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


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Posted

 

 

You don't have to take the quest. What is the stage set to?  Use  sqv CDxExpQuest03 to check

 

 

its on stage 150 after i get stuck , and 130 before the clock get 9pm, elisif start her normal dialog chats and go to bed and sleep 2 hours after so i guess her normal ai takes over

Posted

 

 

 

You don't have to take the quest. What is the stage set to?  Use  sqv CDxExpQuest03 to check

 

 

its on stage 150 after i get stuck , and 130 before the clock get 9pm, elisif start her normal dialog chats and go to bed and sleep 2 hours after so i guess her normal ai takes over

 

 

It is at the point where the devices are placed out and her force greet starts. Enable the controls and move a bit closer to her then disable them again and see if that gets it moving as there are 2 different forcegreet packages and one had a smaller radius than the other.

Posted

 

 

 

 

You don't have to take the quest. What is the stage set to?  Use  sqv CDxExpQuest03 to check

 

 

its on stage 150 after i get stuck , and 130 before the clock get 9pm, elisif start her normal dialog chats and go to bed and sleep 2 hours after so i guess her normal ai takes over

 

 

It is at the point where the devices are placed out and her force greet starts. Enable the controls and move a bit closer to her then disable them again and see if that gets it moving as there are 2 different forcegreet packages and one had a smaller radius than the other.

 

 

dont work but i do get greeted 2 times, maybe need to set a delay on like 20sec on the 2nd force greet perhaps? i was very close and moved even closer but after i get my controls disabled i cannot talk or do anything and like before she goes to bed while i stand there and look like a statue :)

 

edit: or maybe only have one force greet package with a radius of something in the middle of the two? i dunno :)

Posted

 

 

 

 

 

You don't have to take the quest. What is the stage set to?  Use  sqv CDxExpQuest03 to check

 

 

its on stage 150 after i get stuck , and 130 before the clock get 9pm, elisif start her normal dialog chats and go to bed and sleep 2 hours after so i guess her normal ai takes over

 

 

It is at the point where the devices are placed out and her force greet starts. Enable the controls and move a bit closer to her then disable them again and see if that gets it moving as there are 2 different forcegreet packages and one had a smaller radius than the other.

 

 

dont work but i do get greeted 2 times, maybe need to set a delay on like 20sec on the 2nd force greet perhaps? i was very close and moved even closer but after i get my controls disabled i cannot talk or do anything and like before she goes to bed while i stand there and look like a statue :)

 

edit: or maybe only have one force greet package with a radius of something in the middle of the two? i dunno :)

 

 

I set them so they match but they lead to different dialogue (1st time showing the items then 2nd time showing them).

Posted

Veladarius, I noticed that in Skyrim native quests changes to quest status, items given etc are usually done before NPC gives you a corresponding dialogue line.

I think they do so to avoid the problems with rushed dialogue.

Maybe you could incorporate that in your quests to avoid some of those pesky bugs... just a thought.

Posted

Veladarius, I noticed that in Skyrim native quests changes to quest status, items given etc are usually done before NPC gives you a corresponding dialogue line.

I think they do so to avoid the problems with rushed dialogue.

Maybe you could incorporate that in your quests to avoid some of those pesky bugs... just a thought.

 

There are places I use it, basically there are 2 types of script fragments in dialogue, one that runs before the dialogue does and one that runs after. The only problem with the ones that run before the dialogue is that the dialogue will not start until that script has finished whatever it is doing, no matter how long it takes.

 

Skyrim's dialogue with the player is generally very short, much shorter than mine. There are also a lot of instances that once it gets to the point that the player is no longer going to have any lines it switches to either a scene that can be interrupted and ended or the dialogue will jump to the end (walk away dialogue).

 

Personally, the places where I have had issues with repeating dialogue the countermeasures I have put into place has fixed them for me (the Embassy quest is full of them). The current problem spot is the transition from the mine to the barracks / smithy and the normal fixes were not enough so I have added commands in the following dialogue / scene to stop the prior one (stopscene), it may try to restart but exiting the dialogue should end it and not have it repeat.

Posted

I'm having an issue with the transition between Property Slave and Relationship Slave.

 

I became a slave through the mcm menu option and played through the entire manor quest line, Master eventaully gave me the three different options. I chose to become a Relationship Slave but when I take a job from her I get a shock and can't move about a minute after I leave the Captured Dreams area. The guards eventually come get me and take me back.

 

 

Posted

Ok.. VIP solved.. devo not your problem.. it must have been my setup. I did a clean, checked Settings ingame of CD and unchecked, rechecked the quests. Sleep, wake up and Master relation ship selection was up, right after first VIP, assist customer(slave) .. ran through smooth and easy, Elisif had a short hang around stage 475 but with some patience it went on and finished like it should. The Courier giving me a msg while I was waiting outside the door till after 9pm was the hickup, my guess, and only difference to the other days running smooth.

 

So sorry for wasting your time... Slave girl E. quest running now.. zaps gone and did over 6 quests.. cool stuff! Thanks a million for the super fast answers! U rock!

 

Cheers

Uni

 

 

Posted

On a completely different type complaint, I'm having difficulty downloading the 4-05 file.  Should I file a forum bug report and hope it gets looked at?

 

Probably your best bet, it may be due to the file size and its near 100mb limit.

I'm having an issue with the transition between Property Slave and Relationship Slave.

 

I became a slave through the mcm menu option and played through the entire manor quest line, Master eventaully gave me the three different options. I chose to become a Relationship Slave but when I take a job from her I get a shock and can't move about a minute after I leave the Captured Dreams area. The guards eventually come get me and take me back.

 

The invisible fence is not disabled (addressed in next release). For now do the following:

 

PRID xx08906F

Disable

 

That will disable the fence.

Posted

Ok.. VIP solved.. devo not your problem.. it must have been my setup. I did a clean, checked Settings ingame of CD and unchecked, rechecked the quests. Sleep, wake up and Master relation ship selection was up, right after first VIP, assist customer(slave) .. ran through smooth and easy, Elisif had a short hang around stage 475 but with some patience it went on and finished like it should. The Courier giving me a msg while I was waiting outside the door till after 9pm was the hickup, my guess, and only difference to the other days running smooth.

 

So sorry for wasting your time... Slave girl E. quest running now.. zaps gone and did over 6 quests.. cool stuff! Thanks a million for the super fast answers! U rock!

 

Cheers

Uni

 

The CD courier issue is fixed so there should not be an issue though I am not sure if it was fixed in the v4.07 release or not. Issue was AI packages attached to Player in error so games updated from earlier versions may not want to let them go away since they are saved in the save game.

Dev version is nearly ready, most of what is left is minor things. CGi has returned from the abyss so hopefully we should have a German version on v4.08

Posted

 

Veladarius, I noticed that in Skyrim native quests changes to quest status, items given etc are usually done before NPC gives you a corresponding dialogue line.

I think they do so to avoid the problems with rushed dialogue.

Maybe you could incorporate that in your quests to avoid some of those pesky bugs... just a thought.

 

There are places I use it, basically there are 2 types of script fragments in dialogue, one that runs before the dialogue does and one that runs after. The only problem with the ones that run before the dialogue is that the dialogue will not start until that script has finished whatever it is doing, no matter how long it takes.

 

Skyrim's dialogue with the player is generally very short, much shorter than mine. There are also a lot of instances that once it gets to the point that the player is no longer going to have any lines it switches to either a scene that can be interrupted and ended or the dialogue will jump to the end (walk away dialogue).

 

Personally, the places where I have had issues with repeating dialogue the countermeasures I have put into place has fixed them for me (the Embassy quest is full of them). The current problem spot is the transition from the mine to the barracks / smithy and the normal fixes were not enough so I have added commands in the following dialogue / scene to stop the prior one (stopscene), it may try to restart but exiting the dialogue should end it and not have it repeat.

 

I see, thanks for the clarification.

Another idea, how about moving all the device equip/heavy scripts to run during a short scene? Like, run the dialogue, then position the character for dressing, run script, release character... I'm stabbing in the dark, sorry to bother if you already looked into this.

Posted

 

I'm still having a problem where the master starts the conversation for relationship slave, but after her second line of the conversation, the conversation just ends and nothing progresses.  Can someone help please?

Are you a sub, dom or neither as they all have different dialogue sets. Use  sqv cdxslavery_player  and look up the value for Enslavetype  and let me know what it is.

 

 

 

 

I don't see an Enslavetype anywhere in the list that command brings up.  My character is sub though.

Posted

 

 

Veladarius, I noticed that in Skyrim native quests changes to quest status, items given etc are usually done before NPC gives you a corresponding dialogue line.

I think they do so to avoid the problems with rushed dialogue.

Maybe you could incorporate that in your quests to avoid some of those pesky bugs... just a thought.

 

There are places I use it, basically there are 2 types of script fragments in dialogue, one that runs before the dialogue does and one that runs after. The only problem with the ones that run before the dialogue is that the dialogue will not start until that script has finished whatever it is doing, no matter how long it takes.

 

Skyrim's dialogue with the player is generally very short, much shorter than mine. There are also a lot of instances that once it gets to the point that the player is no longer going to have any lines it switches to either a scene that can be interrupted and ended or the dialogue will jump to the end (walk away dialogue).

 

Personally, the places where I have had issues with repeating dialogue the countermeasures I have put into place has fixed them for me (the Embassy quest is full of them). The current problem spot is the transition from the mine to the barracks / smithy and the normal fixes were not enough so I have added commands in the following dialogue / scene to stop the prior one (stopscene), it may try to restart but exiting the dialogue should end it and not have it repeat.

 

I see, thanks for the clarification.

Another idea, how about moving all the device equip/heavy scripts to run during a short scene? Like, run the dialogue, then position the character for dressing, run script, release character... I'm stabbing in the dark, sorry to bother if you already looked into this.

 

 

Removal of devices usually goes pretty quickly so it can go most anywhere with no issues. Equipping of devices can take a bit more time due to the way I equip them, with over 200 items to choose from there is no easy way to do it though. What I have set up in a number of places where a script may take time is set up a loop in the dialogue, this is where you see the (may repeat) message in it. This keeps the dialogue from timing out and with the walkaway dialogue set to put it back into the loop it means it won't end until it is done. This can cause issues if the item does not equip properly (as in v4.05 with harnesses) but the new system put back all the checks in DDi and some additional ones to make sure there are no conflicts for that to happen again.

 

The biggest thing is people need to realize that equipping the items can take time and if they have mods running scripts every few seconds or erroring constantly it makes it take that much longer. At this point, if people are having issues with devices taking a long time to equip or they don't equip at all they need to examine their logs and game first as the issue is likely from one of those.

Posted

 

 

I'm still having a problem where the master starts the conversation for relationship slave, but after her second line of the conversation, the conversation just ends and nothing progresses.  Can someone help please?

Are you a sub, dom or neither as they all have different dialogue sets. Use  sqv cdxslavery_player  and look up the value for Enslavetype  and let me know what it is.

 

 

 

 

I don't see an Enslavetype anywhere in the list that command brings up.  My character is sub though.

 

 

Then use help CDxSlaveRole which should give you a value for a global variable. If it is 0 upload a log from a session when she decides to enslave you.

Posted

Hey there Veladarius! I've been thinking: wouldn't it be useful to have a a wiki where is documented most ways to debug a situation or gather data? It could be helpful to have list of known issue with their work around and/or a list of possible problems with how to gather data, what it means and what to look for.

 

Since it would be external to this topic, I doubt many people would go and get spoiled.

Posted

Offtopic Question: How do you tell creation kit your quest fragments are in the main quest script?

 

I've only seen a few authors accomplish this, yourself included. Creation kit normally doesn't let you put more than one papyrus fragment in one file without complaining that the file already exists, but you've managed to put all of your Exp quest fragments in their main quest script files.

 

I only care about doing this for Quest fragments because I can't get creation kit to make me new quest fragments like I can get new scripts for dialogue fragments. I'm hoping I can figure out how to point the esp at a file with a fragment so I can get around this issue, the added organization is a nice bonus.

Posted

Offtopic Question: How do you tell creation kit your quest fragments are in the main quest script?

 

I've only seen a few authors accomplish this, yourself included. Creation kit normally doesn't let you put more than one papyrus fragment in one file without complaining that the file already exists, but you've managed to put all of your Exp quest fragments in their main quest script files.

 

I only care about doing this for Quest fragments because I can't get creation kit to make me new quest fragments like I can get new scripts for dialogue fragments. I'm hoping I can figure out how to point the esp at a file with a fragment so I can get around this issue, the added organization is a nice bonus.

 

First, script fragments in dialogue or scenes are individual scripts, thats why I have so many scripts. As for the quest itself I set up a quest stage even if there are not going to be any stages in it and it will generate a script which will automatically include any aliases in that quest as well as any fragments from quest stages. I also put all of my custom functions for the quest in that script to keep everything together. Just make sure to rename the script in one of the stages to whatever it is you want, I usually name it the same as the quest along with a prefix (CDx in my case) for easy identification.

Posted

Got an issue. Not sure how common it is but:

 

During property slave, i'm trying to go the "negative" route, but as soon as i get pegged outside, things go kinda bad. I try to wait through the day, so i can keep dropping in rank, but the "end of day" detection seems to be slightly spotty, and conflicts a bit with the "find a customer" thing.

Also, once i actually get taken in for the day, my character keeps trying to follow the guard back through the close gate.

Posted

I had to backdate my save and I don't want to go through the whole property slave quest line again. Is there a set of console commands to advance my character to the end of the manor slave portion? I'm back in the mine...

 

Or is there a set of commands to enable relationship slave?

Posted

Oh you just started it the other way, the script that holds all fragments holds the rest of everything, I see.

 

Some people just go am create scripts on the script tab instead of letting a stage create the main script which is fine if you are not doing anything with stages or aliases. If you are using aliases or stages doing it my way makes things a bit easier since you have everything in a single script. This is especially useful if you have a number of functions set up in the script that are used in the stages as you can call them directly without having to add the other script as a property. There are some quests that I have several scripts set up on such as the delivery quest where the extra script handles the management of the bandits (setup, shutdown and the properties for them).

I had to backdate my save and I don't want to go through the whole property slave quest line again. Is there a set of console commands to advance my character to the end of the manor slave portion? I'm back in the mine...

 

Or is there a set of commands to enable relationship slave?

 

If you are just trying to get to Relationship Slave status it is faster to not be a Property Slave, if Master likes you enough she will ask you to be one. As for advancing to Manor Slave there is no quick route, my advice is to cheat on the tasks each day and advance that way as trying to jump past everything may not be stable (I have not tried it myself as there are few variables that can be manipulated to do it).

Posted

Got an issue. Not sure how common it is but:

 

During property slave, i'm trying to go the "negative" route, but as soon as i get pegged outside, things go kinda bad. I try to wait through the day, so i can keep dropping in rank, but the "end of day" detection seems to be slightly spotty, and conflicts a bit with the "find a customer" thing.

Also, once i actually get taken in for the day, my character keeps trying to follow the guard back through the close gate.

 

- Wait until just after 8pm, the timer runs about every 15 minutes I believe at which point it will start the return to the mine.

- As for conflicts with the find a customer part the scene should wait until after the sexlab scene is done and go from there.

- On the following the guard the player is only set to follow the guard to the point where the fadeout happens outside, it is a followto AI package that terminates once the guard makes it to that location and you are withing the radius and the scene won't end until that point. The player positioning in the following scene is specific and not tied to the npc so I don't know why you would follow.

Posted

I don't know if this is a bug, or just could be a bit clearer: 

 

When 'Disable Player Controls for Scenes' is enabled, all player movement is restricted. You can't do anything except look around and switch between 1st or 3rd person camera.

 

If this is intentional, this is somewhat confusing. From reading it I thought it did something else.

 

Before I isolated the cause I was worried for a second that I would have to reload an earlier save.

 

Cheers

Posted

I don't know if this is a bug, or just could be a bit clearer: 

 

When 'Disable Player Controls for Scenes' is enabled, all player movement is restricted. You can't do anything except look around and switch between 1st or 3rd person camera.

 

If this is intentional, this is somewhat confusing. From reading it I thought it did something else.

 

Before I isolated the cause I was worried for a second that I would have to reload an earlier save.

 

Cheers

 

That is the intent of the function as scenes WILL NOT RUN if player controls are enabled. Mods that run random sex scenes and such usually don't do anything with the player when they are done and SexLab enables the player's controls when finished. Without this option whatever quest or scene you were doing won't advance and you would have to reload from wherever your last save was made (at which point most people complain to me though it wasn't my mod that caused the issue).

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