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


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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?

 

Likely. You can probably make a copy of the script and rename it, it should work still.

Posted

 

 

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.

 

 

I have to agree that a good player slave mod is a difficult undertaking. I was thinking perhaps you could compare notes with SkyrimII and perhaps come up with a common player slave framework. Something where multiple people could contribute possible master acts or scenes, keyword driven like sexlab animations. Then the slavery quest could query the database of possibilities and pick something appropriate for the master to do given the current situation and parameters of the quest. I am sure you could get a lot more people interested in creating bite sized slavery scenes than would ever consider attempting a full monolithic slavery mod. After some time the database could grow rather large and help keep things from being too repetitive.

 

A keyword database for scenes would also be useful for player configuration. They could flag what sorts of scenes they don't want to see, which could just be added to the scene filter the quest uses to pick a new action.

Posted

I've found a problem with the delivery quest to Mother Hamal at the temple in Markarth. NO, this isn't the issue with having the delivery stolen. The problem I've had, both times I've gotten her as a target for the quest, is that I get ejected from conversation with Orla, Hamal dumps me from conversation and she, Orla and Anwen attack as though I'd said that I was there to plunder the temple of the statue. (A side quest in Markarth is to steal the statue in the back room of the inner temple; which bethsoft didn't remove the triggers for even if the quest hasn't been started. (What a shock.))  

 

The problem is that...well...I killed them. Okay, I was smart enough to save before going in, but the only way I was able to get out of the fight and make the delivery was to use Submit and surrender and then do the conversations over and go through the dialogue and get the correct options.  After I killed them I went back to Master, mostly because I wanted to see just how mad she'd be with me for killing Hamal without making the delivery, but I only go the "Don't you have a delivery to make?" lines of dialogue.  Not really sure this counts as a "problem" but it does stick me in an unbreakable quest loop.  Maybe a quest script check to ensure that the person who is meant to get the delivery is still alive?  And a fail condition in the script to ensure the player doesn't kill them, and if so is punished on return.  Also, I think there is a way to check if the player kills an NPC or not, because dragons and vampires are a problem with checking for npc death. I know that Saffir in Whiterun has a penchant for attacking vampires and getting her skull crushed, as do a lot of people in whiterun come to that. 

Posted

I've found a problem with the delivery quest to Mother Hamal at the temple in Markarth. NO, this isn't the issue with having the delivery stolen. The problem I've had, both times I've gotten her as a target for the quest, is that I get ejected from conversation with Orla, Hamal dumps me from conversation and she, Orla and Anwen attack as though I'd said that I was there to plunder the temple of the statue. (A side quest in Markarth is to steal the statue in the back room of the inner temple; which bethsoft didn't remove the triggers for even if the quest hasn't been started. (What a shock.))  

 

The problem is that...well...I killed them. Okay, I was smart enough to save before going in, but the only way I was able to get out of the fight and make the delivery was to use Submit and surrender and then do the conversations over and go through the dialogue and get the correct options.  After I killed them I went back to Master, mostly because I wanted to see just how mad she'd be with me for killing Hamal without making the delivery, but I only go the "Don't you have a delivery to make?" lines of dialogue.  Not really sure this counts as a "problem" but it does stick me in an unbreakable quest loop.  Maybe a quest script check to ensure that the person who is meant to get the delivery is still alive?  And a fail condition in the script to ensure the player doesn't kill them, and if so is punished on return.  Also, I think there is a way to check if the player kills an NPC or not, because dragons and vampires are a problem with checking for npc death. I know that Saffir in Whiterun has a penchant for attacking vampires and getting her skull crushed, as do a lot of people in whiterun come to that. 

 

I will have to see what I can do. I don't think it will be a problem to keep the player from being sent to someone who is dead but it may be a bit more difficult to check once the quest has started. I think if the player kills the customer that may be a bit more of a punishment than what I have set up.

Posted

Given the amount of work as you pointed out it takes for a PC slave mod that goes beyond just tied and left. I can understand it being difficult to have enough things to not get repetitive, though, maybe that's OK. I feel it's impossible to add enough to stop that, at least at the start, maybe better to build one thing for the PC to do while enslaved, make it as fun and interactive as can be, even though it's only one thing, then work on another. Sure it'll be a little repetitive at first, but as each well thought out thing gets added... I just feel a pond as deep as the ocean is better than an ocean as deep as a puddle.   

Posted

 

 

 

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.

 

 

I have to agree that a good player slave mod is a difficult undertaking. I was thinking perhaps you could compare notes with SkyrimII and perhaps come up with a common player slave framework. Something where multiple people could contribute possible master acts or scenes, keyword driven like sexlab animations. Then the slavery quest could query the database of possibilities and pick something appropriate for the master to do given the current situation and parameters of the quest. I am sure you could get a lot more people interested in creating bite sized slavery scenes than would ever consider attempting a full monolithic slavery mod. After some time the database could grow rather large and help keep things from being too repetitive.

 

A keyword database for scenes would also be useful for player configuration. They could flag what sorts of scenes they don't want to see, which could just be added to the scene filter the quest uses to pick a new action.

 

 

For a player slavery mod there really needs to be 3 things:

1- A simple way to identify the player as a slave - Probably the easiest way is using a collar and a faction added by the collar. The faction stays until the player is declared a free person again. The players master is also set by a faction so it is easily looked up.

2- A way for the player to become enslaved - Whether it is hooking into Submit or Defeat (shown it can be done) or through quest or storyline

3- Something to do with the player once they are a slave - It can be anything from being the toy of some bandit, being sold off to someone or something more complex like what I am trying to do.

 

If you have a simple core mechanic it makes it that much easier to do things with and 3 three things I mentioned don't even have to be in the same mod.

 

 

Given the amount of work as you pointed out it takes for a PC slave mod that goes beyond just tied and left. I can understand it being difficult to have enough things to not get repetitive, though, maybe that's OK. I feel it's impossible to add enough to stop that, at least at the start, maybe better to build one thing for the PC to do while enslaved, make it as fun and interactive as can be, even though it's only one thing, then work on another. Sure it'll be a little repetitive at first, but as each well thought out thing gets added... I just feel a pond as deep as the ocean is better than an ocean as deep as a puddle.   

 

The way I believe to do it is to have it in parts so they can be used as needed. I don't want the entire thing scripted with it being linear from start to end, just guided a bit. Using your analogy I think there are parts that should be deep and others shallow (a few of the first and more of the second). So long as it is not repetitive and can be done in varying order it makes it easier to handle as a player.

Posted

So was the problem with the punishments getting stuck fixed or anything? Because it's happening to me as well, and as far as I can tell the quest is simply hanging on stage 70 forever. I was moved to the mountain cage using setstage 80, but the quest then got stuck on stage 200. Another setstage to 210 made it resolve properly.

 

That, and the equipping script after the punishment seems to slow down based on how much stuff is in the player's inventory. I stuck my 500 weight's worth of stuff in a chest first before doing one test, and the punishment items equipped much faster then. The quest still got hung up on stage 70, though. Could it be related to the gags disabling the ability to talk to anyone blocking a conversation or something? I don't know if someone's supposed to try to talk to me or what.

 

Incidentally, there seems to be a couple things that could use some changing to make the punishment scene flow a little better - there's an idle marker on the spot where the whipping takes place - that predictably messes with the punishment positioning a bit, so it should probably be removed. And before the whipping begins, Herran stands a little too close to the player, triggering the greet dialogue "You'd better behave yourself while you're here, slave." at a time where I think Master is supposed to be saying something.

Posted

I've found a problem with the delivery quest to Mother Hamal at the temple in Markarth. NO, this isn't the issue with having the delivery stolen. The problem I've had, both times I've gotten her as a target for the quest, is that I get ejected from conversation with Orla, Hamal dumps me from conversation and she, Orla and Anwen attack as though I'd said that I was there to plunder the temple of the statue. (A side quest in Markarth is to steal the statue in the back room of the inner temple; which bethsoft didn't remove the triggers for even if the quest hasn't been started. (What a shock.))  

 

The problem is that...well...I killed them. Okay, I was smart enough to save before going in, but the only way I was able to get out of the fight and make the delivery was to use Submit and surrender and then do the conversations over and go through the dialogue and get the correct options.  After I killed them I went back to Master, mostly because I wanted to see just how mad she'd be with me for killing Hamal without making the delivery, but I only go the "Don't you have a delivery to make?" lines of dialogue.  Not really sure this counts as a "problem" but it does stick me in an unbreakable quest loop.  Maybe a quest script check to ensure that the person who is meant to get the delivery is still alive?  And a fail condition in the script to ensure the player doesn't kill them, and if so is punished on return.  Also, I think there is a way to check if the player kills an NPC or not, because dragons and vampires are a problem with checking for npc death. I know that Saffir in Whiterun has a penchant for attacking vampires and getting her skull crushed, as do a lot of people in whiterun come to that. 

 

For situations like this - unless you play a character that is skiled with illusion magic - i recommend puppet master mod.

All its sexual content aside its a great tool to unbug the game - in this situation you can just use it on mother hamal and she wont become hostile towards you.

 

Also i believe i had this issue when i was testing sisterhood of dibella mod. For me it happened when i approached Hamal inside inner temple during night hours. During the day time she was alot more willing to have a conversation. You could try that as well.

 

 

 

 

I have to agree that a good player slave mod is a difficult undertaking. I was thinking perhaps you could compare notes with SkyrimII and perhaps come up with a common player slave framework. Something where multiple people could contribute possible master acts or scenes, keyword driven like sexlab animations. Then the slavery quest could query the database of possibilities and pick something appropriate for the master to do given the current situation and parameters of the quest. I am sure you could get a lot more people interested in creating bite sized slavery scenes than would ever consider attempting a full monolithic slavery mod. After some time the database could grow rather large and help keep things from being too repetitive.

 

A keyword database for scenes would also be useful for player configuration. They could flag what sorts of scenes they don't want to see, which could just be added to the scene filter the quest uses to pick a new action.

 

 

Problem is various people have vare various ideas about how the slavery in their mods should work.

Vala seems to be focused more on bondage aspect. And its cool becouse its what make hes mod very interesting.

Other peope tho might be focused more on different aspects like sex or slave trade.

 

Captured Dreams is all about the person of The Master and her view of things - it wont fit easy to everything else.

Posted

 

For a player slavery mod there really needs to be 3 things:

1- A simple way to identify the player as a slave - Probably the easiest way is using a collar and a faction added by the collar. The faction stays until the player is declared a free person again. The players master is also set by a faction so it is easily looked up.

2- A way for the player to become enslaved - Whether it is hooking into Submit or Defeat (shown it can be done) or through quest or storyline

3- Something to do with the player once they are a slave - It can be anything from being the toy of some bandit, being sold off to someone or something more complex like what I am trying to do.

 

If you have a simple core mechanic it makes it that much easier to do things with and 3 three things I mentioned don't even have to be in the same mod.

For point 1 and 2 you could take a look/ask at SD+, there you get a collar and become enslaved. With the collar you also drop to your knees when not walking. No doubt something like that could be used. I believe a collar is something required for a full-time slave. SD+ uses the ZAZ collar which is a bit clunky, maybe a small retex (CD logo?) of one of DD collars would be a nice touch. Just add the same scripts to that collar.

 

For point 3 there needs to be some mechanic to keep the player from just walking away. I think that could be put in roughly 3 categories:

3.1. Collision restraint (gates/cages/walls/pits)

3.2. Waypoint scripts, when you get x distance from a marker you get teleported to a point, maybe with some shock animations applied for some smoothing of the scenes.

3.3. Dog leash. As I pointed out a while ago the Slave mod on the nexus allows the player to magically restrain a NPC to a certain point on the ground. No doubt this script range could be extended and one of the NPC's could fire the spell on the player.

 

Option 3.1 is by far the easiest to do. Just lock the gate with a special key, only problem with this is to find a suitable area for an escape proof fencing. Or just keep the player indoors. You could also place a guard at the door which triggers when you get too close to the door. I believe you have some "Stun-gun" spell on the mage robbing the player, something like that could also be used.

 

While captive there could be some quests to do, like something simple as mine x ore of collect x weeds or pleasure the master and entertain guests by showing of the DD devices. The scene's could also be triggered when the player reports back after a quest. Like a reward or punishment. The same as the current CD delivery quest scene's are triggered.

Posted

So was the problem with the punishments getting stuck fixed or anything? Because it's happening to me as well, and as far as I can tell the quest is simply hanging on stage 70 forever. I was moved to the mountain cage using setstage 80, but the quest then got stuck on stage 200. Another setstage to 210 made it resolve properly.

 

That, and the equipping script after the punishment seems to slow down based on how much stuff is in the player's inventory. I stuck my 500 weight's worth of stuff in a chest first before doing one test, and the punishment items equipped much faster then. The quest still got hung up on stage 70, though. Could it be related to the gags disabling the ability to talk to anyone blocking a conversation or something? I don't know if someone's supposed to try to talk to me or what.

 

Incidentally, there seems to be a couple things that could use some changing to make the punishment scene flow a little better - there's an idle marker on the spot where the whipping takes place - that predictably messes with the punishment positioning a bit, so it should probably be removed. And before the whipping begins, Herran stands a little too close to the player, triggering the greet dialogue "You'd better behave yourself while you're here, slave." at a time where I think Master is supposed to be saying something.

 

I am trying to figure out why it stopping in stage 70, can you see what stage CDxDeliveryJob is at? It will help me determine where in the script for that stage it is getting to.

 

The equipping script slowing down when you have a large inventory of items is with Integration. The DD items that are added and removed all use the commands from that.

 

The idle marker is what the position is going from. The command to hold the player worked somewhat better using that than an xmarker, still trying to work out why it only works occasionally since it is set up the same for each scene. As for Herran's comments I probably need to disable the Hellos to Player in the AI.

Posted

 

 

For a player slavery mod there really needs to be 3 things:

1- A simple way to identify the player as a slave - Probably the easiest way is using a collar and a faction added by the collar. The faction stays until the player is declared a free person again. The players master is also set by a faction so it is easily looked up.

2- A way for the player to become enslaved - Whether it is hooking into Submit or Defeat (shown it can be done) or through quest or storyline

3- Something to do with the player once they are a slave - It can be anything from being the toy of some bandit, being sold off to someone or something more complex like what I am trying to do.

 

If you have a simple core mechanic it makes it that much easier to do things with and 3 three things I mentioned don't even have to be in the same mod.

For point 1 and 2 you could take a look/ask at SD+, there you get a collar and become enslaved. With the collar you also drop to your knees when not walking. No doubt something like that could be used. I believe a collar is something required for a full-time slave. SD+ uses the ZAZ collar which is a bit clunky, maybe a small retex (CD logo?) of one of DD collars would be a nice touch. Just add the same scripts to that collar.

 

For point 3 there needs to be some mechanic to keep the player from just walking away. I think that could be put in roughly 3 categories:

3.1. Collision restraint (gates/cages/walls/pits)

3.2. Waypoint scripts, when you get x distance from a marker you get teleported to a point, maybe with some shock animations applied for some smoothing of the scenes.

3.3. Dog leash. As I pointed out a while ago the Slave mod on the nexus allows the player to magically restrain a NPC to a certain point on the ground. No doubt this script range could be extended and one of the NPC's could fire the spell on the player.

 

Option 3.1 is by far the easiest to do. Just lock the gate with a special key, only problem with this is to find a suitable area for an escape proof fencing. Or just keep the player indoors. You could also place a guard at the door which triggers when you get too close to the door. I believe you have some "Stun-gun" spell on the mage robbing the player, something like that could also be used.

 

While captive there could be some quests to do, like something simple as mine x ore of collect x weeds or pleasure the master and entertain guests by showing of the DD devices. The scene's could also be triggered when the player reports back after a quest. Like a reward or punishment. The same as the current CD delivery quest scene's are triggered.

 

 

For the collar I was looking to use a custom DD collar with the locking mechanism still intact (but much harder to remove without the custom key).

 

Keeping the player in place in a set environment is much easier than what SD+ has to cope with. Specific tasks can be built with their own triggers to detect if you move outside a specific area and enable whatever mechanism to return you, trigger boxes work prefect for this since there it has events for onenter and onexit. Tavish's manor will be the easier to secure as it will be in its own worldspace and the only way in or out will be by carriage. The Masters' home will be more open so it will rely more on magic to keep the player in line.

Posted

 

 

Problem is various people have vare various ideas about how the slavery in their mods should work.

Vala seems to be focused more on bondage aspect. And its cool becouse its what make hes mod very interesting.

Other peope tho might be focused more on different aspects like sex or slave trade.

 

Captured Dreams is all about the person of The Master and her view of things - it wont fit easy to everything else.

 

 

Yes, that is why I suggested the keyword driven pool of scenes. If the keyword system is rich and robust enough, Vala should be able to pick out the type of scenes he wants, and leverage some stuff developed by other people rather than having to build every scene himself. Then again, if developing such a robust framework is actually more work than rolling your own complete player slave system, that makes it a non-starter.

 

Posted

 

 

 

Problem is various people have vare various ideas about how the slavery in their mods should work.

Vala seems to be focused more on bondage aspect. And its cool becouse its what make hes mod very interesting.

Other peope tho might be focused more on different aspects like sex or slave trade.

 

Captured Dreams is all about the person of The Master and her view of things - it wont fit easy to everything else.

 

 

Yes, that is why I suggested the keyword driven pool of scenes. If the keyword system is rich and robust enough, Vala should be able to pick out the type of scenes he wants, and leverage some stuff developed by other people rather than having to build every scene himself. Then again, if developing such a robust framework is actually more work than rolling your own complete player slave system, that makes it a non-starter.

 

 

 

What I see for a framework like this is:

1- being able to identify who is a slave and who is their master no matter which position the player is in.

2- setting up the npc as a slave by turning them into a follower and setting up some factions.

3- add some basic commands to give to an npc.

4- add some basic commands to use on the player.

 

This would give the player some functionality in making an npc a slave and putting the base mechanics for identifying the player as a slave. With the player identified as a slave then other mods can use that to control the player.

 

The only other thing I would add to the framework is someplace to buy or sell slaves. For the most part this would be for the player to sell or buy from but could also be used with the player being the slave so long as there is something that will use the player from there.

Posted

 

 

 

For a player slavery mod there really needs to be 3 things:

1- A simple way to identify the player as a slave - Probably the easiest way is using a collar and a faction added by the collar. The faction stays until the player is declared a free person again. The players master is also set by a faction so it is easily looked up.

2- A way for the player to become enslaved - Whether it is hooking into Submit or Defeat (shown it can be done) or through quest or storyline

3- Something to do with the player once they are a slave - It can be anything from being the toy of some bandit, being sold off to someone or something more complex like what I am trying to do.

 

If you have a simple core mechanic it makes it that much easier to do things with and 3 three things I mentioned don't even have to be in the same mod.

For point 1 and 2 you could take a look/ask at SD+, there you get a collar and become enslaved. With the collar you also drop to your knees when not walking. No doubt something like that could be used. I believe a collar is something required for a full-time slave. SD+ uses the ZAZ collar which is a bit clunky, maybe a small retex (CD logo?) of one of DD collars would be a nice touch. Just add the same scripts to that collar.

 

For point 3 there needs to be some mechanic to keep the player from just walking away. I think that could be put in roughly 3 categories:

3.1. Collision restraint (gates/cages/walls/pits)

3.2. Waypoint scripts, when you get x distance from a marker you get teleported to a point, maybe with some shock animations applied for some smoothing of the scenes.

3.3. Dog leash. As I pointed out a while ago the Slave mod on the nexus allows the player to magically restrain a NPC to a certain point on the ground. No doubt this script range could be extended and one of the NPC's could fire the spell on the player.

 

Option 3.1 is by far the easiest to do. Just lock the gate with a special key, only problem with this is to find a suitable area for an escape proof fencing. Or just keep the player indoors. You could also place a guard at the door which triggers when you get too close to the door. I believe you have some "Stun-gun" spell on the mage robbing the player, something like that could also be used.

 

While captive there could be some quests to do, like something simple as mine x ore of collect x weeds or pleasure the master and entertain guests by showing of the DD devices. The scene's could also be triggered when the player reports back after a quest. Like a reward or punishment. The same as the current CD delivery quest scene's are triggered.

 

 

For the collar I was looking to use a custom DD collar with the locking mechanism still intact (but much harder to remove without the custom key).

 

Keeping the player in place in a set environment is much easier than what SD+ has to cope with. Specific tasks can be built with their own triggers to detect if you move outside a specific area and enable whatever mechanism to return you, trigger boxes work prefect for this since there it has events for onenter and onexit. Tavish's manor will be the easier to secure as it will be in its own worldspace and the only way in or out will be by carriage. The Masters' home will be more open so it will rely more on magic to keep the player in line.

 

The new leather collar or the posture collar could be used because of the ring, would be a nice (lore) handle for some dialog popups :). You could also add like a remove lockpick (armbinder script) and 'set magica to 0' on the collar, in essence making it impossible to remove without the special key and/or the remove script function. Some logo and/or color retex for the collar would be a nice and fairly simple feature to mod de .DDS files.

 

 

Isn't a new worldspace hellish to create? If it's outside you have to make it so that it's surrounded by mountains or it would look real nasty if you have a high view distance setting. Or do you want to do something like a stand-alone/clone of the Thalmor Embassy cell? Remove interaction with the gate and have a carriage there (as in the vanilla game as well) as a teleport thing. Because you can't leave the area it's easier to mask the end of the worldspace. That could work. 

 

Around masters mansion maybe you want to use the area triggers, have something like a guard mess you up when you leave the marker area. This still needs some kind of fast-travel block just as the Tavish scene would need (from the collar?). Instead of a guard some kind of shock function on the collar could be activated when outside of the marker area. Trigger a little blackout and teleport to master like when moving to the cage in the mountains. And just to let the my mind run, like SD+ trigger a "slave needs to sleep" function at a set time in the evening directing the player to a cage with some hay. Inside or somewhere in the cold if she's been a bad girl  ;)

Posted

 

 

 

 

 

For a player slavery mod there really needs to be 3 things:

1- A simple way to identify the player as a slave - Probably the easiest way is using a collar and a faction added by the collar. The faction stays until the player is declared a free person again. The players master is also set by a faction so it is easily looked up.

2- A way for the player to become enslaved - Whether it is hooking into Submit or Defeat (shown it can be done) or through quest or storyline

3- Something to do with the player once they are a slave - It can be anything from being the toy of some bandit, being sold off to someone or something more complex like what I am trying to do.

 

If you have a simple core mechanic it makes it that much easier to do things with and 3 three things I mentioned don't even have to be in the same mod.

For point 1 and 2 you could take a look/ask at SD+, there you get a collar and become enslaved. With the collar you also drop to your knees when not walking. No doubt something like that could be used. I believe a collar is something required for a full-time slave. SD+ uses the ZAZ collar which is a bit clunky, maybe a small retex (CD logo?) of one of DD collars would be a nice touch. Just add the same scripts to that collar.

 

For point 3 there needs to be some mechanic to keep the player from just walking away. I think that could be put in roughly 3 categories:

3.1. Collision restraint (gates/cages/walls/pits)

3.2. Waypoint scripts, when you get x distance from a marker you get teleported to a point, maybe with some shock animations applied for some smoothing of the scenes.

3.3. Dog leash. As I pointed out a while ago the Slave mod on the nexus allows the player to magically restrain a NPC to a certain point on the ground. No doubt this script range could be extended and one of the NPC's could fire the spell on the player.

 

Option 3.1 is by far the easiest to do. Just lock the gate with a special key, only problem with this is to find a suitable area for an escape proof fencing. Or just keep the player indoors. You could also place a guard at the door which triggers when you get too close to the door. I believe you have some "Stun-gun" spell on the mage robbing the player, something like that could also be used.

 

While captive there could be some quests to do, like something simple as mine x ore of collect x weeds or pleasure the master and entertain guests by showing of the DD devices. The scene's could also be triggered when the player reports back after a quest. Like a reward or punishment. The same as the current CD delivery quest scene's are triggered.

 

 

For the collar I was looking to use a custom DD collar with the locking mechanism still intact (but much harder to remove without the custom key).

 

Keeping the player in place in a set environment is much easier than what SD+ has to cope with. Specific tasks can be built with their own triggers to detect if you move outside a specific area and enable whatever mechanism to return you, trigger boxes work prefect for this since there it has events for onenter and onexit. Tavish's manor will be the easier to secure as it will be in its own worldspace and the only way in or out will be by carriage. The Masters' home will be more open so it will rely more on magic to keep the player in line.

 

 

The new leather collar or the posture collar could be used because of the ring, would be a nice (lore) handle for some dialog popups :). You could also add like a remove lockpick (armbinder script) and 'set magica to 0' on the collar, in essence making it impossible to remove without the special key and/or the remove script function. Some logo and/or color retex for the collar would be a nice and fairly simple feature to mod de .DDS files.

 

 

Isn't a new worldspace hellish to create? If it's outside you have to make it so that it's surrounded by mountains or it would look real nasty if you have a high view distance setting. Or do you want to do something like a stand-alone/clone of the Thalmor Embassy cell? Remove interaction with the gate and have a carriage there (as in the vanilla game as well) as a teleport thing. Because you can't leave the area it's easier to mask the end of the worldspace. That could work. 

 

Around masters mansion maybe you want to use the area triggers, have something like a guard mess you up when you leave the marker area. This still needs some kind of fast-travel block just as the Tavish scene would need (from the collar?). Instead of a guard some kind of shock function on the collar could be activated when outside of the marker area. Trigger a little blackout and teleport to master like when moving to the cage in the mountains. And just to let the my mind run, like SD+ trigger a "slave needs to sleep" function at a set time in the evening directing the player to a cage with some hay. Inside or somewhere in the cold if she's been a bad girl  ;)

 

 

For the worldspace I plan on copying one and modifying it to suit my needs, there are a number of them around.

 

For the collar, there is a way to make them unremovable using the Integration scripts.

 

To stop fast travel from the worldspace would be easy. Since it is a separate area fast travel can be disabled for the entire space just as it is for an interior. I will see what is involved in blocking fast travel for around the shop whether it needs done by the collar or something else.

Posted

Jbezorg relinquished SD to skryimII so he could focus on its successor, an esm slavery framework that would provide the mechanisms you've mentioned. He hasn't talked a lot about it, but from what he's let drop it should be a robust means of controlling both NPCs and PCs that can be used by other mods. As said above, it's clearly a major undertaking, and I for one am looking forward to when it drops for real.

Posted
 

 

 

 

 

 

 

 

For a player slavery mod there really needs to be 3 things:

1- A simple way to identify the player as a slave - Probably the easiest way is using a collar and a faction added by the collar. The faction stays until the player is declared a free person again. The players master is also set by a faction so it is easily looked up.

2- A way for the player to become enslaved - Whether it is hooking into Submit or Defeat (shown it can be done) or through quest or storyline

3- Something to do with the player once they are a slave - It can be anything from being the toy of some bandit, being sold off to someone or something more complex like what I am trying to do.

 

If you have a simple core mechanic it makes it that much easier to do things with and 3 three things I mentioned don't even have to be in the same mod.

For point 1 and 2 you could take a look/ask at SD+, there you get a collar and become enslaved. With the collar you also drop to your knees when not walking. No doubt something like that could be used. I believe a collar is something required for a full-time slave. SD+ uses the ZAZ collar which is a bit clunky, maybe a small retex (CD logo?) of one of DD collars would be a nice touch. Just add the same scripts to that collar.

 

For point 3 there needs to be some mechanic to keep the player from just walking away. I think that could be put in roughly 3 categories:

3.1. Collision restraint (gates/cages/walls/pits)

3.2. Waypoint scripts, when you get x distance from a marker you get teleported to a point, maybe with some shock animations applied for some smoothing of the scenes.

3.3. Dog leash. As I pointed out a while ago the Slave mod on the nexus allows the player to magically restrain a NPC to a certain point on the ground. No doubt this script range could be extended and one of the NPC's could fire the spell on the player.

 

Option 3.1 is by far the easiest to do. Just lock the gate with a special key, only problem with this is to find a suitable area for an escape proof fencing. Or just keep the player indoors. You could also place a guard at the door which triggers when you get too close to the door. I believe you have some "Stun-gun" spell on the mage robbing the player, something like that could also be used.

 

While captive there could be some quests to do, like something simple as mine x ore of collect x weeds or pleasure the master and entertain guests by showing of the DD devices. The scene's could also be triggered when the player reports back after a quest. Like a reward or punishment. The same as the current CD delivery quest scene's are triggered.

 

 

For the collar I was looking to use a custom DD collar with the locking mechanism still intact (but much harder to remove without the custom key).

 

Keeping the player in place in a set environment is much easier than what SD+ has to cope with. Specific tasks can be built with their own triggers to detect if you move outside a specific area and enable whatever mechanism to return you, trigger boxes work prefect for this since there it has events for onenter and onexit. Tavish's manor will be the easier to secure as it will be in its own worldspace and the only way in or out will be by carriage. The Masters' home will be more open so it will rely more on magic to keep the player in line.

 

 

The new leather collar or the posture collar could be used because of the ring, would be a nice (lore) handle for some dialog popups  :). You could also add like a remove lockpick (armbinder script) and 'set magica to 0' on the collar, in essence making it impossible to remove without the special key and/or the remove script function. Some logo and/or color retex for the collar would be a nice and fairly simple feature to mod de .DDS files.

 

 

Isn't a new worldspace hellish to create? If it's outside you have to make it so that it's surrounded by mountains or it would look real nasty if you have a high view distance setting. Or do you want to do something like a stand-alone/clone of the Thalmor Embassy cell? Remove interaction with the gate and have a carriage there (as in the vanilla game as well) as a teleport thing. Because you can't leave the area it's easier to mask the end of the worldspace. That could work. 

 

Around masters mansion maybe you want to use the area triggers, have something like a guard mess you up when you leave the marker area. This still needs some kind of fast-travel block just as the Tavish scene would need (from the collar?). Instead of a guard some kind of shock function on the collar could be activated when outside of the marker area. Trigger a little blackout and teleport to master like when moving to the cage in the mountains. And just to let the my mind run, like SD+ trigger a "slave needs to sleep" function at a set time in the evening directing the player to a cage with some hay. Inside or somewhere in the cold if she's been a bad girl   ;)

 

 

 

For the worldspace I plan on copying one and modifying it to suit my needs, there are a number of them around.

 

For the collar, there is a way to make them unremovable using the Integration scripts.

 

To stop fast travel from the worldspace would be easy. Since it is a separate area fast travel can be disabled for the entire space just as it is for an interior. I will see what is involved in blocking fast travel for around the shop whether it needs done by the collar or something else.

 

The separate worldspace would kill any fast travel indeed, didn't think of that  :D

In essence the armbinder script already does most of the work, it disallows all menu's, don't think Min would mind if you mod the script a bit.

 

 

 

Jbezorg relinquished SD to skryimII so he could focus on its successor, an esm slavery framework that would provide the mechanisms you've mentioned. He hasn't talked a lot about it, but from what he's let drop it should be a robust means of controlling both NPCs and PCs that can be used by other mods. As said above, it's clearly a major undertaking, and I for one am looking forward to when it drops for real.

The idea of SD is kinda neat, but at the moment it's way too buggy to be used in my opinion. The progress towards SD II is kept very quiet, I hope it doesn't die a silent death, that would be a shame. If the slavery system would become a part of Sexlab that would be awesome, but I don't know of any plans to create such a framework addon.

Posted

I have a massive problem (with the last install and with the new windows install...all files new loaded)

If the Master or the CD-Banditboss remove the Belt,the PC dies instantly

 

sorry,i forgot,to activate papyrus in the ini (it is a new Windows-Install)

Loadorder

 

 

 

BOSS
Version 2.2.0
Summary
SKSE Plugins
Recognised Plugins
Unrecognised Plugins
Log Feature Support
Filters

These plugins are recognised by BOSS and have been sorted according to its masterlist. Please read any attached messages and act on any that require action.

Skyrim.esm Active
Update.esm Active
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Contains dirty edits: 92 ITM, 3 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here.
Unofficial Skyrim Patch.esp Version 2.0.0a Active
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Dawnguard.esm Active
Contains dirty edits: 619 ITM, 82 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here.
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Unofficial Dawnguard Patch.esp Version 2.0.2 Active
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HearthFires.esm Active
Contains dirty edits: 184 ITM, 11 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here.
Unofficial Hearthfire Patch.esp Version 2.0.0 Active
Dragonborn.esm Active
Contains dirty edits: 61 ITM, 8 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here.
Unofficial Dragonborn Patch.esp Version 2.0.0 Active
Bash Tag suggestion(s): {{BASH: Delev}}
ApachiiHair.esm Version 1.4 Active
ApachiiHairFemales.esm Version 1.3 Active
AzarHair.esm Active
FallOut3Hairs.esm Active
RaceCompatibility.esm Active
actorEvents.esm Active
fox_shop.esm Active
hdtHighHeel.esm Active
Lanterns Of Skyrim - All In One - Main.esm Active
RCOTS-RACES.esm Active
SexLab.esm Version 1.39 Active
SexLabAroused.esm Active
HentaiPregnancy.esm Active
SGHairPackBase.esm Active
SK Monli Race.esm Active
Skykids.esm Active
x117BretonNord.esm Active
ZaZAnimationPack.esm Active
Devious Devices - Assets.esm Version 2.7.0 Active
SMSkyrim.esp Version 4.0.3 Active
HighResTexturePack01.esp Active
HighResTexturePack02.esp Active
HighResTexturePack03.esp Active
RaceCompatibilityUSKPOverride.esp Active
USKP Patcher for RaceCompatibility.esp Active
Chesko_Frostfall.esp Active
Morning Fogs.esp Active
AMatterOfTime.esp Version 1.00 Active
MF_RadiantProstitution.esp Active
SexLab TDF Aggressive Prostitution.esp Active
SexLabNudeCreatures.esp Active
SexLabDefeat.esp Active
sextoys-calyps-2.esp Active
RaceMenu.esp Active
RaceMenuPlugin.esp Active
Note: RaceMenuPlugin is optional and provides support to alter Height, Breast, Glute and Biceps. If you experience issues with it, disable RaceMenuPlugin.esp and inform the author.
RaceMenuMimic.esp Active
Player Size Adjuster.esp Version 1.1 Active
SkyUI.esp Version 4.1 Active
bobsDGclothing.esp Active
Bondage Action Mode - Bombshell BBP.esp Active
CompetitionSwimsuit.esp Active
DarkStringArmor.esp Active
DCSorceress.esp Active
DF_T4.esp Active
DIMclothes1.esp Active
Requires: DIMONIZED UNP
Fancy Dress.esp Active
FoxMerged.esp Active
GattiBondage1.esp Active
Requires: CBBE
GymnasticsLeotard.esp Active
KCEIceBikini.esp Active
lolilabs.esp Active
Contains dirty edits: 8 ITM, 0 UDR records. Needs TES5Edit cleaning. (Cleaning Guide)
mmpieceringparts1.esp Active
NewmillerHighHeelsBlck.esp Active
NightasyBondageArmor.esp Active
Osare Maid Outfit.esp Active
Requires: DIMONIZED UNP
Osare SchoolUniform.esp Active
Osare Underwear.esp Active
R18pn - lingerie Set.esp Active
R18Pn - Astaroth Suit.esp Active
R18Pn - Inner Wear Set.esp Active
RCOTS-Armorpack(english).esp Active
Remodeled Armor.esp Active
Remodeled Armor - Vanilla Replacer.esp Active
Remodeled Armor - Vanilla Replacer - Dawnguard.esp Active
Remodeled Armor - Vanilla Replacer - Dragonborn.esp Active
Schoolgirl Uniform.esp Active
Young_Trap.esp Active
zarias_restraints.esp Active
Bards&Merchants.esp Active
Captured Dreams.esp Active
Devious Deviants.esp Active
Ebonvale.esp Active
My Home Is Your Home.esp Version 1.21 Active
RiverWood Redux.esp Active
Riverwood Redux Expanded Basement.esp Active
sanguinesDebauchery.esp Active
SDpatch - dawnguard.esp Active
SDpatch - dragonborn.esp Active
SDpatch - frostfall.esp Active
Sweet&Sexy Lingerie.esp Active
Requires: CBBE
alcoholiceffect.esp Active
SC07SexLabRandomAttack.esp Active
vinis_crime_gold.esp Active
xazPrisonOverhaul.esp Active
YChildren of the Sky.esp Active
RCOTS-Xvision(FriendChild).esp Active
BFT Ships and Carriages - HF.esp Active
Contains dirty edits: 64 ITM, 0 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here.
ApachiiHairStyles-FemaleOnly.esp Active
AzarHairPonyTail 03 - Havok.esp Active
Brows.esp Version 30411 Active
numenume Hair.esp Active
numenume femalebrows MARO.esp Active
SaEmoHair.esp Active
SGHairPackAIO.esp Active
ArgonianTeenagerRace.esp Active
BretonTeenagerRace.esp Active
DarkElfTeenagerRace.esp Active
HighElfTeenagerRace.esp Active
KhajiitTeenagerRace.esp Active
ImperialTeenagerRace.esp Active
Monli.esp Active
NordTeenagerRace.esp Active
OrcTeenagerRace.esp Active
OrientalRace.esp Active
RedguardTeenagerRace.esp Active
WoodElfTeenagerRace.esp Active
AKElvenTeenies.esp Active
AshenFollowers.esp Active
Requires: UFO - Ultimate Follower Overhaul.esp
BTRH_Followers_ALL.esp Active
Companion_Ria.esp Active
Delphine.esp Active
FFBretons.esp Active
FFNords.esp Active
Contains dirty edits: 6 ITM, 0 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here.
Kamille.esp Active
mayatola UFF.esp Active
Mei.esp Active
MKsBetterBardsSA.esp Active
SSNWFollower_Kotone.esp Active
SGFChastity.esp Active
SGFEris.esp Active
SGFKodelia.esp Active
SGFLucretia.esp Active
SGFSabeena.esp Active
AmazingFollowerTweaks.esp Active
Skyrim Unbound.esp Active
CharacterMakingExtender.esp
EnhancedCharacterEdit.esp Active
ECEESCv.esp
Facelight.esp Active
72HoursRespawn.esp Active
Clean Invisibility Effects plus Eyes Fix.esp Active

 

Posted

I have a massive problem (with the last install and with the new windows install...all files new loaded)

If the Master or the CD-Banditboss remove the Belt,the PC dies instantly

 

sorry,i forgot,to activate papyrus in the ini (it is a new Windows-Install)

Loadorder

 

 

 

BOSS

Version 2.2.0

Summary

SKSE Plugins

Recognised Plugins

Unrecognised Plugins

Log Feature Support

Filters

 

These plugins are recognised by BOSS and have been sorted according to its masterlist. Please read any attached messages and act on any that require action.

 

Skyrim.esm Active

Update.esm Active

Bash Tag suggestion(s): {{BASH: Delev, Relev}}

Contains dirty edits: 92 ITM, 3 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here.

Unofficial Skyrim Patch.esp Version 2.0.0a Active

Bash Tag suggestion(s): {{BASH: Delev, Relev}}

Dawnguard.esm Active

Contains dirty edits: 619 ITM, 82 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here.

Bash Tag suggestion(s): {{BASH: Delev, Relev}}

Unofficial Dawnguard Patch.esp Version 2.0.2 Active

Bash Tag suggestion(s): {{BASH: Delev, Relev}}

HearthFires.esm Active

Contains dirty edits: 184 ITM, 11 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here.

Unofficial Hearthfire Patch.esp Version 2.0.0 Active

Dragonborn.esm Active

Contains dirty edits: 61 ITM, 8 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here.

Unofficial Dragonborn Patch.esp Version 2.0.0 Active

Bash Tag suggestion(s): {{BASH: Delev}}

ApachiiHair.esm Version 1.4 Active

ApachiiHairFemales.esm Version 1.3 Active

AzarHair.esm Active

FallOut3Hairs.esm Active

RaceCompatibility.esm Active

actorEvents.esm Active

fox_shop.esm Active

hdtHighHeel.esm Active

Lanterns Of Skyrim - All In One - Main.esm Active

RCOTS-RACES.esm Active

SexLab.esm Version 1.39 Active

SexLabAroused.esm Active

HentaiPregnancy.esm Active

SGHairPackBase.esm Active

SK Monli Race.esm Active

Skykids.esm Active

x117BretonNord.esm Active

ZaZAnimationPack.esm Active

Devious Devices - Assets.esm Version 2.7.0 Active

SMSkyrim.esp Version 4.0.3 Active

HighResTexturePack01.esp Active

HighResTexturePack02.esp Active

HighResTexturePack03.esp Active

RaceCompatibilityUSKPOverride.esp Active

USKP Patcher for RaceCompatibility.esp Active

Chesko_Frostfall.esp Active

Morning Fogs.esp Active

AMatterOfTime.esp Version 1.00 Active

MF_RadiantProstitution.esp Active

SexLab TDF Aggressive Prostitution.esp Active

SexLabNudeCreatures.esp Active

SexLabDefeat.esp Active

sextoys-calyps-2.esp Active

RaceMenu.esp Active

RaceMenuPlugin.esp Active

Note: RaceMenuPlugin is optional and provides support to alter Height, Breast, Glute and Biceps. If you experience issues with it, disable RaceMenuPlugin.esp and inform the author.

RaceMenuMimic.esp Active

Player Size Adjuster.esp Version 1.1 Active

SkyUI.esp Version 4.1 Active

bobsDGclothing.esp Active

Bondage Action Mode - Bombshell BBP.esp Active

CompetitionSwimsuit.esp Active

DarkStringArmor.esp Active

DCSorceress.esp Active

DF_T4.esp Active

DIMclothes1.esp Active

Requires: DIMONIZED UNP

Fancy Dress.esp Active

FoxMerged.esp Active

GattiBondage1.esp Active

Requires: CBBE

GymnasticsLeotard.esp Active

KCEIceBikini.esp Active

lolilabs.esp Active

Contains dirty edits: 8 ITM, 0 UDR records. Needs TES5Edit cleaning. (Cleaning Guide)

mmpieceringparts1.esp Active

NewmillerHighHeelsBlck.esp Active

NightasyBondageArmor.esp Active

Osare Maid Outfit.esp Active

Requires: DIMONIZED UNP

Osare SchoolUniform.esp Active

Osare Underwear.esp Active

R18pn - lingerie Set.esp Active

R18Pn - Astaroth Suit.esp Active

R18Pn - Inner Wear Set.esp Active

RCOTS-Armorpack(english).esp Active

Remodeled Armor.esp Active

Remodeled Armor - Vanilla Replacer.esp Active

Remodeled Armor - Vanilla Replacer - Dawnguard.esp Active

Remodeled Armor - Vanilla Replacer - Dragonborn.esp Active

Schoolgirl Uniform.esp Active

Young_Trap.esp Active

zarias_restraints.esp Active

Bards&Merchants.esp Active

Captured Dreams.esp Active

Devious Deviants.esp Active

Ebonvale.esp Active

My Home Is Your Home.esp Version 1.21 Active

RiverWood Redux.esp Active

Riverwood Redux Expanded Basement.esp Active

sanguinesDebauchery.esp Active

SDpatch - dawnguard.esp Active

SDpatch - dragonborn.esp Active

SDpatch - frostfall.esp Active

Sweet&Sexy Lingerie.esp Active

Requires: CBBE

alcoholiceffect.esp Active

SC07SexLabRandomAttack.esp Active

vinis_crime_gold.esp Active

xazPrisonOverhaul.esp Active

YChildren of the Sky.esp Active

RCOTS-Xvision(FriendChild).esp Active

BFT Ships and Carriages - HF.esp Active

Contains dirty edits: 64 ITM, 0 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here.

ApachiiHairStyles-FemaleOnly.esp Active

AzarHairPonyTail 03 - Havok.esp Active

Brows.esp Version 30411 Active

numenume Hair.esp Active

numenume femalebrows MARO.esp Active

SaEmoHair.esp Active

SGHairPackAIO.esp Active

ArgonianTeenagerRace.esp Active

BretonTeenagerRace.esp Active

DarkElfTeenagerRace.esp Active

HighElfTeenagerRace.esp Active

KhajiitTeenagerRace.esp Active

ImperialTeenagerRace.esp Active

Monli.esp Active

NordTeenagerRace.esp Active

OrcTeenagerRace.esp Active

OrientalRace.esp Active

RedguardTeenagerRace.esp Active

WoodElfTeenagerRace.esp Active

AKElvenTeenies.esp Active

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Requires: UFO - Ultimate Follower Overhaul.esp

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CharacterMakingExtender.esp

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Clean Invisibility Effects plus Eyes Fix.esp Active

 

 

Since you are using Sanguines Debauchery make sure you have installed the No Deffered Kill Script available in the downloads.

Posted

 

 

I am trying to figure out why it stopping in stage 70, can you see what stage CDxDeliveryJob is at? It will help me determine where in the script for that stage it is getting to.

The equipping script slowing down when you have a large inventory of items is with Integration. The DD items that are added and removed all use the commands from that.

 

The idle marker is what the position is going from. The command to hold the player worked somewhat better using that than an xmarker, still trying to work out why it only works occasionally since it is set up the same for each scene. As for Herran's comments I probably need to disable the Hellos to Player in the AI.

 

CDxDeliveryJob is at stage 700. The quest fails after the items are equipped, which I expect is intended behavior.

 

I mention the idle marker because during one test an assistant went over to the punishment spot and leaned against the wall there, futzing with Herran's whipping until she moved aside.

 

And here's the relevant chunk of the Papyrus log for good measure:

 

 

[CDxDeliveryController (A5017593)].CDErrandControllerScr.Fragment_18() - "cderrandcontrollerscr.psc" Line ?

[04/11/2014 - 03:16:48PM] Warning: Assigning None to a non-object variable named "::temp29"
stack:
[CDxDeliveryController (A5017593)].CDErrandControllerScr.Fragment_18() - "cderrandcontrollerscr.psc" Line ?
[04/11/2014 - 03:19:13PM] Error: None is not a valid inventory item
stack:
[ (00000014)].Actor.GetItemCount() - "<native>" Line ?
[zadQuest (2500F624)].zadlibs.WearingConflictingDevice() - "zadLibs.psc" Line ?
[zadQuest (2500F624)].zadlibs.EquipDevice() - "zadLibs.psc" Line ?
[zadQuest (2500F624)].zadlibs.ManipulateDevice() - "zadLibs.psc" Line ?
[CDxFramework (A50402BD)].CDxFramework.AddRandomItems() - "cdxframework.psc" Line ?
[CDxMP01 (A505BF32)].CDxMP01.Fragment_10() - "cdxmp01.psc" Line ?
[04/11/2014 - 03:19:14PM] Error: None is not a valid inventory item
stack:
[ (00000014)].Actor.GetItemCount() - "<native>" Line ?
[zadQuest (2500F624)].zadlibs.WearingConflictingDevice() - "zadLibs.psc" Line ?
[zadQuest (2500F624)].zadlibs.EquipDevice() - "zadLibs.psc" Line ?
[zadQuest (2500F624)].zadlibs.ManipulateDevice() - "zadLibs.psc" Line ?
[CDxFramework (A50402BD)].CDxFramework.AddRandomItems() - "cdxframework.psc" Line ?
[CDxMP01 (A505BF32)].CDxMP01.Fragment_10() - "cdxmp01.psc" Line ?
[04/11/2014 - 03:19:19PM] Error: Cannot check worn items against a None keyword
stack:
[ (00000014)].Actor.WornHasKeyword() - "<native>" Line ?
[zadQuest (2500F624)].zadlibs.UpdateControls() - "zadLibs.psc" Line ?
[Active effect 63 on  (00000014)].zadArmbinderEffect.OnEffectStart() - "zadArmbinderEffect.psc" Line ?
[04/11/2014 - 03:19:36PM] Error: Cannot call start() on a None object, aborting function call
stack:
[CDxMP01 (A505BF32)].CDxMP01.Fragment_10() - "cdxmp01.psc" Line ?
[04/11/2014 - 03:20:57PM] Error: Cannot check worn items against a None keyword
stack:
[ (00000014)].Actor.WornHasKeyword() - "<native>" Line ?
[zadQuest (2500F624)].zadlibs.UpdateControls() - "zadLibs.psc" Line ?
[item 61 in container  (00000014)].zadRestraintArmBinderScript.OnEquippedPost() - "zadRestraintArmBinderScript.psc" Line ?
[item 61 in container  (00000014)].zadRestraintArmBinderScript.OnEquipped() - "zadEquipScript.psc" Line ?
[04/11/2014 - 03:27:02PM] VM is freezing...
[04/11/2014 - 03:27:02PM] VM is frozen

Posted

 

 

 

I am trying to figure out why it stopping in stage 70, can you see what stage CDxDeliveryJob is at? It will help me determine where in the script for that stage it is getting to.

The equipping script slowing down when you have a large inventory of items is with Integration. The DD items that are added and removed all use the commands from that.

 

The idle marker is what the position is going from. The command to hold the player worked somewhat better using that than an xmarker, still trying to work out why it only works occasionally since it is set up the same for each scene. As for Herran's comments I probably need to disable the Hellos to Player in the AI.

 

CDxDeliveryJob is at stage 700. The quest fails after the items are equipped, which I expect is intended behavior.

 

I mention the idle marker because during one test an assistant went over to the punishment spot and leaned against the wall there, futzing with Herran's whipping until she moved aside.

 

And here's the relevant chunk of the Papyrus log for good measure:

 

 

[CDxDeliveryController (A5017593)].CDErrandControllerScr.Fragment_18() - "cderrandcontrollerscr.psc" Line ?

[04/11/2014 - 03:16:48PM] Warning: Assigning None to a non-object variable named "::temp29"
stack:
[CDxDeliveryController (A5017593)].CDErrandControllerScr.Fragment_18() - "cderrandcontrollerscr.psc" Line ?
[04/11/2014 - 03:19:13PM] Error: None is not a valid inventory item
stack:
[ (00000014)].Actor.GetItemCount() - "<native>" Line ?
[zadQuest (2500F624)].zadlibs.WearingConflictingDevice() - "zadLibs.psc" Line ?
[zadQuest (2500F624)].zadlibs.EquipDevice() - "zadLibs.psc" Line ?
[zadQuest (2500F624)].zadlibs.ManipulateDevice() - "zadLibs.psc" Line ?
[CDxFramework (A50402BD)].CDxFramework.AddRandomItems() - "cdxframework.psc" Line ?
[CDxMP01 (A505BF32)].CDxMP01.Fragment_10() - "cdxmp01.psc" Line ?
[04/11/2014 - 03:19:14PM] Error: None is not a valid inventory item
stack:
[ (00000014)].Actor.GetItemCount() - "<native>" Line ?
[zadQuest (2500F624)].zadlibs.WearingConflictingDevice() - "zadLibs.psc" Line ?
[zadQuest (2500F624)].zadlibs.EquipDevice() - "zadLibs.psc" Line ?
[zadQuest (2500F624)].zadlibs.ManipulateDevice() - "zadLibs.psc" Line ?
[CDxFramework (A50402BD)].CDxFramework.AddRandomItems() - "cdxframework.psc" Line ?
[CDxMP01 (A505BF32)].CDxMP01.Fragment_10() - "cdxmp01.psc" Line ?
[04/11/2014 - 03:19:19PM] Error: Cannot check worn items against a None keyword
stack:
[ (00000014)].Actor.WornHasKeyword() - "<native>" Line ?
[zadQuest (2500F624)].zadlibs.UpdateControls() - "zadLibs.psc" Line ?
[Active effect 63 on  (00000014)].zadArmbinderEffect.OnEffectStart() - "zadArmbinderEffect.psc" Line ?
[04/11/2014 - 03:19:36PM] Error: Cannot call start() on a None object, aborting function call
stack:
[CDxMP01 (A505BF32)].CDxMP01.Fragment_10() - "cdxmp01.psc" Line ?
[04/11/2014 - 03:20:57PM] Error: Cannot check worn items against a None keyword
stack:
[ (00000014)].Actor.WornHasKeyword() - "<native>" Line ?
[zadQuest (2500F624)].zadlibs.UpdateControls() - "zadLibs.psc" Line ?
[item 61 in container  (00000014)].zadRestraintArmBinderScript.OnEquippedPost() - "zadRestraintArmBinderScript.psc" Line ?
[item 61 in container  (00000014)].zadRestraintArmBinderScript.OnEquipped() - "zadEquipScript.psc" Line ?
[04/11/2014 - 03:27:02PM] VM is freezing...
[04/11/2014 - 03:27:02PM] VM is frozen

 

 

It looks like pretty much all the scripts from Captured Dreams that were running as well as the ones from Integration were having problems at that point. The script CDxDeliveryController is trying to equip random items on the player but Integration and the Captured Dreams main framework scripts but it seems that nothing is really working, even the normal papyrus commands are comming up with the "Line ?" at the ends of them.

Posted

Hmnn having some problem trying to get her to "punish me" for not being able to complete a retrieval quest.

 

I get escorted to the side of the shop with all the slaves on display, but then me, the master and her bodyguard just stare around and I can't move anymore.

 

Saw people saying having items on you might cause it to derp out, so stored all I could and still nothing (can quest items like meridia's beacon or Eltrys' note cause it to bug out? I couldn't get rid of those as they're essential items)

Posted

Hmnn having some problem trying to get her to "punish me" for not being able to complete a retrieval quest.

 

I get escorted to the side of the shop with all the slaves on display, but then me, the master and her bodyguard just stare around and I can't move anymore.

 

Saw people saying having items on you might cause it to derp out, so stored all I could and still nothing (can quest items like meridia's beacon or Eltrys' note cause it to bug out? I couldn't get rid of those as they're essential items)

 

The issue happens if the player has a large number of items. I have had around 200 with no problems. If you can post a papyrus log I can see if there are any errors happening.

 

Couple of other questions:

Did you update from a previous version since starting a new game?

If so, what version(s) have you used since starting a new game.

Have you done a clean install of the mod?

Posted

Yeah, did a clean save when I last updated as I do with pretty much all mods (uninstall, update fins, go ingame, wait for an hour or so to make sure any scripts are gone too, then back out to install new one).

 

Even tried with a complete new char, still same.

 

This is the last part of papyrus (has lots of sees xx naked and gets increased arousal though due to all the naked slaves :P)

 

[04/12/2014 - 03:20:56AM] [Zad]: No menus are open. Equipping silently.
[04/12/2014 - 03:20:56AM] [Zad]: No menus are open. Equipping silently.
[04/12/2014 - 03:20:56AM] [Zad]: Syncing for actor Nissa.
[04/12/2014 - 03:20:57AM] [Zad]: Syncing for actor Herran.
[04/12/2014 - 03:20:57AM] [Zad]: Syncing for actor Nissa.
[04/12/2014 - 03:20:57AM] [Zad]: SyncInventory(): Npc is equipping Plugs.
[04/12/2014 - 03:20:57AM] [Zad]: OnEffectStart(gag-noFood)
[04/12/2014 - 03:20:57AM] [Zad]: OnEquipped(Slave Tarri: Cuffs (Padded) (Legs))
[04/12/2014 - 03:20:57AM] [Zad]: OnEffectStart(blindfold)
[04/12/2014 - 03:20:58AM] [Zad]: Syncing for actor Slave Tarri.
[04/12/2014 - 03:20:58AM] [Zad]: SyncInventory(): Npc is equipping blindfold.
[04/12/2014 - 03:20:58AM] [Zad]: No menus are open. Equipping silently.
[04/12/2014 - 03:20:58AM] [Zad]: Syncing for actor Slave Alanna.
[04/12/2014 - 03:20:59AM] [Zad]: SyncInventory(): Npc is equipping Plugs.
[04/12/2014 - 03:20:59AM] [Zad]: ReEquipExistingDevice() is working
[04/12/2014 - 03:20:59AM] [Zad]: Syncing for actor Nissa.
[04/12/2014 - 03:20:59AM] [Zad]: Syncing for actor Tessa.
[04/12/2014 - 03:21:00AM] [Zad]: SyncInventory(): Npc is equipping Leg Cuffs.
[04/12/2014 - 03:21:00AM] [Zad]: Syncing for actor Slave Alanna.
[04/12/2014 - 03:21:00AM] [Zad]: SyncInventory(): Equipping Leg Cuffs.
[04/12/2014 - 03:21:00AM] [Zad]: SyncInventory(): Npc is equipping Arm Cuffs.
[04/12/2014 - 03:21:00AM] [Zad]: SyncInventory(): Npc is equipping Belt.
[04/12/2014 - 03:21:00AM] [Zad]: Syncing for actor Nissa.
[04/12/2014 - 03:21:00AM] [Zad]: SyncInventory(): Equipping Arm Cuffs.
[04/12/2014 - 03:21:00AM] [Zad]: SyncInventory(): Npc is equipping Chastity Bra.
[04/12/2014 - 03:21:00AM] [Zad]: SyncInventory(): Equipping Chastity Bra.
[04/12/2014 - 03:21:00AM] [Zad]: ElectroStim: Registered for mod events.
[04/12/2014 - 03:21:01AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()
[04/12/2014 - 03:21:01AM] [Zad]: Syncing for actor Tessa.
[04/12/2014 - 03:21:01AM] [Zad]: SyncInventory(): Npc is equipping Belt.
[04/12/2014 - 03:21:02AM] [Zad]: SyncInventory(): Equipping Belt.
[04/12/2014 - 03:21:02AM] [Zad]: No menus are open. Equipping silently.
[04/12/2014 - 03:21:02AM] [Zad]: Avoiding FTM duplication bug (Harness + Collar).
[04/12/2014 - 03:21:02AM] [Zad]: OnEffectStart(blindfold)
[04/12/2014 - 03:21:02AM] [Zad]: SyncInventory(): Equipping Plugs.
[04/12/2014 - 03:21:02AM] [Zad]: SyncInventory(): Equipping Belt.
[04/12/2014 - 03:21:02AM] [Zad]: SyncInventory(): Equipping Plugs.
[04/12/2014 - 03:21:03AM] [Zad]: Syncing for actor Slave Tarri.
[04/12/2014 - 03:21:03AM] [Zad]: SyncInventory(): Npc is equipping Collar.
[04/12/2014 - 03:21:03AM] [Zad]: OnEffectStart(gag)
[04/12/2014 - 03:21:03AM] [Zad]: SyncInventory(): Equipping Collar.
[04/12/2014 - 03:21:03AM] [Zad]: Syncing for actor Slave Kara.
[04/12/2014 - 03:21:03AM] [Zad]: SyncInventory(): Npc is equipping Plugs.
[04/12/2014 - 03:21:03AM] [Zad]: SyncInventory(): Npc is equipping Collar.
[04/12/2014 - 03:21:03AM] [Zad]: SyncInventory(): Equipping Collar.
[04/12/2014 - 03:21:03AM] [Zad]: Syncing for actor Slave Alanna.
[04/12/2014 - 03:21:03AM] [Zad]: SyncInventory(): Npc is equipping Harness.
[04/12/2014 - 03:21:03AM] [Zad]: Syncing for actor Slave Tarri.
[04/12/2014 - 03:21:04AM] [Zad]: SyncInventory(): Equipping Harness.
[04/12/2014 - 03:21:04AM] [Zad]: No menus are open. Equipping silently.
[04/12/2014 - 03:21:04AM] [Zad]: SyncInventory(): Equipping blindfold.
[04/12/2014 - 03:21:04AM] [Zad]: OnEffectStart(gag)
[04/12/2014 - 03:21:05AM] [Zad]: Syncing for actor Slave Tarri.
[04/12/2014 - 03:21:05AM] [Zad]: SyncInventory(): Npc is equipping Plugs.
[04/12/2014 - 03:21:06AM] [Zad]: OnEffectStart(gag-noFood)
[04/12/2014 - 03:21:06AM] [Zad]: Syncing for actor Slave Alanna.
[04/12/2014 - 03:21:06AM] [Zad]: Syncing for actor Slave Tarri.
[04/12/2014 - 03:21:06AM] [Zad]: SyncInventory(): Npc is equipping gag.
[04/12/2014 - 03:21:06AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()
[04/12/2014 - 03:21:06AM] [Zad]: SyncInventory(): Equipping gag.
[04/12/2014 - 03:21:07AM] [Zad]: Syncing for actor Tessa.
[04/12/2014 - 03:21:07AM] [Zad]: SyncInventory(): Npc is equipping Arm Cuffs.
[04/12/2014 - 03:21:07AM] [Zad]: SyncInventory(): Equipping Arm Cuffs.
[04/12/2014 - 03:21:07AM] [Zad]: SyncInventory(): Equipping Plugs.
[04/12/2014 - 03:21:08AM] [Zad]: Syncing for actor Herran.
[04/12/2014 - 03:21:08AM] [Zad]: SyncInventory(): Npc is equipping Plugs.
[04/12/2014 - 03:21:08AM] [Zad]: Syncing for actor Slave Alanna.
[04/12/2014 - 03:21:08AM] [Zad]: RestraintScript OnEquippedPost Collar
[04/12/2014 - 03:21:08AM] [Zad]: original exposure rate was 2.000000. Setting to 6.000000.
[04/12/2014 - 03:21:08AM] [Zad]: RepopulateNpcs()
[04/12/2014 - 03:21:08AM] [Zad]: Syncing for actor Slave Kara.
[04/12/2014 - 03:21:08AM] [Zad]: Syncing for actor Slave Kara.
[04/12/2014 - 03:21:08AM] [Zad]: SyncInventory(): Npc is equipping Plugs.
[04/12/2014 - 03:21:08AM] [Zad]: SyncInventory(): Npc is equipping Collar.
[04/12/2014 - 03:21:09AM] [Zad]: Syncing for actor Herran.
[04/12/2014 - 03:21:09AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()
[04/12/2014 - 03:21:09AM] [Zad]: SyncInventory(): Npc is equipping Collar.
[04/12/2014 - 03:21:09AM] [Zad]: SyncInventory(): Npc is equipping Arm Cuffs.
[04/12/2014 - 03:21:09AM] [Zad]: RestraintScript OnEquippedPost Legs
[04/12/2014 - 03:21:09AM] [Zad]: SyncInventory(): Equipping Collar.
[04/12/2014 - 03:21:09AM] [Zad]: RestraintScript OnEquippedPost BodyHarness
[04/12/2014 - 03:21:09AM] [Zad]: SyncInventory(): Equipping Plugs.
[04/12/2014 - 03:21:09AM] [Zad]: original exposure rate was 3.000000. Setting to 9.000000.
[04/12/2014 - 03:21:09AM] [Zad]: RepopulateNpcs() is already processing.
[04/12/2014 - 03:21:10AM] [Zad]: RestraintScript OnEquippedPost Collar
[04/12/2014 - 03:21:10AM] [Zad]: SyncInventory(): Equipping Collar.
[04/12/2014 - 03:21:10AM] [Zad]: SyncInventory(): Equipping Plugs.
[04/12/2014 - 03:21:10AM] [Zad]: Syncing for actor Tessa.
[04/12/2014 - 03:21:10AM] [Zad]: Syncing for actor Slave Alanna.
[04/12/2014 - 03:21:10AM] [Zad]: SyncInventory(): Npc is equipping Collar.
[04/12/2014 - 03:21:10AM] [Zad]: SyncInventory(): Npc is equipping blindfold.
[04/12/2014 - 03:21:10AM] [Zad]: SyncInventory(): Equipping blindfold.
[04/12/2014 - 03:21:11AM] [Zad]: RestraintScript OnEquippedPost Blindfold
[04/12/2014 - 03:21:11AM] [Zad]: SyncInventory(): Npc is equipping Leg Cuffs.
[04/12/2014 - 03:21:11AM] [Zad]: SyncInventory(): Equipping Leg Cuffs.
[04/12/2014 - 03:21:11AM] [Zad]: RestraintScript OnEquippedPost Legs
[04/12/2014 - 03:21:11AM] [Zad]: ElectroStim: Registered for mod events.
[04/12/2014 - 03:21:12AM] [Zad]: SyncInventory(): Equipping Plugs.
[04/12/2014 - 03:21:12AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()
[04/12/2014 - 03:21:12AM] [Zad]: Syncing for actor Herran.
[04/12/2014 - 03:21:12AM] [Zad]: SyncInventory(): Npc is equipping Chastity Bra.
[04/12/2014 - 03:21:12AM] [Zad]: SyncInventory(): Npc is equipping Arm Cuffs.
[04/12/2014 - 03:21:12AM] [Zad]: SyncInventory(): Equipping Arm Cuffs.
[04/12/2014 - 03:21:12AM] [Zad]: SyncInventory(): Npc is equipping Belt.
[04/12/2014 - 03:21:12AM] [Zad]: SyncInventory(): Equipping Belt.
[04/12/2014 - 03:21:13AM] [Zad]: SyncInventory(): Equipping Arm Cuffs.
[04/12/2014 - 03:21:13AM] [Zad]: RestraintScript OnEquippedPost Arms
[04/12/2014 - 03:21:13AM] [Zad]: RestraintScript OnEquippedPost Collar
[04/12/2014 - 03:21:13AM] [Zad]: ReEquipExistingDevice() is working
[04/12/2014 - 03:21:13AM] [slainternalscr <sla_Internal (0A083137)>]: Slave Tarri got 4 exposure for  seeing naked Lyala
[04/12/2014 - 03:21:13AM] [Zad]: Syncing for actor Slave Alanna.
[04/12/2014 - 03:21:13AM] [Zad]: RestraintScript OnEquippedPost Blindfold
[04/12/2014 - 03:21:14AM] [Zad]: SyncInventory(): Npc is equipping gag.
[04/12/2014 - 03:21:14AM] [Zad]: SyncInventory(): Equipping gag.
[04/12/2014 - 03:21:14AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()
[04/12/2014 - 03:21:14AM] [Zad]: RestraintScript OnEquippedPost Arms
[04/12/2014 - 03:21:15AM] [Zad]: original exposure rate was 2.000000. Setting to 6.000000.
[04/12/2014 - 03:21:15AM] [Zad]: RepopulateNpcs() is already processing.
[04/12/2014 - 03:21:15AM] [slainternalscr <sla_Internal (0A083137)>]: Slave Alanna got 18 exposure for  seeing naked Lyala
[04/12/2014 - 03:21:15AM] [slainternalscr <sla_Internal (0A083137)>]: Slave Kara got 4 exposure for  seeing naked Lyala
[04/12/2014 - 03:21:15AM] [Zad]: RestraintScript OnEquippedPost Legs
[04/12/2014 - 03:21:15AM] [Zad]: SyncInventory(): Equipping Collar.
[04/12/2014 - 03:21:16AM] [Zad]: RestraintScript OnEquippedPost Collar
[04/12/2014 - 03:21:16AM] [Zad]: RestraintScript OnEquippedPost Arms
[04/12/2014 - 03:21:17AM] [slainternalscr <sla_Internal (0A083137)>]: Tessa got 12 exposure for  seeing naked Lyala
[04/12/2014 - 03:21:17AM] [Zad]: original exposure rate was 2.000000. Setting to 6.000000.
[04/12/2014 - 03:21:17AM] [Zad]: RepopulateNpcs()
[04/12/2014 - 03:21:17AM] [Zad]: Aborting repopulation of NPC slots: Hit throttle.
[04/12/2014 - 03:21:18AM] [slainternalscr <sla_Internal (0A083137)>]: Nissa got 4 exposure for  seeing naked Lyala
[04/12/2014 - 03:21:18AM] [slainternalscr <sla_Internal (0A083137)>]: master got 4 exposure for  seeing naked Lyala
[04/12/2014 - 03:21:19AM] [Zad]: RestraintScript OnEquippedPost Collar
[04/12/2014 - 03:21:19AM] [Zad]: SyncInventory(): Equipping Chastity Bra.
[04/12/2014 - 03:21:19AM] [Zad]: Syncing for actor Slave Tarri.
[04/12/2014 - 03:21:19AM] [Zad]: SyncInventory(): Npc is equipping Leg Cuffs.
[04/12/2014 - 03:21:19AM] [Zad]: SyncInventory(): Equipping Leg Cuffs.
[04/12/2014 - 03:21:20AM] [Zad]: RestraintScript OnEquippedPost Arms
[04/12/2014 - 03:21:20AM] RNPC: Periodic update check.
[04/12/2014 - 03:21:21AM] [Zad]: RestraintScript OnEquippedPost Legs
[04/12/2014 - 03:21:21AM] [Zad]: Syncing for actor Slave Tarri.
[04/12/2014 - 03:21:21AM] [Zad]: SyncInventory(): Npc is equipping Harness.
[04/12/2014 - 03:21:21AM] [Zad]: Syncing for actor Nissa.
[04/12/2014 - 03:21:22AM] [Zad]: SyncInventory(): Equipping Harness.
[04/12/2014 - 03:21:22AM] [Zad]: ReEquipExistingDevice() is working
[04/12/2014 - 03:21:22AM] [Zad]: SyncInventory(): Npc is equipping Harness.
[04/12/2014 - 03:21:22AM] [Zad]: SyncInventory(): Equipping Harness.
[04/12/2014 - 03:21:22AM] [Zad]: ReEquipExistingDevice() is working
[04/12/2014 - 03:21:26AM] [Zad]: RestraintScript OnEquippedPost BodyHarness
[04/12/2014 - 03:21:26AM] [Zad]: original exposure rate was 2.000000. Setting to 6.000000.
[04/12/2014 - 03:21:26AM] [Zad]: RepopulateNpcs()
[04/12/2014 - 03:21:27AM] [Zad]: RestraintScript OnEquippedPost BodyHarness
[04/12/2014 - 03:21:27AM] [Zad]: original exposure rate was 2.000000. Setting to 6.000000.
[04/12/2014 - 03:21:27AM] [Zad]: RepopulateNpcs() is already processing.
[04/12/2014 - 03:21:28AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()
[04/12/2014 - 03:21:30AM] [DLC1VampireSleepScript <DLC1VampireSleep (02008E3B)>]PlayerActivateBed() IsCoffin =False
[04/12/2014 - 03:21:31AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()
[04/12/2014 - 03:21:33AM] [slainternalscr <sla_Internal (0A083137)>]: Slave Alanna got 18 exposure for  seeing naked Lyala
[04/12/2014 - 03:21:34AM] [slainternalscr <sla_Internal (0A083137)>]: Tessa got 12 exposure for  seeing naked Lyala
[04/12/2014 - 03:21:34AM] [slainternalscr <sla_Internal (0A083137)>]: Slave Tarri got 12 exposure for  seeing naked Lyala
[04/12/2014 - 03:21:36AM] [slainternalscr <sla_Internal (0A083137)>]: Slave Kara got 12 exposure for  seeing naked Lyala
[04/12/2014 - 03:21:36AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()
[04/12/2014 - 03:21:37AM] [slainternalscr <sla_Internal (0A083137)>]: master got 4 exposure for  seeing naked Lyala
[04/12/2014 - 03:21:41AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()
[04/12/2014 - 03:21:44AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()
[04/12/2014 - 03:21:45AM] Updating Orphanables Status: ------------------------
[04/12/2014 - 03:21:46AM] [DLC2PillarBuilderActorScript < (040177DD)>]OnPackageStart()
[04/12/2014 - 03:21:47AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()
[04/12/2014 - 03:21:52AM] -------------------
[04/12/2014 - 03:21:52AM] RNPC: Periodic update check.
[04/12/2014 - 03:21:55AM] [slainternalscr <sla_Internal (0A083137)>]: Slave Tarri got 12 exposure for  seeing naked Lyala
[04/12/2014 - 03:21:56AM] [slainternalscr <sla_Internal (0A083137)>]: Slave Kara got 12 exposure for  seeing naked Lyala
[04/12/2014 - 03:21:57AM] [slainternalscr <sla_Internal (0A083137)>]: Tessa got 12 exposure for  seeing naked Lyala
[04/12/2014 - 03:21:57AM] [slainternalscr <sla_Internal (0A083137)>]: Lyala got 4 exposure for  seeing naked Slave Tarri
[04/12/2014 - 03:21:58AM] [slainternalscr <sla_Internal (0A083137)>]: Slave Alanna got 18 exposure for  seeing naked Lyala
[04/12/2014 - 03:21:59AM] [slainternalscr <sla_Internal (0A083137)>]: master got 4 exposure for  seeing naked Lyala
[04/12/2014 - 03:22:00AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()
[04/12/2014 - 03:22:02AM] [slainternalscr <sla_Internal (0A083137)>]: Lyala got 4 exposure for  seeing naked Slave Kara
[04/12/2014 - 03:22:03AM] [slainternalscr <sla_Internal (0A083137)>]: Lyala got 4 exposure for  seeing naked Slave Alanna
[04/12/2014 - 03:22:03AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()
[04/12/2014 - 03:22:09AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()
[04/12/2014 - 03:22:12AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()
[04/12/2014 - 03:22:16AM] [slainternalscr <sla_Internal (0A083137)>]: Nissa got 12 exposure for  seeing naked Lyala
[04/12/2014 - 03:22:16AM] [slainternalscr <sla_Internal (0A083137)>]: master got 4 exposure for  seeing naked Lyala
[04/12/2014 - 03:22:17AM] [slainternalscr <sla_Internal (0A083137)>]: Tessa got 12 exposure for  seeing naked Lyala
[04/12/2014 - 03:22:18AM] [slainternalscr <sla_Internal (0A083137)>]: Slave Tarri got 12 exposure for  seeing naked Lyala
[04/12/2014 - 03:22:19AM] [slainternalscr <sla_Internal (0A083137)>]: Herran got 12 exposure for  seeing naked Lyala
[04/12/2014 - 03:22:20AM] [slainternalscr <sla_Internal (0A083137)>]: Slave Kara got 12 exposure for  seeing naked Lyala
[04/12/2014 - 03:22:20AM] [slainternalscr <sla_Internal (0A083137)>]: Lyala got 4 exposure for  seeing naked Slave Tarri
[04/12/2014 - 03:22:21AM] [slainternalscr <sla_Internal (0A083137)>]: Slave Alanna got 18 exposure for  seeing naked Lyala
[04/12/2014 - 03:22:21AM] [slainternalscr <sla_Internal (0A083137)>]: Lyala got 4 exposure for  seeing naked Slave Kara
[04/12/2014 - 03:22:21AM] [slainternalscr <sla_Internal (0A083137)>]: Lyala got 4 exposure for  seeing naked Slave Alanna
[04/12/2014 - 03:22:24AM] VM is freezing...
[04/12/2014 - 03:22:24AM] VM is frozen
 

 

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