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


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Posted

CD messages will be sent via their own courier from now on:

attachicon.gif2015-07-18_00002.jpg

 

Dialogue needs a bit of work but should not be too difficult plus I can customize the dialogue as much as I want to.

Related to this, any chance of changing the Recovery quest corpses in a similar fashion? Mentioned it before a long while ago, but I always felt it was out of place for the dead couriers to look like bandit men instead of ladies wearing the Captured Dreams "uniform" that the player is subject to.

Posted

 

CD messages will be sent via their own courier from now on:

attachicon.gif2015-07-18_00002.jpg

 

Dialogue needs a bit of work but should not be too difficult plus I can customize the dialogue as much as I want to.

Related to this, any chance of changing the Recovery quest corpses in a similar fashion? Mentioned it before a long while ago, but I always felt it was out of place for the dead couriers to look like bandit men instead of ladies wearing the Captured Dreams "uniform" that the player is subject to.

 

 

I have not entirely decided on what to do with that quest yet. I am leaning towards having some that are still alive and can be rescued. It isn't very high on my to do list at the moment and will likely wait until I can give it a proper rebuild.

Posted

 

Guy can soneone fix bugs with devices (arms bulge from arm guffs, and it is with all devices) if you now how please help)))

 

What bugs? Are you using the standard meshes that came with Assets or did you download a set for a different body?

 

for UNP(i am bad ib english, hopy its true answer)) (But i have UN7B)

Posted

 

i got CTD on the thalmor quest :s that makes everything bad

 

Disable bound animations in the MCM menu for Integration.

 

Thanks! :shy: ill try it now

Posted

quick small suggestion, i allways had trouble with my bad english to figure out the punishment-option: toggle for long or short punishment? Could it be rephrased to "activate for long punishment" or something like that? :huh:

 

Mod starts to look even more awesome, cant wait :blush:

Posted

 

 

Guy can soneone fix bugs with devices (arms bulge from arm guffs, and it is with all devices) if you now how please help)))

 

What bugs? Are you using the standard meshes that came with Assets or did you download a set for a different body?

 

for UNP(i am bad ib english, hopy its true answer)) (But i have UN7B)

 

 

I believe there are 7 Base meshes as well, they have been converted for several body types.

 

 

quick small suggestion, i allways had trouble with my bad english to figure out the punishment-option: toggle for long or short punishment? Could it be rephrased to "activate for long punishment" or something like that? :huh:

 

Mod starts to look even more awesome, cant wait :blush:

 

I can change that.

Posted

May have already been mentioned, but I'm seeing something that doesn't seem to be as intended. When I get an assignment from Master and she says that my followers can wait at the shop, I get the "a follower has left your service" dialogue, but they're still following. I use EFF, so could that be what's causing this?

Posted

May have already been mentioned, but I'm seeing something that doesn't seem to be as intended. When I get an assignment from Master and she says that my followers can wait at the shop, I get the "a follower has left your service" dialogue, but they're still following. I use EFF, so could that be what's causing this?

 

Likely, the script only takes into account the follower using the original alias in the games follower scripts.

Posted

I have been looking at the scripts for the courier trying to trouble shoot some issues and I can't see where most of the functions are used. They are not used by the quest stages or dialogue and from what I see only 1 function in the courier script is used. It is no wonder getting couriers set up in Skyrim is a hassle, they have the working parts buried in a pile of crap.

Posted

I have been looking at the scripts for the courier trying to trouble shoot some issues and I can't see where most of the functions are used. They are not used by the quest stages or dialogue and from what I see only 1 function in the courier script is used. It is no wonder getting couriers set up in Skyrim is a hassle, they have the working parts buried in a pile of crap.

Sounds like the average production program where you have a bunch of people maintaining it.

Basic rule to minimize regression: Don't touch anything not related to the bug you are fixing.

Hopefully, Bethesda has the luxury of doing a code rewrite for Fallout 4.

 

Is it November yet?

Posted

I have been looking at the scripts for the courier trying to trouble shoot some issues and I can't see where most of the functions are used. They are not used by the quest stages or dialogue and from what I see only 1 function in the courier script is used. It is no wonder getting couriers set up in Skyrim is a hassle, they have the working parts buried in a pile of crap.

 

I've heard getting couriers set up is a pain in the ass.

 

Instead of trying to duplicate what the courier does, what about other NPCs that do similar things? For example, if you steal something, and the owner sends hired thugs after you to teach you a lesson, does that use the same basic framework as the courier?

 

Can you just check conditions, then spawn an NPC on cell change if conditions are met, have the NPC run up to the player and forcegreet, then additem() what you need through the forcegreet and then have the NPC just stand there, despawning on cell change again? Not elegant or pretty, but functional, maybe?

 

EDIT: Actually, that sort of does sound like what the courier does. Never mind. :)

Posted

I am having a glitch occur to me. I have received the first quest to go to falkreath. I have been told to bring the Jarl some items. I walk and give him the items. His assistant Nyna is suppose to walk over but I ended up having to push her to the Jarl. Her arms get bound behind her back (No item shows up) and then nothing. I have waited several minutes and I have waited in the game as well. Nothing changes. Is this a scripting error or is there something I can do to fix this?

Posted

I am having a glitch occur to me. I have received the first quest to go to falkreath. I have been told to bring the Jarl some items. I walk and give him the items. His assistant Nyna is suppose to walk over but I ended up having to push her to the Jarl. Her arms get bound behind her back (No item shows up) and then nothing. I have waited several minutes and I have waited in the game as well. Nothing changes. Is this a scripting error or is there something I can do to fix this?

 

Do you still have control of your character? Once she gets there it should be disabled.

Posted

 

I have been looking at the scripts for the courier trying to trouble shoot some issues and I can't see where most of the functions are used. They are not used by the quest stages or dialogue and from what I see only 1 function in the courier script is used. It is no wonder getting couriers set up in Skyrim is a hassle, they have the working parts buried in a pile of crap.

 

I've heard getting couriers set up is a pain in the ass.

 

Instead of trying to duplicate what the courier does, what about other NPCs that do similar things? For example, if you steal something, and the owner sends hired thugs after you to teach you a lesson, does that use the same basic framework as the courier?

 

Can you just check conditions, then spawn an NPC on cell change if conditions are met, have the NPC run up to the player and forcegreet, then additem() what you need through the forcegreet and then have the NPC just stand there, despawning on cell change again? Not elegant or pretty, but functional, maybe?

 

EDIT: Actually, that sort of does sound like what the courier does. Never mind. :)

 

 

Using the normal courier isn't too hard once you figure it out but you are somewhat limited on what you can do without changing the courier quest.

 

From what I can see the Story Manager activates the quest, the quest adds the item to the courier and moves them into position. Once the item is removed it goes into cleanup and ends the quest. It looks like a lot of the scripts handle what is done automatically by the quest now.

 

There are a few changes I am looking to make, primarily to how the courier is handled. They are not enabled / disabled but are always there (in the shop cellar when not on a delivery) and when the delivery is done they run back to the shop (they run pretty fast, too). I am going to try to rewrite the courier script, if it works well enough I will release it as a resource for others to use.

Posted

I couldn't find anything on mouths not opening upon equipping gags. Any help?

 

Going to try playing around with load order...

 

Posted

I couldn't find anything on mouths not opening upon equipping gags. Any help?

 

Going to try playing around with load order...

 

Make sure it is a locking gag, non locking ones don't play the animation. See if you can upload a papyrus log of you equipping the gag (quit or copy the current papyrus0 log so the last thing is the equip commands).

Well, I was able to remove half of the commands from the script, it ended up using most the set up commands (3 of them). The next test is to see if it resets properly and send them a second time.

Posted

 

I couldn't find anything on mouths not opening upon equipping gags. Any help?

 

Going to try playing around with load order...

 

Make sure it is a locking gag, non locking ones don't play the animation. See if you can upload a papyrus log of you equipping the gag (quit or copy the current papyrus0 log so the last thing is the equip commands).

Well, I was able to remove half of the commands from the script, it ended up using most the set up commands (3 of them). The next test is to see if it resets properly and send them a second time.

 

 

 

When the gag is equipped, the ball is located right bellow the mouth, it places itself right on top of the chin. The mouth itself is only slightly open, but not totally wide open. It is not totally closed like when nothing is equipped.

 

And it doesn't matter if it's a lockign gag or not, the same happens to the Captured Dreams NPC and others.

 

 

Papyrus Log 0:

http://pastebin.com/Ec0Ec3fk

Posted

 

 

I couldn't find anything on mouths not opening upon equipping gags. Any help?

 

Going to try playing around with load order...

 

Make sure it is a locking gag, non locking ones don't play the animation. See if you can upload a papyrus log of you equipping the gag (quit or copy the current papyrus0 log so the last thing is the equip commands).

Well, I was able to remove half of the commands from the script, it ended up using most the set up commands (3 of them). The next test is to see if it resets properly and send them a second time.

 

 

 

When the gag is equipped, the ball is located right bellow the mouth, it places itself right on top of the chin. The mouth itself is only slightly open, but not totally wide open. It is not totally closed like when nothing is equipped.

 

And it doesn't matter if it's a lockign gag or not, the same happens to the Captured Dreams NPC and others.

 

 

Papyrus Log 0:

http://pastebin.com/Ec0Ec3fk

 

 

The log is full of errors, most from the Hearthfire scripts for the weapon racks and other items in the house and they are likely overloading things. Also, how many npc's do you have Integration set to monitor devices on? The default on that is 0.

Posted

 

 

 

I couldn't find anything on mouths not opening upon equipping gags. Any help?

 

Going to try playing around with load order...

 

Make sure it is a locking gag, non locking ones don't play the animation. See if you can upload a papyrus log of you equipping the gag (quit or copy the current papyrus0 log so the last thing is the equip commands).

Well, I was able to remove half of the commands from the script, it ended up using most the set up commands (3 of them). The next test is to see if it resets properly and send them a second time.

 

 

 

When the gag is equipped, the ball is located right bellow the mouth, it places itself right on top of the chin. The mouth itself is only slightly open, but not totally wide open. It is not totally closed like when nothing is equipped.

 

And it doesn't matter if it's a lockign gag or not, the same happens to the Captured Dreams NPC and others.

 

 

Papyrus Log 0:

http://pastebin.com/Ec0Ec3fk

 

 

The log is full of errors, most from the Hearthfire scripts for the weapon racks and other items in the house and they are likely overloading things. Also, how many npc's do you have Integration set to monitor devices on? The default on that is 0.

 

 

Not sure how to check the amount of NPC monitored. I also have no idea why or how there are so many errors...Maybe it's the Hearthfire House mod, going to remove it.

Posted

 

 

 

 

I couldn't find anything on mouths not opening upon equipping gags. Any help?

 

Going to try playing around with load order...

 

Make sure it is a locking gag, non locking ones don't play the animation. See if you can upload a papyrus log of you equipping the gag (quit or copy the current papyrus0 log so the last thing is the equip commands).

Well, I was able to remove half of the commands from the script, it ended up using most the set up commands (3 of them). The next test is to see if it resets properly and send them a second time.

 

 

 

When the gag is equipped, the ball is located right bellow the mouth, it places itself right on top of the chin. The mouth itself is only slightly open, but not totally wide open. It is not totally closed like when nothing is equipped.

 

And it doesn't matter if it's a lockign gag or not, the same happens to the Captured Dreams NPC and others.

 

 

Papyrus Log 0:

http://pastebin.com/Ec0Ec3fk

 

 

The log is full of errors, most from the Hearthfire scripts for the weapon racks and other items in the house and they are likely overloading things. Also, how many npc's do you have Integration set to monitor devices on? The default on that is 0.

 

 

Not sure how to check the amount of NPC monitored. I also have no idea why or how there are so many errors...Maybe it's the Hearthfire House mod, going to remove it.

 

 

Open the Devious Devices MCM menu and go to the 'Events and Effects' page. The 'Number of Slotted NPC's' is how many npc's it will monitor at any one time (including setting animations).

 

If you were not in a Hearthfire house it is a problem, if you were not so much. What all that was in the scripts is it monitoring and logging what you pick up and put down. It should stop when you leave but sometimes it doesn't (especially if another mod has changed that script).

Posted

So far the courier is working, I am nearly at level 7 to test it for the third time.

 

I am also working on the Chaste Life transition to the Chaste Spouse questline. Depending on your Disposition it offers you the choice of Slave, Undecided or Master with Undecided overlapping somewhat with the other two. Is there any interest in a random option of who takes what position if your disposition is neutral (9 - 12)?

Posted

 

I am having a glitch occur to me. I have received the first quest to go to falkreath. I have been told to bring the Jarl some items. I walk and give him the items. His assistant Nyna is suppose to walk over but I ended up having to push her to the Jarl. Her arms get bound behind her back (No item shows up) and then nothing. I have waited several minutes and I have waited in the game as well. Nothing changes. Is this a scripting error or is there something I can do to fix this?

 

Do you still have control of your character? Once she gets there it should be disabled.

 

I do lose control of my character if I go outside and then come back in but the same issue occurs. 

Posted

 

 

I am having a glitch occur to me. I have received the first quest to go to falkreath. I have been told to bring the Jarl some items. I walk and give him the items. His assistant Nyna is suppose to walk over but I ended up having to push her to the Jarl. Her arms get bound behind her back (No item shows up) and then nothing. I have waited several minutes and I have waited in the game as well. Nothing changes. Is this a scripting error or is there something I can do to fix this?

 

Do you still have control of your character? Once she gets there it should be disabled.

 

I do lose control of my character if I go outside and then come back in but the same issue occurs. 

 

 

Use the 'Disable Controls' option in the Reset page of the MCM menu while inside, you should not be able to walk outside once Nenya gets to Siddgeir (it may take some time for her to get to him, navmeshes in Skyrim are horrid).

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