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


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Posted

Okay.. blush.gif

 

What did I do wrong.... I installed the 4.05 to MO, and turned it on, then I installed the 4.06 beta, and turned it one, and my MCM looks like this

 

 

 I am sure i fat fingered something  undecided.gif

Please check if Data\Interface\Translations\Captured Dreams_{YourGameLanguageHere}.TXT exists.

 

 

 

So my mod manager (Mod organizer 2) doesn't like something about the Fomod set up for your mod. I'm having to extract this by hand and i just want to make sure i'm dumping everything correctly.

I'm using Cbbe and don't want the change the genders of the guards so i need to extra the contents of folders

00 Base

01 CBBE

02 Tex 2048 Opt

 

Correct? Sorry to bother you about this problem.

Yes, that should cover it.

Turn out the MO2 doesn't work with 32bit applications... so i guess i'm going back the Mo1 and seeing if it accepts the new version of captured dreams. If not, i have the zip with the files now.

 

Thank you ^^

it does support 32bit applications (i tried MO V2.0.7 beta 3) and CDs installer works with it too.

Sadly MO2 still has problems with path names that contain spaces so it has to be installed into the games directory and the download and mods folder has to be located inside MO2s installation folder to make it work.

 

Not to mention that all MO2 releases are still only for testing, so for Skyrim please use MO V1.3.11 for now.

Posted

 

I have also rebuilt the function that equips the quest devices so there shouldn't be any double collars or broken harnesses with a collar or things like that anymore. It is a little slower so if you have a lot of scripts constantly running it may not equip a belt before the plugs come out but it only happens occasionally for me and I have a good number of mod running.

 

 

Couldn't this be solved by equiping the belt/harness before the plugs?

Posted

 

 

I have also rebuilt the function that equips the quest devices so there shouldn't be any double collars or broken harnesses with a collar or things like that anymore. It is a little slower so if you have a lot of scripts constantly running it may not equip a belt before the plugs come out but it only happens occasionally for me and I have a good number of mod running.

 

 

Couldn't this be solved by equiping the belt/harness before the plugs?

 

 

No, having a belt equipped will block the equipping of plugs with the current setup, it would take rearranging the equip scripts to do it. I am still working on options for plugs so it may be possible to do then but I have some MCM issues to solve with them first.

Posted

 

Ok now I got a different issue still with Manor's quest. Since my previous save was bugged for some reason, i've try to reload a previous one and now Markus never want to leave the room after equip my PC with pony boot. Moreover the dialogue repeat itself indefinitely and I get equip with the pony boot again and again.

 

I've try 2 other previous save, same issue. I didn't change anythings since then (running with the smith fix post by  CGI)

 

Do the following:

 

Find the load position of Captured Dreams (first 2 digits of any CD items), you will need it.

 

Then in the console:  issceneplaying <xx1941d2>   if so then:  stopscene <xx194182>  then startscene <xx1ba8aa>

 

This should stop the force greet scene (stopscene) and run a reset for Markus (startscene). All of this should be handled in the end of his dialogue.

 

 

Sorry, but I have the same problem, with a similar lack of success in solving it, xx1941d2 (xx is 35 for me) is listed as playing, but the game does not find xx194182 at all. I can start the xx1b8aa scene, but it does not seem to do much. What is the name of the xx194182 script? I'd like to look it up in the CS

 

Thanks for taking the mod so far though, it's pretty great.

Posted

 

 

Ok now I got a different issue still with Manor's quest. Since my previous save was bugged for some reason, i've try to reload a previous one and now Markus never want to leave the room after equip my PC with pony boot. Moreover the dialogue repeat itself indefinitely and I get equip with the pony boot again and again.

 

I've try 2 other previous save, same issue. I didn't change anythings since then (running with the smith fix post by  CGI)

 

Do the following:

 

Find the load position of Captured Dreams (first 2 digits of any CD items), you will need it.

 

Then in the console:  issceneplaying <xx1941d2>   if so then:  stopscene <xx194182>  then startscene <xx1ba8aa>

 

This should stop the force greet scene (stopscene) and run a reset for Markus (startscene). All of this should be handled in the end of his dialogue.

 

 

Sorry, but I have the same problem, with a similar lack of success in solving it, xx1941d2 (xx is 35 for me) is listed as playing, but the game does not find xx194182 at all. I can start the xx1b8aa scene, but it does not seem to do much. What is the name of the xx194182 script? I'd like to look it up in the CS

 

Thanks for taking the mod so far though, it's pretty great.

 

 

Looking at what I wrote there is a typo in the stopscene part, the ID should be xx1941d2  not  xx194182.

 

The script is CDxS_Prop_MovetoManorB which is also the name of the scene it is in.

Posted

 

 

 

Ok now I got a different issue still with Manor's quest. Since my previous save was bugged for some reason, i've try to reload a previous one and now Markus never want to leave the room after equip my PC with pony boot. Moreover the dialogue repeat itself indefinitely and I get equip with the pony boot again and again.

 

I've try 2 other previous save, same issue. I didn't change anythings since then (running with the smith fix post by  CGI)

 

Do the following:

 

Find the load position of Captured Dreams (first 2 digits of any CD items), you will need it.

 

Then in the console:  issceneplaying <xx1941d2>   if so then:  stopscene <xx194182>  then startscene <xx1ba8aa>

 

This should stop the force greet scene (stopscene) and run a reset for Markus (startscene). All of this should be handled in the end of his dialogue.

 

 

Sorry, but I have the same problem, with a similar lack of success in solving it, xx1941d2 (xx is 35 for me) is listed as playing, but the game does not find xx194182 at all. I can start the xx1b8aa scene, but it does not seem to do much. What is the name of the xx194182 script? I'd like to look it up in the CS

 

Thanks for taking the mod so far though, it's pretty great.

 

 

Looking at what I wrote there is a typo in the stopscene part, the ID should be xx1941d2  not  xx194182.

 

The script is CDxS_Prop_MovetoManorB which is also the name of the scene it is in.

 

 

Just tested that and now your solution works perfectly.

 

Posted

It seems the Protector Plus White Posture Collar is missing the slot 45 flag in the Script Instance item. This prevents the collar from equipping properly.

 

Also, all of the PP White devices have "Red" in the description instead of "White".

Posted

I'm using the most recent version and just ran into a minor bug.

 

I'm a relationship slave to the Master, and just completed a delivery mission. She didn't talk about removing devices (expected) before she paid me, but then she took my collar and unequipped my vaginal plug (the latter remained in my inventory) without saying anything.

 

When she enslaved me, she also gave me the Fighter plug, after I asked for the Mage one.

Posted

It seems the Protector Plus White Posture Collar is missing the slot 45 flag in the Script Instance item. This prevents the collar from equipping properly.

 

Also, all of the PP White devices have "Red" in the description instead of "White".

 

Shouldn't be since I generally copy the items then make minor changes, I will check it out. I will also change the descriptions.

 

I'm using the most recent version and just ran into a minor bug.

 

I'm a relationship slave to the Master, and just completed a delivery mission. She didn't talk about removing devices (expected) before she paid me, but then she took my collar and unequipped my vaginal plug (the latter remained in my inventory) without saying anything.

 

When she enslaved me, she also gave me the Fighter plug, after I asked for the Mage one.

 

The issue with removing the devices if you are a slave is corrected in the upcoming update.

 

The plug issue is something I am working on currently.

Posted

 

It seems the Protector Plus White Posture Collar is missing the slot 45 flag in the Script Instance item. This prevents the collar from equipping properly.

 

Also, all of the PP White devices have "Red" in the description instead of "White".

 

Shouldn't be since I generally copy the items then make minor changes, I will check it out. I will also change the descriptions.

 

Actually, it looks like the flag is missing from several other Posture Collar Script Instances too (mostly Protector Plus), so I guess the initial omission was in the original item that all of these were copied from.

 

Check out these:

CDxQ_DkRedcollarPosture_scriptInstance

CDxP_ProtWhtPluscollarPosture_scriptInstance (the one I first reported)

CDxP_ProtRedPluscollarPosture_scriptInstance

CDxP_ProtDkRedPluscollarPosture_scriptInstance

 

Black is ok, but there may be others.

 

 

Edit: This one too:

CDxQ_RedcollarPosture_scriptInstance

Posted

 

 

It seems the Protector Plus White Posture Collar is missing the slot 45 flag in the Script Instance item. This prevents the collar from equipping properly.

 

Also, all of the PP White devices have "Red" in the description instead of "White".

 

Shouldn't be since I generally copy the items then make minor changes, I will check it out. I will also change the descriptions.

 

Actually, it looks like the flag is missing from several other Posture Collar Script Instances too (mostly Protector Plus), so I guess the initial omission was in the original item that all of these were copied from.

 

Check out these:

CDxQ_DkRedcollarPosture_scriptInstance

CDxP_ProtWhtPluscollarPosture_scriptInstance (the one I first reported)

CDxP_ProtRedPluscollarPosture_scriptInstance

CDxP_ProtDkRedPluscollarPosture_scriptInstance

 

Black is ok, but there may be others.

 

 

Edit: This one too:

CDxQ_RedcollarPosture_scriptInstance

 

 

Fixed and checked the rest.

Posted

OT Interior shadows

I have never liked the shadows in my skyrim, everything looks dreary and too dark.

Then i downloaded "mara's Island" and I grew accustomed to the slight cartoony exteriors. It's like playing Sims.

Anyhow, the interior shadows are fantastic.

I've changed nothing, yet shadows seem much more well behaved now.

 

Here's where you're supposed to remark "You need to have the little thingie in ENB checked" or unchecked.

 


I probably never wrote this right.

They use something you don't,

or

They don't use something you use,

or

I have something set wrong.

 

 

post-392535-0-48355100-1473613687_thumb.jpg

Posted

OT Interior shadows

I have never liked the shadows in my skyrim, everything looks dreary and too dark.

Then i downloaded "mara's Island" and I grew accustomed to the slight cartoony exteriors. It's like playing Sims.

Anyhow, the interior shadows are fantastic.

I've changed nothing, yet shadows seem much more well behaved now.

 

Here's where you're supposed to remark "You need to have the little thingie in ENB checked" or unchecked.

 

I probably never wrote this right.

They use something you don't,

or

They don't use something you use,

or

I have something set wrong.

 

Shadowed lights are a pain to get right. A lot of building interiors in Skyrim just uses one centrally located omnidirectional light (fire pits) and relies on ambient lights to do the rest. Dungeons tend to just use torches and tend to stay away from shadowed lights for the most part since the number you can use is very limited without doing a lot of extra work. ENB's can drastically change the lighting as well, some look good while others are either way too bright or too dark. Lighting mods can help but, just as with the ENB's they can also make things worse.

 

Mara's Island likely uses custom lighting combining both shadowed and unshadowed lights, it gives a good amount of light but without deep shadows. I did the same in a lot of areas in CD.

Posted

Ok this is weird but i just started a new game on a fresh install of the latest version. A number of the NPC's related to the mod have the wrong names. The courier met me outside my house and she was called "Guest". When i got to the shop, the Master was called "Bandit". I looked through the thread but i dont see anything about this one. What did i do wrong?  :(

Posted

Ok this is weird but i just started a new game on a fresh install of the latest version. A number of the NPC's related to the mod have the wrong names. The courier met me outside my house and she was called "Guest". When i got to the shop, the Master was called "Bandit". I looked through the thread but i dont see anything about this one. What did i do wrong?  :(

 

Download the extra file and install it.

Posted

 

http://imgur.com/a/Lr19C

 

I think there's some deeper message here...

 

lol the best

 

 

Apparently being tied and roped at the rodeo was not enough anymore.

 

 

Seriously though there is a condition that it is not a creature and they have the keyword 'Actor TypeNPC' on them which the cows don't have normally.

Posted

Ok, i have been looking and looking and then looking some more, but I cannot find the cursed items. How do I get said items?

Should I ask Inte to add them to DDe?

Posted

Ok, i have been looking and looking and then looking some more, but I cannot find the cursed items. How do I get said items?

Should I ask Inte to add them to DDe?

 

They are not meant for normal play, it is to curse anyone who goes and gets them using the console. If you really want to use them you need the collar, belt, armcuffs and legcuffs but they will break quests and the chance to remove them is slim.

Not to rush the development of this lovely mod but is there a eta on the next patch release ? :)

 

CGi is going over things with the translation files and testing some fixes for me.

Posted

 

Ok, i have been looking and looking and then looking some more, but I cannot find the cursed items. How do I get said items?

Should I ask Inte to add them to DDe?

They are not meant for normal play, it is to curse anyone who goes and gets them using the console. If you really want to use them you need the collar, belt, armcuffs and legcuffs but they will break quests and the chance to remove them is slim.

They sound like a perfect addition to DDe. I'll ask Inte to add them. :)

Posted

 

 

Ok, i have been looking and looking and then looking some more, but I cannot find the cursed items. How do I get said items?

Should I ask Inte to add them to DDe?

They are not meant for normal play, it is to curse anyone who goes and gets them using the console. If you really want to use them you need the collar, belt, armcuffs and legcuffs but they will break quests and the chance to remove them is slim.

They sound like a perfect addition to DDe. I'll ask Inte to add them. :)

 

 

I'll say it now, other than resolving the quest I have no way to remove them. Master will not remove them and removal by console or other methods will not work as they will reequip themselves.

Guest
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