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


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Posted

While poking more at the log, this is on-load of a save:

 

 

[07/29/2015 - 07:33:07PM] warning: Property delivery on script CDxPD_Delivery attached to alias delivery on quest CDxPackageDelivery (7B117012) cannot be initialized because the script no longer contains that property

[07/29/2015 - 07:33:07PM] warning: Property gate on script CdxEQ02Gates attached to  (7B0EF613) cannot be initialized because the script no longer contains that property
[07/29/2015 - 07:33:07PM] Error: Property Didsleep on script CDxEQ02Sleep attached to  (7B0F52CC) cannot be bound because  (000FB981) is not the right type
[07/29/2015 - 07:33:08PM] Error: Unable to bind script CDxSummonsLetter04 to  (FF000DC3) because their base types do not match
[07/29/2015 - 07:33:08PM] Error: Unable to bind script CDxPD_Delivery to  (FF000DC7) because their base types do not match

 

Posted

Thanks for the hard work. ya'll.

 

How do ya'll know, though? Practice?

Or is there some sort of doc floating around with code reference?

 

Most of us put some sort of prefix at the start of our scripts - ZAD is Integration, CDx is Captured Dreams zbf is ZAZ Animation Pack etc. It makes it easier for us to find issues with our own scripts when going through a log so we can see what is going on.

 

 

 

While poking more at the log, this is on-load of a save:

 

 

[07/29/2015 - 07:33:07PM] warning: Property delivery on script CDxPD_Delivery attached to alias delivery on quest CDxPackageDelivery (7B117012) cannot be initialized because the script no longer contains that property

[07/29/2015 - 07:33:07PM] warning: Property gate on script CdxEQ02Gates attached to  (7B0EF613) cannot be initialized because the script no longer contains that property
[07/29/2015 - 07:33:07PM] Error: Property Didsleep on script CDxEQ02Sleep attached to  (7B0F52CC) cannot be bound because  (000FB981) is not the right type
[07/29/2015 - 07:33:08PM] Error: Unable to bind script CDxSummonsLetter04 to  (FF000DC3) because their base types do not match
[07/29/2015 - 07:33:08PM] Error: Unable to bind script CDxPD_Delivery to  (FF000DC7) because their base types do not match

 

 

These are things that have changed but have not been removed. They are not used by anything and do nothing other than cause the error in the log. I have several things on my list to clean up and these are among them.

Posted

 

 

Most of us put some sort of prefix at the start of our scripts - ZAD is Integration, CDx is Captured Dreams zbf is ZAZ Animation Pack etc. It makes it easier for us to find issues with our own scripts when going through a log so we can see what is going on.

 

Ah, that is what I thought but was not aware is that was the precise case. I would guess working with framework, SL developers know what other frameworks use as a log-tag.

One other reason to use prefixes, though, is to separate the function... just in case I write the function "become_masters_pet" and lokomootje decides to implement that final point in CD and create the same named function. The two would conflict, I assume... but using dz_become_masters_pet and cd_become_masters_pet, while might be doing similar things, would still remain separate and operate.

 

That being said, I have no idea how to script for Skyrim or SL. =\

Is there a decent way to learn? I would love to be able to help out with mods... Don't think I have enough imagination to make a mode, but can definitely learn scripting to help out. Haha... I guess I serve better than lead.

Posted

 

 

 

Most of us put some sort of prefix at the start of our scripts - ZAD is Integration, CDx is Captured Dreams zbf is ZAZ Animation Pack etc. It makes it easier for us to find issues with our own scripts when going through a log so we can see what is going on.

 

Ah, that is what I thought but was not aware is that was the precise case. I would guess working with framework, SL developers know what other frameworks use as a log-tag.

One other reason to use prefixes, though, is to separate the function... just in case I write the function "become_masters_pet" and lokomootje decides to implement that final point in CD and create the same named function. The two would conflict, I assume... but using dz_become_masters_pet and cd_become_masters_pet, while might be doing similar things, would still remain separate and operate.

 

That being said, I have no idea how to script for Skyrim or SL. =\

Is there a decent way to learn? I would love to be able to help out with mods... Don't think I have enough imagination to make a mode, but can definitely learn scripting to help out. Haha... I guess I serve better than lead.

 

 

Actually, to call on a function you have to also tell it what script it is in so you can't get them mixed up like that.

 

The best reference for mod making or scripting is http://www.creationkit.com, I typically have it open when I am writing scripts so I can look up various commands. The tutorials are pretty good as well and if you don't see something you have a question about just search the site and you can probably find it.

Posted

 

 

 

 

Most of us put some sort of prefix at the start of our scripts - ZAD is Integration, CDx is Captured Dreams zbf is ZAZ Animation Pack etc. It makes it easier for us to find issues with our own scripts when going through a log so we can see what is going on.

 

Ah, that is what I thought but was not aware is that was the precise case. I would guess working with framework, SL developers know what other frameworks use as a log-tag.

One other reason to use prefixes, though, is to separate the function... just in case I write the function "become_masters_pet" and lokomootje decides to implement that final point in CD and create the same named function. The two would conflict, I assume... but using dz_become_masters_pet and cd_become_masters_pet, while might be doing similar things, would still remain separate and operate.

 

That being said, I have no idea how to script for Skyrim or SL. =\

Is there a decent way to learn? I would love to be able to help out with mods... Don't think I have enough imagination to make a mode, but can definitely learn scripting to help out. Haha... I guess I serve better than lead.

 

 

Actually, to call on a function you have to also tell it what script it is in so you can't get them mixed up like that.

 

The best reference for mod making or scripting is http://www.creationkit.com, I typically have it open when I am writing scripts so I can look up various commands. The tutorials are pretty good as well and if you don't see something you have a question about just search the site and you can probably find it.

 

 

I actually just found creationkit.com earlier today and emailed the link to myself to remember.  I am very excited with the no-nonsense, plain-text explanations and examples.  It made modding look like it was possible to me, which I've finally started dabbling with last weekend.  I think what's best about it is that it lumps everything you MIGHT want to know onto the same page of example scripts, for example. 

 

Before, I would have to phrase questions to google with very loose, imprecise terminology, like "how to make a button activate object skyrim creation kit" and I'd get a dozen youtube videos that were too confusing to follow or were entirely unrelated.

 

Before today I had figured out how to make a set of 8 scaled-down dwemer drawbridges spring up out of the ground and trap a player in a tall metal octagon when they pulled a lever...  so my appetite is whetted by this minor success... but there were no quest elements or scripts and it all seemed too mysterious. 

 

Anyway, another vote for creationkit.com, here.

 

Posted

im having a problem when i take a delivery quest master says she needs to put me in something else then i dont get a quest on my quest log what do i do ? ive tried reseting quests tried going to basement to see if i go there tried all i can think off and nothing any ideas

tried uploading screen shots didnt work 

 

*edit the quest is second one first works second doesnt

 

Posted

im having a problem when i take a delivery quest master says she needs to put me in something else then i dont get a quest on my quest log what do i do ? ive tried reseting quests tried going to basement to see if i go there tried all i can think off and nothing any ideas

tried uploading screen shots didnt work 

 

It sounds like you are dropping out of the dialogue before it can finish putting the items on you. This can be caused by several things:

- trying to push through the dialogue too quickly

- another mod interfering and pulling you out of it

- scripts running slow and items are taking too long to equip

 

If it seems to be the last one, upload a papyrus log (google it if you don't know how to turn it on) and I will take a look.

Posted

So... I am testing it right now by killing "all the other mods" and dedicating myself to Dreams Shop...

but I think I know what the issue might be with "long loading screens".

I've started using live-log with most of my mods, so I can see what is going on and what is being written live on my second screen.

I will update either this note, or post a new item about my finds.

Long story short, I think there is either conflict of some mods, frequent updates... of CDS is just so huge that the Save takes a long time.

The infinite loading screen is actually... [drumroll] autosave.

I would suggest disabling the option to autosave on cell change or "wait" and see if that improves playthrough... be careful, you are no longer autosaving. =)

 

Also... I have to say that I've looked at CDS a few times and went "meh".

After trying it... its in the top 3 of mt most favorite mods. Thank you for all your hard work!

If you need an extra tester (since I am not a log-junkie) I would gladly help out.

Otherwise, awaiting "the final point of joining Master's group" anxiously.

 

 

Update (7/29/2015 01:25):

It, unfortunately, seems that I am partially correct. Let me re-trace the steps. Please pardon my lousy spelling, I am on my last leg with sleep. =)

 

A few days ago, while trying out CDS for the first time, I've noticed something odd: Waiting for time (using T) was taking too long. After some log opening and screening them live, I found out that the issue was "Auto Saves", which run every time you Wait.

The issues, however, was on cell change as well - thus exiting the shop.

I have tried traveling via console and it was fine every time - up to 10 seconds longest load. in comparison it would take a few minutes or freeze when I would change cell as-in-game. I've tried looking further.

 

I have ended up disabling all of the "trial" mods, leaving only the core necessities: Sexlab, DD etc.

Some cosmetics, of course, but they have no scripts in them.

... but I would get the same. And it is inside the store and, shortly after, when the scripts started living in the saves (to be checked tomorrow, unchecked yet), its every cell change.

 

I've looked even further, or tried. Seems that whatever "ZAD" is (I am assuming its ZAZ) is stamping events left and right. So its not something broken, its the sheer amount of DD items.

It is both a blessing and a curse... Its a lot of items to update, but it also gives credit to the shop and the creator... There are a lot of items!

 

I will poke around some more, but, to be honest, my expertise kind of ends here.

Attached is the log of spammed ZAZ items, hope it helps. It is snipped into two distinct chunks. Second one is from the inside the store.

I will give this another poke tomorrow... but currently sleep has won.

 

P.S. I have an idea about these things an amateur's suggestion about a possible fix... but I will have to poke at code for that.

 

ZAD is DD Integration and is what controls the devices (equipping, unlocking and the various effects). Inside the shop you have at least 5 people in full gear (as many as 9 devices on some npc's), outside the npc's have fewer devices (some are dummies) so it should not be as bad. Equipping of the devices usually goes pretty quickly (Min has optimized the code quite a bit) and should be done within a few seconds of entering. In the part you uploaded the beginning of it shows errors (likely caused by something else) but the rest is normal.

 

 

Edit: I have been getting some long load times lately myself including an occasional save that hits 80 - 130 mb instead of my usual 8-9 mb. Check your saves when you have a particularly long load time and see how large the file is.

Posted

Probably unrelated but there is a mod on nexus which can clash with captured dreams:

http://www.nexusmods.com/skyrim/mods/65013/?

Its a npc ai mod which lets them do stuff. Its really nice. The problem with this mod is that npcs do stuff not designed for them. So I went from Falkreath to captured dreams one time and half way some cds npc walked by. Another time I entered the shop but the master wasnt there (had the quest to meet her), all the other npcs were doing their usual things. I waited some ingame hours but she never showed up. Reloaded a save in falkreath, rode to the shop and now she was inside.

I suspect its the ai mod which caused this.

Posted

Probably unrelated but there is a mod on nexus which can clash with captured dreams:

http://www.nexusmods.com/skyrim/mods/65013/?

Its a npc ai mod which lets them do stuff. Its really nice. The problem with this mod is that npcs do stuff not designed for them. So I went from Falkreath to captured dreams one time and half way some cds npc walked by. Another time I entered the shop but the master wasnt there (had the quest to meet her), all the other npcs were doing their usual things. I waited some ingame hours but she never showed up. Reloaded a save in falkreath, rode to the shop and now she was inside.

I suspect its the ai mod which caused this.

 

I have seen a few wandering on occasion but I don't have that mod. Looking at that mod it either modifies the Default AI Package and/or they changed AI behaviors for individual npc's. While my npc's have the Default AI package set it should only come into play when their main set of packages can't run for some reason (all have their days set).

Posted

will the next version have a patch for delivery quest you know the problem i keep having when trying to deliver to the old witch inside in the room where it counts as tresspassing the dibela thing

Posted

will the next version have a patch for delivery quest you know the problem i keep having when trying to deliver to the old witch inside in the room where it counts as tresspassing the dibela thing

 

I will be changing the target to the person in the area where you first enter.

Posted

I am working on the new punishment system that will be modular. When a punishment is started it sets a base value depending on the infraction then this is multiplied by the mods difficulty setting. After that it will add points it you have a poor relationship with the Master or poor performance at tasks (it will not subtract points though). Typically the base points for a punishment are 1-2 but 5 points is enough to give you 2 nights in a cage. Also, at 5 or more points she may decide instead that a special punishment is in order (she may as well get some use out of you).

 

 

I'm not moving especially fast today, had 2 epidural steroid injections this morning.

Posted

I am working on the new punishment system that will be modular. When a punishment is started it sets a base value depending on the infraction then this is multiplied by the mods difficulty setting. After that it will add points it you have a poor relationship with the Master or poor performance at tasks (it will not subtract points though). Typically the base points for a punishment are 1-2 but 5 points is enough to give you 2 nights in a cage. Also, at 5 or more points she may decide instead that a special punishment is in order (she may as well get some use out of you).

 

 

I'm not moving especially fast today, had 2 epidural steroid injections this morning.

 

Sounds good!  It's nice it's varied (I assume with different dialog) as while animations are well done, they are always the same and dialog is easier to vary.  Having variations in the story is what makes this whole adventure so fun to play through :).  Especially when you don't have that much control as other mods can kick in (cursed loot) and mess up a task heh.

 

Looking forward to it, and take care of yourself on the health side, hope things get better.

 

T.

Posted

 

I am working on the new punishment system that will be modular. When a punishment is started it sets a base value depending on the infraction then this is multiplied by the mods difficulty setting. After that it will add points it you have a poor relationship with the Master or poor performance at tasks (it will not subtract points though). Typically the base points for a punishment are 1-2 but 5 points is enough to give you 2 nights in a cage. Also, at 5 or more points she may decide instead that a special punishment is in order (she may as well get some use out of you).

 

 

I'm not moving especially fast today, had 2 epidural steroid injections this morning.

 

Sounds good!  It's nice it's varied (I assume with different dialog) as while animations are well done, they are always the same and dialog is easier to vary.  Having variations in the story is what makes this whole adventure so fun to play through :).  Especially when you don't have that much control as other mods can kick in (cursed loot) and mess up a task heh.

 

Looking forward to it, and take care of yourself on the health side, hope things get better.

 

T.

 

 

The way it will be set up is it constantly checks to see how many points remain in your punishment, if it hits 1 then it does the ending otherwise it goes to a middle. There are 2 types of middles, day and night, each with variations on what happens. Day middles are being displayed some place with the possibility of being whipped. I have more ideas to add which will be easier to do since it is a modular system. The night middles is being placed in a cage, where exactly depends on what cages are available. I will also end up making some parts that are only used in specific circumstances or may be used to start quests.

Posted

 

Probably unrelated but there is a mod on nexus which can clash with captured dreams:

http://www.nexusmods.com/skyrim/mods/65013/?

Its a npc ai mod which lets them do stuff. Its really nice. The problem with this mod is that npcs do stuff not designed for them. So I went from Falkreath to captured dreams one time and half way some cds npc walked by. Another time I entered the shop but the master wasnt there (had the quest to meet her), all the other npcs were doing their usual things. I waited some ingame hours but she never showed up. Reloaded a save in falkreath, rode to the shop and now she was inside.

I suspect its the ai mod which caused this.

 

I have seen a few wandering on occasion but I don't have that mod. Looking at that mod it either modifies the Default AI Package and/or they changed AI behaviors for individual npc's. While my npc's have the Default AI package set it should only come into play when their main set of packages can't run for some reason (all have their days set).

 

 I hope he's wrong about that mod not being compatible. I just started using it and it seem to work great. The NPCs seem so much less like NPCs and ore like actual characters with it active.

Posted

 

 

 

ZAD is DD Integration and is what controls the devices (equipping, unlocking and the various effects). Inside the shop you have at least 5 people in full gear (as many as 9 devices on some npc's), outside the npc's have fewer devices (some are dummies) so it should not be as bad. Equipping of the devices usually goes pretty quickly (Min has optimized the code quite a bit) and should be done within a few seconds of entering. In the part you uploaded the beginning of it shows errors (likely caused by something else) but the rest is normal.

 

 

Edit: I have been getting some long load times lately myself including an occasional save that hits 80 - 130 mb instead of my usual 8-9 mb. Check your saves when you have a particularly long load time and see how large the file is.

 

 

Checking the size was actually one of the first things I've done. Scanned through about two dozen and they were all 5-6mb. I thought something strange too, but this was not the case.

 

But while I am typing, I'd like to list a few bugs I've caught. These are actual buggies. nothing special, just niche misses:

 

This is while doing Big Job for "Elenwen"

 

1. I arrived at the embassy with "other items equipped". in particular a gag, blindfold and an armbinder.

here's the fun part... everything was stripped and then the extra items mentioned above were re-equipped. I think the script checked for Red-type items and keeps them on.

While nothing unpleasant really happened, I was technically able to talk gagged. And some animations with folded-behind-back arms were without hands, due to armbinder conflict. i would suggest to maybe check the items and unequip everything besides certain few.

Later on I've realized that by the end of the quest I had other Red items equipped, the same kind I had on. This is probably they were bypassed in the first scenario.

 

2. This is an actual bug... as in... things just placed wrong.

First time in the cell, when you have to click on a sleeping bag to continue. The blocker for the door out of the cell is positioned badly. I was able to "walk around it", walk through the door... and exit the cell. walk around, chill with the guards and come back.

I would think that the block object/wall is placed just a little too much into the cell and not at the actual door, so there it a gap between the wall and the door, allowing character to go through.

 

3. At the "Devices Your", at the end of which the "new assistant" ends up in a dweomer milker, a few devices are positioned slightly off. Most are spot on, but some are a bit offish.

3.1 The stretcher character position is 90 degrees to the actual stretcher. Looks very much like a small bug.

3.2 Wooden horse and Stocks was a little "off to the side" for me, but could be different in character "size" (height etc). Would still like to report it

3.3 Assistant in the milker was off a few in-game inches as well.

 

4. I do not know if the line times can be controlled on the screen, but the line about one of the party's guests daughter (I think) being a harlot goes by too fast. I've tried the party 5 times and this was every time. Did not speed-click through, hands were off keyboard to test.

not an issue, but wanted to report for tuning, if you care. =)

 

5. At the "last night together" part I had about 4 different STDs. Can't catch anything specific, but looks like some animations called by the quest were glitched. not sure if a specific one is called, but took 5 tries to clear it.

 

I would also like to drop a few small suggestions:

1. Party dress is... terrible. =)

2. walking out of the party room with auto path was painful and long. If you are able, enabling the leash and proving the character with the ability to walk would be a great addition. Too much autopilot.

3. this is just a throw out, but would be interesting to combine Dweomer Milker with Milk mod and actually run the PC through it somehow, enabling milkmaid. I know it is a long shot, but would be curious to see. Something along the line of piercing detection (it was pretty cool how Elenwyn complains that you are already pierced. i had to try again without that enabler)

 

Otherwise great story. Dialogue is seamless...

Posted

 

 

 

 

ZAD is DD Integration and is what controls the devices (equipping, unlocking and the various effects). Inside the shop you have at least 5 people in full gear (as many as 9 devices on some npc's), outside the npc's have fewer devices (some are dummies) so it should not be as bad. Equipping of the devices usually goes pretty quickly (Min has optimized the code quite a bit) and should be done within a few seconds of entering. In the part you uploaded the beginning of it shows errors (likely caused by something else) but the rest is normal.

 

 

Edit: I have been getting some long load times lately myself including an occasional save that hits 80 - 130 mb instead of my usual 8-9 mb. Check your saves when you have a particularly long load time and see how large the file is.

 

 

Checking the size was actually one of the first things I've done. Scanned through about two dozen and they were all 5-6mb. I thought something strange too, but this was not the case.

 

But while I am typing, I'd like to list a few bugs I've caught. These are actual buggies. nothing special, just niche misses:

 

This is while doing Big Job for "Elenwen"

 

1. I arrived at the embassy with "other items equipped". in particular a gag, blindfold and an armbinder.

here's the fun part... everything was stripped and then the extra items mentioned above were re-equipped. I think the script checked for Red-type items and keeps them on.

While nothing unpleasant really happened, I was technically able to talk gagged. And some animations with folded-behind-back arms were without hands, due to armbinder conflict. i would suggest to maybe check the items and unequip everything besides certain few.

Later on I've realized that by the end of the quest I had other Red items equipped, the same kind I had on. This is probably they were bypassed in the first scenario.

All items from the Embassy quest should have been removed at the end of that quest, they are items made specifically for that quest. They can be removed by any of the quest resets that remove any of the CD quest devices.

 

 

2. This is an actual bug... as in... things just placed wrong.

First time in the cell, when you have to click on a sleeping bag to continue. The blocker for the door out of the cell is positioned badly. I was able to "walk around it", walk through the door... and exit the cell. walk around, chill with the guards and come back.

I would think that the block object/wall is placed just a little too much into the cell and not at the actual door, so there it a gap between the wall and the door, allowing character to go through.

 

That is a Havoc issue, the door blocker is part of the door itself and not separate.

 

 

3. At the "Devices Your", at the end of which the "new assistant" ends up in a dweomer milker, a few devices are positioned slightly off. Most are spot on, but some are a bit offish.

3.1 The stretcher character position is 90 degrees to the actual stretcher. Looks very much like a small bug.

3.2 Wooden horse and Stocks was a little "off to the side" for me, but could be different in character "size" (height etc). Would still like to report it

3.3 Assistant in the milker was off a few in-game inches as well.

 

Use of the items from ZAZ is handled with an AI package that tells the player to 'sit in it' like any other furniture. I am experimenting with some other methods of using the devices in the Chaste Spouse quest and if they work I will use them in that as well.

 

 

4. I do not know if the line times can be controlled on the screen, but the line about one of the party's guests daughter (I think) being a harlot goes by too fast. I've tried the party 5 times and this was every time. Did not speed-click through, hands were off keyboard to test.

not an issue, but wanted to report for tuning, if you care. =)

 

The speed in which dialogue passes is controlled by the game engine and/or Fus Ro D'oh. I know the latter can be adjusted to show dialogue longer.

 

 

5. At the "last night together" part I had about 4 different STDs. Can't catch anything specific, but looks like some animations called by the quest were glitched. not sure if a specific one is called, but took 5 tries to clear it.

 

Disable bound animations in Integration (Devious Devices MCM menu), newer versions of ZAZ cause the crashes much more regularly than older versions do (I still use v 6.04 myself)

 

 

I would also like to drop a few small suggestions:

1. Party dress is... terrible. =)

Standard party dress from the game

2. walking out of the party room with auto path was painful and long. If you are able, enabling the leash and proving the character with the ability to walk would be a great addition. Too much autopilot.

I have changed how I am setting up scenes so the player is in control most all the time. The Embassy quest will be one of the last to get that as it will take rebuilding it from scratch.

3. this is just a throw out, but would be interesting to combine Dweomer Milker with Milk mod and actually run the PC through it somehow, enabling milkmaid. I know it is a long shot, but would be curious to see. Something along the line of piercing detection (it was pretty cool how Elenwyn complains that you are already pierced. i had to try again without that enabler)

I don't use it and I am not sure how it changes the furniture. As I have found with the Chaste Spouse furniture any pre placed furniture has limitations to what you can do with them during the game. The furniture I set up for the Chaste Spouse quests that are placeable and movable are custom versions with the scripts placed on them that I needed for them to work for me. I originally intended to use pre placed furniture that I could move where I wanted but the only way to move them is with a command called 'Translate' which moves them at a rate specified (slides it where you want it) and you can't put it in a new cell.

Otherwise great story. Dialogue is seamless...

 

 

Posted
 

Typically the base points for a punishment are 1-2 but 5 points is enough to give you 2 nights in a cage.

Dont make punishments longer than 3 days in a cage pls... my vampire characters would hate that...

unless there would be some opportunity to get out for a snack  ;)

 

 

Btw would there be any requirements to start chaste spouse? other than having a spouse obviously.

I mean sub/dom disposition, reputation with master or whatever else. Or would one be able to just go to the shop and buy necessary accessories even if that would be your first visit in the shop.

Posted

 

 

Typically the base points for a punishment are 1-2 but 5 points is enough to give you 2 nights in a cage.

Dont make punishments longer than 3 days in cage pls... my vampire characters would hate that...

unless there would be some opportunity to get out for a snack  ;)

 

Btw would there be any requirements to start chaste spouse - other than having a spouse obviously?

I mean sub/dom disposition, reputation with master or whatever else. Or would one be able to just go to the shop and buy necessary accessories even if that would be your first visit in the shop.

 

 

More than 3 nights would be 9+ points which (while possible) would require getting a base 2 point punishment, the mod be set to hard (x3 base), then getting more than 2 points from the 2 modifiers. This gives a total of 10 points which would release you on the morning after the 4th night. There will likely be some chances to catch a snack as I will be having the player move themselves most of the time.

 

To start Chaste Spouse without going through Chaste Life will require activating it in the MCM (disabled as default) and speaking to your spouse. At that point your roles are set and you can go purchase the devices and furniture from Master.

Posted

More than 3 nights would be 9+ points which (while possible) would require getting a base 2 point punishment, the mod be set to hard (x3 base), then getting more than 2 points from the 2 modifiers. This gives a total of 10 points which would release you on the morning after the 4th night. There will likely be some chances to catch a snack as I will be having the player move themselves most of the time.

There could be some scene where PC is found barely alive and they figure out what you are. That's a simple check for HasKeyword Vampire.

Every punishment longer than 3 days could lead to such scene - well except for 2nd expansion which is 3 days without feeding even without any punishments...

If you play it as a big mouthed vamp and get punished afterwards then you pretty much die of thirst before you get freed.

 

For catching a snack simply locking you in a cage together with some sleeping slave would do just fine.

 

To start Chaste Spouse without going through Chaste Life will require activating it in the MCM (disabled as default) and speaking to your spouse. At that point your roles are set and you can go purchase the devices and furniture from Master.

You can make it that CD courier girl would approach you in Riften if marriage quest is active - and give you a note about it.

Posted

I've got a problem on the last night at the embassy when Elewin puts the harness onto the player for the 3rd sex scene and the game breaks and I get a windows error message saying its a "pure virtual error",so not ur normal CTD crash. I tried 4 times to get (what i assume is the very last scene of the mission) to work but same crash and error each time when she puts the harness on and "Start Elewin Sex" message appears. I believe that all my mods and plugins are installed and setup correctly but I cant be sure as there are a 146 of em and I'd like to avoid going through each of them. I would really appreciate it if someone knew what the problem is.

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Also very well done on the mod creation. Surprised at how well its works and how little crashes (apart from my current problem ofc).

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