the value of Skyrim by 100, and bring one of the most unique experiences and dream realizations to people's home for free. 

If anything, to me you are a saint. 

 

Keep up your amazing work and thank you. Really. Thank you :)

 

I am waiting anxiously to see what brilliant and amazing additions you bring in the next patch. I look forward to the mining additions, because you know, I have a little "tick" for that scenario. lol. 

 

Check this out as inspiration on the mine. http://www.chainganggirls.com/tibmm.htm (not safe for work) (No ads, and is completely free, no strings attached) Enjoy :D

 

Well, working in the smithy can be interesting as well...

 

attachicon.gif2015-03-28_00002.jpg

 

Wait what armour and neckcollar are you wearing? :o

 

That looks like standard issue DDi restrictive gear that came out about a month and a half ago.

 

Posted

This is a suggestion concerning the CD start in ImmerSlave.

 

Rather than the extra non hi-sec restraints, could the start be just the collar, chastity belt and tormenter plug (or the items you get for defiance), all other items are removed and your character is teleported outside. Thus you start effectively naked and 10k in debt.

 

Unless this will tie into the slavery system in v4.

Posted

 

One of the biggest caveats of leveled npcs is w/o mods (or bug abuse)...their health pools go up indefinitely as you level, until eventually you hit the point that you spend most of your game swinging your seemingly all-powerful weapon at npcs, doing...a ridiculously small fraction of their health per hit. It's worse when it's nearly immune to physical damage. Also, they tend to hit the point that their damage is extremely pathetic as well, so they hit just as 'hard.'

So...note to Vel on this topic: careful how you handle NPC scaling with this mod, unless you -want- an excessively long sissy-fight between npcs and the player.

 

That's not the issue with HLE as new NPC's are added rather than just levelling existing ones. The problem with the wildlife is that it simply gets boring.

Posted

 

 

*snip*

 

I did try High Level Enemies which adds some higher levelled bandits, but the problem with that mod is all the added wildlife like skeevers you have to hit around 10-20 times to kill. It'd be a good mod without the creature upgrades

 

 

so, 2-3 times as many hits as usual? You'd think that hitting a deer in the head with an arrow would kill it in one hit.

spoiler lengthy comparison:

 

As it is, I'm using the improved armor formulas mod, and the npc version. these make npcs less like giant sponges, but I still have that problem. that still doesn't help any with mobs like the abnormalities of the mage questline. 1.5 times player level, no cap, in the vanilla game. and magic in vanilla skyrim is worthless...and that's the primary source of damage pure mages like myself have.

If you think 10-20 hits to kill a skeever is bad, try these at level 60+; your mouse will break BEFORE you kill these at higher levels.

 

 

One of the biggest caveats of leveled npcs is w/o mods (or bug abuse)...their health pools go up indefinitely as you level, until eventually you hit the point that you spend most of your game swinging your seemingly all-powerful weapon at npcs, doing...a ridiculously small fraction of their health per hit. It's worse when it's nearly immune to physical damage. Also, they tend to hit the point that their damage is extremely pathetic as well, so they hit just as 'hard.'

So...note to Vel on this topic: careful how you handle NPC scaling with this mod, unless you -want- an excessively long sissy-fight between npcs and the player.

 

Also, you never really answered my rather vague question. In the package delivery quest, do you still use the essential flag for the target npcs for the quests? (Not the bandits). I remember spotting a few conflicts caused, go figure, by your mod. this was ages ago, not sure if it changed.

I highly recommend against that method if you still do. Ignore the spoiler tag below if you don't anymore...

 

Even if you hate quest aliases and think they're sent from hell to steal your cookies, they're still useful...and there are a heap of conditions that can be used for them. That, and you don't needlessly edit a ton of npcs. and you can use almost any npc in the game, and specify conditions based off all sorts of things.

 

 

 

I don't modify the target npc's in any way, they are just used in aliases. I don't like aliases but I still use them as it is necessary for scenes and a number of other things.

This is the aliases tab from the Property Slave quest I am working on:

post-101267-0-12708600-1427626861_thumb.jpg

There are an additional 17 aliases if I scroll down the list farther.

 

 

With the fight with the npc's, they scale with the player but their equipment is fairly limited. I wanted it to be challenging and somewhat difficult, even if the player has followers or is at a higher level.

 

 

I've been having an issue with a certain part of one of the quests for your mod.

 

During the "Another Task for Master" quest I appear to being running across some issue that prevents the quest from advancing. After the scene where you get to try out some of the furniture and the assistant ends up in the milker I am brought back to my cell again, Ailus is gagged in her cell and I am given control again.

 

The issue comes in when I activate the chair again to advance to the next stage, the screen fades, the milker assistant appears in the other cell with suction cups on her breasts and then the guard walks over and stops in from of my cell. After that nothing happens. The guard never says anything and the quest won't seem to advance no matter what I do.

 

Does anyone know what would be causing this problem? I've checked my papyrus log and there is an error related to this mod:

 

 

Error: Cannot call Enable() on a None object, aborting function call

stack:

[CDxExpQuest02 (8D0EEB14)].cdxexpquest02.Fragment_106() - "cdxexpquest02.psc" Line 777

 

Which correspondes to the following line from Fragment_106 in that script

milker.enable()

 

 

 

After looking at the script that line has something to do with enabling a milker, which doesn't appear to be happening as the assistant just stands in her cell doing nothing.

 

Is there anyway to manualy advance the scene or force the guard to talk to me (if that's what he's supposed to do next)?

From what I can tell the problem is somewhere around scene CDxEQ02_I_Basement401, quest stage 425, or dialog topic 8d0fdbab, but I'm not a modder so I don't know how to fix the issue, or where to look.

 

It sounds like the property for the script was cleared somehow, are you having any other errors like the first line of what you posted? If so you likely had some dump stack errors and they damaged scripts.

 

 

 

Hey Veladrius, 

 

You multiplied the value of Skyrim by 100, and bring one of the most unique experiences and dream realizations to people's home for free. 

If anything, to me you are a saint. 

 

Keep up your amazing work and thank you. Really. Thank you :)

 

I am waiting anxiously to see what brilliant and amazing additions you bring in the next patch. I look forward to the mining additions, because you know, I have a little "tick" for that scenario. lol. 

 

Check this out as inspiration on the mine. http://www.chainganggirls.com/tibmm.htm (not safe for work) (No ads, and is completely free, no strings attached) Enjoy :D

 

Well, working in the smithy can be interesting as well...

 

attachicon.gif2015-03-28_00002.jpg

 

Wait what armour and neckcollar are you wearing? :o

 

That looks like standard issue DDi restrictive gear that came out about a month and a half ago.

 

 

 

Yes, that is the one. I imagine it would be difficult to work in it...

 

 

This is a suggestion concerning the CD start in ImmerSlave.

 

Rather than the extra non hi-sec restraints, could the start be just the collar, chastity belt and tormenter plug (or the items you get for defiance), all other items are removed and your character is teleported outside. Thus you start effectively naked and 10k in debt.

 

Unless this will tie into the slavery system in v4.

 

The start in place currently is part of a punishment, it is used in several different spots and was easy to set up. I will be making another one in v4 that links into the Property Slave quest line I am working on now.

Posted

Oh, something else I just discovered. All the CD vaginal plugs are set to biped object 54, however DD 2.9.0 changed vaginal plugs from 54 to 57.

Posted

Oh, something else I just discovered. All the CD vaginal plugs are set to biped object 54, however DD 2.9.0 changed vaginal plugs from 54 to 57.

 

All of the plugs and other DD items were updated to the new slots, if you had an item in your inventory when you updated it would not change.

Posted

I play with ERSO which gives better enemies Ai and reduces the speed of levelling. I also start as a slave and as I use both skooma whore and a propos wear and tears, my PC begins with massives malus due to rape and drugging while enslaved. I also never take a follower.

 

The result is that I need hours of play to reach level 20, and even at level 20, a group of bandit is too much.

 

That said, all bandits from CD deliveries can be avoided more or less easily. The closed cities (Whiterun, Solitude, Markath and Riften) are more difficult, but either they have a sneaky entrance, or I can use random traveller, adventurers (ERSO), draugr (draugnarok) or bandits (bandit raid) to help me, even if involuntary.

 

For example my newest PC is 14 ingame days old. She started enslaved, then spent days in jail (huge bounty in every holds) and is still level 1.  Her malus are actually -10% health and stamina regen from Wear and tears, and -25% stamina regen from skooma whore. Life of an escaped slave is hard!

Posted

I don't know if it was mentioned before but will the guy at the stable will ever have any function ?

a daily quest where you get dressed up as a "Pony" and have to pull the the cart to deliver customers to the shop would be cool.

Posted

 

Oh, something else I just discovered. All the CD vaginal plugs are set to biped object 54, however DD 2.9.0 changed vaginal plugs from 54 to 57.

 

All of the plugs and other DD items were updated to the new slots, if you had an item in your inventory when you updated it would not change.

 

 

I've been testing stability and other things with the 3.84 esp (the one currently available to download) and I noticed the plug was invisible. I initially thought I'd messed something up but saw this in TES5Edit while checking other stuff.

 

post-224222-0-73736500-1427632257_thumb.jpg

 

Unless I'm looking at the wrong thing.

 

Posted

 

 

Oh, something else I just discovered. All the CD vaginal plugs are set to biped object 54, however DD 2.9.0 changed vaginal plugs from 54 to 57.

 

All of the plugs and other DD items were updated to the new slots, if you had an item in your inventory when you updated it would not change.

 

 

I've been testing stability and other things with the 3.84 esp (the one currently available to download) and I noticed the plug was invisible. I initially thought I'd messed something up but saw this in TES5Edit while checking other stuff.

 

attachicon.gifSStes5edit.jpg

 

Unless I'm looking at the wrong thing.

 

 

 

This is what I have in the CK currently but it may have been missed when updating the v3 esp, I had to do them separate.

post-101267-0-58817400-1427633446_thumb.jpg

I don't know if it was mentioned before but will the guy at the stable will ever have any function ?

a daily quest where you get dressed up as a "Pony" and have to pull the the cart to deliver customers to the shop would be cool.

 

He is not used for anything other than putting the player's horse away. If you ride up to the stable, dismount and walk away he will put the horse in the stable. As for pulling a cart, no one has managed to set up a cart that can be pulled by a person yet.

Posted

This is wht I see in the CK.

 

post-224222-0-39316100-1427633677_thumb.jpg

 

I checked all four "Captured Dreams.esp" files in the archive and all have them set at 54.

Posted

 

I don't know if it was mentioned before but will the guy at the stable will ever have any function ?

a daily quest where you get dressed up as a "Pony" and have to pull the the cart to deliver customers to the shop would be cool.

 

... As for pulling a cart, no one has managed to set up a cart that can be pulled by a person yet.

 

 

No one ?

Look here

Posted

 

Oh, something else I just discovered. All the CD vaginal plugs are set to biped object 54, however DD 2.9.0 changed vaginal plugs from 54 to 57.

 

All of the plugs and other DD items were updated to the new slots, if you had an item in your inventory when you updated it would not change.

 

 

for certainty, remove all plugs from your inventory into a container you don't mind losing the contents of, and use 'removeallitems' on it, then go somewhere like QAsmoke w/o any copies of them, save and reload. not sure if that's just for script property updates or not, but it never hurts to be safe, right?

EDIT: after reinstalling the update, do this. d'oh.

Posted

 

Hey Veladrius, 

 

You multiplied the value of Skyrim by 100, and bring one of the most unique experiences and dream realizations to people's home for free. 

If anything, to me you are a saint. 

 

Keep up your amazing work and thank you. Really. Thank you :)

 

I am waiting anxiously to see what brilliant and amazing additions you bring in the next patch. I look forward to the mining additions, because you know, I have a little "tick" for that scenario. lol. 

 

Check this out as inspiration on the mine. http://www.chainganggirls.com/tibmm.htm (not safe for work) (No ads, and is completely free, no strings attached) Enjoy :D

 

Well, working in the smithy can be interesting as well...

 

attachicon.gif2015-03-28_00002.jpg

 

 

A spanking from an orc blacksmith? Now that has to hurt

 

So, naturally, I can't wait to be a part of it  :lol:

 

I like the idea of dominant slaves also punishing the player. Makes it very clear that property slave subs are at the bottom of the totem pole.

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