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


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Posted

 

TLDR: Did futa for sex-only come from this mod, or am I forgetting some other mod with my new MO profile? I copied my Naruto profile, active mods and all, and simply deactivated all Naruto mods and CD, and started using the Pregnant body, and full SOS, instead of Lite (Lite didn't have the required .esm), and SOS Schlongs for Females.

 

Pretty sure no futa content in CD.  I think I would have found it by now.  ;)

 

 

Definitely is not my doing.

 

 

I have a "Wrye bash" picture I'm including of the captured dreams addons.

Is this OK?

 

This was edited down from a rant to a mumble:

Anyone else have Nexus mod manager erase mods yesterday?

 

Mumble 1.2a subparagraph b

None of the creature mods work. I wouldn't want them to really, but it's disconcerting when the creatures (mostly, draugrs) mentally seize you and mentally start humping.

I'm only doing what mod after endless freaking mod tells me, I'm adding requirements, and (in one case) overwriting part of a compilation mod (MNC) because Nexus mod manager warns me one of the ESP's (it's an esm) is corrupt??

I feel like the more I struggle, the deeper I sink.

 

Items in orange mean that the Masters are not in the order the mod expects them to be in and whether this is good or bad depends on the mod and what is out of order. For my addon's the only thing that matters with them is that they be after CD and the mod they use items from, as for CD it doesn't really matter what order its masters are in from what I have experienced so far.

 

For other mods that are coded in orange it will depend on if two or more of the masters modifies the same information, if so then you should try to arrange them so they match the order needed for the mod (shown in a window over to the right).

Posted

 

found what might be part of the problem. for some reason, the game thinks that that particular thalmor soldier is my master (he says "bend over pet", and the conversation option s include options that indicate as such.) I have no clue when the game decided this. could it be related to the Pet collar mod or the Cursed collar quest from deviously cursed loot?

a little side note: is there a way to scroll up in the console? typically, when i use certain 'help' queries i cant see all of the items it returns.

I would hazard a guess as to pet collar being the culprit, as far as I'm aware Cursed Loot & Captured Dreams are compatible.

Although come to think of it trying to do two dominated/controlled quests at the same time might do unpleasant things to your current game.

 

To scroll in the console use the page up & page down keys.

 

Pet Collar and SD+ as well as any other mod that does things to the player when wearing devices will interfere with my quests since most don't bother to see if the items belong to another mod (easily done in dialogue). Cursed Loot is, for the most part, compatible with CD but if you are wearing the collars or other items that require a quest to remove they can interfere with my quests as well. Cursed Loot uses a suspend system used by Deviously Helpless which helps (am testing currently) but so far it looks like it is no longer in effect when reloading a game.

 

 

Then that is likely it, then. i was wearing a CD collar when both the pet collar and the cursed one were added to my character. niehter of them replaced the CD collar, instead being listed as equipped but  all i had to do to remove them was click on them. im guessing that the CD collar caused a conflict with both the collars and bugged the script surrounding all 3 mods.

I have since started a new game with the same mods, and am going to attempt to do the CD quests with the cursed collar and pet collar equip chances turned off.

 

Posted

 

the CD collar caused a conflict

 

Other way around. That other mod interfered with behavior of an NPC it had no business interfering with. You can't expect a mod that can potentially alter every character in the game not to mess things up unless there's a specific compatibility patch. (Obviously, it's infeasible for a dev to go for compatibility with every mod out there, mainly because of mods being updated all the time.)

Posted

I have Captured Dreams installed mostly for the sold items, I have used it on previous playthroughs.  I was considering doing the delivery and recover jobs,   but I do not want to be forced to deal with the vibrations etc on my character. Is there any way to avoid the master putting the plugs in you when you take the first job?

Posted

 

 

the CD collar caused a conflict

 

Other way around. That other mod interfered with behavior of an NPC it had no business interfering with. You can't expect a mod that can potentially alter every character in the game not to mess things up unless there's a specific compatibility patch. (Obviously, it's infeasible for a dev to go for compatibility with every mod out there, mainly because of mods being updated all the time.)

 

 

My quest devices won't try to equip if you have a non generic device of the same type, it will skip it. Also, when removing my quest devices if someone elses quest device is there in its place it will not remove it, my script looks specifically for my devices only. When I can I look to see if the player has quest devices from someone else, especially on quests where it is important to have my devices on you (there are only a few where it is important enough to not start the quest).

Posted

By the way, I just want to thank you for making this mod. I reallly enjoy it. Master never forces one to do something. Even the thing with Elenwen. One knows that Masters special jobs get more and more "special" the more you do then. Things evolve and you can always just stick to making deliveries. I also liked that waering the restrainments for a longer period of time only happens if the player behaves submissive. I think that builds a very nice tension. Therefore again, thank you. I'm really looking forward to more special jobs :) Please keep up the good work.

 

Oh, and by the way. I think this mod is also technically very well made. I had very little issues. Just some alignment problems with the devices in the Thalmor Ambessay that are likely caused by other mods I use and I also had problems with the guard not speaking to me when trying to enter the embassy (but only on my second playthrough, the first one went smoothly). I had saved right before the scene and tried again. On the third try it worked.

Posted

I have a question about the upcoming update. From what I've seen, it appears to change a lot, does it require a clean save? I'm looking foward to it.

Posted

 

 

 

the CD collar caused a conflict

 

Other way around. That other mod interfered with behavior of an NPC it had no business interfering with. You can't expect a mod that can potentially alter every character in the game not to mess things up unless there's a specific compatibility patch. (Obviously, it's infeasible for a dev to go for compatibility with every mod out there, mainly because of mods being updated all the time.)

 

 

My quest devices won't try to equip if you have a non generic device of the same type, it will skip it. Also, when removing my quest devices if someone elses quest device is there in its place it will not remove it, my script looks specifically for my devices only. When I can I look to see if the player has quest devices from someone else, especially on quests where it is important to have my devices on you (there are only a few where it is important enough to not start the quest).

 

 

Maybe put something in the mod description along the lines of "If you have a device quest from PetCollar, Cursed Loot, SD+ etc active you must complete it before starting the Captured Dreams expansion quests. Otherwise the scripts cancel each other out causing reality to divide by zero and the whole of creation gets sucked down a super-massive blackhole. Or your game glitches like buggery and you get stuck, which is worse."

Or words to that effect.

 

Also got to say this is a pretty good mod. With a caveat.

The Thalmor Embassy quest would have been better if I'd remembered to activate the female guards .esp, definitely more in line with my pc's orientation as a kinky submissive lesbian with an rubber ebonite fetish. The times it got stuck were probably due to a conflict with another mod, still not figured out which one yet, but toggling the player controls in the MCMs got things rolling again.

Saying that- I do think it happens too early, no matter how submissive you've become at this stage you are not the Masters slave - at this point you're still just a customer that does jobs for her. I personally think this should be moved up to after the main part of the fourth quest, a final test to see if you are worthy kind of thing, with the last part of the 4th quest activating if you pass.

Plus seriously either get rid of Ailus altogether or change the Masters dialogue - the rather blase "Oh so I see you have met Ailus" is a massive she doesn't give a shit if you get hurt, whereas "Ailus was there? Elenwen assured me that would not happen. I see that I am going to have to have words with her" shows that she does give a shit and doesn't treat people as disposable things.

 

(A bit of background - I'm involved in the South West UK BDSM community, I was photographer at a BDSM/Fetish club for two years and I was in a relationship with a professional dominatrix for three years.

Trust is the key in any BDSM relationship.)

 

Sorry to keep harping on about it but that one quest just gets my hackles up. A couple of simple dialogue changes would be all it takes. "This next task is not for the faint of heart, it will push you to your limits" - "Ailus was there? Elenwen assured me that would not happen. I see that I am going to have to have words with her" Along those lines.

 

 

 

The rest of the quests are rather good fun - the Elisif quest definitely caught my attention and got me thinking especially with regards to the spousal submission you've mentioned is in the next version.

 

- Scarlet marries Camilla Velarius. (CBBE, Bellas Better Females and Apachii Hair on Female NPCs - Camilla is rather yummy with silky dark hair reaching past her bum and thanks to FNIS she sashays like a catwalk model)

Camilla dons Dark Disciple gear and becomes Mistress of Moonstone Castle.

Scarlet is pierced with common soulgem nip & clit rings and plugged with modified versions of Dashas toys - ribbed and vibrate very strong, test plug enchantment. No random activation, can only be activated by the right spell cast by the spouse.

Ebonite catsuit over the top of that lot then full set of ebonite restrictive gear.

Captured Dreams Protector belt and bra finish off Scarlets personal prison.

Camilla receives the amulet creation recipe. Declines to make an amulet, puts recipe in safe place. Learns Slave Orgasm spell (Devious Flood, Sustained modified to be fire and forget)

No need for Scarlet to ever be released, her beloved spouse can make her orgasm her brains out with just a wave of her hand.

After Scarlet has pleasured her first of course. -

 

No idea how feasible any of that is, will just have to wait til various new versions of mods are released and actually learn to script.

Posted

 

Also got to say this is a pretty good mod. With a caveat.

The Thalmor Embassy quest would have been better if I'd remembered to activate the female guards .esp, definitely more in line with my pc's orientation as a kinky submissive lesbian with an rubber ebonite fetish. The times it got stuck were probably due to a conflict with another mod, still not figured out which one yet, but toggling the player controls in the MCMs got things rolling again.

Saying that- I do think it happens too early, no matter how submissive you've become at this stage you are not the Masters slave - at this point you're still just a customer that does jobs for her. I personally think this should be moved up to after the main part of the fourth quest, a final test to see if you are worthy kind of thing, with the last part of the 4th quest activating if you pass.

Plus seriously either get rid of Ailus altogether or change the Masters dialogue - the rather blase "Oh so I see you have met Ailus" is a massive she doesn't give a shit if you get hurt, whereas "Ailus was there? Elenwen assured me that would not happen. I see that I am going to have to have words with her" shows that she does give a shit and doesn't treat people as disposable things.

 

The rest of the quests are rather good fun - the Elisif quest definitely caught my attention and got me thinking especially with regards to the spousal submission you've mentioned is in the next version.

 

- Scarlet marries Camilla Velarius. (CBBE, Bellas Better Females and Apachii Hair on Female NPCs - Camilla is rather yummy with silky dark hair reaching past her bum and thanks to FNIS she sashays like a catwalk model)

Camilla dons Dark Disciple gear and becomes Mistress of Moonstone Castle.

Scarlet is pierced with common soulgem nip & clit rings and plugged with modified versions of Dashas toys - ribbed and vibrate very strong, test plug enchantment. No random activation, can only be activated by the right spell cast by the spouse.

Ebonite catsuit over the top of that lot then full set of ebonite restrictive gear.

Captured Dreams Protector belt and bra finish off Scarlets personal prison.

Camilla receives the amulet creation recipe. Declines to make an amulet, puts recipe in safe place. Learns Slave Orgasm spell (Devious Flood, Sustained modified to be fire and forget)

No need for Scarlet to ever be released, her beloved spouse can make her orgasm her brains out with just a wave of her hand.

After Scarlet has pleasured her first of course. -

 

No idea how feasible any of that is, will just have to wait til various new versions of mods are released and actually learn to script.

 

Given how cool Master reacts to everything, "Oh I see you met Ailus" could very well be translated as "That bitch had better hope Elenwen kills her, because I have *plans*", I suppose its just in how you visualize her reactions.  Doesn't mean she doesn't care, just that she doesn't show a lot of emotion (and especially since its too late to do anything to prevent it).

 

I'd definitely agree with you if I'd just started running errands for Master, but I had been doing it consistently for a very long time, so I kinda got that feel from her personality.  But at the same time, it still felt jarring.

 

 

 

And I might be even more evil when it comes to chastity belts...

Posted

 

 

 

 

the CD collar caused a conflict

 

Other way around. That other mod interfered with behavior of an NPC it had no business interfering with. You can't expect a mod that can potentially alter every character in the game not to mess things up unless there's a specific compatibility patch. (Obviously, it's infeasible for a dev to go for compatibility with every mod out there, mainly because of mods being updated all the time.)

 

 

My quest devices won't try to equip if you have a non generic device of the same type, it will skip it. Also, when removing my quest devices if someone elses quest device is there in its place it will not remove it, my script looks specifically for my devices only. When I can I look to see if the player has quest devices from someone else, especially on quests where it is important to have my devices on you (there are only a few where it is important enough to not start the quest).

 

 

Maybe put something in the mod description along the lines of "If you have a device quest from PetCollar, Cursed Loot, SD+ etc active you must complete it before starting the Captured Dreams expansion quests. Otherwise the scripts cancel each other out causing reality to divide by zero and the whole of creation gets sucked down a super-massive blackhole. Or your game glitches like buggery and you get stuck, which is worse."

Or words to that effect.

I think the user should be aware of the consequences of running gameplay altering mods and that the mod affected shouldn't be held responsible.

Also got to say this is a pretty good mod. With a caveat.

The Thalmor Embassy quest would have been better if I'd remembered to activate the female guards .esp, definitely more in line with my pc's orientation as a kinky submissive lesbian with an rubber ebonite fetish. The times it got stuck were probably due to a conflict with another mod, still not figured out which one yet, but toggling the player controls in the MCMs got things rolling again.

Rubber is arguably lore-friendly. See this.

Saying that- I do think it happens too early, no matter how submissive you've become at this stage you are not the Masters slave - at this point you're still just a customer that does jobs for her. I personally think this should be moved up to after the main part of the fourth quest, a final test to see if you are worthy kind of thing, with the last part of the 4th quest activating if you pass.

Plus seriously either get rid of Ailus altogether or change the Masters dialogue - the rather blase "Oh so I see you have met Ailus" is a massive she doesn't give a shit if you get hurt, whereas "Ailus was there? Elenwen assured me that would not happen. I see that I am going to have to have words with her" shows that she does give a shit and doesn't treat people as disposable things.

 

(A bit of background - I'm involved in the South West UK BDSM community, I was photographer at a BDSM/Fetish club for two years and I was in a relationship with a professional dominatrix for three years.

Trust is the key in any BDSM relationship.) 

Sorry to keep harping on about it but that one quest just gets my hackles up. A couple of simple dialogue changes would be all it takes. "This next task is not for the faint of heart, it will push you to your limits" - "Ailus was there? Elenwen assured me that would not happen. I see that I am going to have to have words with her" Along those lines.

I had stated this some time ago that the dialogue for the Embassy quest was cut rather short, I was not happy with the ending but did not have time to add the related material (story related). I will be changing parts of the dialogue for v4, mainly the opening and closing parts, as well as making it optional. The main thing with the quest was to provoke a reaction from players, good or bad, while their character was reduced to a 'thing', not a person but a true slave.

Posted

I have a question about the upcoming update. From what I've seen, it appears to change a lot, does it require a clean save? I'm looking foward to it.

 

No, it won't be required but it won't be an update where you can do it whenever since there are a number of quests changing they can't be running when you do.

 

 

 

 

 

 

 

the CD collar caused a conflict

 

Other way around. That other mod interfered with behavior of an NPC it had no business interfering with. You can't expect a mod that can potentially alter every character in the game not to mess things up unless there's a specific compatibility patch. (Obviously, it's infeasible for a dev to go for compatibility with every mod out there, mainly because of mods being updated all the time.)

 

 

My quest devices won't try to equip if you have a non generic device of the same type, it will skip it. Also, when removing my quest devices if someone elses quest device is there in its place it will not remove it, my script looks specifically for my devices only. When I can I look to see if the player has quest devices from someone else, especially on quests where it is important to have my devices on you (there are only a few where it is important enough to not start the quest).

 

 

Maybe put something in the mod description along the lines of "If you have a device quest from PetCollar, Cursed Loot, SD+ etc active you must complete it before starting the Captured Dreams expansion quests. Otherwise the scripts cancel each other out causing reality to divide by zero and the whole of creation gets sucked down a super-massive blackhole. Or your game glitches like buggery and you get stuck, which is worse."

Or words to that effect.

I think the user should be aware of the consequences of running gameplay altering mods and that the mod affected shouldn't be held responsible.

 

I am working to add a better check for items from other mods for my quests so they won't start if you have an unremovable item from another mod on you already. I already have scripts that can examine your inventory and see if you have any unremovable items so having it check isn't that hard.

 

Also got to say this is a pretty good mod. With a caveat.

The Thalmor Embassy quest would have been better if I'd remembered to activate the female guards .esp, definitely more in line with my pc's orientation as a kinky submissive lesbian with an rubber ebonite fetish. The times it got stuck were probably due to a conflict with another mod, still not figured out which one yet, but toggling the player controls in the MCMs got things rolling again.

Rubber is arguably lore-friendly. See this.

 

Since rubber can be made from either oil or natural substances I see no reason it can't be available.

 

Saying that- I do think it happens too early, no matter how submissive you've become at this stage you are not the Masters slave - at this point you're still just a customer that does jobs for her. I personally think this should be moved up to after the main part of the fourth quest, a final test to see if you are worthy kind of thing, with the last part of the 4th quest activating if you pass.

Plus seriously either get rid of Ailus altogether or change the Masters dialogue - the rather blase "Oh so I see you have met Ailus" is a massive she doesn't give a shit if you get hurt, whereas "Ailus was there? Elenwen assured me that would not happen. I see that I am going to have to have words with her" shows that she does give a shit and doesn't treat people as disposable things.

 

(A bit of background - I'm involved in the South West UK BDSM community, I was photographer at a BDSM/Fetish club for two years and I was in a relationship with a professional dominatrix for three years.

Trust is the key in any BDSM relationship.) 

Sorry to keep harping on about it but that one quest just gets my hackles up. A couple of simple dialogue changes would be all it takes. "This next task is not for the faint of heart, it will push you to your limits" - "Ailus was there? Elenwen assured me that would not happen. I see that I am going to have to have words with her" Along those lines.

I had stated this some time ago that the dialogue for the Embassy quest was cut rather short, I was not happy with the ending but did not have time to add the related material (story related). I will be changing parts of the dialogue for v4, mainly the opening and closing parts, as well as making it optional. The main thing with the quest was to provoke a reaction from players, good or bad, while their character was reduced to a 'thing', not a person but a true slave.

 

How the 4 quests are triggered will be based on rank instead of the Expansion progress. Each will be expanded with additional dialogue and follow-up encounters after the quests themselves.

 

Posted

I finished the first delivery quest but when i ask the master for a new quest she says she has something then the response is nevermind, can anyone help?

Posted

@Dum1234

 

You'll have to wait till repeatable quests are available again. Wait time is configurable in MCM menu. To start the expantion quest line, if your character level is high enough, you'll have to wait until the courier finds you. See mod's description for additional info.

Posted

I'm stuck on something only modders would know, But I'm (well, stuck)

 

1. I've read compiling your own scripts and skse stuff is superior than just a download

   (if that's at all true)

2. I've downloaded visual studio,

2a. I've compiled the example skse plugin solution

2b I've installed python 2.7

2c What is "sublime papyrus"? I just wanted to compile my scripts (waaaaaa) :(

ok nevermind if you're just out to browbeat, But I've compiled a script or two before, I just can't remember how.

Posted

I'm stuck on something only modders would know, But I'm (well, stuck)

 

1. I've read compiling your own scripts and skse stuff is superior than just a download

   (if that's at all true)

2. I've downloaded visual studio,

2a. I've compiled the example skse plugin solution

2b I've installed python 2.7

2c What is "sublime papyrus"? I just wanted to compile my scripts (waaaaaa) :(

ok nevermind if you're just out to browbeat, But I've compiled a script or two before, I just can't remember how.

 

Which side do you prefer to be browbeat on?

 

1) Don't believe everything you read. 

2) Forget Visual Studio and compiling SKSE extensions - unless that is your thing.

3) Forget the sample SKSE plugin.

4) Python is required by some utilities - if you need it, they will tell you. Forget writing scripts in Python - unless it is your thing.

5) Download the Creation kit through Steam. Library/Tools/Skyrim Creation Kit.

6) The Papyrus compiler is included with the Creation Kit. It will automatically compile any script you save within the Creation Kit.

7) If you just want to compile scripts outside of the Creation Kit, use Notepad++ with the Papyrus plugin:

http://www.creationkit.com/Notepad%2B%2B_Setup

(Note - you still need to download the Creation Kit - or you won't have the compiler)

8) If you are compiling scripts that use SKSE functions, you will need the SKSE source scripts. The SKSE installer does not get those.

Posted

I'm stuck on something only modders would know, But I'm (well, stuck)

 

1. I've read compiling your own scripts and skse stuff is superior than just a download

   (if that's at all true)

2. I've downloaded visual studio,

2a. I've compiled the example skse plugin solution

2b I've installed python 2.7

2c What is "sublime papyrus"? I just wanted to compile my scripts (waaaaaa) :(

ok nevermind if you're just out to browbeat, But I've compiled a script or two before, I just can't remember how.

 

Sublime Papyrus is a plugin for the text editor Sublime, you won't need it to compile scripts, but writing them makes it much easier. Although I prefer Atom and the corresponding Language Plugin.

 

You don't need either Visual Studio nor python to compile your scripts, to compile, just read the Compiler Reference and use the compiler from the console. I'm currently working on a graphical user interface for the compiler, which can be found at Github, but is not finished yet. So you won't get around the console, if you want to compile your scripts.

 

For some things you'll also need SKSE, but just install it and the use the scripts like you would use vanilla Skyrim scrips.

 

 

Hope that helps. Ask away if you need more help.

Posted

 

I'm stuck on something only modders would know, But I'm (well, stuck)

 

1. I've read compiling your own scripts and skse stuff is superior than just a download

   (if that's at all true)

2. I've downloaded visual studio,

2a. I've compiled the example skse plugin solution

2b I've installed python 2.7

2c What is "sublime papyrus"? I just wanted to compile my scripts (waaaaaa) :(

ok nevermind if you're just out to browbeat, But I've compiled a script or two before, I just can't remember how.

 

Sublime Papyrus is a plugin for the text editor Sublime, you won't need it to compile scripts, but writing them makes it much easier. Although I prefer Atom and the corresponding Language Plugin.

 

You don't need either Visual Studio nor python to compile your scripts, to compile, just read the Compiler Reference and use the compiler from the console. I'm currently working on a graphical user interface for the compiler, which can be found at Github, but is not finished yet. So you won't get around the console, if you want to compile your scripts.

 

For some things you'll also need SKSE, but just install it and the use the scripts like you would use vanilla Skyrim scrips.

 

 

Hope that helps. Ask away if you need more help.

 

 

There were two separate (three separate...) things (OK maybe four separate)

1. Recompile skse (not sure why, never got around to it)

2. Learn to recompile a script (I chose "My pretty house", a non gamebreaking teeny mod)

3 and 4 I forgot (I think they were compiling steps)

The most important thing I found out was that creation kit comes with a set of scripts, archived as scripts.rar,

and skse.zip has some as well.

The creation-kit scripts first (or no-overwrite second)

and the skse ones second (or first but don't overwrite them later.)

Wrye Bash wanted Python, but I use an old standalone version and figured it wasn't worth changing over to Python.

Visual-Studio is for recompiling a bleeding edge skse from GitHub,

Also , not sure if it's worth doing.

8gigs ram running on an x64 windows 10, I just figured that was a popular setup.

And/or Skse (the installer) knows what to install.

But if it doesn't, if Ysolda looks glorious recompiled, I might try.

edit:

I would have to trust modders to include their most recent script-source in order to confidently recompile their script source.

For example, the milk-mod, which gets updated every few days and has its own development-kit.

I thought one of the features in the mod might be wonky or something, and my intention was to recompile it and skse too.

But I've been too busy playing to attempt it yet.

 

Posted

The SKSE installer does not know what to install. It sets up the execution environment; not the developer one. Download the zip version, and extract the source scripts yourself.

Scripts.rar is not needed unless the CK upgrade deleted your source scripts.

Recompiling stock scripts will not make Ysolda look better, or have any other effect on gameplay.

Even bleeding edge SKSE has a compiled version - use it.

 

Posted

 

I have a question about the upcoming update. From what I've seen, it appears to change a lot, does it require a clean save? I'm looking foward to it.

 

No, it won't be required but it won't be an update where you can do it whenever since there are a number of quests changing they can't be running when you do.

 

 

 

 

 

 

 

the CD collar caused a conflict

 

Other way around. That other mod interfered with behavior of an NPC it had no business interfering with. You can't expect a mod that can potentially alter every character in the game not to mess things up unless there's a specific compatibility patch. (Obviously, it's infeasible for a dev to go for compatibility with every mod out there, mainly because of mods being updated all the time.)

 

 

My quest devices won't try to equip if you have a non generic device of the same type, it will skip it. Also, when removing my quest devices if someone elses quest device is there in its place it will not remove it, my script looks specifically for my devices only. When I can I look to see if the player has quest devices from someone else, especially on quests where it is important to have my devices on you (there are only a few where it is important enough to not start the quest).

 

 

Maybe put something in the mod description along the lines of "If you have a device quest from PetCollar, Cursed Loot, SD+ etc active you must complete it before starting the Captured Dreams expansion quests. Otherwise the scripts cancel each other out causing reality to divide by zero and the whole of creation gets sucked down a super-massive blackhole. Or your game glitches like buggery and you get stuck, which is worse."

Or words to that effect.

I think the user should be aware of the consequences of running gameplay altering mods and that the mod affected shouldn't be held responsible.

 

I am working to add a better check for items from other mods for my quests so they won't start if you have an unremovable item from another mod on you already. I already have scripts that can examine your inventory and see if you have any unremovable items so having it check isn't that hard.

 

Also got to say this is a pretty good mod. With a caveat.

The Thalmor Embassy quest would have been better if I'd remembered to activate the female guards .esp, definitely more in line with my pc's orientation as a kinky submissive lesbian with an rubber ebonite fetish. The times it got stuck were probably due to a conflict with another mod, still not figured out which one yet, but toggling the player controls in the MCMs got things rolling again.

Rubber is arguably lore-friendly. See this.

 

Since rubber can be made from either oil or natural substances I see no reason it can't be available.

 

Saying that- I do think it happens too early, no matter how submissive you've become at this stage you are not the Masters slave - at this point you're still just a customer that does jobs for her. I personally think this should be moved up to after the main part of the fourth quest, a final test to see if you are worthy kind of thing, with the last part of the 4th quest activating if you pass.

Plus seriously either get rid of Ailus altogether or change the Masters dialogue - the rather blase "Oh so I see you have met Ailus" is a massive she doesn't give a shit if you get hurt, whereas "Ailus was there? Elenwen assured me that would not happen. I see that I am going to have to have words with her" shows that she does give a shit and doesn't treat people as disposable things.

 

(A bit of background - I'm involved in the South West UK BDSM community, I was photographer at a BDSM/Fetish club for two years and I was in a relationship with a professional dominatrix for three years.

Trust is the key in any BDSM relationship.) 

Sorry to keep harping on about it but that one quest just gets my hackles up. A couple of simple dialogue changes would be all it takes. "This next task is not for the faint of heart, it will push you to your limits" - "Ailus was there? Elenwen assured me that would not happen. I see that I am going to have to have words with her" Along those lines.

I had stated this some time ago that the dialogue for the Embassy quest was cut rather short, I was not happy with the ending but did not have time to add the related material (story related). I will be changing parts of the dialogue for v4, mainly the opening and closing parts, as well as making it optional. The main thing with the quest was to provoke a reaction from players, good or bad, while their character was reduced to a 'thing', not a person but a true slave.

 

How the 4 quests are triggered will be based on rank instead of the Expansion progress. Each will be expanded with additional dialogue and follow-up encounters after the quests themselves.

 

 

 

Awesomesauce, really looking forward to the new version.

I'll start with a new game when it's ready, my current save is pretty much toast anyway what with all the mod testing I've done on it. Even with using MO so nothing gets overwritten and rolling back to a pre-install save there's still a bunch of mods that have been in there from the start of this run through that don't cut the mustard and have to go.

DSR because it is stupidly script heavy (with it disabled approaching the CD shop is way less choppy), UFO because it's two years out of date and buggy as hell - you'd think I would have noticed that seeing as I keep everything else up to date, but nope. Moonstone Castle - looks great but it's too big and buggers up the spouse 'quest'. Not to mention not registering properly as a player home, prompting a ten mile hike to Riverwood for some kinky nookie. In sexy but reeeeeaaally slow catwalk mode at that.

 

I'm hoping that getting rid of DSR & UFO will clear up the quest sticking problem I encountered seeing as both have been fingered as causing problems with a lot of other mods. *fingers crossed*

 

Until then I'll keep testing mods, there's no saving this particular save so no need to waste time trying to, it was always intended for testing anyway. (I've got the character setup saved as a racemenu preset so starting over is not exactly going to be a hardship)

 

Posted

The SKSE installer does not know what to install. It sets up the execution environment; not the developer one. Download the zip version, and extract the source scripts yourself.

Scripts.rar is not needed unless the CK upgrade deleted your source scripts.

Recompiling stock scripts will not make Ysolda look better, or have any other effect on gameplay.

Even bleeding edge SKSE has a compiled version - use it.

 

Have you read https://github.com/xanderdunn/skaar/wiki/SKSE:-getting-started?

Have I read it? Well it was a lot less pithy than your post, and I got through around half of it.

Read it! if you've got a few hours.

Posted

I installed the latest (here) version of this excellent mod.

Did a couple of quests (delivery and retrieve).

Purchased a protector belt.

 

Question:

I use with great satisfaction the RandomSex mod by Arziona_Steve.

Well, it seems that animations started by this mod doesn't count at all if I'm wearing a belt and uses vaginal and anal sex anyway.

Solutions?  (Without disabling RandomSex, of course).

Posted

I installed the latest (here) version of this excellent mod.

Did a couple of quests (delivery and retrieve).

Purchased a protector belt.

 

Question:

I use with great satisfaction the RandomSex mod by Arziona_Steve.

Well, it seems that animations started by this mod doesn't count at all if I'm wearing a belt and uses vaginal and anal sex anyway.

Solutions?  (Without disabling RandomSex, of course).

 

DD Integration is what filters what positions are used so either something is not working properly with it for you or the animation being played does not have the proper tags (most do). I occasionally seen where an animation that should have been blocked will start but it typically will change after a moment or two. Also, very few of the beast animations don't have the tags set up properly either so they pretty much ignore the belts as well.

Posted

I would have to trust modders to include their most recent script-source in order to confidently recompile their script source.

For example, the milk-mod, which gets updated every few days and has its own development-kit.

I thought one of the features in the mod might be wonky or something, and my intention was to recompile it and skse too.

But I've been too busy playing to attempt it yet.

As a developer I'd never include my source scripts in the release package, you simply don't do that. If you want to make your project open source, then use something like GitHub to provide the scripts. Everything else is plain stupid and results in more work (since dozens of script versions are flying around in the internet and you have no control over them).

 

And you are doing yourself so much more work then necessary: just do the following (on a clean skyim)

1. Install the creation Kit

2. Install the zip version of SKSE inside your Skyrim main directory.

3. Install a text editor of your choice to write scripts.

4. Compile the scripts via console commands.

 

That is the most basic and simple setup to get scripts running. You don't need anything else. VS is only needed if you want to use C++ for more performance, but be advised, that this is a lot more work.

Furthermore: Don't use the latest GitHub commit for production work, it's unstable and should never be used. Also you are making your mod incompatible with many installations of SKSE, since you are using such an advanced version, which probably nobody has.

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