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


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Posted

 

For v.4.00 any chance to make master force greet the player when player is in armbinder and gag. I got stuck in One of Inte's armbinders from DDe, and although master is saying "...I suppose you need help again... " she does not open the dialogue negotiations, and because of Inte's hard core armbinder I cannot activate her. :(

 

I doubt a forcegreet would be of any use. Most likely the forcegreet would happen, sending "I suppose you need help again" and getting stuck immediately after as DDe would kick in and block dialog. I'd rather advise you to tweak settings in DDe so that armbinders are not inescapable, your issue should be solved.

 

 

I like @Punga's idea here. Master should do a force greet when the PC is locked in an unescapable armbinder, conditioned by distance and time say 24 hrs, or by

 Game.IsActivateControlsEnabled() 

This way Master will be the only way out for the PC (as it should be :P). 

 

DDe does not block any dialog, however it will disable the DDi armbinder escape dialog while that option is checked in the MCM. But, that will not affect any of Master's dialog with the player.    

 

@Punga,

Sorry you got stuck in a DDe armbinder, but as I mentioned in the MCM you have to be careful with that particular option.

 

One immersive way to escape - the one I use - if you have a bounty and are using POP, wait for the POPBHs to come get you. When they force greet you with the limited options you have in that 'condition', by the Nine, choose the one to submit to them and let them take you to jail.

If they replace that cursed armbinder with POP cuffs, you're in luck ... well sort of ... you guys still have to run into a dragon or something powerful enough to be able to kill all three BHs. If that happens you can find the key to your POP cuffs on their dead bodies and voila - you are free.  ^_^

If you guys make all the way to prison, you have to find a way to escape before you are released, because on release day the jailer will re-equip everything you had on you when the POPBHs found you, so you'll essentially be back where you started except for, what an adventure ... no? ;)

Posted

 

 

For v.4.00 any chance to make master force greet the player when player is in armbinder and gag. I got stuck in One of Inte's armbinders from DDe, and although master is saying "...I suppose you need help again... " she does not open the dialogue negotiations, and because of Inte's hard core armbinder I cannot activate her. :(

 

I doubt a forcegreet would be of any use. Most likely the forcegreet would happen, sending "I suppose you need help again" and getting stuck immediately after as DDe would kick in and block dialog. I'd rather advise you to tweak settings in DDe so that armbinders are not inescapable, your issue should be solved.

 

 

I like @Punga's idea here. Master should do a force greet when the PC is locked in an unescapable armbinder, conditioned by distance and time say 24 hrs, or by

 Game.IsActivateControlsEnabled() 

This way Master will be the only way out for the PC (as it should be :P). 

 

DDe does not block any dialog, however it will disable the DDi armbinder escape dialog while that option is checked in the MCM. But, that will not affect any of Master's dialog with the player.    

 

@Punga,

Sorry you got stuck in a DDe armbinder, but as I mentioned in the MCM you have to be careful with that particular option.

 

One immersive way to escape - the one I use - if you have a bounty and are using POP, wait for the POPBHs to come get you. When they force greet you with the limited options you have in that 'condition', by the Nine, choose the one to submit to them and let them take you to jail.

If they replace that cursed armbinder with POP cuffs, you're in luck ... well sort of ... you guys still have to run into a dragon or something powerful enough to be able to kill all three BHs. If that happens you can find the key to your POP cuffs on their dead bodies and voila - you are free.  ^_^

If you guys make all the way to prison, you have to find a way to escape before you are released, because on release day the jailer will re-equip everything you had on you when the POPBHs found you, so you'll essentially be back where you started except for, what an adventure ... no? ;)

 

 

So long as the DDe armbinder does not have the blockgeneric keyword on it she will remove it, for a price of course.

Posted

They don't, none of the DDe DD have that keyword. @Princessity wanted to keep them generic, so I've made them un-removable/customizable through MCM only, this way any mod can use them. ;)

Posted

i dont know how relavent this is or if it was already brought up, but if you got frozen in the punishment scene hanging from the ceiling in chains and getting caned, you can use zaz slots to trigger an animation change and it will update the quest

Posted

 

 

For v.4.00 any chance to make master force greet the player when player is in armbinder and gag. I got stuck in One of Inte's armbinders from DDe, and although master is saying "...I suppose you need help again... " she does not open the dialogue negotiations, and because of Inte's hard core armbinder I cannot activate her. :(

I doubt a forcegreet would be of any use. Most likely the forcegreet would happen, sending "I suppose you need help again" and getting stuck immediately after as DDe would kick in and block dialog. I'd rather advise you to tweak settings in DDe so that armbinders are not inescapable, your issue should be solved.

I like @Punga's idea here. Master should do a force greet when the PC is locked in an unescapable armbinder, conditioned by distance and time say 24 hrs, or by

Game.IsActivateControlsEnabled()
This way Master will be the only way out for the PC (as it should be :P).

 

DDe does not block any dialog, however it will disable the DDi armbinder escape dialog while that option is checked in the MCM. But, that will not affect any of Master's dialog with the player.

 

@Punga,

Sorry you got stuck in a DDe armbinder, but as I mentioned in the MCM you have to be careful with that particular option.

 

One immersive way to escape - the one I use - if you have a bounty and are using POP, wait for the POPBHs to come get you. When they force greet you with the limited options you have in that 'condition', by the Nine, choose the one to submit to them and let them take you to jail.

If they replace that cursed armbinder with POP cuffs, you're in luck ... well sort of ... you guys still have to run into a dragon or something powerful enough to be able to kill all three BHs. If that happens you can find the key to your POP cuffs on their dead bodies and voila - you are free. ^_^

If you guys make all the way to prison, you have to find a way to escape before you are released, because on release day the jailer will re-equip everything you had on you when the POPBHs found you, so you'll essentially be back where you started except for, what an adventure ... no? ;)

Well I took your advice, and waited for the bounty hunters to show up; they did and took me in custody. Then 15 Imperials, about 6 throlls, 2 snowy sabercats, 5 bandits, 3 wolves, 1 blood dragon, 2 crabs and 2 giant spiders later we've made it to the Morthal jail. We started in Solsthein by the by. While in the cell, I used an exploit to escape, but on my way out the guards caught me again, so I was jailed again. Next night I used the exploit to escape again. This time I succeeded. So, now I am free I guess. And, you were right what an adventure - thank you that was pretty cool. :P

 

You may want to fix the exploit though.

 

The new chair is placed too close to the bars and you can select it and sit on it while inside the cell after the animation is done you find yourself outside the cell sitting in the chair.

 

 

Also, now I have like 7000 septimes bounty in Morthal, so thanks for that too. Still, I will do it again - too much fun not to, and it's sort of like a puzzle trying to escape this way.

Posted

Out of curiosity, have anyone did the "another task for master" where you had to go to the thalamor palace; because when i do it like 3 different things happen:

1. only way i can proceed the scene is by going into first person and back to third.
2. When the scenes start for elenwin first scene haves them standing when its "zazmissionary" but rest would work around 50% of the time. (either this is my sexlab or fnis messing up but idk atm)

3. After the next day of me being jailed after the talking scene it stop continuing the scene and where the jail door looks close i could just walk through it like if i was some ghost.

 

So that what i had been experience and i had all the things you check that can cause scenes stopping bugs off. Sorry if i sound dumb in the end you can scorn me. 

Posted

Out of curiosity, have anyone did the "another task for master" where you had to go to the thalamor palace; because when i do it like 3 different things happen:

1. only way i can proceed the scene is by going into first person and back to third.

2. When the scenes start for elenwin first scene haves them standing when its "zazmissionary" but rest would work around 50% of the time. (either this is my sexlab or fnis messing up but idk atm)

3. After the next day of me being jailed after the talking scene it stop continuing the scene and where the jail door looks close i could just walk through it like if i was some ghost.

 

So that what i had been experience and i had all the things you check that can cause scenes stopping bugs off. Sorry if i sound dumb in the end you can scorn me. 

Try update your zaz to last version.

Posted

 

Out of curiosity, have anyone did the "another task for master" where you had to go to the thalamor palace; because when i do it like 3 different things happen:

1. only way i can proceed the scene is by going into first person and back to third.

2. When the scenes start for elenwin first scene haves them standing when its "zazmissionary" but rest would work around 50% of the time. (either this is my sexlab or fnis messing up but idk atm)

3. After the next day of me being jailed after the talking scene it stop continuing the scene and where the jail door looks close i could just walk through it like if i was some ghost.

 

So that what i had been experience and i had all the things you check that can cause scenes stopping bugs off. Sorry if i sound dumb in the end you can scorn me. 

Try update your zaz to last version.

 

 

i do have it updated to the zaz 6.11. unless itsbecause i'm using a custom race; i did manually install all the skeleton mesh to the race.

Posted

 

 

 

 

For v.4.00 any chance to make master force greet the player when player is in armbinder and gag. I got stuck in One of Inte's armbinders from DDe, and although master is saying "...I suppose you need help again... " she does not open the dialogue negotiations, and because of Inte's hard core armbinder I cannot activate her. :(

I doubt a forcegreet would be of any use. Most likely the forcegreet would happen, sending "I suppose you need help again" and getting stuck immediately after as DDe would kick in and block dialog. I'd rather advise you to tweak settings in DDe so that armbinders are not inescapable, your issue should be solved.

 

I like @Punga's idea here. Master should do a force greet when the PC is locked in an unescapable armbinder, conditioned by distance and time say 24 hrs, or by

Game.IsActivateControlsEnabled()
This way Master will be the only way out for the PC (as it should be :P).

 

DDe does not block any dialog, however it will disable the DDi armbinder escape dialog while that option is checked in the MCM. But, that will not affect any of Master's dialog with the player.

 

@Punga,

Sorry you got stuck in a DDe armbinder, but as I mentioned in the MCM you have to be careful with that particular option.

 

One immersive way to escape - the one I use - if you have a bounty and are using POP, wait for the POPBHs to come get you. When they force greet you with the limited options you have in that 'condition', by the Nine, choose the one to submit to them and let them take you to jail.

If they replace that cursed armbinder with POP cuffs, you're in luck ... well sort of ... you guys still have to run into a dragon or something powerful enough to be able to kill all three BHs. If that happens you can find the key to your POP cuffs on their dead bodies and voila - you are free. ^_^

If you guys make all the way to prison, you have to find a way to escape before you are released, because on release day the jailer will re-equip everything you had on you when the POPBHs found you, so you'll essentially be back where you started except for, what an adventure ... no? ;)

 

 

 

Well I took your advice, and waited for the bounty hunters to show up; they did and took me in custody. Then 15 Imperials, about 6 throlls, 2 snowy sabercats, 5 bandits, 3 wolves, 1 blood dragon, 2 crabs and 2 giant spiders later we've made it to the Morthal jail. We started in Solsthein by the by. While in the cell, I used an exploit to escape, but on my way out the guards caught me again, so I was jailed again. Next night I used the exploit to escape again. This time I succeeded. So, now I am free I guess. And, you were right what an adventure - thank you that was pretty cool. :P

 

You may want to fix the exploit though.

 

The new chair is placed too close to the bars and you can select it and sit on it while inside the cell after the animation is done you find yourself outside the cell sitting in the chair.

 

 

Also, now I have like 7000 septimes bounty in Morthal, so thanks for that too. Still, I will do it again - too much fun not to, and it's sort of like a puzzle trying to escape this way.

 

We are hijackers so before @Veladarius reports us to Master for some training, better move this discussion to POP/DDe thread. ;)

 

BTW: glad you had fun, that is what all this is about.

 

EDIT: You were correct, I will fix that exploit right away.

Posted

 

 

Out of curiosity, have anyone did the "another task for master" where you had to go to the thalamor palace; because when i do it like 3 different things happen:

1. only way i can proceed the scene is by going into first person and back to third.

2. When the scenes start for elenwin first scene haves them standing when its "zazmissionary" but rest would work around 50% of the time. (either this is my sexlab or fnis messing up but idk atm)

3. After the next day of me being jailed after the talking scene it stop continuing the scene and where the jail door looks close i could just walk through it like if i was some ghost.

 

So that what i had been experience and i had all the things you check that can cause scenes stopping bugs off. Sorry if i sound dumb in the end you can scorn me. 

Try update your zaz to last version.

 

 

i do have it updated to the zaz 6.11. unless itsbecause i'm using a custom race; i did manually install all the skeleton mesh to the race.

 

 

1- It may be an issue with the resetting of the idle there causing it to hang. This started with the most recent versions of ZAZ.

 

2- Sex scenes with Elenwen have very few tags on them so most any animation could end up playing.

 

3- It is an issue with the Havoc Physics, the physical part of the door becomes disconnected from the model. I have no idea why it does that.

Posted

 

 

 

Out of curiosity, have anyone did the "another task for master" where you had to go to the thalamor palace; because when i do it like 3 different things happen:

1. only way i can proceed the scene is by going into first person and back to third.

2. When the scenes start for elenwin first scene haves them standing when its "zazmissionary" but rest would work around 50% of the time. (either this is my sexlab or fnis messing up but idk atm)

3. After the next day of me being jailed after the talking scene it stop continuing the scene and where the jail door looks close i could just walk through it like if i was some ghost.

 

So that what i had been experience and i had all the things you check that can cause scenes stopping bugs off. Sorry if i sound dumb in the end you can scorn me. 

Try update your zaz to last version.

 

 

i do have it updated to the zaz 6.11. unless itsbecause i'm using a custom race; i did manually install all the skeleton mesh to the race.

 

 

1- It may be an issue with the resetting of the idle there causing it to hang. This started with the most recent versions of ZAZ.

 

2- Sex scenes with Elenwen have very few tags on them so most any animation could end up playing.

 

3- It is an issue with the Havoc Physics, the physical part of the door becomes disconnected from the model. I have no idea why it does that.

 

 

Ah cool thanks i'll check it out when i have the time but atm i'm having others problems on my skyrim there just small problems.

Posted

Current status:

 

Quest Sign-off List

These are quests that people feel are working properly.

[ ] - Chaste Life - Ready to be checked off

[ ] - Chaste Spouse - fixing some final issues, I need to test once more

[ ] - Confiscation - Rebuilt but untested

[x] - Gods Cursed Items

[x] - Customer Assist 01

[ ] - Customer Assist 02 - doing final testing now

[ ] - Device Removal - Ready to be checked off

[ ] - Quest to Falkreath - Ready to be checked off

[ ] - Quest to Embassy Pt 1 - Ready to be checked off

[ ] - Quest to Embassy Pt 2 - Ready to be checked off

[ ] - Quest to Solitude - Needs refined a bit more

[ ] - Quest to Windhelm - Ready to be checked off

[ ] - Free Trial - Ready to be checked off

[x] - Slavery Start

[ ] - Package Delivery - Ready to be checked off

[x] - Package Recovery

[ ] - Punishments - Ready to be checked off

[ ] - Relationship Slave - some content / dialogue

[ ] - Property Slave - minor bug fixes

[ ] - Voluntary Mining - Ready to be checked off

[ ] - Add-on system - being built

[ ] - MCM menu - add options

[ ] - Dungeon residents - Untested - After Q4 of Property quest or about a week after the Embassy quest you should see some residents in the basement.

 
For an idea of how much has changed no quest has gone untouched, all have been updated in some way.
Quests in V3.84 and how they have changed:
Confiscation - Rebuilt, all new scripts and dialogue
Customer Assist 01 - New opening, closing, start conditions and a bit of dialogue (not much)
Device Removal - Completely rebuilt and supports DCUR
Expansion - Quests no longer attached to expansion, can be completed instantly in the MCM menu
EQ01 Falkreath - Completely Rebuilt
EQ02 Embassy Pt 1 - All new start and end as well as some new dialogue, added a repeatable follow-up quest as well
EQ03 Solitude - Completely Rebuilt
EQ04 Windhelm - Completely Rebuilt
Free Trial - Minimal changes, some dialogue additions for other quests
Package Delivery - Completely Rebuilt with radiant quest system. Deliveries can now go to any settlement
Package Recovery - No changes, is on my list to be rebuilt later
Punishments - Completely Rebuilt
Slavery Opening - Completely Rebuilt and backwards compatible with current mods that use it.
Other things that have changed not listed above:
Courier - Rebuilt
Nav mesh - has been inserted into Skyrim MCM, npc's should use the road properly now
Merchant Services - Can no longer sell CD quest items back to Master, she will not buy them.
 
 
As you can see, beyond an expansion it has been a complete overhaul of the mod.
Posted

 

is there any download link for v4 or is it not released?

 

Not yet released.

We are patiently waiting for it to get finished. smile.png

 

 

Yep. Patiently. Totally.

Posted

Testing can be a long and tedious process having to repeat things over and over until they are just right.

post-101267-0-99589100-1465566459_thumb.jpg

The testers are dedicated to it though.

Posted

Really, really, REALLY looking forward to this! Thank you very much indeed for your hard work, Veladarius! Big thanks to all the beta testers as well (whoever they are...) :)

Posted

What's the difference between "ready to be checked off" and quests already checked off?

 

I feel they are ready and all the issues I have gotten have been fixed, just giving my testers a last chance to say something. I expect to check these off by the end of the weekend if I don't hear anything on them. The Yellow items are in their final stages of cleanup, I have not had any reports on them for a while other than the Customer Assist 02 quest. I am working on Customer Assist 02 with the player in the slave position for the session doing some final fixes before I have my testers give it a final run.

Posted

 

Current status:

 

Quest Sign-off List

These are quests that people feel are working properly.

[ ] - Chaste Life - Ready to be checked off

[ ] - Chaste Spouse - fixing some final issues, I need to test once more

[x] - Gods Cursed Items

 

 

What's the difference between the first two, and what on earth is the third?

Posted

 

 

Current status:

 

Quest Sign-off List

These are quests that people feel are working properly.

[ ] - Chaste Life - Ready to be checked off

[ ] - Chaste Spouse - fixing some final issues, I need to test once more

[x] - Gods Cursed Items

 

 

What's the difference between the first two, and what on earth is the third?

 

 

Chaste Life is for those that want to remain chaste until they get married, it is primarily for female virgin characters but I have added a male option. The player is put into a belt and only released on occasion to 'relieve some stress', supervised of course. It can;t be removed by the player and will only be removed when you get married.

 

Chaste Spouse was originally just an add on for Chaste Spouse but I turned it into something more. It allows you and your spouse to enter into a Slave / Master relationship, who gets what position depends on your disposition (if average then it is random). There is npc AI for the spouse for both slave and master, buy-able toys and furniture for your house.

 

Chaste Spouse and Chaste Life don't have to be used together. Upon marriage you can end Chaste Life and not enter into Chaste Spouse, also you can enter into Chaste Spouse without going through Chaste Life.

 

Gods Cursed Items are... not to be played with. There is only one way to get them (you have to be the one to do it, no quest involved) but once you have them getting rid of them is nearly impossible. They have textures I am not using any where else and am saving for later but decided to do this. If you get them you had better have a save game as these are quest breakers.

Posted

So when you say -nearly- impossible.. are you talking about a quest to get rid of them or something else?  Or are you keeping it a secret? :D

 

There is a quest to get rid of them, sort of. It isn't a difficult task but you will have to do it more than a few times...

 

I know this is teasing talking about it but it has some rather negative effects.

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