timcoeur Posted December 2, 2016 Posted December 2, 2016 Righto, have done those. The only thing that seems to happen from the mcm menu is the onscreen message "CD Devices Ready" Here's the Papyrus log from Opening, MCM - Set/Reset Quest Device Arrays, Exit Menu, wait, close. Papyrus.0.log Here's the console output from running sqv before and after resetting through MCM ConSkrybe.log Here's the ModOrganizer log from that session, doesn't show anything useful afaik ModOrganizer_2.log The quest In need the info from is CDxSlavery_Functions not CDxSlavery_Player as it contains the scripts to add/remove devices and the arrays themselves. As for the logs they look clean otherwise. Sorry should have read that more carefully, fixed. Papyrus.0.log ConSkrybe.log
Talbert Posted December 2, 2016 Posted December 2, 2016 Hi Vel, after upgrading from 4.06 to 4.08 I've got two problems left: 1. Master greets me still every time with "Let's talk for a moment, shall we" to ask me to become her slave. How can I get out of this? 2. Is I cklick this thorugh and want to sell something to her, it's "Hold on for a moment" for the confiscation ... Are there any console commands to reset these phrases, so she doesn't aks/say them anytime, without resetting the whole mod? I don't want to lose my progress ... 1- if you don't want to be a slave then turn it off in the MCM menu. If you do want to then use sqvCDxSlavery_Player and tell me what the EnslaveType variable is, we can go from there. 2- Confiscation is likely getting stuck on a condition someplace. You can reset the quest as follows: setstage cdxconfiscation 100 setstage cdxconfiscation 500 Thanks for the answer. 2 is solved with these commands. To 1, I don't want to be a slave with this character as such, but I left the option checked so that simple slavery could send me to CD. I don't know if a yes in the CD mcm is necessary for this. I disabled the slavery now and the dialog is gone. If a checked slavery option in the cd mcm is necessary for simple slavery, then I have a problem. Because if I enable the slavery option again, master resumes to asks me every time again with the slavery dialog if I answer her "no". Any "set quest to xy" solution for this? As an additional question, is Mr. Tavish only available playing as a slave now? Because he hasn't visited the shop yet and the expansion was finished quite a while ago (2-3 ingame months).
DoctorFateMX Posted December 2, 2016 Posted December 2, 2016 Hi, I am having an issue in the Thalmor Embassy. In the scene where they take you to try the furniture, when they are blindfolding my character in front of the rack, the game just loops the animation of the assistant handing me something, she says "Here are your accesories. And in you go". but the scene doesn't advance, and the animation of her handing me something just loops over and over. I started a brand new game to test the latest CD. I am attaching my latest papyrus log. Hopefully it will tell you something useful. I have tried reloading a couple of older saves (all of them in the embassy) but it still gets stuck there. It may or may not be related, but in my inventory I am wearing a harness, but I cannot see it in my character (and it prevents the extraction of some plugs). Thanks, Doc Fate CD isn't causing any errors and I can see where it is equipping devices. Enable your controls for a moment and see if that gets it to advance or try changing to first person mode. The harness should not be there so if possible remove it by removing the unnamed portion of it via console (ignore the item ending in 40f0c) and it is equipped in your inventory unequip it. Hmmm, I tried removing that phantom item. Then I tried going into first person. Finally I tried enabling player controls, and I noticed that I could not activate the rack (which I guess is what its supposed to do next). Also, with player controls enabled, I went to the room next door and I couldn't activate any of the furniture either; not the Vertical Stocks, Milking Machine, nor the delicious Wooden Horse. I use Mod Organizer, and I've moved the mods around to try to use the rack provided by CD or the one provided by zazAnimationPack, and I get similar results either way. Any other ideas??? Many thanks (for the mods and for the help). Doc Fate Odd that the furniture would not work with your controls enabled as they are standard ZAZ furniture. if you can, give me a log of the scene where they try removing the items. If necessary use the Remove CD item option in the MCM menu, hopefully that will let things move forward. So, here is the log for when I used the Remove CD Item option. It looks like it only removes the vaginal plug. On a side note, I just loaded an earlier save, went to the CD Manor Dungeon and I could activate the Racks there no problem (and the pillories and Wooden Horse). Thanks, Doc Fate Papyrus.0.log
Veladarius Posted December 2, 2016 Author Posted December 2, 2016 Righto, have done those. The only thing that seems to happen from the mcm menu is the onscreen message "CD Devices Ready" Here's the Papyrus log from Opening, MCM - Set/Reset Quest Device Arrays, Exit Menu, wait, close. Papyrus.0.log Here's the console output from running sqv before and after resetting through MCM ConSkrybe.log Here's the ModOrganizer log from that session, doesn't show anything useful afaik ModOrganizer_2.log The quest In need the info from is CDxSlavery_Functions not CDxSlavery_Player as it contains the scripts to add/remove devices and the arrays themselves. As for the logs they look clean otherwise. Sorry should have read that more carefully, fixed. Papyrus.0.log ConSkrybe.log The arrays have been properly filled. As for being abandoned in the wilderness cage, do you mean the one where you can see a fort from or one of the cages in the CD compound? If it is the first one there are MCM options to summon Herran to release you or just use the console to unlock the door as that is the end of the punishment.
Veladarius Posted December 2, 2016 Author Posted December 2, 2016 Hi, I am having an issue in the Thalmor Embassy. In the scene where they take you to try the furniture, when they are blindfolding my character in front of the rack, the game just loops the animation of the assistant handing me something, she says "Here are your accesories. And in you go". but the scene doesn't advance, and the animation of her handing me something just loops over and over. I started a brand new game to test the latest CD. I am attaching my latest papyrus log. Hopefully it will tell you something useful. I have tried reloading a couple of older saves (all of them in the embassy) but it still gets stuck there. It may or may not be related, but in my inventory I am wearing a harness, but I cannot see it in my character (and it prevents the extraction of some plugs). Thanks, Doc Fate CD isn't causing any errors and I can see where it is equipping devices. Enable your controls for a moment and see if that gets it to advance or try changing to first person mode. The harness should not be there so if possible remove it by removing the unnamed portion of it via console (ignore the item ending in 40f0c) and it is equipped in your inventory unequip it. Hmmm, I tried removing that phantom item. Then I tried going into first person. Finally I tried enabling player controls, and I noticed that I could not activate the rack (which I guess is what its supposed to do next). Also, with player controls enabled, I went to the room next door and I couldn't activate any of the furniture either; not the Vertical Stocks, Milking Machine, nor the delicious Wooden Horse. I use Mod Organizer, and I've moved the mods around to try to use the rack provided by CD or the one provided by zazAnimationPack, and I get similar results either way. Any other ideas??? Many thanks (for the mods and for the help). Doc Fate Odd that the furniture would not work with your controls enabled as they are standard ZAZ furniture. if you can, give me a log of the scene where they try removing the items. If necessary use the Remove CD item option in the MCM menu, hopefully that will let things move forward. So, here is the log for when I used the Remove CD Item option. It looks like it only removes the vaginal plug. On a side note, I just loaded an earlier save, went to the CD Manor Dungeon and I could activate the Racks there no problem (and the pillories and Wooden Horse). Thanks, Doc Fate Others have had the same issue with the rack but it is a completely standard rack, nothing special about it. I have not been able to reproduce the issues so I have trouble diagnosing the problem. Let's try to see if we can skip the scene and continue forward. Try the following in the console: Stopscene xx0f68ea -should stop the scene in progress Setstage CDxExpquest02 290 -should move to the next stage. If that still causes issues, as it will try to put you in the rack, then skip to stage 295 instead. 90% of this quest was not changed from v3, the only parts that were are the start, ending and some of the dialogue. Of the 4 expansion quests this was the only one that was not rebuilt or had a major overhaul.
Veladarius Posted December 2, 2016 Author Posted December 2, 2016 Hi Vel, after upgrading from 4.06 to 4.08 I've got two problems left: 1. Master greets me still every time with "Let's talk for a moment, shall we" to ask me to become her slave. How can I get out of this? 2. Is I cklick this thorugh and want to sell something to her, it's "Hold on for a moment" for the confiscation ... Are there any console commands to reset these phrases, so she doesn't aks/say them anytime, without resetting the whole mod? I don't want to lose my progress ... 1- if you don't want to be a slave then turn it off in the MCM menu. If you do want to then use sqvCDxSlavery_Player and tell me what the EnslaveType variable is, we can go from there. 2- Confiscation is likely getting stuck on a condition someplace. You can reset the quest as follows: setstage cdxconfiscation 100 setstage cdxconfiscation 500 Thanks for the answer. 2 is solved with these commands. To 1, I don't want to be a slave with this character as such, but I left the option checked so that simple slavery could send me to CD. I don't know if a yes in the CD mcm is necessary for this. I disabled the slavery now and the dialog is gone. If a checked slavery option in the cd mcm is necessary for simple slavery, then I have a problem. Because if I enable the slavery option again, master resumes to asks me every time again with the slavery dialog if I answer her "no". Any "set quest to xy" solution for this? If the dialogue is "Let's talk a moment shall we?" that is the first time she is asking you to be a Relationship Slave. If you say no there should be a variable and timer that are set to delay he asking again. If the dialogue is "It is time to give me an answer. Will you become my slave?" Then it should set the variable so it won't ask anymore. You can do the following to stop her from asking again: CDxSlavery_Player.SetPapyrusVariable Questionagain 2 This will stop her from asking again. If you decide you want to become a relationship slave later you can set it to 0. As an additional question, is Mr. Tavish only available playing as a slave now? Because he hasn't visited the shop yet and the expansion was finished quite a while ago (2-3 ingame months). The controller for when Tavish arrives has changed entirely. Once you have hit the appropriate requirements (see main page) he will be put into the lineup as a non-session guest. If he arrives and you are there while he is there (about 3 days or so) then you will be given the option for the quest. After the first visit he will show up more frequently. Note: There are issues with this quest that vary from person to person playing, for me it will not advance beyond the first phase of the first stage when he is speaking with Master while you are there so it may not work properly.
Layenightboy Posted December 2, 2016 Posted December 2, 2016 Hey i just downloaded this and for the most part it works, however all the custom items show up as glowing purple and the delivery girl is just a floating head. as well as some other issues with the body guard in ebony armor being missing. i found him following me around in windhelm and then i fast traveled away and havn't seen him since. I tried looking around the body slide but it doesnt show anything from captured dreams. It's not that big a deal but it would be nice to fix. Also the quest set at the embassy stops once i accept it because she doesnt equip anything to my character. Any help is appreciated!
Krazzle Posted December 2, 2016 Posted December 2, 2016 Hey Veladarius Sorry to bother you again but still using your scripts as a reference to help with my mod, wondering if you could give some more advice I'm trying to remove items from an NPC using a function, and was using the shower scene on the VIP mansion as a guide when the maid goes and unequips her items then re-equips them later,You have set the maid as an actor property, and maid uniform as an Armour property and the scene starts your function cdxca02.StripMaid() Function StripMaid() maid.unequipitem(maiduniform) besides this i dont see anything else about this in your scripts..when I try and do the same with my NPC set as an actor and removeing an item of clothing I get the following error.. "cannot call the member function SophRemove alone or on a type, must call it on a variable" Did I miss something? =/ Thanks for any advice you can give
DoctorFateMX Posted December 2, 2016 Posted December 2, 2016 Hi, I am having an issue in the Thalmor Embassy. In the scene where they take you to try the furniture, when they are blindfolding my character in front of the rack, the game just loops the animation of the assistant handing me something, she says "Here are your accesories. And in you go". but the scene doesn't advance, and the animation of her handing me something just loops over and over. I started a brand new game to test the latest CD. I am attaching my latest papyrus log. Hopefully it will tell you something useful. I have tried reloading a couple of older saves (all of them in the embassy) but it still gets stuck there. It may or may not be related, but in my inventory I am wearing a harness, but I cannot see it in my character (and it prevents the extraction of some plugs). Thanks, Doc Fate CD isn't causing any errors and I can see where it is equipping devices. Enable your controls for a moment and see if that gets it to advance or try changing to first person mode. The harness should not be there so if possible remove it by removing the unnamed portion of it via console (ignore the item ending in 40f0c) and it is equipped in your inventory unequip it. Hmmm, I tried removing that phantom item. Then I tried going into first person. Finally I tried enabling player controls, and I noticed that I could not activate the rack (which I guess is what its supposed to do next). Also, with player controls enabled, I went to the room next door and I couldn't activate any of the furniture either; not the Vertical Stocks, Milking Machine, nor the delicious Wooden Horse. I use Mod Organizer, and I've moved the mods around to try to use the rack provided by CD or the one provided by zazAnimationPack, and I get similar results either way. Any other ideas??? Many thanks (for the mods and for the help). Doc Fate Odd that the furniture would not work with your controls enabled as they are standard ZAZ furniture. if you can, give me a log of the scene where they try removing the items. If necessary use the Remove CD item option in the MCM menu, hopefully that will let things move forward. So, here is the log for when I used the Remove CD Item option. It looks like it only removes the vaginal plug. On a side note, I just loaded an earlier save, went to the CD Manor Dungeon and I could activate the Racks there no problem (and the pillories and Wooden Horse). Thanks, Doc Fate Others have had the same issue with the rack but it is a completely standard rack, nothing special about it. I have not been able to reproduce the issues so I have trouble diagnosing the problem. Let's try to see if we can skip the scene and continue forward. Try the following in the console: Stopscene xx0f68ea -should stop the scene in progress Setstage CDxExpquest02 290 -should move to the next stage. If that still causes issues, as it will try to put you in the rack, then skip to stage 295 instead. 90% of this quest was not changed from v3, the only parts that were are the start, ending and some of the dialogue. Of the 4 expansion quests this was the only one that was not rebuilt or had a major overhaul. No luck, I tried skipping the stages to 390 and 395 (I guess those are the ones you meant as 290 and 295 were already completed), both having stopped the scene and without stopping the scene and nothing. I did try other stages, in increments of 5, and although I did jump to the dungeon on stage 420, and then was dragged back to the room with the milking machine, Elenwen said to take me back to my cell to prepare, and then again no action. I updated CD on my old save and I had trouble with this quest from the beginning (Elenwen's bedroom), so I decided to do a new profile with Mod Organiser just to test this out. So this is a brand new, level 5, character. Thanks, Doc Fate
Veladarius Posted December 2, 2016 Author Posted December 2, 2016 Hey i just downloaded this and for the most part it works, however all the custom items show up as glowing purple and the delivery girl is just a floating head. as well as some other issues with the body guard in ebony armor being missing. i found him following me around in windhelm and then i fast traveled away and havn't seen him since. I tried looking around the body slide but it doesnt show anything from captured dreams. It's not that big a deal but it would be nice to fix. Also the quest set at the embassy stops once i accept it because she doesnt equip anything to my character. Any help is appreciated! Did you install v4.05 first as instructed? It has all of the custom meshes and textures. For the issue with the quest, post a log that was generated during the session when this happened.
Iblis Posted December 2, 2016 Posted December 2, 2016 Hey Veladarius is their anyway to reduce the amount of floors needed to be swept in manor house? i feel 20 each time especially if i get it twice in a day can be abit much haha, if theirs no work around then its fine
Veladarius Posted December 3, 2016 Author Posted December 3, 2016 Hey Veladarius is their anyway to reduce the amount of floors needed to be swept in manor house? i feel 20 each time especially if i get it twice in a day can be abit much haha, if theirs no work around then its fine Not currently.
Layenightboy Posted December 3, 2016 Posted December 3, 2016 Hey i just downloaded this and for the most part it works, however all the custom items show up as glowing purple and the delivery girl is just a floating head. as well as some other issues with the body guard in ebony armor being missing. i found him following me around in windhelm and then i fast traveled away and havn't seen him since. I tried looking around the body slide but it doesnt show anything from captured dreams. It's not that big a deal but it would be nice to fix. Also the quest set at the embassy stops once i accept it because she doesnt equip anything to my character. Any help is appreciated! Did you install v4.05 first as instructed? It has all of the custom meshes and textures. For the issue with the quest, post a log that was generated during the session when this happened. Installing the other pack fixed the meshes, but now the master is named Hunter and herkon is named guest, i started a new save for another mod, and i have no idea how to find a log and google is proving difficult because i dont have skyrim.ini to edit only skrim_default.ini :/
timcoeur Posted December 3, 2016 Posted December 3, 2016 Righto, have done those. The only thing that seems to happen from the mcm menu is the onscreen message "CD Devices Ready" Here's the Papyrus log from Opening, MCM - Set/Reset Quest Device Arrays, Exit Menu, wait, close. Papyrus.0.log Here's the console output from running sqv before and after resetting through MCM ConSkrybe.log Here's the ModOrganizer log from that session, doesn't show anything useful afaik ModOrganizer_2.log The quest In need the info from is CDxSlavery_Functions not CDxSlavery_Player as it contains the scripts to add/remove devices and the arrays themselves. As for the logs they look clean otherwise. Sorry should have read that more carefully, fixed. Papyrus.0.log ConSkrybe.log The arrays have been properly filled. As for being abandoned in the wilderness cage, do you mean the one where you can see a fort from or one of the cages in the CD compound? If it is the first one there are MCM options to summon Herran to release you or just use the console to unlock the door as that is the end of the punishment. There are so many transient glitches, it's difficult to determine the actual mod-related issues while playtesting.. I'll stick to those original issue numbers for clarity. #004 The original post was referring to the CD shop slave cages. The items are removed and re-equipped on entering the cage (now know this is not a bug). On 'release' (abandoned in wilderness w/ items), the player is set free but the quest doesn't end and and there's no 'legitimate' way to remove the equipped belt. > Is the quest supposed to complete?, because the Property Slave quest continues, and the daily "days in cage:5" message continues to display around afternoon each day > were you saying the "CD Chastity Belt Padded Silver" is intended to be replaced with a different non-quest belt? The equipped belt doesn't change (in name or item id) between start and finish. As far as I can tall, the "CD" belt variant cannot be removed by master, blacksmith, or force - only console command on the equipped item. #003 The original playthrough that first got to this point had both the CD belt not re-equip after encounter, and the plugs 'fall out' immediately after equip. This clean install still doesn't equip the belt (no belt in inventory, and no belt model shown equipped through console->equipment), but the plugs don't fall out. They do seem to be different plugs this time - pear of anguish is very common. Sidenote: There is a secondary graphical issue involving script-equipping belts and the restrictive corset where the non-belt corset model can be equipped with a belt on, which overrides display of the belt model which is still listed in equipment (eg. when rayani removes clothes & belt for scene during smithy dwemer retrieval after punishment gear equipped by De'ani(sp?)). That can be fixed by console-unequipping and inventory-reequipping the corset. Removing all equipped items with console before scene end doesn't fix the re-equip problem, seems to be script related. //From papyrus on belt equip [12/03/2016 - 03:40:34PM] warning: Assigning None to a non-object variable named "::temp3" I can't figure out where the "none" is coming from. Seems to trigger non-fatally a few times inside zadlibs after SetCDDevice() is called (eg on GetName()), which makes me wonder if CD could be using a different call for this scene than for others that's erroring in the DD equip? Trawling source code puts me way out of my depth. Edit. Also confirmed that the 4.08 zadlibs script overwriting ddi has no effect, they're exact copies and a reinstall of CD without that file changes nothing.
REALnomad Posted December 3, 2016 Posted December 3, 2016 When I firstly enter Thalmor Embassy, Elenwen just stands there and nothing happens. Controls are off. Setstage of quest does nothing. No dialog. Ok the problem was caused by mod Sexist Guards...
valcon767 Posted December 3, 2016 Posted December 3, 2016 ok ran into 2 issues after upgrading from 4/07 to 4.08 first issue was a ctd - after reading the last few pages I know what causes this and that Vel is working on the fix already second issue for some reason the Master is trying to send me to do the Thalmor Embassy expansion quest when she should not do that. detailed explanation in spoiler below (its a bit long worded) started happening when I upgraded from 4.07 to 4.08 without making a clean save, so when I upgraded another mod (to make a clean save for that one would have required dropping about 15-20% of my mod list) so I just started a new game instead. issue still happens as soon as I hit lvl 8. Shop Courier brings me a letter from the Master (which is how it is set in MCM), when I goto her she has the correct dialogue for starting the expansion quest (but its the Thalmor Embassy Quest) and it should not be triggering. during the new game start (I use AS-LAL/CCAS), in the initial cell I turned on all mods and set their MCM's then took random start (got the CCAS Oblivion Maze Start). completed that, did Before The Storm, got 2 CD Ads, did Thane of Falkreath (in process went to shop at lvl 7 to sell stuff for money and raised player disposition to 11 by talking to Master/Nissa), completed that, then as soon I hit lvl 8 the courier start showing up every so often (correct timing according to MCM) with a letter from Master (to do the Thalmor Embassy). after checking MCM settings shop expansion is finished confiscation is off free trial is off customer assist 01 and 02 are off only expansion quest turned on is the Falkrath encounter (Lession in Control) player traits are 5,5,7,2,6 going right down the list CDxPlayerDispositon is 11 PlayerRank is 10 (the last one when you type help cdxrank, the one that tells you your rank with Master for determining which expansions should start) all other cdxranks are at default after opening console and checking the quest stages I am totally lost CDxEXPQuest01 stage 0 0 stage 1 1 all following stages at 0 CDxEXPQuest02 stage 0 1 stage 10 0 all following stages at 0 CDxEXPQuest03 stage 0 0 stage 10 1 all following stages at 0 CDxEXPQuest04 stage 0 1 stage 10 0 all following stages at 0 device arrays are setting properly attached are 2 logs (log 0 is where I loaded a save game to check stuff in console/mcm, log 1 contains when the Courier showed up and gave me the letter) any help from anyone who can tell me why this is happening (and hopefully how to Fix) would be appreciated. Papyrus.0.log Papyrus.1.log
Veladarius Posted December 3, 2016 Author Posted December 3, 2016 Hey i just downloaded this and for the most part it works, however all the custom items show up as glowing purple and the delivery girl is just a floating head. as well as some other issues with the body guard in ebony armor being missing. i found him following me around in windhelm and then i fast traveled away and havn't seen him since. I tried looking around the body slide but it doesnt show anything from captured dreams. It's not that big a deal but it would be nice to fix. Also the quest set at the embassy stops once i accept it because she doesnt equip anything to my character. Any help is appreciated! Did you install v4.05 first as instructed? It has all of the custom meshes and textures. For the issue with the quest, post a log that was generated during the session when this happened. Installing the other pack fixed the meshes, but now the master is named Hunter and herkon is named guest, i started a new save for another mod, and i have no idea how to find a log and google is proving difficult because i dont have skyrim.ini to edit only skrim_default.ini :/ v4.05 needs to be installed then overwritten with v4.08, the problem is with the localized esp and the translation file.
Veladarius Posted December 3, 2016 Author Posted December 3, 2016 Righto, have done those. The only thing that seems to happen from the mcm menu is the onscreen message "CD Devices Ready" Here's the Papyrus log from Opening, MCM - Set/Reset Quest Device Arrays, Exit Menu, wait, close. Papyrus.0.log Here's the console output from running sqv before and after resetting through MCM ConSkrybe.log Here's the ModOrganizer log from that session, doesn't show anything useful afaik ModOrganizer_2.log The quest In need the info from is CDxSlavery_Functions not CDxSlavery_Player as it contains the scripts to add/remove devices and the arrays themselves. As for the logs they look clean otherwise. Sorry should have read that more carefully, fixed. Papyrus.0.log ConSkrybe.log The arrays have been properly filled. As for being abandoned in the wilderness cage, do you mean the one where you can see a fort from or one of the cages in the CD compound? If it is the first one there are MCM options to summon Herran to release you or just use the console to unlock the door as that is the end of the punishment. There are so many transient glitches, it's difficult to determine the actual mod-related issues while playtesting.. I'll stick to those original issue numbers for clarity. #004 The original post was referring to the CD shop slave cages. The items are removed and re-equipped on entering the cage (now know this is not a bug). On 'release' (abandoned in wilderness w/ items), the player is set free but the quest doesn't end and and there's no 'legitimate' way to remove the equipped belt. > Is the quest supposed to complete?, because the Property Slave quest continues, and the daily "days in cage:5" message continues to display around afternoon each day > were you saying the "CD Chastity Belt Padded Silver" is intended to be replaced with a different non-quest belt? The equipped belt doesn't change (in name or item id) between start and finish. As far as I can tall, the "CD" belt variant cannot be removed by master, blacksmith, or force - only console command on the equipped item. - the Wilderness Cage is the one away from the CD compound, not one of the ones by the Shop or Manor. These are used in completely different punishments, opening the cages by the shop or manor will not stop the punishment. If this was done as a punishment and no one came to get you on the 4th day then something kept the npc from releasing you and returning you to the shop. - Go yo a save while in the cages and do the following: --- if you are in the cage by the shop (2 cages there) then use: startscene xx247d7a --- if you are in the cage by the manor (5 cages there) then use: startscene xx241b6d - xx is the load position for CD #003 The original playthrough that first got to this point had both the CD belt not re-equip after encounter, and the plugs 'fall out' immediately after equip. This clean install still doesn't equip the belt (no belt in inventory, and no belt model shown equipped through console->equipment), but the plugs don't fall out. They do seem to be different plugs this time - pear of anguish is very common. - At what point exactly is the belt not being equipped? if it is during a punishment there are a number of places that belts are equipped. - Plugs are chosen at random via tags, the pear of anguish has no tag other than that it is a plug so if for some reason the command does not pick up the proper type it can fall back to that item. If the tags are not being picked up properly then it is a DDi problem. Sidenote: There is a secondary graphical issue involving script-equipping belts and the restrictive corset where the non-belt corset model can be equipped with a belt on, which overrides display of the belt model which is still listed in equipment (eg. when rayani removes clothes & belt for scene during smithy dwemer retrieval after punishment gear equipped by De'ani(sp?)). That can be fixed by console-unequipping and inventory-reequipping the corset. Removing all equipped items with console before scene end doesn't fix the re-equip problem, seems to be script related. No idea on this. Likely the corset script is not picking up the 2 items being equipped and changing the model. //From papyrus on belt equip [12/03/2016 - 03:40:34PM] warning: Assigning None to a non-object variable named "::temp3" I can't figure out where the "none" is coming from. Seems to trigger non-fatally a few times inside zadlibs after SetCDDevice() is called (eg on GetName()), which makes me wonder if CD could be using a different call for this scene than for others that's erroring in the DD equip? Trawling source code puts me way out of my depth. Edit. Also confirmed that the 4.08 zadlibs script overwriting ddi has no effect, they're exact copies and a reinstall of CD without that file changes nothing. 1- make sure to use the zadlibs script from DDi 2- make sure that in the MCM menu where you have the option of materials that include Metal, Leather and Ebonite that it matches the belt type you choose, ie Metal for the metal base belts and Leather/Ebonite for the Harness. There is an issue where this confuses the equip script if they don't match so it uses the incorrect array to look up items (hence the 'none' error) v4.08 uses arrays to store all of the quest devices which consists of 29 arrays with 17 items each. A number of arrays have empty slots since each array is based on the material of the devices so ones for metal devices don't have anything that is not metal and each device type has a specific location within the array. DD items are made up of 2 items each so 14 arrays are for the Inventory items (what shows in the inventory) another 14 are for the rendered items (what shows on the actor) and 1 for the keyword for that device type. If I want to equip a device it looks up the item and all 29 arrays are aligned so if I want a posture collar (item 4 on the list) it would look up item 4 from the appropriate lists and send them to the equip function. Once I sort out the issue with the material / belt issue it should work perfectly as that is the last issue with it. I still need to add the plugs but that will be similar, most of it is ready (held over from the last version) but needs integrated into the existing system). When I firstly enter Thalmor Embassy, Elenwen just stands there and nothing happens. Controls are off. Setstage of quest does nothing. No dialog. Ok the problem was caused by mod Sexist Guards... Odd, the only change was to the guards themselves and should not have had an effect on the quest.
timcoeur Posted December 3, 2016 Posted December 3, 2016 At risk of spamming your thread, here's a different problem. End of Solitude quest gets stuck in Manor Basement. - Actors walk to bottom of stairs - debug notification "Start last phase of entry scene" - "Let's see who we have here" dialogue from master - slight pause - debug notification "End enter scene .." plays - Player control disabled - Actors immediately walk from bottom of stairs back to daily routines - Player control stays disabled - Alessia just follows PC the whole time * Occurring in 4.05 & 4.08, with or without cleaned save * waiting has no effect * resetting framework has no effect * sqv cdxSlavery_Property shows Q4Stage_var = 4 * issceneplaying 3e1936aa shows is not playing (SceneQ4MasterBsmt) * issceneplaying 3e1936a8 shows is playing (SceneQ4Master01) At this point I run out of ideas to investigate. The behaviour is nothing like what CK shows Q4Master_01 should be doing. Papyrus log produces no entries on or around the time of scene start. Cheers Papyrus.0.log 1
Veladarius Posted December 3, 2016 Author Posted December 3, 2016 ok ran into 2 issues after upgrading from 4/07 to 4.08 first issue was a ctd - after reading the last few pages I know what causes this and that Vel is working on the fix already second issue for some reason the Master is trying to send me to do the Thalmor Embassy expansion quest when she should not do that. detailed explanation in spoiler below (its a bit long worded) started happening when I upgraded from 4.07 to 4.08 without making a clean save, so when I upgraded another mod (to make a clean save for that one would have required dropping about 15-20% of my mod list) so I just started a new game instead. issue still happens as soon as I hit lvl 8. Shop Courier brings me a letter from the Master (which is how it is set in MCM), when I goto her she has the correct dialogue for starting the expansion quest (but its the Thalmor Embassy Quest) and it should not be triggering. during the new game start (I use AS-LAL/CCAS), in the initial cell I turned on all mods and set their MCM's then took random start (got the CCAS Oblivion Maze Start). completed that, did Before The Storm, got 2 CD Ads, did Thane of Falkreath (in process went to shop at lvl 7 to sell stuff for money and raised player disposition to 11 by talking to Master/Nissa), completed that, then as soon I hit lvl 8 the courier start showing up every so often (correct timing according to MCM) with a letter from Master (to do the Thalmor Embassy). after checking MCM settings shop expansion is finished confiscation is off free trial is off customer assist 01 and 02 are off only expansion quest turned on is the Falkrath encounter (Lession in Control) player traits are 5,5,7,2,6 going right down the list CDxPlayerDispositon is 11 PlayerRank is 10 (the last one when you type help cdxrank, the one that tells you your rank with Master for determining which expansions should start) all other cdxranks are at default after opening console and checking the quest stages I am totally lost CDxEXPQuest01 stage 0 0 stage 1 1 all following stages at 0 CDxEXPQuest02 stage 0 1 stage 10 0 all following stages at 0 CDxEXPQuest03 stage 0 0 stage 10 1 all following stages at 0 CDxEXPQuest04 stage 0 1 stage 10 0 all following stages at 0 device arrays are setting properly attached are 2 logs (log 0 is where I loaded a save game to check stuff in console/mcm, log 1 contains when the Courier showed up and gave me the letter) any help from anyone who can tell me why this is happening (and hopefully how to Fix) would be appreciated. There are a number of 'qualifications' for the Embassy quest but being Submissive should have been a requirement, if you got the Falkreath quest then you definintely did not meet the qualification for the Embassy. There is likely an issue with the conditions on the Embassy quest but it is entirely optional and you don't have to do it (unless you become a slave but you can always disable it in the MCM menu).
Veladarius Posted December 3, 2016 Author Posted December 3, 2016 At risk of spamming your thread, here's a different problem. End of Solitude quest gets stuck in Manor Basement. - Actors walk to bottom of stairs - debug notification "Start last phase of entry scene" - "Let's see who we have here" dialogue from master - slight pause - debug notification "End enter scene .." plays - Player control disabled - Actors immediately walk from bottom of stairs back to daily routines - Player control stays disabled - Alessia just follows PC the whole time * Occurring in 4.05 & 4.08, with or without cleaned save * waiting has no effect * resetting framework has no effect * sqv cdxSlavery_Property shows Q4Stage_var = 4 * issceneplaying 3e1936aa shows is not playing (SceneQ4MasterBsmt) * issceneplaying 3e1936a8 shows is playing (SceneQ4Master01) At this point I run out of ideas to investigate. The behaviour is nothing like what CK shows Q4Master_01 should be doing. Papyrus log produces no entries on or around the time of scene start. Cheers Make sure that all 4 of the actors are in their proper location or at least near it as it may have issues if one of them is not in place. Start with Valund, the dungeon master as he sometimes gets stuck in his cell.
timcoeur Posted December 3, 2016 Posted December 3, 2016 You're correct (as below)! Setting the device preferences from "any" to specific settings fixes the None error and the equip problem. Yay! Righto, have done those. The only thing that seems to happen from the mcm menu is the onscreen message "CD Devices Ready" Here's the Papyrus log from Opening, MCM - Set/Reset Quest Device Arrays, Exit Menu, wait, close. Papyrus.0.log Here's the console output from running sqv before and after resetting through MCM ConSkrybe.log Here's the ModOrganizer log from that session, doesn't show anything useful afaik ModOrganizer_2.log The quest In need the info from is CDxSlavery_Functions not CDxSlavery_Player as it contains the scripts to add/remove devices and the arrays themselves. As for the logs they look clean otherwise. Sorry should have read that more carefully, fixed. Papyrus.0.log ConSkrybe.log The arrays have been properly filled. As for being abandoned in the wilderness cage, do you mean the one where you can see a fort from or one of the cages in the CD compound? If it is the first one there are MCM options to summon Herran to release you or just use the console to unlock the door as that is the end of the punishment. There are so many transient glitches, it's difficult to determine the actual mod-related issues while playtesting.. I'll stick to those original issue numbers for clarity. #004 The original post was referring to the CD shop slave cages. The items are removed and re-equipped on entering the cage (now know this is not a bug). On 'release' (abandoned in wilderness w/ items), the player is set free but the quest doesn't end and and there's no 'legitimate' way to remove the equipped belt. > Is the quest supposed to complete?, because the Property Slave quest continues, and the daily "days in cage:5" message continues to display around afternoon each day > were you saying the "CD Chastity Belt Padded Silver" is intended to be replaced with a different non-quest belt? The equipped belt doesn't change (in name or item id) between start and finish. As far as I can tall, the "CD" belt variant cannot be removed by master, blacksmith, or force - only console command on the equipped item. - the Wilderness Cage is the one away from the CD compound, not one of the ones by the Shop or Manor. These are used in completely different punishments, opening the cages by the shop or manor will not stop the punishment. If this was done as a punishment and no one came to get you on the 4th day then something kept the npc from releasing you and returning you to the shop. - Go yo a save while in the cages and do the following: --- if you are in the cage by the shop (2 cages there) then use: startscene xx247d7a --- if you are in the cage by the manor (5 cages there) then use: startscene xx241b6d - xx is the load position for CD I think we missed a detail here - both of these occur as part of the slavery start. This is the cage from the lowest stage - after failing the slave post. Release from the cage is not the issue, that happens correctly. The issue is best articulated in two parts: 4A > Property Slave quest not finishing on abandonment/release. 4B > Unremovable CD belt remains equipped 4A I'm not 100% certain that you've designed the quest to finish at that point. It appears a logical place to end and it's confusing to the player that it doesn't. With #3 fixed, 4B is also confirmed as just an edge-case logic error: The belt re-equipped while on the slave post is a standard (non-quest) belt. The only way to get to the cage with the original quest belt still on is to skip all guest encounters by waiting, ultimately leaving the player with an unremoveable belt. #003 The original playthrough that first got to this point had both the CD belt not re-equip after encounter, and the plugs 'fall out' immediately after equip. This clean install still doesn't equip the belt (no belt in inventory, and no belt model shown equipped through console->equipment), but the plugs don't fall out. They do seem to be different plugs this time - pear of anguish is very common. - At what point exactly is the belt not being equipped? if it is during a punishment there are a number of places that belts are equipped. (When devices are re-equipped immediately after the Sexlab scene with travelling Guest at the post in the two post stages of the Property Slave quest, before the AI walk back to the post. The screenshot in my original post about this was at that exact point.) - Plugs are chosen at random via tags, the pear of anguish has no tag other than that it is a plug so if for some reason the command does not pick up the proper type it can fall back to that item. If the tags are not being picked up properly then it is a DDi problem. (Comment re. plugs is just me providing info without knowing if it's relevant.) Sidenote: There is a secondary graphical issue involving script-equipping belts and the restrictive corset where the non-belt corset model can be equipped with a belt on, which overrides display of the belt model which is still listed in equipment (eg. when rayani removes clothes & belt for scene during smithy dwemer retrieval after punishment gear equipped by De'ani(sp?)). That can be fixed by console-unequipping and inventory-reequipping the corset. Removing all equipped items with console before scene end doesn't fix the re-equip problem, seems to be script related. No idea on this. Likely the corset script is not picking up the 2 items being equipped and changing the model. //From papyrus on belt equip [12/03/2016 - 03:40:34PM] warning: Assigning None to a non-object variable named "::temp3" I can't figure out where the "none" is coming from. Seems to trigger non-fatally a few times inside zadlibs after SetCDDevice() is called (eg on GetName()), which makes me wonder if CD could be using a different call for this scene than for others that's erroring in the DD equip? Trawling source code puts me way out of my depth. Edit. Also confirmed that the 4.08 zadlibs script overwriting ddi has no effect, they're exact copies and a reinstall of CD without that file changes nothing. 1- make sure to use the zadlibs script from DDi Yes, it's manually removed from the CD install in my MO 2- make sure that in the MCM menu where you have the option of materials that include Metal, Leather and Ebonite that it matches the belt type you choose, ie Metal for the metal base belts and Leather/Ebonite for the Harness. There is an issue where this confuses the equip script if they don't match so it uses the incorrect array to look up items (hence the 'none' error) v4.08 uses arrays to store all of the quest devices which consists of 29 arrays with 17 items each. A number of arrays have empty slots since each array is based on the material of the devices so ones for metal devices don't have anything that is not metal and each device type has a specific location within the array. DD items are made up of 2 items each so 14 arrays are for the Inventory items (what shows in the inventory) another 14 are for the rendered items (what shows on the actor) and 1 for the keyword for that device type. If I want to equip a device it looks up the item and all 29 arrays are aligned so if I want a posture collar (item 4 on the list) it would look up item 4 from the appropriate lists and send them to the equip function. Once I sort out the issue with the material / belt issue it should work perfectly as that is the last issue with it. I still need to add the plugs but that will be similar, most of it is ready (held over from the last version) but needs integrated into the existing system). Sounds like a difficult problem to solve with the limited tools papyrus gives you..
timcoeur Posted December 3, 2016 Posted December 3, 2016 At risk of spamming your thread, here's a different problem. End of Solitude quest gets stuck in Manor Basement. - Actors walk to bottom of stairs - debug notification "Start last phase of entry scene" - "Let's see who we have here" dialogue from master - slight pause - debug notification "End enter scene .." plays - Player control disabled - Actors immediately walk from bottom of stairs back to daily routines - Player control stays disabled - Alessia just follows PC the whole time * Occurring in 4.05 & 4.08, with or without cleaned save * waiting has no effect * resetting framework has no effect * sqv cdxSlavery_Property shows Q4Stage_var = 4 * issceneplaying 3e1936aa shows is not playing (SceneQ4MasterBsmt) * issceneplaying 3e1936a8 shows is playing (SceneQ4Master01) At this point I run out of ideas to investigate. The behaviour is nothing like what CK shows Q4Master_01 should be doing. Papyrus log produces no entries on or around the time of scene start. Cheers Make sure that all 4 of the actors are in their proper location or at least near it as it may have issues if one of them is not in place. Start with Valund, the dungeon master as he sometimes gets stuck in his cell. Thanks again for the suggestions Have tried moving all four (Valund, Raccan, Herran, Master) into the room prior to scene start, unfortunately nothing changes. Master says the one line as per previous post, then walks out the door and goes back into normal routine. Others do the same. 1
necrontyr525 Posted December 3, 2016 Posted December 3, 2016 At risk of spamming your thread, here's a different problem. End of Solitude quest gets stuck in Manor Basement. - Actors walk to bottom of stairs - debug notification "Start last phase of entry scene" - "Let's see who we have here" dialogue from master - slight pause - debug notification "End enter scene .." plays - Player control disabled - Actors immediately walk from bottom of stairs back to daily routines - Player control stays disabled - Alessia just follows PC the whole time * Occurring in 4.05 & 4.08, with or without cleaned save * waiting has no effect * resetting framework has no effect * sqv cdxSlavery_Property shows Q4Stage_var = 4 * issceneplaying 3e1936aa shows is not playing (SceneQ4MasterBsmt) * issceneplaying 3e1936a8 shows is playing (SceneQ4Master01) At this point I run out of ideas to investigate. The behaviour is nothing like what CK shows Q4Master_01 should be doing. Papyrus log produces no entries on or around the time of scene start. Cheers Make sure that all 4 of the actors are in their proper location or at least near it as it may have issues if one of them is not in place. Start with Valund, the dungeon master as he sometimes gets stuck in his cell. Thanks again for the suggestions Have tried moving all four (Valund, Raccan, Herran, Master) into the room prior to scene start, unfortunately nothing changes. Screenshot18.png Master says the one line as per previous post, then walks out the door and goes back into normal routine. Others do the same. i'm guessing this is if you mess up the solitude quest? b/c ive never seen this happen (b/c i save-scum to make sure i never fail that quest. never had to do go past the third night)
Veladarius Posted December 3, 2016 Author Posted December 3, 2016 At risk of spamming your thread, here's a different problem. End of Solitude quest gets stuck in Manor Basement. - Actors walk to bottom of stairs - debug notification "Start last phase of entry scene" - "Let's see who we have here" dialogue from master - slight pause - debug notification "End enter scene .." plays - Player control disabled - Actors immediately walk from bottom of stairs back to daily routines - Player control stays disabled - Alessia just follows PC the whole time * Occurring in 4.05 & 4.08, with or without cleaned save * waiting has no effect * resetting framework has no effect * sqv cdxSlavery_Property shows Q4Stage_var = 4 * issceneplaying 3e1936aa shows is not playing (SceneQ4MasterBsmt) * issceneplaying 3e1936a8 shows is playing (SceneQ4Master01) At this point I run out of ideas to investigate. The behaviour is nothing like what CK shows Q4Master_01 should be doing. Papyrus log produces no entries on or around the time of scene start. Cheers Make sure that all 4 of the actors are in their proper location or at least near it as it may have issues if one of them is not in place. Start with Valund, the dungeon master as he sometimes gets stuck in his cell. Thanks again for the suggestions Have tried moving all four (Valund, Raccan, Herran, Master) into the room prior to scene start, unfortunately nothing changes. Screenshot18.png Master says the one line as per previous post, then walks out the door and goes back into normal routine. Others do the same. i'm guessing this is if you mess up the solitude quest? b/c ive never seen this happen (b/c i save-scum to make sure i never fail that quest. never had to do go past the third night) The dialogue there is Valund's general dialogue. Once Master gets to the point where the fade out occurs, after that wait for an hour and it will continue.
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