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


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Posted

Working on the new content, specifically the scene where you get to assist a customer. Conversations where the player and 2 other people constantly interact is rather hard to do. Thinking about it I don't really remember anyplace where you have a conversation with 2 other people at the same time. Usually they start with the player and one person, the two npc's talk then the 2nd talks to you and thats it, no real interaction between them. Why is it that things that should be easy in the CK are so damn hard?

 

 

Edit: I wrote out the dialogue beforehand to map it out, 8 pages in Word.

 

Yeah, it does seem like that. CK doesn't seem able to have two NPC's in a conversation with the player, probably cause the engine wasn't built for it. The reason for that might be because when they were hammering it out, 3 character conversations would either get confusing for the player or way to complicated to script (or some other reason). Probably for the best. So work with what you can comrade!

 

Also:

8 pages holy Christ!!

Posted

Yeah, it does seem like that. CK doesn't seem able to have two NPC's in a conversation with the player, probably cause the engine wasn't built for it. The reason for that might be because when they were hammering it out, 3 character conversations would either get confusing for the player or way to complicated to script (or some other reason). Probably for the best. So work with what you can comrade!

 

Also:

8 pages holy Christ!!

 

Dialogue between 2 people is handled with a scene and dialogue with the player is handled with the dialogue, I am going to have to go back and forth a bit.

 

There are 2 things that contribute to the length of the dialogue: Number of parts - there are 2 introduction parts (first meeting and later meetings), 8 demonstrations (of which 4-6 will play each time) and the ending. The other is that the Customer has a slave with him but there are 4 possible ones to pull from each with their own dialogue and personality so there is 4x the dialogue for the slaves and 4x the dialogue where the Master comments on what they have said. Overall that should make for a bit of variety.

Posted

 

[04/07/2014 - 10:46:26AM] CDxRecoverDelivery (3A043971): unknown quest objective 5.
    [CDxRecoverDelivery (3A043971)].CDxRecoverDelivery.SetObjectiveCompleted() - "<native>" Line ?
    [item 10 in container (00000014)].CDxRecoveryMade.OnContainerChanged() - "cdxrecoverymade.psc" Line ?
 
Getting CTD's after my stay with the Master. After failing the retireve delivery, Herran lets me out of the cage, we go inside and the Master asks how my stay was. I get equipped with new items then CTD. I'm worried if this might have to do with DDi as I've been having trouble getting submit + devious devices to work as well.
 
EDIT: Uploaded. Thanks for your time

 

 

The only errors in the log from Captured Dreams are from scripts on dialogue that is no longer used. Integration is running fine here and doesn't have any errors either. If you have another crash upload the log from that and I will see if there is something there.

Posted

dear Veladarius

 

I discovered a problem with DD which may have been the cause of the device not being unequipped correctly (the problem you fixed recently by reworking your code and adding a message box stage or something like that):

 

when the player has a lot of items in his/her inventory, it seems to cause some serious slowdown within the code DD use to un-equip / re-equip item.

 

I had that problem with the mode SexLab - Submit + Devious Devices + Progressive Bondage V1.42 and emptying my inventory solved that instantly.

 

If Im motivated I may have a try at the previous version of CD (before you reworked the code) and see if that would have also fixed the problem in your mod.

Posted

Dialogue between 2 people is handled with a scene and dialogue with the player is handled with the dialogue, I am going to have to go back and forth a bit.

 

There are 2 things that contribute to the length of the dialogue: Number of parts - there are 2 introduction parts (first meeting and later meetings), 8 demonstrations (of which 4-6 will play each time) and the ending. The other is that the Customer has a slave with him but there are 4 possible ones to pull from each with their own dialogue and personality so there is 4x the dialogue for the slaves and 4x the dialogue where the Master comments on what they have said. Overall that should make for a bit of variety.

I believe an in game example of what you are talking about exists in the main quest with Jarl Balgruuf when he is talking to his brother and Avinicie and the player, it's partially a conversation with you, and partially a scene with his steward, brother, and housecarl.

 

Another way to handle this idea is a little cheasy, but move the actors that are having a conversation apart and make the player run from one to the other and back in order to advance the scene. Not great, but would probably be the easiest way to handle it.

Posted

 

 

Thinking about it I don't really remember anyplace where you have a conversation with 2 other people at the same time.

 

Closest that comes to my mind are dialogs of main quest of dawnguard DLC. Some of them at least.

For example dialog with snow elf paladin is kinda once PC is talking with the guy, once Serana is. 

 

Sometimes its like you talk with someone and Serana throws in a sentence based on your dialog choices - like dialog with Isran when you return to fort dawnguard after rejecting Harkon offer to become a Vampire Lord.

Posted

This is the section of dialogue I am building in the CK right now:

 

 

 

 

 

 

  1. Demonstration 1          <<<Plugs>>>
    1. Slaves                           Dialogue
      1. >>A                Hmm, I bet Master would love to use some plugs on them.
      2. >>B                How about some plugs, something with spikes preferably.
      3. >>C                I want to lock some plugs in them with a belt.
      4. >>D                Plugs, definitely some plugs. I want to see those holes filled.
    2. Tavish
      1. >>A                That sounds like a wonderful idea.
      2. >>B                Well, nothing here with spikes but there are several to use.
      3. >>C                Don’t worry, the belt is next.
      4. >>D                I bet you do.
    3. Tavish                           <To Player> I am sure you have used these before. Do you have any preferences?
    4. Player                           ---Dialogue Replies---
      1. >>A                The Primitive ones.
      2. >>B                The Iron ones.
      3. >>C                The Soulgem ones.
      4. >>D                The Inflatable ones.
      5. >>R                You stay away from me with those.
    5. Tavish                           <To Slave>
      1. >>                   What do you think?
      2. >>R                That is not a proper attitude to take with a customer, is it?
    6. Slaves                           ---Dialogue---
      1. >>A                That is fine with me, Master has used them all on me.
      2. >>B1              <A,B,C> Those are no fun, give her the inflatable ones. Pump them ‘til they are ready to pop.
      3. >>B2              <D> I like those too. Pump them up until they are ready to bust.
      4. >>C1              <A,C,D> I think we should use the Iron ones. I like something hard and unyielding.
      5. >>C2              <B> Good choice. Hard and unyielding is always the best.
      6. >>D1             <A,B,D> Those don’t really do much. Use the soulgem ones and have them just vibrate to keep them on the edge.
      7. >>D2             <C> Nice, those will keep them going for a long time.
      8. >>R                The more you resist the more we like it you know.
    7. Tavish                           ---Dialogue---
      1. >>                   <Players Choice> Well, looks like she agrees with you.
      2. >>                   <Slaves Choice> I guess you don’t get the ones you want.
      3. >>R                Looks like I get to choose what plugs we are using then.
    8. **Actions**              Plugs are set for player, will be inserted when belt is put on.

 

 

 

It can get pretty complicated pretty quick as you can see. All the dialogue between npc's has to be done using a scene so this starts in a scene, transfers to dialogue then back to a scene.

 

There are 16 sections like this.

 

Posted

 

 

 

Thinking about it I don't really remember anyplace where you have a conversation with 2 other people at the same time.

 

Closest that comes to my mind are dialogs of main quest of dawnguard DLC. Some of them at least.

For example dialog with snow elf paladin is kinda once PC is talking with the guy, once Serana is. 

 

Sometimes its like you talk with someone and Serana throws in a sentence based on your dialog choices - like dialog with Isran when you return to fort dawnguard after rejecting Harkon offer to become a Vampire Lord.

 

 

There's another example in the Interesting NPCs mod, where conversation between the PC and one of two NPCs leads to another conversation between Amalee (one of the Interesting NPCs) and the NPC the player had just been talking to.  But I think that's just a conversation kicking off a scripted scene, not a real 3 way conversation.

 

Posted

This is the section of dialogue I am building in the CK right now:

 

 

 

 

 

 

  1. Demonstration 1          <<<Plugs>>>
    1. Slaves                           Dialogue
      1. >>A                Hmm, I bet Master would love to use some plugs on them.
      2. >>B                How about some plugs, something with spikes preferably.
      3. >>C                I want to lock some plugs in them with a belt.
      4. >>D                Plugs, definitely some plugs. I want to see those holes filled.
    2. Tavish
      1. >>A                That sounds like a wonderful idea.
      2. >>B                Well, nothing here with spikes but there are several to use.
      3. >>C                Don’t worry, the belt is next.
      4. >>D                I bet you do.
    3. Tavish                           <To Player> I am sure you have used these before. Do you have any preferences?
    4. Player                           ---Dialogue Replies---
      1. >>A                The Primitive ones.
      2. >>B                The Iron ones.
      3. >>C                The Soulgem ones.
      4. >>D                The Inflatable ones.
      5. >>R                You stay away from me with those.
    5. Tavish                           <To Slave>
      1. >>                   What do you think?
      2. >>R                That is not a proper attitude to take with a customer, is it?
    6. Slaves                           ---Dialogue---
      1. >>A                That is fine with me, Master has used them all on me.
      2. >>B1              <A,B,C> Those are no fun, give her the inflatable ones. Pump them ‘til they are ready to pop.
      3. >>B2              <D> I like those too. Pump them up until they are ready to bust.
      4. >>C1              <A,C,D> I think we should use the Iron ones. I like something hard and unyielding.
      5. >>C2              <B> Good choice. Hard and unyielding is always the best.
      6. >>D1             <A,B,D> Those don’t really do much. Use the soulgem ones and have them just vibrate to keep them on the edge.
      7. >>D2             <C> Nice, those will keep them going for a long time.
      8. >>R                The more you resist the more we like it you know.
    7. Tavish                           ---Dialogue---
      1. >>                   <Players Choice> Well, looks like she agrees with you.
      2. >>                   <Slaves Choice> I guess you don’t get the ones you want.
      3. >>R                Looks like I get to choose what plugs we are using then.
    8. **Actions**              Plugs are set for player, will be inserted when belt is put on.

 

 

 

It can get pretty complicated pretty quick as you can see. All the dialogue between npc's has to be done using a scene so this starts in a scene, transfers to dialogue then back to a scene.

 

There are 16 sections like this.

 

This is pure gold.

 

Dont know if is just me but i love well written dialogues like yours. They make me want to play and replay until i see every possible dialogue combination. I will humbly suggest to you to focus on them than scenes for the next major release.

 

If I'm not mistaken, I remember you to say something like "loose devices in the player's inventory could be used", i lost my chance to say something back there, but let me say now that I love idea and it leads to great interactions.

 

One last thing: Please, i think the "gags interactions" are kind broken, you can ask the slave for help and it leads to a unhelpful smith dialogue, it feels broken because you need to use others mods to get rid of them (as opposed to everthing else). I dont know if Min still have plans to add/change gags effects to support long term use but, in any case, i think you can still make good use of them as the blindfold too.

 

Thanks!

Posted

 

This is the section of dialogue I am building in the CK right now:

 

 

 

 

 

 

  1. Demonstration 1          <<<Plugs>>>
    1. Slaves                           Dialogue
      1. >>A                Hmm, I bet Master would love to use some plugs on them.
      2. >>B                How about some plugs, something with spikes preferably.
      3. >>C                I want to lock some plugs in them with a belt.
      4. >>D                Plugs, definitely some plugs. I want to see those holes filled.
    2. Tavish
      1. >>A                That sounds like a wonderful idea.
      2. >>B                Well, nothing here with spikes but there are several to use.
      3. >>C                Don’t worry, the belt is next.
      4. >>D                I bet you do.
    3. Tavish                           <To Player> I am sure you have used these before. Do you have any preferences?
    4. Player                           ---Dialogue Replies---
      1. >>A                The Primitive ones.
      2. >>B                The Iron ones.
      3. >>C                The Soulgem ones.
      4. >>D                The Inflatable ones.
      5. >>R                You stay away from me with those.
    5. Tavish                           <To Slave>
      1. >>                   What do you think?
      2. >>R                That is not a proper attitude to take with a customer, is it?
    6. Slaves                           ---Dialogue---
      1. >>A                That is fine with me, Master has used them all on me.
      2. >>B1              <A,B,C> Those are no fun, give her the inflatable ones. Pump them ‘til they are ready to pop.
      3. >>B2              <D> I like those too. Pump them up until they are ready to bust.
      4. >>C1              <A,C,D> I think we should use the Iron ones. I like something hard and unyielding.
      5. >>C2              <B> Good choice. Hard and unyielding is always the best.
      6. >>D1             <A,B,D> Those don’t really do much. Use the soulgem ones and have them just vibrate to keep them on the edge.
      7. >>D2             <C> Nice, those will keep them going for a long time.
      8. >>R                The more you resist the more we like it you know.
    7. Tavish                           ---Dialogue---
      1. >>                   <Players Choice> Well, looks like she agrees with you.
      2. >>                   <Slaves Choice> I guess you don’t get the ones you want.
      3. >>R                Looks like I get to choose what plugs we are using then.
    8. **Actions**              Plugs are set for player, will be inserted when belt is put on.

 

 

 

It can get pretty complicated pretty quick as you can see. All the dialogue between npc's has to be done using a scene so this starts in a scene, transfers to dialogue then back to a scene.

 

There are 16 sections like this.

 

This is pure gold.

 

Dont know if is just me but i love well written dialogues like yours. They make me want to play and replay until i see every possible dialogue combination. I will humbly suggest to you to focus on them than scenes for the next major release.

 

If I'm not mistaken, I remember you to say something like "loose devices in the player's inventory could be used", i lost my chance to say something back there, but let me say now that I love idea and it leads to great interactions.

 

One last thing: Please, i think the "gags interactions" are kind broken, you can ask the slave for help and it leads to a unhelpful smith dialogue, it feels broken because you need to use others mods to get rid of them (as opposed to everthing else). I dont know if Min still have plans to add/change gags effects to support long term use but, in any case, i think you can still make good use of them as the blindfold too.

 

Thanks!

 

 

I plan on focusing more on scenes and interactions than sex. There will be a number of normal quests and some later with much larger stories and such as well.

 

 

As for this:

 

If I'm not mistaken, I remember you to say something like "loose devices in the player's inventory could be used", i lost my chance to say something back there, but let me say now that I love idea and it leads to great interactions.

 

It is already made and working.

 

For the more restrictive items (gags, blindfolds and armbinders) I intend on having a separate way of removing them that will require a bit more from the player than just gold, I just haven't settled on what exactly.

Posted

 

 

 

 

Thinking about it I don't really remember anyplace where you have a conversation with 2 other people at the same time.

 

Closest that comes to my mind are dialogs of main quest of dawnguard DLC. Some of them at least.

For example dialog with snow elf paladin is kinda once PC is talking with the guy, once Serana is. 

 

Sometimes its like you talk with someone and Serana throws in a sentence based on your dialog choices - like dialog with Isran when you return to fort dawnguard after rejecting Harkon offer to become a Vampire Lord.

 

 

There's another example in the Interesting NPCs mod, where conversation between the PC and one of two NPCs leads to another conversation between Amalee (one of the Interesting NPCs) and the NPC the player had just been talking to.  But I think that's just a conversation kicking off a scripted scene, not a real 3 way conversation.

 

 

 

The dialogue with Serana and Isran is probably one of the more complex ones they made as it goes back and forth several times. I had to write and organize all the dialogue ahead of time so I could figure out when I had to switch between the dialogue and scenes. I have not added any of the scripts to it yet, I want to get the dialogue and scenes in place as well as the AI Packages (writing them as I go) before I put them in. For the scripts I want most of the work to be handled in the main script for the Quest so things will be done by the quest stages. Scenes will advance the stages at the end of each one and Dialogue will do things like set variables and other small things.

Posted

This is the section of dialogue I am building in the CK right now:

 

 

 

 

 

 

  1. Demonstration 1          <<<Plugs>>>
    1. Slaves                           Dialogue
      1. >>A                Hmm, I bet Master would love to use some plugs on them.
      2. >>B                How about some plugs, something with spikes preferably.
      3. >>C                I want to lock some plugs in them with a belt.
      4. >>D                Plugs, definitely some plugs. I want to see those holes filled.
    2. Tavish
      1. >>A                That sounds like a wonderful idea.
      2. >>B                Well, nothing here with spikes but there are several to use.
      3. >>C                Don’t worry, the belt is next.
      4. >>D                I bet you do.
    3. Tavish                           <To Player> I am sure you have used these before. Do you have any preferences?
    4. Player                           ---Dialogue Replies---
      1. >>A                The Primitive ones.
      2. >>B                The Iron ones.
      3. >>C                The Soulgem ones.
      4. >>D                The Inflatable ones.
      5. >>R                You stay away from me with those.
    5. Tavish                           <To Slave>
      1. >>                   What do you think?
      2. >>R                That is not a proper attitude to take with a customer, is it?
    6. Slaves                           ---Dialogue---
      1. >>A                That is fine with me, Master has used them all on me.
      2. >>B1              <A,B,C> Those are no fun, give her the inflatable ones. Pump them ‘til they are ready to pop.
      3. >>B2              <D> I like those too. Pump them up until they are ready to bust.
      4. >>C1              <A,C,D> I think we should use the Iron ones. I like something hard and unyielding.
      5. >>C2              <B> Good choice. Hard and unyielding is always the best.
      6. >>D1             <A,B,D> Those don’t really do much. Use the soulgem ones and have them just vibrate to keep them on the edge.
      7. >>D2             <C> Nice, those will keep them going for a long time.
      8. >>R                The more you resist the more we like it you know.
    7. Tavish                           ---Dialogue---
      1. >>                   <Players Choice> Well, looks like she agrees with you.
      2. >>                   <Slaves Choice> I guess you don’t get the ones you want.
      3. >>R                Looks like I get to choose what plugs we are using then.
    8. **Actions**              Plugs are set for player, will be inserted when belt is put on.

 

 

 

It can get pretty complicated pretty quick as you can see. All the dialogue between npc's has to be done using a scene so this starts in a scene, transfers to dialogue then back to a scene.

 

There are 16 sections like this.

Looks good, just a idea to add a prancing or live-demo environment to one of the buildings (cellar?)

Something like the location from 'pit dogs' quest

 

 

untitled-3.jpg

 

http://www.3dnpc.com/pit-dogs/

 

Some random people/buyers around the fence and there could be interactions with a buyer when he/she comes down the stairs to the locked door. Maybe some ZAZ devices inside the pit. When inside the pit one of the ZAZ enchanted bondage/scripted slave collars should be applied (no map/powers) and the player stripped of all items of course.

Posted

I updated the latest version now 2.2.5, when i lose the delivery, the warrior (forgot name) just doesn t trigger after the whipping and i m stuck unable to move.(he should take me into the forest i guess).

 

ReInstalled 2.2.3 and all is working nice....

 

Btw i had fuz roh doh slightly outdated and maybe that caused my previous issues of mission not updating now everything works with 2.2.3...

 

(may i ask if there is more than the 2 scenes of the delivery and recovery?)

 

Thank you again for the awesome mod.

 

P.S. if i can give an idea.... since there is no mod that gets you out of the gag when you have the armbinder, you could introduce something to remove the gag only in the shop since you can already remove stuff.

I know lot of people is asking that.

Posted

This is the section of dialogue I am building in the CK right now:

 

 

 

 

 

 

  1. Demonstration 1          <<<Plugs>>>
    1. Slaves                           Dialogue
      1. >>A                Hmm, I bet Master would love to use some plugs on them.
      2. >>B                How about some plugs, something with spikes preferably.
      3. >>C                I want to lock some plugs in them with a belt.
      4. >>D                Plugs, definitely some plugs. I want to see those holes filled.
    2. Tavish
      1. >>A                That sounds like a wonderful idea.
      2. >>B                Well, nothing here with spikes but there are several to use.
      3. >>C                Don’t worry, the belt is next.
      4. >>D                I bet you do.
    3. Tavish                           <To Player> I am sure you have used these before. Do you have any preferences?
    4. Player                           ---Dialogue Replies---
      1. >>A                The Primitive ones.
      2. >>B                The Iron ones.
      3. >>C                The Soulgem ones.
      4. >>D                The Inflatable ones.
      5. >>R                You stay away from me with those.
    5. Tavish                           <To Slave>
      1. >>                   What do you think?
      2. >>R                That is not a proper attitude to take with a customer, is it?
    6. Slaves                           ---Dialogue---
      1. >>A                That is fine with me, Master has used them all on me.
      2. >>B1              <A,B,C> Those are no fun, give her the inflatable ones. Pump them ‘til they are ready to pop.
      3. >>B2              <D> I like those too. Pump them up until they are ready to bust.
      4. >>C1              <A,C,D> I think we should use the Iron ones. I like something hard and unyielding.
      5. >>C2              <B> Good choice. Hard and unyielding is always the best.
      6. >>D1             <A,B,D> Those don’t really do much. Use the soulgem ones and have them just vibrate to keep them on the edge.
      7. >>D2             <C> Nice, those will keep them going for a long time.
      8. >>R                The more you resist the more we like it you know.
    7. Tavish                           ---Dialogue---
      1. >>                   <Players Choice> Well, looks like she agrees with you.
      2. >>                   <Slaves Choice> I guess you don’t get the ones you want.
      3. >>R                Looks like I get to choose what plugs we are using then.
    8. **Actions**              Plugs are set for player, will be inserted when belt is put on.

 

 

 

It can get pretty complicated pretty quick as you can see. All the dialogue between npc's has to be done using a scene so this starts in a scene, transfers to dialogue then back to a scene.

 

There are 16 sections like this.

 

I'm simply amazed.

All those choices seem awesome, i wonder if it would be possible without too much additional work to also recycle some of those options for your Devious Interactions mod. Then you could play nicely with your personal harem, and your slaves would react somewhat randomly by getting assigned personalities through the mod before like "obedient slave, disobedient slave, wants to kill player slave, mindbroken slave" etc..

Not full personalities, just some basic behaviours would already make playing with your followers or captured NPCs much more interesting.

Would be great if that would be possible, because your work for this mod would then hopefully already be like 80% of the work when adapting it also for Devious Interactions.

Posted

Had the problem with the failed delivery mentioned, tried installing the script you posted and it hasn't fixed it.

 

The punishment works fine until the end but then after having everything equipped i'm stuck though i can access all menu's and struggle, clicking the release option in the Zazanimation MCM gave me back control but then when i returned after getting all the gear off I couldn't get a new quest.

 

I did the setstage cdxmp01 and it said it was at stage 70 and running.

 

Papyrus.0.rar

Posted

FYI Veladarius, I finally found what the problem was with the Chastity Belt (Padded) (Open) was, it seems that the Global Variables in the dialog section were set to ==1 and it should have been =>1. I travel with companion mods and was buying items in lots of 2 or 3 and that's why they weren't showing up in the dialogs. Also explains why they seemed to work sporadically. 

Posted

Had the problem with the failed delivery mentioned, tried installing the script you posted and it hasn't fixed it.

 

The punishment works fine until the end but then after having everything equipped i'm stuck though i can access all menu's and struggle, clicking the release option in the Zazanimation MCM gave me back control but then when i returned after getting all the gear off I couldn't get a new quest.

 

I did the setstage cdxmp01 and it said it was at stage 70 and running.

 

attachicon.gifPapyrus.0.rar

 

For some reason the scene just before you are taken to the wilderness cage stops and you need to talk to the master to continue it. Do Setstage CDxMP01 300 and that will reset the quests.

 

I had added a timer to the final scene where you are being taken out to the cage to keep it from stalling out but it seems to be having the opposite effect.

 

One other thing on you log, the SD patch for Frostfall is throwing a lot of errors (most of what was in the log).

Posted

FYI Veladarius, I finally found what the problem was with the Chastity Belt (Padded) (Open) was, it seems that the Global Variables in the dialog section were set to ==1 and it should have been =>1. I travel with companion mods and was buying items in lots of 2 or 3 and that's why they weren't showing up in the dialogs. Also explains why they seemed to work sporadically. 

 

Thanks, I have corrected it for the next release.

Posted

So I tried the delivery quest again, with the same issue. Got attacked by the bandits(they didn't take the delivery so I just dropped it), went back to Captured Dreams, went through the punishment scene then CTD when I get equipped with new items. The items equipped very slowly, one each at 5 second intervals or so. Cuffs, chastity belt and bra equipped fine, then CTD when armbinder or gag get equipped(not sure, but they're the last two in papyrus that I see before CTD). I have the new Zaz animation installed, and I'm using Defeat. 

 

 

Posted

So I tried the delivery quest again, with the same issue. Got attacked by the bandits(they didn't take the delivery so I just dropped it), went back to Captured Dreams, went through the punishment scene then CTD when I get equipped with new items. The items equipped very slowly, one each at 5 second intervals or so. Cuffs, chastity belt and bra equipped fine, then CTD when armbinder or gag get equipped(not sure, but they're the last two in papyrus that I see before CTD). I have the new Zaz animation installed, and I'm using Defeat.

by any hazard, is your inventory quite full? because I noticed serious slowdown from DD functions call when my inventory was full.

 

make a test by putting everything in your inventory in a chest in one of your home and try again, let me know if that help the slow DD equipping.

Posted

 

Had the problem with the failed delivery mentioned, tried installing the script you posted and it hasn't fixed it.

 

The punishment works fine until the end but then after having everything equipped i'm stuck though i can access all menu's and struggle, clicking the release option in the Zazanimation MCM gave me back control but then when i returned after getting all the gear off I couldn't get a new quest.

 

I did the setstage cdxmp01 and it said it was at stage 70 and running.

 

attachicon.gifPapyrus.0.rar

 

For some reason the scene just before you are taken to the wilderness cage stops and you need to talk to the master to continue it. Do Setstage CDxMP01 300 and that will reset the quests.

 

I had added a timer to the final scene where you are being taken out to the cage to keep it from stalling out but it seems to be having the opposite effect.

 

One other thing on you log, the SD patch for Frostfall is throwing a lot of errors (most of what was in the log).

 

 

Will try that

 

With the SD_frostfall that's due to me not having frostfall, as i recall when i asked about it in the SD thread it was okay to ignore.

 

Posted

So I tried the delivery quest again, with the same issue. Got attacked by the bandits(they didn't take the delivery so I just dropped it), went back to Captured Dreams, went through the punishment scene then CTD when I get equipped with new items. The items equipped very slowly, one each at 5 second intervals or so. Cuffs, chastity belt and bra equipped fine, then CTD when armbinder or gag get equipped(not sure, but they're the last two in papyrus that I see before CTD). I have the new Zaz animation installed, and I'm using Defeat. 

 

The last thing processed was the equipping of the gag. This error was in the log earlier on:

 

 

[04/08/2014 - 08:20:56PM] (3E002AF4): Does not have face animation data, and therefore cannot have their expression o.

[ (3E002AF4)].Actor.ClearExpressionOverride() - "<native>" Line ?

<unknown self>.sslexpressionlibrary.ClearMFG() - "sslExpressionLibrary.psc" Line ?

[None].zadGagEffect.OnEffectFinish() - "zadGagEffect.psc" Line ?

I don't know what is causing the issue with the gag, do the facial animations work on them for you? Other than this there were on issues with Integration.

 

 

The log shows that the process of changing out the belts and adding new items started on 8:30:21 and it looks like the gag is the last thing to be equipped and started at 8:30:50 (29 seconds later).

 

 

As for the bandits, it looks like Defeat grabbed you first before my scripts kicked in which likely kept it from running (set to start when you hit < 25% health).

 

 

The only error on scripts from Captured Dreams is this one and it has me a bit puzzled:

 

 

[04/08/2014 - 08:30:50PM] Cannot call start() on a None object, aborting function call

[CDxMP01 (3E05BF32)].CDxMP01.Fragment_10() - "cdxmp01.psc" Line ?

 

The start() that is supposed to run in that script fragment is the scene for sending you out to the wilderness cage. There have been some others that have had issues with this same spot. I checked the version of the esp that was uploaded and there are no properties that are broken so I don't know why it would have been disrupted. It did happen right at the end so if the items were appearing took a while the delay between the equip by the scripts and on the player may have disrupted things. I will try to split the equipping of items up here as well and see if that helps things.

 

 

I don't expect any releases probably for at least a week or two at the earliest. I have most of the dialogue entered where the player assists a customer and am finishing up the final scenes. The dialogue still needs linked together which should be easy as it is pretty straightforward and the scripts still need made. After that there is 1 more quest and 1 more scene to make before I start doing hard testing.

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