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


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Posted

 

 

 

From my experience, all those "clean save procedures" are main game-breakers. Don't deactivate or uninstall anything. Skyrim doesn't like when you try to steal back things. They are already became parts of one huge bug-ridden superstructure. :D

 

Very often the best way to update your mods (if possible) is just dump new stuff in the game folder and cross your fingers. Sometimes it works. Sometimes... well, it's always nice to start something new, like new game.

 

P.S. Sorry for my English.

 

Sounds like you need to get Mod Organizer.

 

 

I still use an older version of NMM and usually end up installing over the last version unless the mod's update instructions give specific instructions on what to do.

 

Sounds like Plumber isn't even using NMM though. Dumps mods straight into Skyrim's data folder.

 

yea that is not how you want to install mods...

NMM is real simple and easy to use, just need to remember to use a save cleaner when uninstalling mods.

Posted

 

yea that is not how you want to install mods...

NMM is real simple and easy to use, just need to remember to use a save cleaner when uninstalling mods.

 

 

Skyrim stores script data to save files. Save cleaner only clear orphaned entries, but does not properly clear script data from save files itself. This means that removed scripted mods will still have data residue in save files and that can cause multiply problems without source. Most common result is stressed Papyrus, when game tries to check trough script data and fails to find to function.

 

I would strongly advice against of continuing games, where you have removed any scripted mods. Stick with them trough the character, or start a new game.

 

Additionally, some mod updates can cause old entries to become obsolete, even if the new game is not required. The "clean save" may help with this, but it is also very much recommended to have ClearInvalidRegistrations=1 in your skse.ini file. It basically does the same than running the script cleaner, but it does this over time, clearing entries when encountering them in cell. This provides less radical changes for the game, protecting the save integrity.

 

Posted

Additionally, some mod updates can cause old entries to become obsolete, even if the new game is not required. The "clean save" may help with this, but it is also very much recommended to have ClearInvalidRegistrations=1 in your skse.ini file. It basically does the same than running the script cleaner, but it does this over time, clearing entries when encountering them in cell. This provides less radical changes for the game, protecting the save integrity.

 

You're right, the save game cleaner only fixes basic problems otherwise messes up save files quite often.

I recommend Papyrus Data Transfer GUI http://www.nexusmods.com/skyrim/mods/53045/? which gets its information from the papyrus logs and offers different types of repair routines... ok, it looks more complicated and also takes lot more time to analyse the save files (depending on save/log size), but additional shows up increasing threads and still running scripts.

 

My current playthrough is running since about 700 game hours with lots of mods inserted and removed again. I'm still using only NMM 0.55.3 and TESVedit (no LOOT any more) with mainly about 130 plugins running.

 

The main thing modding Skyrim always should be to get used in knowing the games file structures and always looking for the requirements... and the most important thing: Beware of dirty written mods! If a mod is dead after cleaning with TESVedit delete it or try it uncleaned expecting issues over time.

Posted

 

The main thing modding Skyrim always should be to get used in knowing the games file structures and always looking for the requirements... and the most important thing: Beware of dirty written mods! If a mod is dead after cleaning with TESVedit delete it or try it uncleaned expecting issues over time.

 

 

This Steam topic will help in that. Note that it reaches until reply #5.

 

Masterlist: Dangerous, Outdated and Superseded Mods

http://steamcommunity.com/app/72850/discussions/0/523890681422555089/

 

Posted

 

 

This Steam topic will help in that. Note that it reaches until reply #5.

 

Masterlist: Dangerous, Outdated and Superseded Mods

http://steamcommunity.com/app/72850/discussions/0/523890681422555089/

 

 

wow, great list although it only handles mods from the Nexus.. of course

 

Thank you for the link, I think every new moduser should be aware of things like that before randomly trying anything available (like most of us did in the past :dodgy:)

Posted

 

 

 

This Steam topic will help in that. Note that it reaches until reply #5.

 

Masterlist: Dangerous, Outdated and Superseded Mods

http://steamcommunity.com/app/72850/discussions/0/523890681422555089/

 

 

wow, great list although it only handles mods from the Nexus.. of course

 

Thank you for the link, I think every new moduser should be aware of things like that before randomly trying anything available (like most of us did in the past dodgy.gif)

 

 

Check the pinned topic Player spreadsheet - Player and Modding Resources from the same forum. Ilja has collected their main tutorials and guides under that. Reading from their conversations, there should be more content coming in during this spring, so it may be a good idea to check back occasionally.

 

Now. let's give Vel his thread back. I always manage to sidetrack these forums with things like this.

Just ask from Inte. blush.gif

 

To remain on OP, I am very anxious to see the new version of Captured Dreams. biggrin.png

Posted

I'm a bit stuck on the 'Another task for master' quest at the Elven embassy. She says 'Come here and kneel before me' but my character just stands there... anyone know a way to get it moving again?

Thanks

Posted

I'm a bit stuck on the 'Another task for master' quest at the Elven embassy. She says 'Come here and kneel before me' but my character just stands there... anyone know a way to get it moving again?

Thanks

 

That dialogue is the first thing played in that scene part so it isn't that the scene was not started. It seems like the scenes like to get stuck in places where I have the idle being reset (happens in next phase of the scene).

 

Try switching between first and third person view

If you have control of your character disable them.

If you don't have control, and your character is still bound enable your controls, jump to reset the idle and disable the controls.

 

If that does not work you can try stopping and starting the scene again:

The scene ID is XX0f0c48   (XX is the load position of the mod)

use:  issceneplaying <ID>

if yes then:  stopscene <ID>

then restart scene:  startscene <ID>

Make sure the player controls are disabled before doing this or the scene will not play.

Posted

There are still a few quests that need modified and others still need tested for the first time:

-- Manor Slave

 

......................................

......................................

......................................

......................................
 

The hardest thing is going into some of these quests and figuring out where to break things apart to change them. Testing is the most time consuming part, typically I have the CK open and start the game, run it until it breaks, exit the game, adjust it in the CK and repeat (and repeat and repeat).

 

I'm confused a bit... The list seemed a little bit smaller several month ago... and so close to finish.

Now it looks huge and lengthy.

 

  • Did you come with new ideas as you went?
  • AND btw Did new Zaz Animation Pack 6.1 give you some more ideas?
Posted

 

There are still a few quests that need modified and others still need tested for the first time:

-- Manor Slave

 

......................................

......................................

......................................

......................................
 

The hardest thing is going into some of these quests and figuring out where to break things apart to change them. Testing is the most time consuming part, typically I have the CK open and start the game, run it until it breaks, exit the game, adjust it in the CK and repeat (and repeat and repeat).

 

I'm confused a bit... The list seemed a little bit smaller several month ago... and so close to finish.

Now it looks huge and lengthy.

 

  • Did you come with new ideas as you went?
  • AND btw Did new Zaz Animation Pack 6.1 give you some more ideas?

 

 

Changes to Customer Assist 01 and the change to the Delivery quest are the only new things on this list, technically I already remade the delivery quest but there are issues that can come up with npc's that are dead (the new version does not check). The Expansion quests were always going to get some sort of change especially the Embassy quest and Windhelm quest.

 

Manor Slave is, for the most part, in the finishing stages for me. Adding tasks is fairly easy to do as it was made to be expanded.

 

Of the Expansion quests, Falkreath is done (and somewhat different), the Embassy quest and follow up are done but the two of these need tested. The Solitude quest was going to have some updating done but I decided to expand it a bit with more interaction with Elisif.

The Windhelm quest was troubled from the start and was in desperate need of rebuilding. Interaction with the Jarl is being removed and a new npc will be added to deal with. Also, much of what happens once Erani is brought back is being redone since that was a major sticking point for the quest as well. I know what I want to do with it, it is a bit simpler than what is there now and should work better.

 

Slavery start was something that was going to be redone originally, especially since the quest the other mods tap into is being gutted for the most part. It will now just handle the slavery start from other mods.

 

Most of the rest is either script updates or updates to fit in with new quests and dialogue as well as try to improve them a bit.

Posted

post-1009858-0-70635800-1458437933_thumb.jpg

I need some help with this quest I am on the Falkreath one where I have to deliver some items to the Jarl and when he puts the necklace on Nenya and he says "now, Strip" nothing happens all I get is this. Thanks for the help :)

Posted

attachicon.gif20160320013213_1.jpg

I need some help with this quest I am on the Falkreath one where I have to deliver some items to the Jarl and when he puts the necklace on Nenya and he says "now, Strip" nothing happens all I get is this. Thanks for the help :)

 

Likely the quest has not advanced on to the next stage as that was the last thing to happen in that scene section.

 

Use SQS cdxexpquest to see what the current stage is (last one in the list with a 1 next to it) and set it to the next stage: setstage cdxexpquest <stage#>

 

I can't get into much more detail than that as I have already rebuilt that quest and most of has changed.

Posted

I think I've got the right one, the problem is that every time that the stage set it didn't do anything till I finally got it to setstage CDxExpQuest01 500 and it completely jumped over the scene to the bit where he signed the documents and now I have to return which is great but a shame really but I can't wait for the updated version of it. So far its a great mod keep it up :)

Posted

 

From my experience, all those "clean save procedures" are main game-breakers. Don't deactivate or uninstall anything. Skyrim doesn't like when you try to steal back things. They are already became parts of one huge bug-ridden superstructure. :D

 

Very often the best way to update your mods (if possible) is just dump new stuff in the game folder and cross your fingers. Sometimes it works. Sometimes... well, it's always nice to start something new, like new game.

 

P.S. Sorry for my English.

 

Sounds like you need to get Mod Organizer.

 

problems is not with leftovers in your skyrim folder

but with scripts that get attached to your savegame

MO wont protect you from that. It will keep your skyrim folder tidy - but your savegame will be messed up all the same if you keep installing / uninstalling things.

Posted

 

 

From my experience, all those "clean save procedures" are main game-breakers. Don't deactivate or uninstall anything. Skyrim doesn't like when you try to steal back things. They are already became parts of one huge bug-ridden superstructure. :D

 

Very often the best way to update your mods (if possible) is just dump new stuff in the game folder and cross your fingers. Sometimes it works. Sometimes... well, it's always nice to start something new, like new game.

 

P.S. Sorry for my English.

Sounds like you need to get Mod Organizer.

problems is not with leftovers in your skyrim folder

but with scripts that get attached to your savegame

MO wont protect you from that. It will keep your skyrim folder tidy - but your savegame will be messed up all the same if you keep installing / uninstalling things.

With all due apologies, it depends on how you use MO. Set up a local profile with local saves just for the mod you are checking out. Copy in one good save as a base. Install the mod you are interested in checking out, like Maria Eden, and play it only on that profile. None of your other saves or profiles are at risk. Delete the profile when done, and all the contaminated saves are gone.

Posted

Hello sorry to be a pain but I'm having another problem but its not quest that I'm stuck on is when the master asks me if I like what the slaves have on and when I answer she tells me to follow and when it automatically does it for me. My character doesn't move at all I'm just stuck the only thing I can do is move my camera around and load a save. As you can see I can't move at all and she walks off and thanks for helping.

 

 

post-1009858-0-95581800-1458507730_thumb.jpg

post-1009858-0-33179500-1458508233_thumb.jpg

post-1009858-0-95789200-1458508267_thumb.jpg

post-1009858-0-71584900-1458508276_thumb.jpg

Posted

Hello sorry to be a pain but I'm having another problem but its not quest that I'm stuck on is when the master asks me if I like what the slaves have on and when I answer she tells me to follow and when it automatically does it for me. My character doesn't move at all I'm just stuck the only thing I can do is move my camera around and load a save. As you can see I can't move at all and she walks off and thanks for helping.

 

Use  sqv cdxfreetrial and tell me what the stage is.

 

The most likely issue is that the opening scene did not start or is stuck but since your controls are disabled it is at the stage where it would start.

 

 

Hi again.

I reinstalled all mods etc. and now i'm not dying when i pick captured dreams beginning, but the man that's supposed to talk to me just stands there and i keep lying on the ground. Is there a console command to enable him somehow?

 

Likely the Master is not there, it won't start the scene if she isn't. to move her there do the following in the console:   sqv cdxmp03

you will see an entry like this:  REF 'master'-> "( id number ) then use:

prid  id number from above

moveto player

 

That should move her to you. She will need to exit the cage, if it is unlocked go into the console, click on it and enter unlock. It should move forward from there.

Posted

Seems it's incompitable with the latest version of Zaz Animation Pack (19th, Mar 2016)?

I found my character was frozen after punish event (when whip finished in the capture dream shop),  master and Heran  just stand there and nothing more happened.

Any idea?


Seems it's incompitable with the latest version of Zaz Animation Pack (19th, Mar 2016)?

I found my character was frozen after punish event (when whip finished in the capture dream shop),  master and Heran  just stand there and nothing more happened.

Any idea?

Addtion, it worked normaly before i updated the latest Zaz version.

Posted

Seems it's incompitable with the latest version of Zaz Animation Pack (19th, Mar 2016)?

I found my character was frozen after punish event (when whip finished in the capture dream shop),  master and Heran  just stand there and nothing more happened.

Any idea?

Seems it's incompitable with the latest version of Zaz Animation Pack (19th, Mar 2016)?

I found my character was frozen after punish event (when whip finished in the capture dream shop),  master and Heran  just stand there and nothing more happened.

Any idea?

Addtion, it worked normaly before i updated the latest Zaz version.

 

ZAZ should not have an impact on the scene as there are only 2 things from ZAZ used in it: the whip and the player idle animation.

 

There are a few possibilities that could be the issue:

If you did not see the dialogue 'Ok, that's enough, get her down' then:

- Herran has moved too far away to continue - if he is not in front of the player then select him in the console and use moveto player to move him

If you did see it the dialogue:

- the npc's have shifted positions then the Master may not be close enough for her force greet, use the same method above with Herran to move her closer

or

- The dialogue at the end of the scene started and immediately dropped out of it.

 

Few other things to check in the console:

use the command:   issceneplaying XX05bf3c      XX is the load order position of the mod

if yes then it has stuck somewhere. You have 2 options:

- Stop and restart the scene:

stopscene XX05bf3c

startscene XX05bf3c

- Stop the scene and set stage to 50 to bypass the rest of that section (you can still do that if the above does not work)

Setstage cdxmp01 50 will set the stage to the next part

If the scene is not running you can start the above process from startscene.

Posted

The hardest thing is going into some of these quests and figuring out where to break things apart to change them. Testing is the most time consuming part, typically I have the CK open and start the game, run it until it breaks, exit the game, adjust it in the CK and repeat (and repeat and repeat).

The following console commands can help to speed things up (If you weren't aware of them):

fcf - Force close files, allows you to save changes to your .esp while the game is open.

hlp - Hot-load Plugin. Allows you to reload plugins that have been changed, without restarting the game. Ex. "hlp CapturedDreams.esp"

reloadscript - Allows you to reload a script that has changed, without restarting the game. Ex. "reloadscript some_script"

 

Example for how to properly utilize these:

Save your game.

`fcf

`hlp CapturedDreams.esp

Load your game. The new changes will now be applied (Though, the game does tend to become unstable (until a restart) after doing this too much).

Posted

 

The hardest thing is going into some of these quests and figuring out where to break things apart to change them. Testing is the most time consuming part, typically I have the CK open and start the game, run it until it breaks, exit the game, adjust it in the CK and repeat (and repeat and repeat).

The following console commands can help to speed things up (If you weren't aware of them):

fcf - Force close files, allows you to save changes to your .esp while the game is open.

hlp - Hot-load Plugin. Allows you to reload plugins that have been changed, without restarting the game. Ex. "hlp CapturedDreams.esp"

reloadscript - Allows you to reload a script that has changed, without restarting the game. Ex. "reloadscript some_script"

 

Example for how to properly utilize these:

Save your game.

`fcf

`hlp CapturedDreams.esp

Load your game. The new changes will now be applied (Though, the game does tend to become unstable (until a restart) after doing this too much).

 

 

I have used reloadscript before and it kills my MCM menu whenever I use it. I will try the other two, especially when working with dialogue, hopefully it will save some time.

Posted

 

 

The hardest thing is going into some of these quests and figuring out where to break things apart to change them. Testing is the most time consuming part, typically I have the CK open and start the game, run it until it breaks, exit the game, adjust it in the CK and repeat (and repeat and repeat).

The following console commands can help to speed things up (If you weren't aware of them):

fcf - Force close files, allows you to save changes to your .esp while the game is open.

hlp - Hot-load Plugin. Allows you to reload plugins that have been changed, without restarting the game. Ex. "hlp CapturedDreams.esp"

reloadscript - Allows you to reload a script that has changed, without restarting the game. Ex. "reloadscript some_script"

 

Example for how to properly utilize these:

Save your game.

`fcf

`hlp CapturedDreams.esp

Load your game. The new changes will now be applied (Though, the game does tend to become unstable (until a restart) after doing this too much).

 

 

I have used reloadscript before and it kills my MCM menu whenever I use it. I will try the other two, especially when working with dialogue, hopefully it will save some time.

 

The reloaded script will not function correctly until you reload a savegame. Make sure that you're doing so!

Posted

The current stage for it is 25

 

use    issceneplaying XX11dd75

If not then use startscene XX11dd75

If it is then use stopscene XX11dd75    then restart it

 

If that still does not work then reset the quest, you should not be having as many issues with scenes as you are. You can restart the quest by setting the stage to 25, if it stops again I need a papyrus log as well to see if you have any script issues getting in the way of things.

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