Veladarius Posted April 10, 2014 Author Posted April 10, 2014 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.
traveller_phi Posted April 11, 2014 Posted April 11, 2014 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.
TheOzoneHole Posted April 11, 2014 Posted April 11, 2014 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.
Veladarius Posted April 11, 2014 Author Posted April 11, 2014 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.
TheOzoneHole Posted April 11, 2014 Posted April 11, 2014 That's fine. I don't think I'd have noticed it if I wasn't seeing this thing where Hamal kept trying to kill me.
BlitAceRush Posted April 11, 2014 Posted April 11, 2014 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.
Veladarius Posted April 11, 2014 Author Posted April 11, 2014 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.
Mud Posted April 11, 2014 Posted April 11, 2014 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.
aqqh Posted April 11, 2014 Posted April 11, 2014 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.
naaitsab Posted April 11, 2014 Posted April 11, 2014 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.
Veladarius Posted April 11, 2014 Author Posted April 11, 2014 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.
Veladarius Posted April 11, 2014 Author Posted April 11, 2014 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.
traveller_phi Posted April 11, 2014 Posted April 11, 2014 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.
Veladarius Posted April 11, 2014 Author Posted April 11, 2014 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.
naaitsab Posted April 11, 2014 Posted April 11, 2014 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
Veladarius Posted April 11, 2014 Author Posted April 11, 2014 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.
Pinute Posted April 11, 2014 Posted April 11, 2014 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.
naaitsab Posted April 11, 2014 Posted April 11, 2014 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 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.
nameless701 Posted April 11, 2014 Posted April 11, 2014 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 BOSSVersion 2.2.0SummarySKSE PluginsRecognised PluginsUnrecognised PluginsLog Feature SupportFiltersThese 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 ActiveUpdate.esm ActiveBash 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 ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}Dawnguard.esm ActiveContains 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 ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}HearthFires.esm ActiveContains dirty edits: 184 ITM, 11 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here.Unofficial Hearthfire Patch.esp Version 2.0.0 ActiveDragonborn.esm ActiveContains dirty edits: 61 ITM, 8 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here.Unofficial Dragonborn Patch.esp Version 2.0.0 ActiveBash Tag suggestion(s): {{BASH: Delev}}ApachiiHair.esm Version 1.4 ActiveApachiiHairFemales.esm Version 1.3 ActiveAzarHair.esm ActiveFallOut3Hairs.esm ActiveRaceCompatibility.esm ActiveactorEvents.esm Activefox_shop.esm ActivehdtHighHeel.esm ActiveLanterns Of Skyrim - All In One - Main.esm ActiveRCOTS-RACES.esm ActiveSexLab.esm Version 1.39 ActiveSexLabAroused.esm ActiveHentaiPregnancy.esm ActiveSGHairPackBase.esm ActiveSK Monli Race.esm ActiveSkykids.esm Activex117BretonNord.esm ActiveZaZAnimationPack.esm ActiveDevious Devices - Assets.esm Version 2.7.0 ActiveSMSkyrim.esp Version 4.0.3 ActiveHighResTexturePack01.esp ActiveHighResTexturePack02.esp ActiveHighResTexturePack03.esp ActiveRaceCompatibilityUSKPOverride.esp ActiveUSKP Patcher for RaceCompatibility.esp ActiveChesko_Frostfall.esp ActiveMorning Fogs.esp ActiveAMatterOfTime.esp Version 1.00 ActiveMF_RadiantProstitution.esp ActiveSexLab TDF Aggressive Prostitution.esp ActiveSexLabNudeCreatures.esp ActiveSexLabDefeat.esp Activesextoys-calyps-2.esp ActiveRaceMenu.esp ActiveRaceMenuPlugin.esp ActiveNote: 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 ActivePlayer Size Adjuster.esp Version 1.1 ActiveSkyUI.esp Version 4.1 ActivebobsDGclothing.esp ActiveBondage Action Mode - Bombshell BBP.esp ActiveCompetitionSwimsuit.esp ActiveDarkStringArmor.esp ActiveDCSorceress.esp ActiveDF_T4.esp ActiveDIMclothes1.esp ActiveRequires: DIMONIZED UNPFancy Dress.esp ActiveFoxMerged.esp ActiveGattiBondage1.esp ActiveRequires: CBBEGymnasticsLeotard.esp ActiveKCEIceBikini.esp Activelolilabs.esp ActiveContains dirty edits: 8 ITM, 0 UDR records. Needs TES5Edit cleaning. (Cleaning Guide)mmpieceringparts1.esp ActiveNewmillerHighHeelsBlck.esp ActiveNightasyBondageArmor.esp ActiveOsare Maid Outfit.esp ActiveRequires: DIMONIZED UNPOsare SchoolUniform.esp ActiveOsare Underwear.esp ActiveR18pn - lingerie Set.esp ActiveR18Pn - Astaroth Suit.esp ActiveR18Pn - Inner Wear Set.esp ActiveRCOTS-Armorpack(english).esp ActiveRemodeled Armor.esp ActiveRemodeled Armor - Vanilla Replacer.esp ActiveRemodeled Armor - Vanilla Replacer - Dawnguard.esp ActiveRemodeled Armor - Vanilla Replacer - Dragonborn.esp ActiveSchoolgirl Uniform.esp ActiveYoung_Trap.esp Activezarias_restraints.esp ActiveBards&Merchants.esp ActiveCaptured Dreams.esp ActiveDevious Deviants.esp ActiveEbonvale.esp ActiveMy Home Is Your Home.esp Version 1.21 ActiveRiverWood Redux.esp ActiveRiverwood Redux Expanded Basement.esp ActivesanguinesDebauchery.esp ActiveSDpatch - dawnguard.esp ActiveSDpatch - dragonborn.esp ActiveSDpatch - frostfall.esp ActiveSweet&Sexy Lingerie.esp ActiveRequires: CBBEalcoholiceffect.esp ActiveSC07SexLabRandomAttack.esp Activevinis_crime_gold.esp ActivexazPrisonOverhaul.esp ActiveYChildren of the Sky.esp ActiveRCOTS-Xvision(FriendChild).esp ActiveBFT Ships and Carriages - HF.esp ActiveContains dirty edits: 64 ITM, 0 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here.ApachiiHairStyles-FemaleOnly.esp ActiveAzarHairPonyTail 03 - Havok.esp ActiveBrows.esp Version 30411 Activenumenume Hair.esp Activenumenume femalebrows MARO.esp ActiveSaEmoHair.esp ActiveSGHairPackAIO.esp ActiveArgonianTeenagerRace.esp ActiveBretonTeenagerRace.esp ActiveDarkElfTeenagerRace.esp ActiveHighElfTeenagerRace.esp ActiveKhajiitTeenagerRace.esp ActiveImperialTeenagerRace.esp ActiveMonli.esp ActiveNordTeenagerRace.esp ActiveOrcTeenagerRace.esp ActiveOrientalRace.esp ActiveRedguardTeenagerRace.esp ActiveWoodElfTeenagerRace.esp ActiveAKElvenTeenies.esp ActiveAshenFollowers.esp ActiveRequires: UFO - Ultimate Follower Overhaul.espBTRH_Followers_ALL.esp ActiveCompanion_Ria.esp ActiveDelphine.esp ActiveFFBretons.esp ActiveFFNords.esp ActiveContains dirty edits: 6 ITM, 0 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here.Kamille.esp Activemayatola UFF.esp ActiveMei.esp ActiveMKsBetterBardsSA.esp ActiveSSNWFollower_Kotone.esp ActiveSGFChastity.esp ActiveSGFEris.esp ActiveSGFKodelia.esp ActiveSGFLucretia.esp ActiveSGFSabeena.esp ActiveAmazingFollowerTweaks.esp ActiveSkyrim Unbound.esp ActiveCharacterMakingExtender.espEnhancedCharacterEdit.esp ActiveECEESCv.espFacelight.esp Active72HoursRespawn.esp ActiveClean Invisibility Effects plus Eyes Fix.esp Active
Veladarius Posted April 11, 2014 Author Posted April 11, 2014 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 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 Since you are using Sanguines Debauchery make sure you have installed the No Deffered Kill Script available in the downloads.
Mud Posted April 11, 2014 Posted April 11, 2014 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
Veladarius Posted April 11, 2014 Author Posted April 11, 2014 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.
Nalessa Posted April 12, 2014 Posted April 12, 2014 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)
Veladarius Posted April 12, 2014 Author Posted April 12, 2014 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?
Nalessa Posted April 12, 2014 Posted April 12, 2014 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 ) [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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