Guest Posted May 21, 2015 Posted May 21, 2015 Holy crap Master just got Hardcore, she's really into Devices. Rebuilt the quest to remove devices. Master will remove all the devices and the prices vary depending on the item, player level and mod difficulty setting. A number of items from Cursed Loot will also be removed for a extra fee. This was for 9 items, character was level 13 and difficulty was 'normal': 2015-05-20_00001.jpg While it was cheaper than getting an armbinder, gag and blindfold removed before you can rack up more debt since any item's removal can be put on credit. i tought the same.^^ but looks better than the fine cloth or what ever she is wearing in my game.^^
Veladarius Posted May 21, 2015 Author Posted May 21, 2015 Rebuilt the quest to remove devices. Master will remove all the devices and the prices vary depending on the item, player level and mod difficulty setting. A number of items from Cursed Loot will also be removed for a extra fee. This was for 9 items, character was level 13 and difficulty was 'normal': 2015-05-20_00001.jpg While it was cheaper than getting an armbinder, gag and blindfold removed before you can rack up more debt since any item's removal can be put on credit. Ok, I musta missed a meeting or two, but what are the differences between difficulty levels? The difficulty levels will be used where ever it is appropriate to make things easier or harder. Some examples are number of bandits, time allowed for quests, time devices are put on you or cost of things. Holy crap Master just got Hardcore, she's really into Devices. Rebuilt the quest to remove devices. Master will remove all the devices and the prices vary depending on the item, player level and mod difficulty setting. A number of items from Cursed Loot will also be removed for a extra fee. This was for 9 items, character was level 13 and difficulty was 'normal': 2015-05-20_00001.jpg While it was cheaper than getting an armbinder, gag and blindfold removed before you can rack up more debt since any item's removal can be put on credit. i tought the same.^^ but looks better than the fine cloth or what ever she is wearing in my game.^^ That is from the Shiny Rubber Catsuits mod, I have the addon installed (among others). I am looking to add the ability for CD to detect these other mods and import them directly, no addon's needed.
Blackness blackness is... Posted May 21, 2015 Posted May 21, 2015 That is from the Shiny Rubber Catsuits mod, I have the addon installed (among others). I am looking to add the ability for CD to detect these other mods and import them directly, no addon's needed. sounds great.
Veladarius Posted May 21, 2015 Author Posted May 21, 2015 That is from the Shiny Rubber Catsuits mod, I have the addon installed (among others). I am looking to add the ability for CD to detect these other mods and import them directly, no addon's needed. sounds great. I finally figured out how to pull items from other active mods while adding the ability to detect and remove items from cursed loot.
Gameplayer Posted May 21, 2015 Posted May 21, 2015 That is from the Shiny Rubber Catsuits mod, I have the addon installed (among others). I am looking to add the ability for CD to detect these other mods and import them directly, no addon's needed. sounds great. I finally figured out how to pull items from other active mods while adding the ability to detect and remove items from cursed loot. Uh, will this be good or bad >< ? I'm really hoping for good fingers crossed. I thought the items from Cursed Loot were Quest items, so I have no idea what to think.
Inte Posted May 21, 2015 Posted May 21, 2015 That is from the Shiny Rubber Catsuits mod, I have the addon installed (among others). I am looking to add the ability for CD to detect these other mods and import them directly, no addon's needed. sounds great. I finally figured out how to pull items from other active mods while adding the ability to detect and remove items from cursed loot. I borrowed this from @Kimy to check whether a mod is present. If Game.GetModByName("Deviously Cursed Loot.esp") == 255 bDCL_On = False Else bDCL_On = True EndIf And I was going to use something like this to remove all items from player when in jail, but @Kimy said that I will end up wearing an unremovable armbinder if I do, so I didn't.I never compiled this, but it should work. BOOL Function RemoveDCLitems(Actor Slave) BOOL bReturnBit = False dcur_library dclibs = None dclibs = Game.GetFormFromFile(0x00024495, "Deviously Cursed Loot.esp") AS dcur_library If (dclibs != None) dclibs.mcs.TerminateQuests() dclibs.WipeRestraints(Slave, genericonly = False, removeDCURquestitems = True, destroyDevices = False) dclibs.mcs.clearfollowers() Game.EnablePlayerControls() bReturnBit = True Else Debug.Trace("Deviously Cursed Loot.esp did not load!") EndIf RETURN bReturnBit EndFunction I was going to remove your devices too when sending the player to jail, but I did not want to upset Master so I added a MCM toggle for it instead ... well it's in PO Patch 5e.
Verstort Posted May 21, 2015 Posted May 21, 2015 I borrowed this from @Kimy to check whether a mod is present. If Game.GetModByName("Deviously Cursed Loot.esp") == 255 bDCL_On = False Else bDCL_On = True EndIf And I was going to use something like this to remove all items from player when in jail, but @Kimy said that I will end up wearing an unremovable armbinder if I do, so I didn't.I never compiled this, but it should work. BOOL Function RemoveDCLitems(Actor Slave) BOOL bReturnBit = False dcur_library dclibs = None dclibs = Game.GetFormFromFile(0x00024495, "Deviously Cursed Loot.esp") AS dcur_library If (dclibs != None) dclibs.mcs.TerminateQuests() dclibs.WipeRestraints(Slave, genericonly = False, removeDCURquestitems = True, destroyDevices = False) dclibs.mcs.clearfollowers() Game.EnablePlayerControls() bReturnBit = True Else Debug.Trace("Deviously Cursed Loot.esp did not load!") EndIf RETURN bReturnBit EndFunction I was going to remove your devices too when sending the player to jail, but I did not want to upset Master so I added a MCM toggle for it instead ... well it's in PO Patch 5e. I'm still convinced there should be an easier way to detect mods than using "if(Game.GetModByName(modName) != 255)" since that should be slower the more mods you have, if it checks every mod sequentially by name, which is string comparison, it should be much slower than needed. Someone else suggested you could just try to pull one form from the esp, and if it comes back None then you know the mod doesn't exist, Sounded nice because the first item gets loaded if there's no problems anyway, so get to collect the first item with the same code needed to detect if the mod exists. The problem with that is that it adds errors to your papyrus log in addition to returning None, so checking more than 3 mods floods the log. Wish I could find a way to turn off the error, since it seems to work otherwise, and I bet an address look up for an object is faster than searching every single mod one at a time (per mod). I should probably read the code before comenting on it, since that's exactly what your code does. How did you silence the log errors? I had no idea Kimy supplied code to turn off scripts for objects though, need to test that.
Content Consumer Posted May 21, 2015 Posted May 21, 2015 I'm still convinced there should be an easier way to detect mods than using "if(Game.GetModByName(modName) != 255)" since that should be slower the more mods you have, if it checks every mod sequentially by name, which is string comparison, it should be much slower than needed. bool isModPresent = Quest.GetQuest("QuestName") Will return false if the quest is not present (i.e. mod is not present) and true if quest is present. Of course, it does require you to know at least one quest name from the mod in question. But if you do, you can then: if isModPresent ;Do stuff that requires the mod else ;Nope! endif EDIT: I've actually never done this, so I can't guarantee it would work, but it looks like it should.
Verstort Posted May 21, 2015 Posted May 21, 2015 bool isModPresent = Quest.GetQuest("QuestName") Will return false if the quest is not present (i.e. mod is not present) and true if quest is present. Of course, it does require you to know at least one quest name from the mod in question. But if you do, you can then: if isModPresent ;Do stuff that requires the mod else ;Nope! endif EDIT: I've actually never done this, so I can't guarantee it would work, but it looks like it should. Well that's interesting, but I think that might actually be worse in terms of performance... Assuming 1 quest per mod avg, with the main file having well over 150 quests, and the DLC having several dozen quests, the quest count should shoot right past the mod limit before your load order is old enough to vote. Which means worse case you could be searching through > 500 quests instead of 255 max mods. The only real advantage is that most mods that I pull from are toward the end of the mod list, while quests might be more randomly sorted. Still, if this works for quests I wonder if there's an object that gets used infrequently enough to be a better candidate.
Content Consumer Posted May 21, 2015 Posted May 21, 2015 bool isModPresent = Quest.GetQuest("QuestName") Will return false if the quest is not present (i.e. mod is not present) and true if quest is present. Of course, it does require you to know at least one quest name from the mod in question. But if you do, you can then: if isModPresent ;Do stuff that requires the mod else ;Nope! endif EDIT: I've actually never done this, so I can't guarantee it would work, but it looks like it should. Well that's interesting, but I think that might actually be worse in terms of performance... Assuming 1 quest per mod avg, with the main file having well over 150 quests, and the DLC having several dozen quests, the quest count should shoot right past the mod limit. Which means worse case you could be searching through > 500 quests instead of 255 max mods. The only real advantage is that most mods that I pull from are toward the end of the mod list, while quests might be more randomly sorted. Still, if this works for quests I wonder if there's an object that gets used infrequently enough to be a better candidate. Heh... I didn't actually think that one through. Still, if this works for quests I wonder if there's an object that gets used infrequently enough to be a better candidate. Wouldn't you just run into the same problem again, though? If infrequently = one per mod, you're still doing essentially getmodbyname. Did you mean something else by an infrequently-used object?
aqqh Posted May 21, 2015 Posted May 21, 2015 SomeForm = Game.GetFormFromFile(IDofSomeForm, "Deviously Cursed Loot.esp") if SomeForm == none ;Deviously Cursed Loot.esp not found
Verstort Posted May 21, 2015 Posted May 21, 2015 SomeForm = Game.GetFormFromFile(IDofSomeForm, "Deviously Cursed Loot.esp") if SomeForm == none ;Deviously Cursed Loot.esp not found I guess I'll try it again then. Last time I tried this I got an error in the log for every time the mod didn't exist. I copied the original line of code and moved it, so it's not like I mistyped it, maybe I messed something else up.
Godgers Posted May 21, 2015 Posted May 21, 2015 Really looking forward to the update, whenever that is! I really appreciate the work you've done and hopefully will continue to do. Thank you.
stobor Posted May 21, 2015 Posted May 21, 2015 GetFormFromFile issues Papyrus errors. Guard it with a GetModByName check first, to prevent them from spamming the log. If you don't check it too often, the performance concerns are pretty much irrelevant.
Another seeker of eternity Posted May 21, 2015 Posted May 21, 2015 could courier bringing ads be at least be disabled in MCM, its pretty annoying when that essential little motherf.. person pops up everywhere i travel
Veladarius Posted May 21, 2015 Author Posted May 21, 2015 SomeForm = Game.GetFormFromFile(IDofSomeForm, "Deviously Cursed Loot.esp") if SomeForm == none ;Deviously Cursed Loot.esp not found I guess I'll try it again then. Last time I tried this I got an error in the log for every time the mod didn't exist. I copied the original line of code and moved it, so it's not like I mistyped it, maybe I messed something else up. That is what I did, this was the command: DCLLoaded = game.getformfromfile(0x000012C4, "Deviously Cursed Loot.esp") You just have to make sure the form ID you look for is something that will not be removed, I think I used the MCM menu quest. TES5Edit is the easiest thing to use to get the ID's from, it made it rather easy for me. The check is only done OnInit and I have a backup to force it to check again if needed (will go into the MCM menu). I borrowed this from @Kimy to check whether a mod is present. If Game.GetModByName("Deviously Cursed Loot.esp") == 255 bDCL_On = False Else bDCL_On = True EndIf And I was going to use something like this to remove all items from player when in jail, but @Kimy said that I will end up wearing an unremovable armbinder if I do, so I didn't.I never compiled this, but it should work. BOOL Function RemoveDCLitems(Actor Slave) BOOL bReturnBit = False dcur_library dclibs = None dclibs = Game.GetFormFromFile(0x00024495, "Deviously Cursed Loot.esp") AS dcur_library If (dclibs != None) dclibs.mcs.TerminateQuests() dclibs.WipeRestraints(Slave, genericonly = False, removeDCURquestitems = True, destroyDevices = False) dclibs.mcs.clearfollowers() Game.EnablePlayerControls() bReturnBit = True Else Debug.Trace("Deviously Cursed Loot.esp did not load!") EndIf RETURN bReturnBit EndFunction I was going to remove your devices too when sending the player to jail, but I did not want to upset Master so I added a MCM toggle for it instead ... well it's in PO Patch 5e. Kimy has set up a FormList of all the 'removable' items, that is what I am using to determine of they are or are not removable. Also, the yokes have a quest that runs when they are equipped so that needs checked for as well. As for removing CD items with BlockGeneric they can be removed but should be replaced when freed as there are some things in quests that look for them (dialogue mainly). could courier bringing ads be at least be disabled in MCM, its pretty annoying when that essential little motherf.. person pops up everywhere i travel Sure, would be easy enough.
Smithnikov Posted May 21, 2015 Posted May 21, 2015 Should I get brave enough to try that Thalmor Embassy quest again, any advice on how to get the script to behave after having my inventory removed, or am I just going to have to cross my fingers on it?
Veladarius Posted May 21, 2015 Author Posted May 21, 2015 Should I get brave enough to try that Thalmor Embassy quest again, any advice on how to get the script to behave after having my inventory removed, or am I just going to have to cross my fingers on it? I have no idea why you would have issues since the moving of items is done by the 'RemoveAll' command. If you have a large inventory it may take time to do it.
foreveraloneguy Posted May 21, 2015 Posted May 21, 2015 OK, I'm at a loss here. I'm in cdxExpQuest02, inside the embassy. However, to get there, I had to enable, then disable, player controls. At that point the quest advanced, but I had been standing by the gate for about 20 minutes real time after the guard took the letter. So now I'm in the embassy and Elenwen and I are just staring at each other. I let it go for about an hour real time, as cdxExpQuest01 sometimes took several minutes between stages, but did eventually advance. Running sqv cdxExpQuest02 shows me at stage 100, but after reading through this thread, I have no idea how to get past that point. Any ideas? I already tried enable and disabling controls through the MCM, setting AI driven player, disabling and enabling NPCs, the few bits I could think of to try.
Veladarius Posted May 21, 2015 Author Posted May 21, 2015 OK, I'm at a loss here. I'm in cdxExpQuest02, inside the embassy. However, to get there, I had to enable, then disable, player controls. At that point the quest advanced, but I had been standing by the gate for about 20 minutes real time after the guard took the letter. So now I'm in the embassy and Elenwen and I are just staring at each other. I let it go for about an hour real time, as cdxExpQuest01 sometimes took several minutes between stages, but did eventually advance. Running sqv cdxExpQuest02 shows me at stage 100, but after reading through this thread, I have no idea how to get past that point. Any ideas? I already tried enable and disabling controls through the MCM, setting AI driven player, disabling and enabling NPCs, the few bits I could think of to try. Another mod is likely doing something to either you or the npc's causing the scene to pause, it was an issue when the belt's were set to Masturbate on removal as a default. I am trying to figure out a way to block out things like that, I have some ideas but have not had a chance to try them.
galgat Posted May 21, 2015 Posted May 21, 2015 OK, I'm at a loss here. I'm in cdxExpQuest02, inside the embassy. However, to get there, I had to enable, then disable, player controls. At that point the quest advanced, but I had been standing by the gate for about 20 minutes real time after the guard took the letter. So now I'm in the embassy and Elenwen and I are just staring at each other. I let it go for about an hour real time, as cdxExpQuest01 sometimes took several minutes between stages, but did eventually advance. Running sqv cdxExpQuest02 shows me at stage 100, but after reading through this thread, I have no idea how to get past that point. Any ideas? I already tried enable and disabling controls through the MCM, setting AI driven player, disabling and enabling NPCs, the few bits I could think of to try. yes I would think another mod was problem. This part always functioned fine for me. I did have problems in the thalmor quest, but they were C ++ failing, which I think was fixed mostly by Ashals Latest PapyrusUtil. which if you do not have I would get if I were you at http://www.loverslab.com/topic/23713-papyrusutil/page-20?do=findComment&comment=1117093It has helped many of my problems more than anything else. I still get the C ++ Error some, but not very often now. If is no help, I am sorry for bothering, I was just trying to help EDIT>>> There is something else I posted this in another place, and it has mostly been correct for me. I don't know if this is still a problem, and you may not even have NNM, or Mod organizer. But a problem i found early on because I was using NMM, and ModOrganizer. 1. if using ModOganizer to play the game but you still have NMM to install some mod's be sure to disable all Plugin's in NMM 2. NMM will not allow you to un tick the "Skyrim.esm or the Update.esm". but untick all the other Plugin's in NMM 3. if you do not do this, and play your game in ModOrganizer you will in effect be playing two of every plugin (Mod) that you have ticked in NMM, and ModOrganizer. 4. This was what caused me early on when playing DD mods to have the armbinder on with no hand's, and my arms flinging about free. 5. it will cause many problems, but this for me was one of the more noticable ones. May not help, but I thought it was worth mentioning. Also always remember FINS is our friend, run it, run it often, run it between games, when you start when you finish, and while snacking between saves...LOL For FINIS make sure if using Mod organizer it is setup to run in Mod organizer. if you run FINIS out side of mod organizer, and then run it again inside mod organizer it will show and error in the Behaivior folder. and .HKX file will get corrupted. you might have to go to that folder, and deleted that corrupted file. FINS will tell you where it is when it shows the error. After removing, or moving the FINIS shown corrupted .hkx file then run FINIS again, and make sure that the Error has cleared up.
Veladarius Posted May 21, 2015 Author Posted May 21, 2015 I am looking for some ideas for dialogue or dialogue topics, my well is dry at the moment. This is what I am working on: I am assembling the framework that will handle the scenario's where the player is the Master in the VIP house with a customer. In this the player is in complete control over what happens with the slave reacting to either dialogue or player actions. Some of what I have is: Activators: Furniture Catalog: will place a piece of bondage furniture in the room, just the pillory so far Whip: gives the player a special whip that will trigger dialogue from the npc and player when the npc is hit Shackles: will let the player chain the npc up in one of several different positions Device Chest: This will have one of 2 sets of devices: ---> Set 1 - Devices to be used during the session (removed when done) ---> Set 2 - Devices the customer has ordered that will be placed on the slave long term (leaves with them on) Leather Straps: Bind the slave in one of several positions Dialogue: Verbal Abuse: Verbal Teasing: Verbal Humiliation: Verbal Slave/Master interaction: varies depending on circumstances (bound, wearing devices etc) Command - Sex: Options for sex in specific positions, some fetish some not Command - spanking: Position specific Command - Physical teasing / fondling: position specific Command - dress / undress: Will use some different fetish clothing if installed and detected or use Restrictive devices (if female) Command - Equip Device - short term: will generally be things like the blindfold, gag, armbinder or yoke Command - Equip Device - long term: These are cuffs, collars and chastity devices, once put on they will not come off. * Verbal parts are dialogue portions * Commands are to do something Actions: Whipping: Using the whip the player will strike the slave which will trigger dialogue on each hit (the player actually hits the npc, it is not done by a scene) The player will be in complete control during the sessions where they are serving as the Master of the scene. Any suggestions for dialogue or things to do are appreciated. Anything should be for any npc not specific ones but can be gender specific.
foreveraloneguy Posted May 22, 2015 Posted May 22, 2015 I already have masturbate on belt removal disabled after reading earlier comments. It's been disabled for this entire play through. I don't use MO, so it's nothing related to that. I don't disagree that something is causing the scene to pause, but how would I go about figuring that out short of disabling mods in batches and playing until I get to the Elenwen quest again?
Veladarius Posted May 22, 2015 Author Posted May 22, 2015 I already have masturbate on belt removal disabled after reading earlier comments. It's been disabled for this entire play through. I don't use MO, so it's nothing related to that. I don't disagree that something is causing the scene to pause, but how would I go about figuring that out short of disabling mods in batches and playing until I get to the Elenwen quest again? Do you use any slavery mods? A number of them try to do things when the player has a collar on.
Verstort Posted May 22, 2015 Posted May 22, 2015 I wouldn't mind the use of furniture, but I feel the easiest way to use it would be if there were three actors, you could put one in furniture forcing them to watch or something, but with just two actors the best you could probably do is put dialogue on top of it. 2 subs would increase options allowing you to make one watch as the other "acts", gives reasons for reactions and commands can be used by one against the other, giving a lot more room for command options I feel. Would certainly add the range of use for chastity items for instance. If you used sexlab hooks to catch stages of the animation, you could add dialogue to add/remove items as the animation progresses, adding gags, restraints, blindfold, ect, so that sex is more interesting, might have to limit which animations get used though, would benefit really long animations or animations with stages that change in a way that adding items would make sense. As for the dialogue itself I'm pretty bad at creation. Offtopic: I haven't been reading the notes on what you have planned for 4.0 because I've been trying to avoid spoilers, did you plan on adding any 3rd party mod starting locations with the new slavery system, like you added the start for live another life? I know it's probably low priority, I just want to know if there's anything in the works I could use.
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