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


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Posted

Thanks perm and Vel-sama. I'll try having less shit on me when I do the quest. I'm not sure what the facial animation thing means, sexlab expressions works for me and I have mfg and the female facial expression mod, as well as ECE. Maybe the different tri's fuck with it but I assume there would be more complaints about that. But damn, what level are the bandits? I mean I'm not walking around with fortify loop items but my toon is not to be fucked with. It was nice being forced to submit for once;)

Posted

Thanks perm and Vel-sama. I'll try having less shit on me when I do the quest. I'm not sure what the facial animation thing means, sexlab expressions works for me and I have mfg and the female facial expression mod, as well as ECE. Maybe the different tri's fuck with it but I assume there would be more complaints about that. But damn, what level are the bandits? I mean I'm not walking around with fortify loop items but my toon is not to be fucked with. It was nice being forced to submit for once;)

 

Their level is 25% higher than yours, normal bandits max level is 29.

Posted

Vel, I took the liberty to mod a piece of 'Faldar's Tooth' to create 'The Pit'

The location can be reached with 'coc pit' or the second gate on the horsepen in Whiterun. Of course this door is just a placeholder.

 

Other players, this ESP is purely a modders resource and should be treated as such.

post-315112-0-10367300-1397078630_thumb.jpg post-315112-0-05718000-1397078649_thumb.jpg post-315112-0-26158600-1397078663_thumb.jpg

 

I'm new at modding so I try do so some stuff to teach it myself. If you think it would fit in the mod feel free to use the pit, if you don't then no worries I still learnt quite a bit about item placement and moving :) If you got other idea's for the expansion of the mod (mansion?) I could always take a crack at it.

ThePit.esp

Posted

I have not decided on what I am using for the Master's Manor yet. It will most likely be one of the buildings from the Thalmor embassy but I have not decided on which as of yet. I don't think the Master's dungeon will be all that large as it will be more for her recreational use than anything else. I am introducing an npc in what I am working on now (Mr. Tavish) and plan on a having his home be in its own worldspace similar to Dayspring Canyon from Dawnguard and the Pit will be a good fit there. That will include a number of quests and I am considering making it into a player home but if I do getting it won't be easy.

Posted

Is there any way to make the bandit-y delivery quest work with SD?  SD's slavery seems to take precedence over CD's theft upon losing the fight.  Although you can get around it by surrendering rather than fighting, obviously that's not great from an RP perspective.

Posted

Is there any way to make the bandit-y delivery quest work with SD?  SD's slavery seems to take precedence over CD's theft upon losing the fight.  Although you can get around it by surrendering rather than fighting, obviously that's not great from an RP perspective.

Lower the point that your health has to be for SD to try to enslave you. The end of the fight for the bandit's is triggered when you are hit once below 25% of your health. Typically the issue is if you are just above the 25% mark and hit with a power attack and your health is dropped to the point that it triggers SD (or Defeat or Submit). So long as mine is triggered it should override the others as the bandits will end up disabled.

Posted

 

Is there any way to make the bandit-y delivery quest work with SD?  SD's slavery seems to take precedence over CD's theft upon losing the fight.  Although you can get around it by surrendering rather than fighting, obviously that's not great from an RP perspective.

Lower the point that your health has to be for SD to try to enslave you. The end of the fight for the bandit's is triggered when you are hit once below 25% of your health. Typically the issue is if you are just above the 25% mark and hit with a power attack and your health is dropped to the point that it triggers SD (or Defeat or Submit). So long as mine is triggered it should override the others as the bandits will end up disabled.

 

Thanks!

Posted

I have not decided on what I am using for the Master's Manor yet. It will most likely be one of the buildings from the Thalmor embassy but I have not decided on which as of yet. I don't think the Master's dungeon will be all that large as it will be more for her recreational use than anything else. I am introducing an npc in what I am working on now (Mr. Tavish) and plan on a having his home be in its own worldspace similar to Dayspring Canyon from Dawnguard and the Pit will be a good fit there. That will include a number of quests and I am considering making it into a player home but if I do getting it won't be easy.

 

Wow, that sounds pretty interesting! Quite a bit more ambitious than I expected, going from a customer you help in the shop to a separate worldspace with more quests to boot. The player home as a reward sounds pretty cool as well, makes me think that dom players will engage in a battle of wills with Mr. Tavish and have to overpower him to usurp his estate. Not sure about sub players though... maybe a slave uprising or a conniving questline given by The Master? So many possibilities!

 

I suppose this is something you're thinking about for after the expanded shop grounds and slavery to the master? Not to mention you wanted to do that other big questline with the unremovable chastity belt of dwemer origins... you might just end up making your own Falskaar-sized mod if you keep this up, Vel! Don't burn yourself out now, ya hear? ;)

 

I also just wanted to mention that I started a fresh new game and the mod has been working perfectly for me. The quests are completed without any issues and the punishments are carried out flawlessly. If I had to make one wish though, the only thing I would like to see changed is for something different to happen between day 1 and day 2 of the failed-delivery-recovery punishment. Only problem is I have no idea what could be used instead of whipping. Maybe something like a Sparks spell lookalike that does no damage for an electro-punishment, but Herran doesn't strike me as the magicly inclined type... Eh, I dunno, but like I said, just wishful thinking!

 

Thanks again for taking the time to make such a great mod!

Posted

 

I have not decided on what I am using for the Master's Manor yet. It will most likely be one of the buildings from the Thalmor embassy but I have not decided on which as of yet. I don't think the Master's dungeon will be all that large as it will be more for her recreational use than anything else. I am introducing an npc in what I am working on now (Mr. Tavish) and plan on a having his home be in its own worldspace similar to Dayspring Canyon from Dawnguard and the Pit will be a good fit there. That will include a number of quests and I am considering making it into a player home but if I do getting it won't be easy.

 

Wow, that sounds pretty interesting! Quite a bit more ambitious than I expected, going from a customer you help in the shop to a separate worldspace with more quests to boot. The player home as a reward sounds pretty cool as well, makes me think that dom players will engage in a battle of wills with Mr. Tavish and have to overpower him to usurp his estate. Not sure about sub players though... maybe a slave uprising or a conniving questline given by The Master? So many possibilities!

 

I suppose this is something you're thinking about for after the expanded shop grounds and slavery to the master? Not to mention you wanted to do that other big questline with the unremovable chastity belt of dwemer origins... you might just end up making your own Falskaar-sized mod if you keep this up, Vel! Don't burn yourself out now, ya hear? ;)

 

I also just wanted to mention that I started a fresh new game and the mod has been working perfectly for me. The quests are completed without any issues and the punishments are carried out flawlessly. If I had to make one wish though, the only thing I would like to see changed is for something different to happen between day 1 and day 2 of the failed-delivery-recovery punishment. Only problem is I have no idea what could be used instead of whipping. Maybe something like a Sparks spell lookalike that does no damage for an electro-punishment, but Herran doesn't strike me as the magicly inclined type... Eh, I dunno, but like I said, just wishful thinking!

 

Thanks again for taking the time to make such a great mod!

 

 

Thanks for the encouragement. The hardest thing to do in any of this is building the dialogue and scenes, the one I am making now with Mr. Tavish took 2 days for the dialogue and 2 days to enter it and build the scenes. I just started building the scripts to link all of that together (12 sections of player dialogue and 27 scene fragments). The Manor for Mr. Tavish is still a bit far off, originally I was considering having it for the Master but with the expansion of the grounds I saw it as a good place for some other things to happen.

 

I am glad it is working properly for you now. Pretty much everything I do from here on out won't modify any of the scripts or quests already in place, just add new ones. As for the outdoor punishment the reason the days are both the same is the first day can change where it starts. If you come back after about 5 pm you will be put into the cage right away, otherwise you may get whipped 1-2 times depending on when how early you get there.

Posted

 Only problem is I have no idea what could be used instead of whipping. Maybe something like a Sparks spell lookalike that does no damage for an electro-punishment, but Herran doesn't strike me as the magicly inclined type... Eh, I dunno, but like I said, just wishful thinking!

 

Something like hot wax punishment could be nice but that would require some new animations and new skin textures.

 

Can try to make candle animation if you like.

Posted

I have not decided on what I am using for the Master's Manor yet. It will most likely be one of the buildings from the Thalmor embassy but I have not decided on which as of yet. I don't think the Master's dungeon will be all that large as it will be more for her recreational use than anything else. I am introducing an npc in what I am working on now (Mr. Tavish) and plan on a having his home be in its own worldspace similar to Dayspring Canyon from Dawnguard and the Pit will be a good fit there. That will include a number of quests and I am considering making it into a player home but if I do getting it won't be easy.

The Thalmor embassy itself is kinda nice set with the surrounding fence, but it's quite large and difficult to place somewhere else I think. If the buildings are separate you could always stick with 1 main building and some smaller things but keep the large fence in place. If you have some idea where you wanna place the manor I could give it a try. Like I said I need learing material  :P

 

Also take a look at the Uttering Hills cell in the CK, there are 3 small jail cells there. Maybe something as a slave wing for Tavish :)

Posted

 

 Only problem is I have no idea what could be used instead of whipping. Maybe something like a Sparks spell lookalike that does no damage for an electro-punishment, but Herran doesn't strike me as the magicly inclined type... Eh, I dunno, but like I said, just wishful thinking!

 

Something like hot wax punishment could be nice but that would require some new animations and new skin textures.

 

Can try to make candle animation if you like.

 

 

There is one in the ZAZ animations, it is used for one of the pillory tortures (I am using it in the part I am making now). The thing I found that I was really wanting was some of the parts of some of the sex animations. I wanted to use things like fondling of various body parts or kissing while one person is bound while standing but I think all those control both people at the same time and I have no clue on how to split them apart.

Posted

 

I have not decided on what I am using for the Master's Manor yet. It will most likely be one of the buildings from the Thalmor embassy but I have not decided on which as of yet. I don't think the Master's dungeon will be all that large as it will be more for her recreational use than anything else. I am introducing an npc in what I am working on now (Mr. Tavish) and plan on a having his home be in its own worldspace similar to Dayspring Canyon from Dawnguard and the Pit will be a good fit there. That will include a number of quests and I am considering making it into a player home but if I do getting it won't be easy.

The Thalmor embassy itself is kinda nice set with the surrounding fence, but it's quite large and difficult to place somewhere else I think. If the buildings are separate you could always stick with 1 main building and some smaller things but keep the large fence in place. If you have some idea where you wanna place the manor I could give it a try. Like I said I need learing material  :P

 

Also take a look at the Uttering Hills cell in the CK, there are 3 small jail cells there. Maybe something as a slave wing for Tavish :)

 

 

I doubt I will use the fencing, just one of the buildings, there is a barracks there which I may use as well. I have not looked at the placement of things as of yet. The area I am looking at using is the entire area in the screenshot below with the borders being the stream to the left, road at the bottom, path to the right and the ridge along the top. Since I am going to move the dragon encounter from behind the shop I am looking to put the stables and barracks there and the Manor would go towards the stream. Since I am looking to build it in stages the trees and such can't be deleted, they will be disabled at different points in time.

 

post-101267-0-48157800-1397134222_thumb.jpg

 

I like the cells in Uttering Hills, can't pick your way out of those. I have thought about doing something with capturing the player out somewhere or setting traps of some sort in some of the bandit lairs, things like going into a cell for something and have it close and lock. I just started playing with trigger zones and thought they would be perfect for something like that.

Posted

 

 

I have not decided on what I am using for the Master's Manor yet. It will most likely be one of the buildings from the Thalmor embassy but I have not decided on which as of yet. I don't think the Master's dungeon will be all that large as it will be more for her recreational use than anything else. I am introducing an npc in what I am working on now (Mr. Tavish) and plan on a having his home be in its own worldspace similar to Dayspring Canyon from Dawnguard and the Pit will be a good fit there. That will include a number of quests and I am considering making it into a player home but if I do getting it won't be easy.

The Thalmor embassy itself is kinda nice set with the surrounding fence, but it's quite large and difficult to place somewhere else I think. If the buildings are separate you could always stick with 1 main building and some smaller things but keep the large fence in place. If you have some idea where you wanna place the manor I could give it a try. Like I said I need learing material  :P

 

Also take a look at the Uttering Hills cell in the CK, there are 3 small jail cells there. Maybe something as a slave wing for Tavish :)

 

 

I doubt I will use the fencing, just one of the buildings, there is a barracks there which I may use as well. I have not looked at the placement of things as of yet. The area I am looking at using is the entire area in the screenshot below with the borders being the stream to the left, road at the bottom, path to the right and the ridge along the top. Since I am going to move the dragon encounter from behind the shop I am looking to put the stables and barracks there and the Manor would go towards the stream. Since I am looking to build it in stages the trees and such can't be deleted, they will be disabled at different points in time.

 

attachicon.gif2014-04-10_00001.jpg

 

I like the cells in Uttering Hills, can't pick your way out of those. I have thought about doing something with capturing the player out somewhere or setting traps of some sort in some of the bandit lairs, things like going into a cell for something and have it close and lock. I just started playing with trigger zones and thought they would be perfect for something like that.

 

Yeah the Uttering Hills piece is kinda neat, you can see the release but you can't reach it.

 

The location of the CD shop is kinda hard to place buildings on it without clipping and/or texture problems.

post-315112-0-42816800-1397146659_thumb.jpg

 

With the large farmhouse near the rocks a cellar leading to a more dungeon/stone set-up like the Uttering hills and 'The Pit' is no 'lore' problem. The Thalmor buildings are covered in snow, so the housing of Tavish doesn't really fit there. And if I'm not mistaken Tavish is sort of a "seasoned" buyer so it would be kinda weird if he lives at the same place as the CD shop :P Maybe somewhere with snow, in the mountains in the vicinity of the Thalmor embassy. Adds a little something to being caged outside in the snow.

 

Edit: This is again just a modders resource, I forgot to mention that. If anyone thought this was a working addon then I'm sorry to have disappointed you.

CD_Buildings.esp

Posted

 

[...]

 

With the large farmhouse near the rocks a cellar leading to a more dungeon/stone set-up like the Uttering hills and 'The Pit' is no 'lore' problem. The Thalmor buildings are covered in snow, so the housing of Tavish doesn't really fit there. And if I'm not mistaken Tavish is sort of a "seasoned" buyer so it would be kinda weird if he lives at the same place as the CD shop :P Maybe somewhere with snow, in the mountains in the vicinity of the Thalmor embassy. Adds a little something to being caged outside in the snow.

 

 

Very true if you are also running Frostfall. I usually set it so the cold doesn't kill you so I can survive various perils these mods can ask. Still the freezing debuffs are pretty brutal even if they don't kill you. -100 lockpick will keep you from sneaking out early. ;)

 

Might be fun to place a fire such that you have to huddle in the near corner of the cage to feel it's warmth. Still won't be much help if it happens to be snowing.

 

Posted

Hm, As an idea: can there be a trap? You see a bag in the cage, if you come in and open it the cage closes and smb sais to you that now you would be a slave to Master?

Posted

I tried again both the punishment scenes, and both played perfectly. I dont have the pathing problems I had previously, but I have no idea what I did that may have solved that. the only difference is I emptied all my inventory, I did notice it helped when wearing/removing DD items, but I would be surprised it would also have an effect on pathing and so >_>

 

life is full of mysteries.

Posted

Oh my, traps?

Would love to see some bondage/capture traps in Skyrim!

Hell, maybe even a device (like a Dwemer spider) that gagges and armbindes the player, then leads them somewhere.

 

Cant wait to see what you come up with, Vel!

Posted

Oh my, traps?

Would love to see some bondage/capture traps in Skyrim!

Hell, maybe even a device (like a Dwemer spider) that gagges and armbindes the player, then leads them somewhere.

 

Cant wait to see what you come up with, Vel!

Maybe Arachnophobia Expansion is something for you  :P Has some sort of trapping/capturing the player and placing him/her into a cocoon.

 

The trapping would need to be challenging, like a bag which has randomX percentage to have the key to your restraints. But it could also trigger the cage to close and capture the player.

Posted

 

Oh my, traps?

Would love to see some bondage/capture traps in Skyrim!

Hell, maybe even a device (like a Dwemer spider) that gagges and armbindes the player, then leads them somewhere.

 

Cant wait to see what you come up with, Vel!

Maybe Arachnophobia Expansion is something for you  :P Has some sort of trapping/capturing the player and placing him/her into a cocoon.

 

The trapping would need to be challenging, like a bag which has randomX percentage to have the key to your restraints. But it could also trigger the cage to close and capture the player.

 

 

Fun fact: I was there for that expansion to MsLeeches's mod.

K's doing a good job with it!

There needs to be more capture peril mods that go beyond just tieing the player up and leaving them somewhere.

I've allways advocated for a drauger mumification mod, where powerfull drauger can mumifi the player and leave them in one of those coffins, where as the player would have to escape... no emediate death though, just the player being trapped sounds fun!

 

Again, cant wait to see what you guys come up with!

 

Posted

I tried again both the punishment scenes, and both played perfectly. I dont have the pathing problems I had previously, but I have no idea what I did that may have solved that. the only difference is I emptied all my inventory, I did notice it helped when wearing/removing DD items, but I would be surprised it would also have an effect on pathing and so >_>

 

life is full of mysteries.

 

If there is a delay in the scripts it will have an effect on the scenes since there are a number of scripts that control them. As the number of items you have from DD increases it can have an effect on the scripts and the custom ones can slow it down more.

 

 

 

Oh my, traps?

Would love to see some bondage/capture traps in Skyrim!

Hell, maybe even a device (like a Dwemer spider) that gagges and armbindes the player, then leads them somewhere.

 

Cant wait to see what you come up with, Vel!

 

If I could do modeling and animation there are a number of Dwemer things I would do.

 

I have been thinking about the process of making the player a slave and it requires far more work than making an npc a slave. For an npc it would be adding dialogue that is keyed to an item like a collar and would make them someone that could be a follower. As a follower they do what you tell them to, the collar gives them some specialized dialogue and there are plenty of other mods to handle the sex or anything else. With Hearthfire it would be possible to remodel one of the rooms into a room for slaves.

 

Actually making the player a slave requires making someone to do things to you, making things for the player to do to you and do it without it being repetitive. Not an easy thing to do.

Posted

If there is a delay in the scripts it will have an effect on the scenes since there are a number of scripts that control them. As the number of items you have from DD increases it can have an effect on the scripts and the custom ones can slow it down more.

I have aplenty DD items in my inventory (I just happen to stumble upon them or people "give" them to me, not my fault, really!), but pretty much nothing else, so that must account for 30 or 40 items, compared to several hundred before.

Posted

This might've been reported already, but, after having the delivery stolen and returning to master, I chose the "really sorry" option in the dialogue, and got stuck after the whipping. The items seemed to be added properly, armbinder, posture collar etc, but couldn't move at all.

Posted

This might've been reported already, but, after having the delivery stolen and returning to master, I chose the "really sorry" option in the dialogue, and got stuck after the whipping. The items seemed to be added properly, armbinder, posture collar etc, but couldn't move at all.

 

If you can, post a log please.

Posted

Think this was the correct one, luckily skyrim is nice enough to keep a couple of the last logs.

 

 

[04/10/2014 - 10:37:41PM] [Zad]: RemoveDevice called for Captured Dreams Chastity Belt
[04/10/2014 - 10:37:41PM] [Zad]: Acquired mutex, removing Captured Dreams Chastity Belt
[04/10/2014 - 10:37:41PM] [Zad]: RemoveDevice called for Captured Dreams Collar
[04/10/2014 - 10:37:41PM] [Zad]: SpinLock() Started.
[04/10/2014 - 10:37:41PM] [Zad]: OnUnequipped(Aennie: Captured Dreams Chastity Belt)
[04/10/2014 - 10:37:41PM] [Zad]: Detected removal token. Done.
[04/10/2014 - 10:37:41PM] [Zad]: OnRemoveDevice() called when stage >=80
[04/10/2014 - 10:37:41PM] [Zad]: Restoring original exposure rate to 2.000000
[04/10/2014 - 10:37:41PM] [Zad]: SpinLock() Completed. Cycles:1
[04/10/2014 - 10:37:41PM] [Zad]: Acquired mutex, removing Captured Dreams Collar
[04/10/2014 - 10:37:41PM] [Zad]: OnUnequipped(Aennie: Captured Dreams Collar)
[04/10/2014 - 10:37:41PM] [Zad]: CleanupDevices() is working:1
[04/10/2014 - 10:37:41PM] [Zad]: Detected removal token. Done.
[04/10/2014 - 10:37:47PM] [Zad]: EquipDevice called for Chastity Belt (Padded)
[04/10/2014 - 10:37:47PM] [Zad]: Acquired mutex, equipping Chastity Belt (Padded)
[04/10/2014 - 10:37:47PM] [Zad]: OnContainerChanged()
[04/10/2014 - 10:37:47PM] [Zad]: EquipDevice called for Collar (Posture) (Steel)
[04/10/2014 - 10:37:47PM] [Zad]: SpinLock() Started.
[04/10/2014 - 10:37:47PM] [Zad]: OnEquipped(Aennie: Chastity Belt (Padded))
[04/10/2014 - 10:37:47PM] [Zad]: No menus are open. Equipping silently.
[04/10/2014 - 10:37:48PM] [Zad]: Resetting... (Stage>=10)
[04/10/2014 - 10:37:48PM] [Zad]: SyncInventory(): Equipping Belt.
[04/10/2014 - 10:37:48PM] [Zad]: original exposure rate was 2.000000. Setting to 6.000000.
[04/10/2014 - 10:37:48PM] [Zad]: SpinLock() Completed. Cycles:7
[04/10/2014 - 10:37:48PM] [Zad]: Acquired mutex, equipping Collar (Posture) (Steel)
[04/10/2014 - 10:37:48PM] [Zad]: OnContainerChanged()
[04/10/2014 - 10:37:48PM] [Zad]: EquipDevice called for Cuffs (Leather) (Arms)
[04/10/2014 - 10:37:48PM] [Zad]: SpinLock() Started.
[04/10/2014 - 10:37:48PM] [Zad]: OnEquipped(Aennie: Collar (Posture) (Steel))
[04/10/2014 - 10:37:48PM] [Zad]: No menus are open. Equipping silently.
[04/10/2014 - 10:37:49PM] [Zad]: SyncInventory(): Equipping Collar.
[04/10/2014 - 10:37:49PM] [Zad]: RestraintScript OnEquippedPost Collar
[04/10/2014 - 10:37:49PM] [Zad]: SpinLock() Completed. Cycles:4
[04/10/2014 - 10:37:49PM] [Zad]: Acquired mutex, equipping Cuffs (Leather) (Arms)
[04/10/2014 - 10:37:49PM] [Zad]: OnContainerChanged()
[04/10/2014 - 10:37:49PM] [Zad]: EquipDevice called for Cuffs (Leather) (Legs)
[04/10/2014 - 10:37:49PM] [Zad]: SpinLock() Started.
[04/10/2014 - 10:37:49PM] [Zad]: OnEquipped(Aennie: Cuffs (Leather) (Arms))
[04/10/2014 - 10:37:49PM] [Zad]: No menus are open. Equipping silently.
[04/10/2014 - 10:37:49PM] [Zad]: SyncInventory(): Equipping Arm Cuffs.
[04/10/2014 - 10:37:50PM] [Zad]: RestraintScript OnEquippedPost Arms
[04/10/2014 - 10:37:50PM] [Zad]: SpinLock() Completed. Cycles:5
[04/10/2014 - 10:37:50PM] [Zad]: Acquired mutex, equipping Cuffs (Leather) (Legs)
[04/10/2014 - 10:37:50PM] [Zad]: OnContainerChanged()
[04/10/2014 - 10:37:50PM] [Zad]: EquipDevice called for armbinder
[04/10/2014 - 10:37:50PM] [Zad]: SpinLock() Started.
[04/10/2014 - 10:37:50PM] [Zad]: OnEquipped(Aennie: Cuffs (Leather) (Legs))
[04/10/2014 - 10:37:50PM] [Zad]: No menus are open. Equipping silently.
[04/10/2014 - 10:37:50PM] [Zad]: SyncInventory(): Equipping Leg Cuffs.
[04/10/2014 - 10:37:50PM] [Zad]: RestraintScript OnEquippedPost Legs
[04/10/2014 - 10:37:50PM] [Zad]: SpinLock() Completed. Cycles:4
[04/10/2014 - 10:37:50PM] [Zad]: Acquired mutex, equipping armbinder
[04/10/2014 - 10:37:50PM] [Zad]: EquipDevice called for Gag (Ring) (Harness)
[04/10/2014 - 10:37:50PM] [Zad]: SpinLock() Started.
[04/10/2014 - 10:37:50PM] [Zad]: OnEquipped(Aennie: armbinder)
[04/10/2014 - 10:37:50PM] [Zad]: No menus are open. Equipping silently.
[04/10/2014 - 10:37:51PM] [Zad]: OnEffectStart(): Armbinder
[04/10/2014 - 10:37:51PM] [Zad]: OnEffectStart(gag-noFood)
[04/10/2014 - 10:37:51PM] [Zad]: SyncInventory(): Equipping armbinder.
[04/10/2014 - 10:37:51PM] [Zad]: SpinLock() Completed. Cycles:4
[04/10/2014 - 10:37:51PM] [Zad]: Acquired mutex, equipping Gag (Ring) (Harness)
[04/10/2014 - 10:37:51PM] [Zad]: OnContainerChanged()
[04/10/2014 - 10:37:51PM] [Zad]: OnEquipped(Aennie: Gag (Ring) (Harness))
[04/10/2014 - 10:37:51PM] ERROR: Method start not found on DxMP01End02. Aborting call and returning None
stack:
    [CDxMP01 (DC05BF32)].CDxMP01.Fragment_10() - "cdxmp01.psc" Line 127
[04/10/2014 - 10:37:51PM] [Zad]: No menus are open. Equipping silently.
[04/10/2014 - 10:37:51PM] [Zad]: ReEquipExistingDevice() is working
[04/10/2014 - 10:37:52PM] [Zad]: OnEffectStart(gag-noFood)
[04/10/2014 - 10:37:52PM] [Zad]: OnEffectStart(gag)

 

 

 

Mm, the script the error references seems to use different scene name (CDxPlayerEnd02), than the log shows. So I'm guessing the one it tried to use is from a previous version still hanging around in my save?

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