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Posted

I installed 4.11  where i had the problem where Master didn't have any dialogue as anwer for the job "handle a personal request"

after usind the command:

 

SetPQV CDxTaskManager Avail_ExpQuest02 1

 

The courier didn t come as soon so i had to play a couple of days more...

I updated tge 4.12 and few time after the courier arrived

 

But master had no dialogue for the personal request :( 

 

Shold i have used thaty command again after 4.11 to 4.12 update?

 

Or maybe i have to start a new game but i plan to start one later since it takes a lot to get to that point and test it.

 

Posted

Hello Veladarius,

 

I tried v4.12. Upgraded from v4.11. I did some Chaste Spouse testing.

 

The player house is enabled for CS play, every furniture is placed.

 

The Spouse wanted to do either sex or Toy Box. She never asked for any other furniture (out of like 5 tries).

It is a 50/50 chance for the toy box or furniture and is decided by random dialogue.

 

Edit: it was just rng, in another try she choose Pillory. The timer was bugged again here though. --> Stuck.

Use SQV CDxChasteSpouse and loog for the variable  TimeOnFurniture  as that is the countdown timer. Whatever base time is set in the MCM menu for your spouse to come see you it reduces that by 1 until it hits 0 or less. Waiting (no matter how long) only reduces this by 1, I suggest turning up the time scale and just waiting. No matter what you end up doing she will come and release you so long as the timer is running (check the top of the sqv CDxChasteSpouse in the papyrus section and it will have the timer shown and how often it refreshes (in hours).

 

When my character accepted the Toy Box, it worked. Sex also worked.

 

The negative branch (when the character says she wants to do something else instead) however still seems bugged. The Spouse equips some devices and orders the character to the Toy Box. The character loses control but won't go to the Box. If I get backthe control via MCM and go to the Box and use it, then the timer won't decrease --> character is stuck.

I have fixed the issue of when you want to do something else and a few other minor things which will be released later today. The reason she likely isn't releasing you is she is still stuck in the previous scene that was trying to run (the one that didn't work).

 

 

 

 

 

I swear I am not the only one with this problem...

Date with A Jarl has a serious problem for me with scenes not ending cleanly and not stepping to the next scene.

The Quest thinks we have moved to the next stage (J command), but the last scene replays. Really bad on the Question scenes, because Quest always thinks I failed.

Not asking for a fix - but some guidance on scene IDs and appropriate console commands to use would sure help.

Like: stopscene xxyyyyyyy then startscene xxyyyyyz if Elisif hanging at wall repeats.

Possible change for people with broken special tasks: Give us some way to reset the task and disable it.

After Master has the task available, unchecking the task box in MCM does nothing. No way to escape it.

 

The problem is this - all the visits and question sessions during the post section all use the same scenes and dialogue and all the scenes end in force greets, there is no next scene to run. If you have scenes repeating then the last piece of dialogue before the next scene did not complete and will repeat (repeating the scene in the process). If you have things constantly repeating then something is interrupting the dialogue and triggering the walkaway dialogue and the forcegreet scene it runs to put you back into the dialogue.

 

As for resetting it entirely the last stage will handle shutting it down and should make it unavailable entirely after that.

Posted

 

Hello Veladarius,

 

I tried v4.12. Upgraded from v4.11. I did some Chaste Spouse testing.

 

The player house is enabled for CS play, every furniture is placed.

 

The Spouse wanted to do either sex or Toy Box. She never asked for any other furniture (out of like 5 tries).

It is a 50/50 chance for the toy box or furniture and is decided by random dialogue.

 

Edit: it was just rng, in another try she choose Pillory. The timer was bugged again here though. --> Stuck.

Use SQV CDxChasteSpouse and loog for the variable  TimeOnFurniture  as that is the countdown timer. Whatever base time is set in the MCM menu for your spouse to come see you it reduces that by 1 until it hits 0 or less. Waiting (no matter how long) only reduces this by 1, I suggest turning up the time scale and just waiting. No matter what you end up doing she will come and release you so long as the timer is running (check the top of the sqv CDxChasteSpouse in the papyrus section and it will have the timer shown and how often it refreshes (in hours).

 

When my character accepted the Toy Box, it worked. Sex also worked.

 

The negative branch (when the character says she wants to do something else instead) however still seems bugged. The Spouse equips some devices and orders the character to the Toy Box. The character loses control but won't go to the Box. If I get backthe control via MCM and go to the Box and use it, then the timer won't decrease --> character is stuck.

I have fixed the issue of when you want to do something else and a few other minor things which will be released later today. The reason she likely isn't releasing you is she is still stuck in the previous scene that was trying to run (the one that didn't work).

 

 

I used the sqv  and checked the timer. I tried to simply wait over an hour and regularly checked the timer variable. I had these results:

 

- positive branch with Toy Box --> worked

- positive branch with Pillory --> didn't work

- negative branch --> stuck before getting to furniture.

 

A question: when I enter the playhouse, the Spouse starts a dialog. After the scene (for example sex) if I talk to the Spouse again, I see a dialog option with 3 dots "..." . Choosing this starts the Spouse dialog again. Does this influence the timer?

 

 

Update: It seems the second round with the Spouse bugs the timer. So the above example with the Pillory might be because of that.

What I did: Started a scene with spouse, she wanted sex. I said OK. Then I talked to her again, choose the "..." option started another scene. This time she wanted to use theToy Box. I said OK again, the scenes seemed to work, I lost control, the character went to the Toy Boox and got intoa pose. This time the timwer did not move (I waited for minutes, checked the timer regularly).

 

 

Posted

 

 

Hello Veladarius,

 

I tried v4.12. Upgraded from v4.11. I did some Chaste Spouse testing.

 

The player house is enabled for CS play, every furniture is placed.

 

The Spouse wanted to do either sex or Toy Box. She never asked for any other furniture (out of like 5 tries).

It is a 50/50 chance for the toy box or furniture and is decided by random dialogue.

 

Edit: it was just rng, in another try she choose Pillory. The timer was bugged again here though. --> Stuck.

Use SQV CDxChasteSpouse and loog for the variable  TimeOnFurniture  as that is the countdown timer. Whatever base time is set in the MCM menu for your spouse to come see you it reduces that by 1 until it hits 0 or less. Waiting (no matter how long) only reduces this by 1, I suggest turning up the time scale and just waiting. No matter what you end up doing she will come and release you so long as the timer is running (check the top of the sqv CDxChasteSpouse in the papyrus section and it will have the timer shown and how often it refreshes (in hours).

 

When my character accepted the Toy Box, it worked. Sex also worked.

 

The negative branch (when the character says she wants to do something else instead) however still seems bugged. The Spouse equips some devices and orders the character to the Toy Box. The character loses control but won't go to the Box. If I get backthe control via MCM and go to the Box and use it, then the timer won't decrease --> character is stuck.

I have fixed the issue of when you want to do something else and a few other minor things which will be released later today. The reason she likely isn't releasing you is she is still stuck in the previous scene that was trying to run (the one that didn't work).

 

 

I used the sqv  and checked the timer. I tried to simply wait over an hour and regularly checked the timer variable. I had these results:

 

- positive branch with Toy Box --> worked

- positive branch with Pillory --> didn't work

Considering that the two of these use the same scene just a different AI package for the force greets and they both use the same function to set the timer there should be no issues with them, I had no issues with the x-frame and all of the furniture other than the toy box use the same script.

 

- negative branch --> stuck before getting to furniture.

As I said, will be fixed in the next release.

 

A question: when I enter the playhouse, the Spouse starts a dialog. After the scene (for example sex) if I talk to the Spouse again, I see a dialog option with 3 dots "..." . Choosing this starts the Spouse dialog again. Does this influence the timer?

No, the timer uses a registerforupdategametime command which is a scripted timer. When it reaches 0 it starts a scene where you are released (only dialogue is in the scene) and you are released by the scene. I have tested these multiple times and as I said to someone earlier your spouse can sometimes be a bit slow in responding as it may have them wait until the timer comes around again.

 

Posted

 

 

 

Hello Veladarius,

 

I tried v4.12. Upgraded from v4.11. I did some Chaste Spouse testing.

 

The player house is enabled for CS play, every furniture is placed.

 

The Spouse wanted to do either sex or Toy Box. She never asked for any other furniture (out of like 5 tries).

It is a 50/50 chance for the toy box or furniture and is decided by random dialogue.

 

Edit: it was just rng, in another try she choose Pillory. The timer was bugged again here though. --> Stuck.

Use SQV CDxChasteSpouse and loog for the variable  TimeOnFurniture  as that is the countdown timer. Whatever base time is set in the MCM menu for your spouse to come see you it reduces that by 1 until it hits 0 or less. Waiting (no matter how long) only reduces this by 1, I suggest turning up the time scale and just waiting. No matter what you end up doing she will come and release you so long as the timer is running (check the top of the sqv CDxChasteSpouse in the papyrus section and it will have the timer shown and how often it refreshes (in hours).

 

When my character accepted the Toy Box, it worked. Sex also worked.

 

The negative branch (when the character says she wants to do something else instead) however still seems bugged. The Spouse equips some devices and orders the character to the Toy Box. The character loses control but won't go to the Box. If I get backthe control via MCM and go to the Box and use it, then the timer won't decrease --> character is stuck.

I have fixed the issue of when you want to do something else and a few other minor things which will be released later today. The reason she likely isn't releasing you is she is still stuck in the previous scene that was trying to run (the one that didn't work).

 

 

I used the sqv  and checked the timer. I tried to simply wait over an hour and regularly checked the timer variable. I had these results:

 

- positive branch with Toy Box --> worked

- positive branch with Pillory --> didn't work

Considering that the two of these use the same scene just a different AI package for the force greets and they both use the same function to set the timer there should be no issues with them, I had no issues with the x-frame and all of the furniture other than the toy box use the same script.

 

- negative branch --> stuck before getting to furniture.

As I said, will be fixed in the next release.

 

A question: when I enter the playhouse, the Spouse starts a dialog. After the scene (for example sex) if I talk to the Spouse again, I see a dialog option with 3 dots "..." . Choosing this starts the Spouse dialog again. Does this influence the timer?

No, the timer uses a registerforupdategametime command which is a scripted timer. When it reaches 0 it starts a scene where you are released (only dialogue is in the scene) and you are released by the scene. I have tested these multiple times and as I said to someone earlier your spouse can sometimes be a bit slow in responding as it may have them wait until the timer comes around again.

 

 

 

Update: It seems the second round with the Spouse bugs the timer. So the above example with the Pillory might be because of that.

What I did: Started a scene with spouse, she wanted sex. I said OK. Then I talked to her again, choose the "..." option started another scene. This time she wanted to use theToy Box. I said OK again, the scene seemed to work, I lost control, the character went to the Toy Box and got into a pose. This time the timer did not move (I waited for minutes, checked the timer regularly, stayed on 3).

 

Posted

I installed 4.11  where i had the problem where Master didn't have any dialogue as anwer for the job "handle a personal request"

after usind the command:

 

SetPQV CDxTaskManager Avail_ExpQuest02 1

 

The courier didn t come as soon so i had to play a couple of days more...

I updated tge 4.12 and few time after the courier arrived

 

But master had no dialogue for the personal request :(

 

Shold i have used thaty command again after 4.11 to 4.12 update?

 

Or maybe i have to start a new game but i plan to start one later since it takes a lot to get to that point and test it.

 

You can or just do the following:

SQV CDxTaskManager   and look for the following variables:

Timer_Expquest02 - how long until it changes its status (available to unavailable) or checks to see if it should offer it again (is somewhat random but the higher your level the better the chance of it running)

Avail_Expquest02 - is the quest available - 0-no 1-yes 2-done

Letter_ExpQuest02 - 0-not sent 1-recvd 2-read 3-missed timing - goes back to 0

Posted

I went on the delivery quest, the items got stolen, I got them back and made the delivery.  When i returned, the harness was not removed, and when I paid to remove it, it still did not get removed.

 

how do i get this harness off?

 

 

Posted

I went on the delivery quest, the items got stolen, I got them back and made the delivery.  When i returned, the harness was not removed, and when I paid to remove it, it still did not get removed.

 

how do i get this harness off?

 

Okay, he's right, even if I pay my debt back to Master, she does not remove the Harness from me.. It does not bother me, but well..

 

@Arcturus7777 in emergency use the MCM Menu, first page right the 4th Option. (bei mir heißt es "Aufgabengeräte entfernen").

"Remove Quest Items" oder sowas.

Posted

 

I went on the delivery quest, the items got stolen, I got them back and made the delivery.  When i returned, the harness was not removed, and when I paid to remove it, it still did not get removed.

 

how do i get this harness off?

 

Okay, he's right, even if I pay my debt back to Master, she does not remove the Harness from me.. It does not bother me, but well..

 

@Arcturus7777 in emergency use the MCM Menu, first page right the 4th Option. (bei mir heißt es "Aufgabengeräte entfernen").

"Remove Quest Items" oder sowas.

 

 

that worked, thank you.  

Posted

 

 

I went on the delivery quest, the items got stolen, I got them back and made the delivery.  When i returned, the harness was not removed, and when I paid to remove it, it still did not get removed.

 

how do i get this harness off?

 

Okay, he's right, even if I pay my debt back to Master, she does not remove the Harness from me.. It does not bother me, but well..

 

@Arcturus7777 in emergency use the MCM Menu, first page right the 4th Option. (bei mir heißt es "Aufgabengeräte entfernen").

"Remove Quest Items" oder sowas.

 

 

that worked, thank you.  

 

 

I am not sure why the harness was not removed after the delivery, I just tested it and it removed if for me just fine.

 

As for the Debt devices I found it was set to use the removal function for standard devices not the ones for quest devices, I have made some changes and am testing it now.

Posted

Thank you for the update, and all the other wonderful moder's that have released updates these last few day's.

 

Updated to the new version and everything seem's to be in order.  I seem to be having an issue with 1 of the texture's "Inflatable Leotard" when worn makes my character invisible apart from head,hands and feet.  This could be something on my end of thing's, maybe a BodySlide wrong output?  My usual output's are CBBE HDT body, and CT77's replacer slide's over all DDX/DDA option's.

 

 

 

I have CD installed in MO, in order 

 

 

CD Part 1 - Esp and Script

CD Part 2 - Mesh's Orig

CD Part 2 - Mesh 2048k

CD Part 3 - Catsuit CBBE Mesh + Slider

CD Part 4 - DD Pre gen Mesh

 

 

 

https://modwat.ch/u/LatencyRemix 

Posted

Thank you for the update, and all the other wonderful moder's that have released updates these last few day's.

 

Updated to the new version and everything seem's to be in order.  I seem to be having an issue with 1 of the texture's "Inflatable Leotard" when worn makes my character invisible apart from head,hands and feet.  This could be something on my end of thing's, maybe a BodySlide wrong output?  My usual output's are CBBE HDT body, and CT77's replacer slide's over all DDX/DDA option's.

 

 

 

I have CD installed in MO, in order 

 

 

CD Part 1 - Esp and Script

CD Part 2 - Mesh's Orig

CD Part 2 - Mesh 2048k

CD Part 3 - Catsuit CBBE Mesh + Slider

CD Part 4 - DD Pre gen Mesh

 

 

 

https://modwat.ch/u/LatencyRemix 

 

It is an issue with the version of Shiny Rubber Catsuits I have. I know another mod has a version of the same item (DCUR maybe?) and may include the bodyslide data as well. I will have to see what I can find. Part of the issue is there is one of the meshes missing, either the _1 or _0 nif, not sure so without both it doesn't work.

Finished testing the Debt device removal changes and they worked. I will work on getting an update out.

Posted

Thank's for the reply.  I went and looked at the Shiney catsuit mod and had same issue with that mod's version of the inflatable leotard.  If i happen to come accross finding the missing file's i will let you know

Posted

I tried out the 4.13 script update, it seems to have mostly worked for the issues with Chaste Spouse. The issue this time is, punishments beyond the first time don't seem to trigger correctly. The devices that were added during dialogue seem to be the same items I was already wearing (standard collar, bra and full belt) and while the forced walk works to get me to the Toy Box, the next stage (binding and its associated dialogue) doesn't trigger. If you enable controls to trigger the box, the dialogue won't run and you won't be let out no matter how long you wait (I tested it by waiting 2 days in 1 hour intervals). If you MCM your way out after this, the spouse won't stop following me around (probably still trying to trigger the box) I also tried enabling/disabling controls near the box to see if would progress naturally, but that didn't work.
This only came up after I'd been good enough to get the belt off, at which point I intentionally got punished to see what would trigger. Also, when the belt was removed, it was left in my inventory.

Posted

so I'm not sure if this has been addressed or not but I took the slavery option and worked in the mine and was sent to give ore to someone and the smelter but they are never there what did I do wrong? or where are they? any help would b appreciated thnx

Posted

 

 

 

 

 

 

 

 

 

 

Hey Vel,

 

​I need help again because of another bug...

 

1, So, Master has sent the Player (property slave) to fetch the package from the lighthouse.

2, Player brought package to Master who in turn told Player to take package to the Manor Dungeon.

3, Player and package arrive in Dungeon, "BEGIN SCENE" message appears in top left of the screen.
​4, Master walks in saying "Let's see who this is" - or words to that effect

5, "END SCENE" appears in top left of scene, Player goes into auto control and starts following Master out of the Dungeon.
 

Control is totally lost at this point and I cannot get the actual 'unmasking of the package' scene to play.

 

Any ideas of what I can do to resolve this?

NOTE: ​I am running CD v4.11 but same bug occurs in v4.10.

 

 

thanks,

 

 

In addition: should I be seeing "Quest disabled" under "Assist a Customer 01" in the MCM ?

 

The issue is not consistent as it doesn't always fail for me. I am thinking that it is related to her AI packages and when the problem occurs it is at a time where her package changes (start / end of meal time typically) and it has its chance to interrupt when she hits the bottom of the stairs and it is switching from one scene to another so there is a minor script lag. The other possibility is that Valund the dungeon keeper has wandered off someplace so if he isn't in the cell then the scene will pause and allow her normal AI to take over. Usually he can be found either in his room or occasionally in one of the pieces of furniture 'testing' them out.

 

As for Customer Assist 01 being disabled that is correct. There have been numerous reports of it failing at a number of different spots during the start of it, it happens to me as well. Because it can interfere with other quests once it starts I decided to disable it until I can either fix it or build a new version of it.

 

 

I can confirm Valund is in the dungeon at the time and that no matter what time of day it is, the Start Scene starts then it skips straight to the End Scene missing out the middle part where Master reveals who the package is.

 

At this point my save is broken as I cannot get the game to progress this quest and the Player is then stuck with the 'package' following her around and the quest still active (if you release the AI Control of the Player using the MCM option).

​Is there any commands I can run to clear it as completed?

 

​thanks,

 

 

If she starts back up the stairs do the following in the console:

 

issceneplaying xx1936aa     <- Scene where Master enters the basement. If yes then use stopscene <id> then startscene xx1936a8  to start the next scene. If the initial scene is not playing then let me know what the last scene you were involved in was so I can see if I can look it up, unfortunately there is no command to see if the player is involved in a particular scene.

 

 

This is what I did and what happened:

​1, Player entered basement with Package.

2, Master walks in and starts walking down the stairs.

3, Command: issceneplaying xx1936aa -> YES

4, Command: stopscene xx1936aa -> OK
​5, Command: startscene xx1936a8 -> OK
​6, Master turns around and starts walking up the stairs and tries to leave the Basement.

 

Save still fooked :(

 

 

What time of day is it?   Also, before you enter the basement disable your controls and see what happens, if you don't move then you don't have a scene still trying to play, if you start moving somewhere then you do. If you have any prior saves during this quest go back through them and disable the controls in each one and see if you move or stay, continue until you don't move. The problem scene would be between that save and the part you are at now (likely a force greet). You can try continuing from this point or let me know what path you followed and I can see if I can find the force greet that is still active and try the same thing above to see if that stops the issue. If so then do stopscene on that before speaking to Master and disable your controls to see if you don't move. I know it is a pain to either replay from the point of where it worked or going through and finding the area where the issue happened but because of the variations on how the quest is handed there are a number of force greets and such. If you play through again make sure that you don't have any dialogue options left on the screen when the other person is speaking as that was the cause of the force greet when moving from the barracks to the smithy and Raccan's dialogue repeating.

 

 

Unfortunately I didn't keep previous saves on this playthrough so will have to start over.

 

I've tried various time of day, 9:00, 13:00, 15:00, 22:00 same outcome everytime.

 

If I do find a scene is trying to play, how do I find the scene id to then use with the "StopScene" command?

 

 

There is no command to find the scene, I have been going through the quests in these situations and looking up the scene ID's manually. For me it is a bit of a pain but I at least know the layout and naming of the scenes in the CK to find them. I wish there was a command that could be used on someone and identify any scenes that they are currently in.

 

 

Edit:  with CD quests, always keep saves going back a bit. Looking in my save game folder I have 4,636 files there with 2 files per save (ess file and skse file) with the oldest save being from October. I should probably wipe out anything from last year at least.

 

 

 

 

 

i think have same problem with newest patch, master whips the package and after that commands herran to take player to barracks -> herran walks to player and says something like  "lets go" -> screen goes dark and comes back to this, ill attach a screenshot.

 

post-275146-0-54212800-1496829152_thumb.jpg

Posted

Isn't it still the old issue with scenes? If it is so, waiting for a while should unstuck stuff. IIRC the scene do not end because Master do not finish her movements, she stops before the stairs.

Posted

so I'm not sure if this has been addressed or not but I took the slavery option and worked in the mine and was sent to give ore to someone and the smelter but they are never there what did I do wrong? or where are they? any help would b appreciated thnx

 

If it is early in the morning she may not be out from the barracks yet, she doesn't get up as early as you do generally. she should be there starting around 8-9 am

 

 

 

 

 

 

 

 

 

 

 

 

 

Hey Vel,

 

​I need help again because of another bug...

 

1, So, Master has sent the Player (property slave) to fetch the package from the lighthouse.

2, Player brought package to Master who in turn told Player to take package to the Manor Dungeon.

3, Player and package arrive in Dungeon, "BEGIN SCENE" message appears in top left of the screen.

​4, Master walks in saying "Let's see who this is" - or words to that effect

5, "END SCENE" appears in top left of scene, Player goes into auto control and starts following Master out of the Dungeon.

 

Control is totally lost at this point and I cannot get the actual 'unmasking of the package' scene to play.

 

Any ideas of what I can do to resolve this?

 

NOTE: ​I am running CD v4.11 but same bug occurs in v4.10.

 

 

thanks,

 

 

In addition: should I be seeing "Quest disabled" under "Assist a Customer 01" in the MCM ?

 

The issue is not consistent as it doesn't always fail for me. I am thinking that it is related to her AI packages and when the problem occurs it is at a time where her package changes (start / end of meal time typically) and it has its chance to interrupt when she hits the bottom of the stairs and it is switching from one scene to another so there is a minor script lag. The other possibility is that Valund the dungeon keeper has wandered off someplace so if he isn't in the cell then the scene will pause and allow her normal AI to take over. Usually he can be found either in his room or occasionally in one of the pieces of furniture 'testing' them out.

 

As for Customer Assist 01 being disabled that is correct. There have been numerous reports of it failing at a number of different spots during the start of it, it happens to me as well. Because it can interfere with other quests once it starts I decided to disable it until I can either fix it or build a new version of it.

 

 

I can confirm Valund is in the dungeon at the time and that no matter what time of day it is, the Start Scene starts then it skips straight to the End Scene missing out the middle part where Master reveals who the package is.

 

At this point my save is broken as I cannot get the game to progress this quest and the Player is then stuck with the 'package' following her around and the quest still active (if you release the AI Control of the Player using the MCM option).

 

​Is there any commands I can run to clear it as completed?

 

​thanks,

 

 

If she starts back up the stairs do the following in the console:

 

issceneplaying xx1936aa     <- Scene where Master enters the basement. If yes then use stopscene <id> then startscene xx1936a8  to start the next scene. If the initial scene is not playing then let me know what the last scene you were involved in was so I can see if I can look it up, unfortunately there is no command to see if the player is involved in a particular scene.

 

 

This is what I did and what happened:

 

​1, Player entered basement with Package.

2, Master walks in and starts walking down the stairs.

3, Command: issceneplaying xx1936aa -> YES

4, Command: stopscene xx1936aa -> OK

​5, Command: startscene xx1936a8 -> OK

​6, Master turns around and starts walking up the stairs and tries to leave the Basement.

 

Save still fooked :(

 

 

What time of day is it?   Also, before you enter the basement disable your controls and see what happens, if you don't move then you don't have a scene still trying to play, if you start moving somewhere then you do. If you have any prior saves during this quest go back through them and disable the controls in each one and see if you move or stay, continue until you don't move. The problem scene would be between that save and the part you are at now (likely a force greet). You can try continuing from this point or let me know what path you followed and I can see if I can find the force greet that is still active and try the same thing above to see if that stops the issue. If so then do stopscene on that before speaking to Master and disable your controls to see if you don't move. I know it is a pain to either replay from the point of where it worked or going through and finding the area where the issue happened but because of the variations on how the quest is handed there are a number of force greets and such. If you play through again make sure that you don't have any dialogue options left on the screen when the other person is speaking as that was the cause of the force greet when moving from the barracks to the smithy and Raccan's dialogue repeating.

 

 

Unfortunately I didn't keep previous saves on this playthrough so will have to start over.

 

I've tried various time of day, 9:00, 13:00, 15:00, 22:00 same outcome everytime.

 

If I do find a scene is trying to play, how do I find the scene id to then use with the "StopScene" command?

 

 

There is no command to find the scene, I have been going through the quests in these situations and looking up the scene ID's manually. For me it is a bit of a pain but I at least know the layout and naming of the scenes in the CK to find them. I wish there was a command that could be used on someone and identify any scenes that they are currently in.

 

 

Edit:  with CD quests, always keep saves going back a bit. Looking in my save game folder I have 4,636 files there with 2 files per save (ess file and skse file) with the oldest save being from October. I should probably wipe out anything from last year at least.

 

 

 

 

 

i think have same problem with newest patch, master whips the package and after that commands herran to take player to barracks -> herran walks to player and says something like  "lets go" -> screen goes dark and comes back to this, ill attach a screenshot.

 

 

Isn't it still the old issue with scenes? If it is so, waiting for a while should unstuck stuff. IIRC the scene do not end because Master do not finish her movements, she stops before the stairs.

 

Yep, same issue. My guess it is with Master's AI package, they are so damn picky. When I was developing the original quest to Solitude with Elisif the AI package for the dialogue by the bed would not start, made changes to that AI package and still nothing. I made a new AI package IDENTICAL to the one currently in place and then it worked. I swear the AI system for Skyrim was either written by an idiot or a sadist, maybe both.

Posted

I get several CDx related error a the install stage.

 

Some devices related:

 

 

[06/07/2017 - 01:01:00PM] [Zad] ((WARNING)): GetDeviceKeyword received non DD argument.
[06/07/2017 - 01:01:00PM] ERROR: Cannot call Delete() on a None object, aborting function call
stack:
    [zadQuest (1300F624)].zadlibs.GetDeviceKeyword() - "zadLibs.psc" Line 781
    [zadQuest (1300F624)].zadlibs.RegisterGenericDevice() - "zadLibs.psc" Line 807
    [CDxHoodTagSetup (53007935)].TZ_HoodsScript.RegisterDevices() - "tz_hoodsscript.psc" Line 39
    [CDxHoodTagSetup (53007935)].TZ_HoodsScript.OnInit() - "tz_hoodsscript.psc" Line 7
[06/07/2017 - 01:01:00PM] [Zad] ((WARNING)): GetDeviceKeyword received non DD argument.
[06/07/2017 - 01:01:00PM] ERROR: Cannot call Delete() on a None object, aborting function call
stack:
    [zadQuest (1300F624)].zadlibs.GetDeviceKeyword() - "zadLibs.psc" Line 781
    [zadQuest (1300F624)].zadlibs.RegisterGenericDevice() - "zadLibs.psc" Line 807
    [CDxShinyCatsuitTagSetup (53015399)].SC_ShinyCatsuits_Tags.RegisterDevices() - "sc_shinycatsuits_tags.psc" Line 12
    [CDxShinyCatsuitTagSetup (53015399)].SC_ShinyCatsuits_Tags.OnInit() - "sc_shinycatsuits_tags.psc" Line 5

 

 

Some around chaste life:

 

 

[06/07/2017 - 01:01:37PM] ERROR: cdxchastelife (531EE079): unknown quest objective 5.
stack:
    [cdxchastelife (531EE079)].cdxchastelife.SetObjectiveDisplayed() - "<native>" Line ?
    [cdxchastelife (531EE079)].cdxchastelife.Fragment_2() - "cdxchastelife.psc" Line 29

 

 

And some around the slavery bit:

 

 

[06/07/2017 - 01:01:38PM] ERROR: Cannot access an element of a None array
stack:
    [CDxSlavery_Functions (5317170A)].cdxslavery_functions.CheckArrayStatus() - "cdxslavery_functions.psc" Line 33
    [alias Player on quest CDxFramework (530402BD)].CDxFramework_Player.OnInit() - "cdxframework_player.psc" Line 5

 

 

 

I also get some errors when I try to set the gender preferences through the MCM menu, but I'll try again once I get out of the LAL cell.

Posted

I tried out the 4.13 script update, it seems to have mostly worked for the issues with Chaste Spouse. The issue this time is, punishments beyond the first time don't seem to trigger correctly. The devices that were added during dialogue seem to be the same items I was already wearing (standard collar, bra and full belt) and while the forced walk works to get me to the Toy Box, the next stage (binding and its associated dialogue) doesn't trigger. If you enable controls to trigger the box, the dialogue won't run and you won't be let out no matter how long you wait (I tested it by waiting 2 days in 1 hour intervals). If you MCM your way out after this, the spouse won't stop following me around (probably still trying to trigger the box) I also tried enabling/disabling controls near the box to see if would progress naturally, but that didn't work.

This only came up after I'd been good enough to get the belt off, at which point I intentionally got punished to see what would trigger. Also, when the belt was removed, it was left in my inventory.

 

I am not sure what to say, I have run this multiple times in the last few days with minimal issues. The issue seems to be caused by waiting, that is when I had the most problems with release. At default settings her timer ticks every 30 minutes and if you use  sqv  CDxChasteSpouse and look for TimeOnFurniture it will tell you how many 'ticks' you will be bound for. Waiting does not automatically set off the timer to reduce the time left so my suggestion is to go into the MCM menu and turn up the timescale to 100, it won't take long to finish.

 

As for the belt being left in the inventory it should be removed as it is part of the removal script. There are only 2 instances when a quest device is removed and kept in your inventory and that is when removing the Protector Plus items with the amulet or removing the Relationship Slave belt using the ring.

 

As for punishments, the punishment at this point is to be locked in more devices (base items - belt, arm/leg cuffs and bra) with the collar being the only item that is always kept on. If you are bound in chains or leather (I still need to add the leather bindings when using those idles) there is a chance on each 'tick' that your spouse may decide to whip you but it is currently rather low. I will be making some expansions to Chaste Spouse in the future and will include some additional punishments and penalties.

Posted

I get several CDx related error a the install stage.

 

Some devices related:

 

 

[06/07/2017 - 01:01:00PM] [Zad] ((WARNING)): GetDeviceKeyword received non DD argument.
[06/07/2017 - 01:01:00PM] ERROR: Cannot call Delete() on a None object, aborting function call
stack:
    [zadQuest (1300F624)].zadlibs.GetDeviceKeyword() - "zadLibs.psc" Line 781
    [zadQuest (1300F624)].zadlibs.RegisterGenericDevice() - "zadLibs.psc" Line 807
    [CDxHoodTagSetup (53007935)].TZ_HoodsScript.RegisterDevices() - "tz_hoodsscript.psc" Line 39
    [CDxHoodTagSetup (53007935)].TZ_HoodsScript.OnInit() - "tz_hoodsscript.psc" Line 7
[06/07/2017 - 01:01:00PM] [Zad] ((WARNING)): GetDeviceKeyword received non DD argument.
[06/07/2017 - 01:01:00PM] ERROR: Cannot call Delete() on a None object, aborting function call
stack:
    [zadQuest (1300F624)].zadlibs.GetDeviceKeyword() - "zadLibs.psc" Line 781
    [zadQuest (1300F624)].zadlibs.RegisterGenericDevice() - "zadLibs.psc" Line 807
    [CDxShinyCatsuitTagSetup (53015399)].SC_ShinyCatsuits_Tags.RegisterDevices() - "sc_shinycatsuits_tags.psc" Line 12
    [CDxShinyCatsuitTagSetup (53015399)].SC_ShinyCatsuits_Tags.OnInit() - "sc_shinycatsuits_tags.psc" Line 5

 

 

If it is a new game DD may not be recognizing these since it does not fully initialize until the game is exited and reloaded for the first time.

 

 

 

Some around chaste life:

 

 

 

[06/07/2017 - 01:01:37PM] ERROR: cdxchastelife (531EE079): unknown quest objective 5.
stack:
    [cdxchastelife (531EE079)].cdxchastelife.SetObjectiveDisplayed() - "<native>" Line ?
    [cdxchastelife (531EE079)].cdxchastelife.Fragment_2() - "cdxchastelife.psc" Line 29

 

 

Fixing this, not something that will cause an issue though.

 

 

 

 

And some around the slavery bit:

 

 

 

[06/07/2017 - 01:01:38PM] ERROR: Cannot access an element of a None array
stack:
    [CDxSlavery_Functions (5317170A)].cdxslavery_functions.CheckArrayStatus() - "cdxslavery_functions.psc" Line 33
    [alias Player on quest CDxFramework (530402BD)].CDxFramework_Player.OnInit() - "cdxframework_player.psc" Line 5

 

 

Not sure why this would cause an error, all line 33 is doing is checking the value of a Global Variable.

This is the function:

Function CheckArrayStatus()
	debug.notification("Checking CD Device Arrays")
	if DevArraySet.getvalueint() == 0                 <---- line from the error message
		SetDevArrays()
	else
		if Dev_Steel_Inv[1] == none
			DevArraySet.setvalueint(0)
			SetDevArrays()
		else	
			debug.notification("CD Device Arrays ready")
		endif
	endif
Endfunction0

 

I also get some errors when I try to set the gender preferences through the MCM menu, but I'll try again once I get out of the LAL cell.

The gender preferences references SexLab so it may not have been initialized when you set it.

 

Posted

I see, so most of those are because of my install process. Good to know, thanks :)

 

It is just due to a few mods that are not set up to run immediately or fully on the start of a new game. Currently I don't have any CD errors in my logs, I have managed to get rid of all of the errors that had been lingering in there for some time.

Posted

Just a small issue: If you add the keyword "ClothingBody" or "ArmorCuirass" to the locking catsuits, then NPCs will stop yelling at the player to "put on some damn clothes", even though you're fully covered.

 

The keyword is present on the non-locking versions of the catsuit, but not the DD versions.

 

Posted

 

I tried out the 4.13 script update, it seems to have mostly worked for the issues with Chaste Spouse. The issue this time is, punishments beyond the first time don't seem to trigger correctly. The devices that were added during dialogue seem to be the same items I was already wearing (standard collar, bra and full belt) and while the forced walk works to get me to the Toy Box, the next stage (binding and its associated dialogue) doesn't trigger. If you enable controls to trigger the box, the dialogue won't run and you won't be let out no matter how long you wait (I tested it by waiting 2 days in 1 hour intervals). If you MCM your way out after this, the spouse won't stop following me around (probably still trying to trigger the box) I also tried enabling/disabling controls near the box to see if would progress naturally, but that didn't work.

This only came up after I'd been good enough to get the belt off, at which point I intentionally got punished to see what would trigger. Also, when the belt was removed, it was left in my inventory.

 

I am not sure what to say, I have run this multiple times in the last few days with minimal issues. The issue seems to be caused by waiting, that is when I had the most problems with release. At default settings her timer ticks every 30 minutes and if you use  sqv  CDxChasteSpouse and look for TimeOnFurniture it will tell you how many 'ticks' you will be bound for. Waiting does not automatically set off the timer to reduce the time left so my suggestion is to go into the MCM menu and turn up the timescale to 100, it won't take long to finish.

 

As for the belt being left in the inventory it should be removed as it is part of the removal script. There are only 2 instances when a quest device is removed and kept in your inventory and that is when removing the Protector Plus items with the amulet or removing the Relationship Slave belt using the ring.

 

As for punishments, the punishment at this point is to be locked in more devices (base items - belt, arm/leg cuffs and bra) with the collar being the only item that is always kept on. If you are bound in chains or leather (I still need to add the leather bindings when using those idles) there is a chance on each 'tick' that your spouse may decide to whip you but it is currently rather low. I will be making some expansions to Chaste Spouse in the future and will include some additional punishments and penalties.

 

I tried testing it all without waiting again, and the same issues happened: I'd trigger the punishment, the same devices that I'm already wearing (collar, bra and belt) are 'added' (with nowhere to go, there were no duplicates in my inventory), we path to the toy box where either it fails to bind me, or I get bound but the release trigger doesn't hit. It seems like the punishment works fine if it's started without the belt/bra.

 

I have been testing this on the same character, I'll start a new one soon, run through the content again and let you know if this keeps happening.

 

Also, I just want to say; I know I can come off flat and/or blunt in my writing, but I genuinely enjoy everything you've done here and I hope my bug reports haven't been getting to you.

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