bicobus Posted November 23, 2016 Posted November 23, 2016 Some notes on the embassy quest, which remains one of my favorite quests from any mod For some reason the red harness equipped at the beginning of the quest never got unequipped at any point through the whole stay, which limited the sexlab animations allowed and got CTDs in some cases as sexlab tried to force an animation to work. In addition, the armbinder didn't get unequipped for the guard gangbang scene, which made hanging in the chain look kinda weird. Some of the dialogue seems to be out of sequence near the end. It went Me: "A few more days would have been nice." Master: "I bet you would have liked that." Me: "Not harmed? One of the guards tried to use me as a puppet." The items should have been removed, I will have to look and make sure they were updated to use the latest version of the device removal functions I have. On the dialogue, the ending had new parts inserted in places so I likely got a bit lost when piecing it back together. I have that small issue too. I removed the devices manually through the console. The main issue was the armbinder and the harness, but specifically the harness because iDDe couldn't remove it. With the harness on, I couldn't get past the scene with the two guard washing the player character. I noticed another issue at the end, when elenwell (I can't remember the spelling of her name) put some devices back on the player, she still has one sex scene after the harness is put on... And I had to manually advance the stage to get the sexing. Another thing I noticed is that the follower isn't being held at the shop while the player is having fun at the embassy, which can make the follower appears in the embassy and stand in the way of the different actors. Beyond this and the initial non-removal of devices, everything went fine
Disalign Posted November 23, 2016 Posted November 23, 2016 I don't know if this has been asked or answer before.. (but if it has, that should make it easy, right?) Problem: items like chastity belts, chastity harnesses, specifically nipple piercings, really anything to do with the arms, legs, and chest (not groin) areas don't seem to work. The game registers that they're on me, but I still appear naked and without said chastity belt, for example. Is there any way I can fix this?
swords and sandals Posted November 23, 2016 Posted November 23, 2016 I don't know if this has been asked or answer before.. (but if it has, that should make it easy, right?) Problem: items like chastity belts, chastity harnesses, specifically nipple piercings, really anything to do with the arms, legs, and chest (not groin) areas don't seem to work. The game registers that they're on me, but I still appear naked and without said chastity belt, for example. Is there any way I can fix this? Have you built the meshes in bodyslide? If you're using the latest versions of the core devious mods (dda, ddi, and ddx) it's now a requirement.
Sarge Misfit Posted November 23, 2016 Posted November 23, 2016 Kinda stuck Being offered second visit to the Thalmor Embassy, my character is going "I can't go back" except that she hasn't "crashed the party", as Master puts it. master goes on,"don't worry" and so on, then its "Let's get you dressed" and she walks away, sits down and eats or some such. ~~~~~ Just to add, the first visit went relatively well. Likely a broken condition at the end of the scene to go to the next one. I will have to take a look at it. I had quicksaved just before entering the shop, so, after a couple more variations on approaching Master, I gave up this try, ran a deliver, retrieved a delivery, and will now go run a side-quest, then will try later. I figured it was something that might get corrected by doing other things, initiating other events.
Disalign Posted November 23, 2016 Posted November 23, 2016 I don't know if this has been asked or answer before.. (but if it has, that should make it easy, right?) Problem: items like chastity belts, chastity harnesses, specifically nipple piercings, really anything to do with the arms, legs, and chest (not groin) areas don't seem to work. The game registers that they're on me, but I still appear naked and without said chastity belt, for example. Is there any way I can fix this? Have you built the meshes in bodyslide? If you're using the latest versions of the core devious mods (dda, ddi, and ddx) it's now a requirement. How exactly do I do that? I'm honestly pretty new to this ^^;
swords and sandals Posted November 23, 2016 Posted November 23, 2016 I don't know if this has been asked or answer before.. (but if it has, that should make it easy, right?) Problem: items like chastity belts, chastity harnesses, specifically nipple piercings, really anything to do with the arms, legs, and chest (not groin) areas don't seem to work. The game registers that they're on me, but I still appear naked and without said chastity belt, for example. Is there any way I can fix this? Have you built the meshes in bodyslide? If you're using the latest versions of the core devious mods (dda, ddi, and ddx) it's now a requirement. How exactly do I do that? I'm honestly pretty new to this ^^; There are lots of tutorials around, although most are quite confusing for someone who hasn't used bodyslide before. I won't be much use in explaining it as I don't fully understand it myself. If you read the description on the bodyslide mod page on nexus, or scan over the last ten pages or so of any of the three main devious support topics, you should see lots of mini guides to using the tool. Good luck!
Veladarius Posted November 23, 2016 Author Posted November 23, 2016 I don't know if this has been asked or answer before.. (but if it has, that should make it easy, right?) Problem: items like chastity belts, chastity harnesses, specifically nipple piercings, really anything to do with the arms, legs, and chest (not groin) areas don't seem to work. The game registers that they're on me, but I still appear naked and without said chastity belt, for example. Is there any way I can fix this? Have you built the meshes in bodyslide? If you're using the latest versions of the core devious mods (dda, ddi, and ddx) it's now a requirement. How exactly do I do that? I'm honestly pretty new to this ^^; There are lots of tutorials around, although most are quite confusing for someone who hasn't used bodyslide before. I won't be much use in explaining it as I don't fully understand it myself. If you read the description on the bodyslide mod page on nexus, or scan over the last ten pages or so of any of the three main devious support topics, you should see lots of mini guides to using the tool. Good luck! If you use CBBE there is an issue with the bodyslide file of the corset and belt combination that causes a CTD, they are issuing a hotfix for it shortly or it may already be posted.
Veladarius Posted November 23, 2016 Author Posted November 23, 2016 Some notes on the embassy quest, which remains one of my favorite quests from any mod For some reason the red harness equipped at the beginning of the quest never got unequipped at any point through the whole stay, which limited the sexlab animations allowed and got CTDs in some cases as sexlab tried to force an animation to work. In addition, the armbinder didn't get unequipped for the guard gangbang scene, which made hanging in the chain look kinda weird. Some of the dialogue seems to be out of sequence near the end. It went Me: "A few more days would have been nice." Master: "I bet you would have liked that." Me: "Not harmed? One of the guards tried to use me as a puppet." The items should have been removed, I will have to look and make sure they were updated to use the latest version of the device removal functions I have. On the dialogue, the ending had new parts inserted in places so I likely got a bit lost when piecing it back together. I have that small issue too. I removed the devices manually through the console. The main issue was the armbinder and the harness, but specifically the harness because iDDe couldn't remove it. With the harness on, I couldn't get past the scene with the two guard washing the player character. I noticed another issue at the end, when elenwell (I can't remember the spelling of her name) put some devices back on the player, she still has one sex scene after the harness is put on... And I had to manually advance the stage to get the sexing. Another thing I noticed is that the follower isn't being held at the shop while the player is having fun at the embassy, which can make the follower appears in the embassy and stand in the way of the different actors. Beyond this and the initial non-removal of devices, everything went fine I pulled the follower stuff out of v4 as it caused a lot of issues and half the time didn't keep them from following. Part of the problem is the various mods that let you use multiple followers make changes to the follower controls in Skyrim (which the base ones are scattered over several different quests and scripts) and I didn't have a good setup if I did grab them. I am trying to come up with something else though I am not sure how it would work with very custom followers that have their own systems.
swords and sandals Posted November 23, 2016 Posted November 23, 2016 Can I ask, once the shop expansion has completed, is there anywhere in the complex where I can access a bed, no strings attached? Before the shop upgrades there are two cages outside the front door, one of which is unlocked and has an unowned bedroll. My character used to have a nap in there every now and then, but when the expansion has finished those cages move and everywhere seems to be either locked or owned. I think you get assigned a bed if you become a slave, I just wondered if my character could stay free but still have a cosy little cage somewhere to bed down for the night.
Nyx Morrigan Posted November 23, 2016 Posted November 23, 2016 Hi, I've been doing the property slave part of the mod and am up to the part to go to the Solitude Lighthouse, but every time I get near it I just CTD, is this known to you at all or has anyone ecountered this? Or could I possibly use console commands to advance to the next stage which I am sure is the Manor Maid part, the part I'm actually really looking forward to. Are you using the latest version of Assets and the CBBE body? There is an issue with the corset/belt combination in bodyslide that will cause crashes and there is one in use at the lighthouse. The development team has found the cause and are working on fixing the issue now. Yes, I indeed am using the latest for both mods, I'll have to keep poking around until the fix comes out.
bicobus Posted November 23, 2016 Posted November 23, 2016 I pulled the follower stuff out of v4 as it caused a lot of issues and half the time didn't keep them from following. Part of the problem is the various mods that let you use multiple followers make changes to the follower controls in Skyrim (which the base ones are scattered over several different quests and scripts) and I didn't have a good setup if I did grab them. I am trying to come up with something else though I am not sure how it would work with very custom followers that have their own systems. I don't exactly know how the follower system works and the lack of documentation about EFF is maddening, however this is what I could figure out. Extensible Follower Framework is event based and lightweight. All it does is sanitize the "management" part of the followers and nothing more. The author thought about creating an api so that anybody writing a plugin for EFF could essentially control the different followers. EFF waiting mechanic is the same as vanilla (3 days then automatically dismissed). However, it has a special "relax" function that seem to put the follower in sandbox mode for a longer period - I don't know the difference between WaitingForPlayer set to 1 (default wait) or 2 (relax aka. sandbox), it may be a way to bypass vanilla waiting mechanics. It would be possible to get the follower references through EFF, remove them from the active followers at the beginning of the embassy event, then add them back at the end. Or to be quick and dirty, a simple call to the XFL_RemoveAll function. Beside EFT doesn't care if a follower is vanilla or not as long as they use the vanilla follower thingy. And I don't know about other mods that overhaul follower controls, to me they're all inferior Note: this seems to be the github of the project: https://github.com/expired6978/Extensible-Follower-Framework/tree/master/Data/Scripts/Source
Veladarius Posted November 23, 2016 Author Posted November 23, 2016 Can I ask, once the shop expansion has completed, is there anywhere in the complex where I can access a bed, no strings attached? Before the shop upgrades there are two cages outside the front door, one of which is unlocked and has an unowned bedroll. My character used to have a nap in there every now and then, but when the expansion has finished those cages move and everywhere seems to be either locked or owned. I think you get assigned a bed if you become a slave, I just wondered if my character could stay free but still have a cosy little cage somewhere to bed down for the night. I don't think I set up any of the new cages for general use, I think I have 2 that are not set up for anything at the moment. I will add some bedding to them.
Veladarius Posted November 23, 2016 Author Posted November 23, 2016 I pulled the follower stuff out of v4 as it caused a lot of issues and half the time didn't keep them from following. Part of the problem is the various mods that let you use multiple followers make changes to the follower controls in Skyrim (which the base ones are scattered over several different quests and scripts) and I didn't have a good setup if I did grab them. I am trying to come up with something else though I am not sure how it would work with very custom followers that have their own systems. I don't exactly know how the follower system works and the lack of documentation about EFF is maddening, however this is what I could figure out. Extensible Follower Framework is event based and lightweight. All it does is sanitize the "management" part of the followers and nothing more. The author thought about creating an api so that anybody writing a plugin for EFF could essentially control the different followers. EFF waiting mechanic is the same as vanilla (3 days then automatically dismissed). However, it has a special "relax" function that seem to put the follower in sandbox mode for a longer period - I don't know the difference between WaitingForPlayer set to 1 (default wait) or 2 (relax aka. sandbox), it may be a way to bypass vanilla waiting mechanics. It would be possible to get the follower references through EFF, remove them from the active followers at the beginning of the embassy event, then add them back at the end. Or to be quick and dirty, a simple call to the XFL_RemoveAll function. Beside EFT doesn't care if a follower is vanilla or not as long as they use the vanilla follower thingy. And I don't know about other mods that overhaul follower controls, to me they're all inferior Note: this seems to be the github of the project: https://github.com/expired6978/Extensible-Follower-Framework/tree/master/Data/Scripts/Source Part of the problem is that the base follower system also has an alias set up for them that is used from time to time, likely for scenes for use by followers like Serana. For the rest of it it uses factions and such which would require setting up a search tool to find them and take them over. As it is I use AFT and I know that there are others that are using it as well and it looks like it is an expanded version of the base system but I had issues with my capture system working right on them. The entire follower system is just a piece of trash, even the marriage system is broken up among separate quests.
swords and sandals Posted November 23, 2016 Posted November 23, 2016 Can I ask, once the shop expansion has completed, is there anywhere in the complex where I can access a bed, no strings attached? Before the shop upgrades there are two cages outside the front door, one of which is unlocked and has an unowned bedroll. My character used to have a nap in there every now and then, but when the expansion has finished those cages move and everywhere seems to be either locked or owned. I think you get assigned a bed if you become a slave, I just wondered if my character could stay free but still have a cosy little cage somewhere to bed down for the night. I don't think I set up any of the new cages for general use, I think I have 2 that are not set up for anything at the moment. I will add some bedding to them. Great. Thank you!
necrontyr525 Posted November 24, 2016 Posted November 24, 2016 I don't know if this has been asked or answer before.. (but if it has, that should make it easy, right?) Problem: items like chastity belts, chastity harnesses, specifically nipple piercings, really anything to do with the arms, legs, and chest (not groin) areas don't seem to work. The game registers that they're on me, but I still appear naked and without said chastity belt, for example. Is there any way I can fix this? Have you built the meshes in bodyslide? If you're using the latest versions of the core devious mods (dda, ddi, and ddx) it's now a requirement. How exactly do I do that? I'm honestly pretty new to this ^^; this ones actually fairly easy, assuming you re using UUNP or CBBE body. 1) open up bodyslide. 2) 2nd dropdown menu -> select body presets -> UUNP (the one i use...) 3) batch build button in the bottom right 4) make sure only the DDa, DDI, and DDx (iirc its all ddx items actually) are the only ones checked 5) hit ok. 6) profit.
bicobus Posted November 24, 2016 Posted November 24, 2016 I pulled the follower stuff out of v4 as it caused a lot of issues and half the time didn't keep them from following. Part of the problem is the various mods that let you use multiple followers make changes to the follower controls in Skyrim (which the base ones are scattered over several different quests and scripts) and I didn't have a good setup if I did grab them. I am trying to come up with something else though I am not sure how it would work with very custom followers that have their own systems. I don't exactly know how the follower system works and the lack of documentation about EFF is maddening, however this is what I could figure out. Extensible Follower Framework is event based and lightweight. All it does is sanitize the "management" part of the followers and nothing more. The author thought about creating an api so that anybody writing a plugin for EFF could essentially control the different followers. EFF waiting mechanic is the same as vanilla (3 days then automatically dismissed). However, it has a special "relax" function that seem to put the follower in sandbox mode for a longer period - I don't know the difference between WaitingForPlayer set to 1 (default wait) or 2 (relax aka. sandbox), it may be a way to bypass vanilla waiting mechanics. It would be possible to get the follower references through EFF, remove them from the active followers at the beginning of the embassy event, then add them back at the end. Or to be quick and dirty, a simple call to the XFL_RemoveAll function. Beside EFT doesn't care if a follower is vanilla or not as long as they use the vanilla follower thingy. And I don't know about other mods that overhaul follower controls, to me they're all inferior Note: this seems to be the github of the project: https://github.com/expired6978/Extensible-Follower-Framework/tree/master/Data/Scripts/Source Part of the problem is that the base follower system also has an alias set up for them that is used from time to time, likely for scenes for use by followers like Serana. For the rest of it it uses factions and such which would require setting up a search tool to find them and take them over. As it is I use AFT and I know that there are others that are using it as well and it looks like it is an expanded version of the base system but I had issues with my capture system working right on them. The entire follower system is just a piece of trash, even the marriage system is broken up among separate quests. I see the problem, there is no way to handle this issue in a sane manner other than to ask the player to please dismiss their followers (or make them wait). EFF's sandbox plugin is so beautiful though :'(
Rhonen5 Posted November 24, 2016 Posted November 24, 2016 So the final conclusion is to get AFT and MHYH (my home is your home) for better compatibility with the overall mods here on this site then?. i have EFF atm and did get some problems with some mods.. like miaslair or what its called.. cannot seem to find it anymore lol.. maybe changed its name or something.. ah nvm about that last part.. found it under the name of sexlab sex slaves
bicobus Posted November 24, 2016 Posted November 24, 2016 You misunderstood what has been said here. There is no compatibility between AFT (or iAFT) and mods unless stated and the grand majority of the mods present on this site do not state anything. The issue isn't really using AFT or EFF or whatever, but how vanilla skyrim manages followers: fine from the player perspective but a close to nightmarish for mod creators. What has been said was that vanilla followers are mostly fine, but you'll always find exceptions with special followers like serana (the vampire chick) because they behave differently. And then, you have all those followers mods that you can find online. So, use whatever mod you want as they will likely won't affect anything. EFF, AFT, who cares as long as it's good enough for you?
Rhonen5 Posted November 24, 2016 Posted November 24, 2016 You misunderstood what has been said here. There is no compatibility between AFT (or iAFT) and mods unless stated and the grand majority of the mods present on this site do not state anything. The issue isn't really using AFT or EFF or whatever, but how vanilla skyrim manages followers: fine from the player perspective but a close to nightmarish for mod creators. What has been said was that vanilla followers are mostly fine, but you'll always find exceptions with special followers like serana (the vampire chick) because they behave differently. And then, you have all those followers mods that you can find online. So, use whatever mod you want as they will likely won't affect anything. EFF, AFT, who cares as long as it's good enough for you? ah okey, thx for clearing that up
heehatatt Posted November 25, 2016 Posted November 25, 2016 Running into an issue. When doing the free trial, the master won't equip any devices onto me, and the scene stops. Free trial worked fine before I updated Devious Devices, so I'm assuming there's a compatibility issue there somewhere? Also wondering about the embassy quest. After finishing it my save file bloats to around 100 megabyte size, did something go wrong, or is this a known issue?
Veladarius Posted November 25, 2016 Author Posted November 25, 2016 Running into an issue. When doing the free trial, the master won't equip any devices onto me, and the scene stops. Free trial worked fine before I updated Devious Devices, so I'm assuming there's a compatibility issue there somewhere? Also wondering about the embassy quest. After finishing it my save file bloats to around 100 megabyte size, did something go wrong, or is this a known issue? Make sure you are using the most recent version as it fixes the issue with the Free Trial stopping after equipping the belt. I would also suggest going into the MCM menu on the Quest Reset page and have it reset the device arrays. As for the save file issue I have no idea about that, I have not had that reported before.
heehatatt Posted November 25, 2016 Posted November 25, 2016 Running into an issue. When doing the free trial, the master won't equip any devices onto me, and the scene stops. Free trial worked fine before I updated Devious Devices, so I'm assuming there's a compatibility issue there somewhere? Also wondering about the embassy quest. After finishing it my save file bloats to around 100 megabyte size, did something go wrong, or is this a known issue? Make sure you are using the most recent version as it fixes the issue with the Free Trial stopping after equipping the belt. I would also suggest going into the MCM menu on the Quest Reset page and have it reset the device arrays. As for the save file issue I have no idea about that, I have not had that reported before. I'm using v4.08, I tried resetting device arrays, and it didn't help. On a different save game free trial works fine however.
tkaamu Posted November 25, 2016 Posted November 25, 2016 Having an issue with the mod, everything works perfectly expect that whenever I go near enough to the captured dreams shop exterior (feels like same cell but not sure) it causes CTD. Anyone encountered this problem? It has only showed up with the v4 onwards, v3 did not have the issue.
Veladarius Posted November 25, 2016 Author Posted November 25, 2016 Having an issue with the mod, everything works perfectly expect that whenever I go near enough to the captured dreams shop exterior (feels like same cell but not sure) it causes CTD. Anyone encountered this problem? It has only showed up with the v4 onwards, v3 did not have the issue. The only changes to the exterior of the shop are: - Navmesh is set to use the same ID as the standard Skyrim navmesh but make sure you don't have any mods that change that area - Devices on npc's outside after the expansion are mostly cosmetic, only the belts and plugs are scripted devices so it will lower script load when you approach.
tkaamu Posted November 26, 2016 Posted November 26, 2016 Having an issue with the mod, everything works perfectly expect that whenever I go near enough to the captured dreams shop exterior (feels like same cell but not sure) it causes CTD. Anyone encountered this problem? It has only showed up with the v4 onwards, v3 did not have the issue. The only changes to the exterior of the shop are: - Navmesh is set to use the same ID as the standard Skyrim navmesh but make sure you don't have any mods that change that area - Devices on npc's outside after the expansion are mostly cosmetic, only the belts and plugs are scripted devices so it will lower script load when you approach. Tried everything I could think of that might affect the things you have mentioned. I have included papyrus log and plugin list incase someone more knowledgeable than me has the time to look at those. Papyrus.0.log plugins.txt
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