Krynn Posted June 7, 2017 Posted June 7, 2017 A short question: Should the spouse normally not remove the CD belt?For me, she removes the CD Harness.
abeman Posted June 7, 2017 Posted June 7, 2017 *** 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. ok i tinkered it with more but no matter what scene/master allways stopped there but you were correct. I enabled player movement -> pushed master in the stairs -> disabled movement ->waited 1h -> master teleported little bit in the stairs and scene continued normally so yay. Thanks for teh tip
stonerleperchaun Posted June 7, 2017 Posted June 7, 2017 no concerning the smelter person I have waited all day and she does not show up at all the one at forge Is there but no one at smelter and looked all over the place for her and she is not at CD at all
LazyBoot Posted June 7, 2017 Posted June 7, 2017 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. Keep in mind that some mods use those keywords to detect if the player are wearing clothes/armor, and in some cases will hurt the player until the item is removed. And with since locking items are not always easily removable, death may occur as a result.
greyspammer Posted June 7, 2017 Posted June 7, 2017 Keep in mind that some mods use those keywords to detect if the player are wearing clothes/armor, and in some cases will hurt the player until the item is removed. And with since locking items are not always easily removable, death may occur as a result. True. But then again, that still is the expected behaviour, is it not? The catsuit are clothes, and you should not be considered naked when wearing them. Whether it's by NPCs or by "punishing mods". If you install a mod that punishes you for not being naked together with a mod that has locking clothes, and you run them both together, you are getting exactly what you asked for.
LazyBoot Posted June 7, 2017 Posted June 7, 2017 Keep in mind that some mods use those keywords to detect if the player are wearing clothes/armor, and in some cases will hurt the player until the item is removed. And with since locking items are not always easily removable, death may occur as a result. True. But then again, that still is the expected behaviour, is it not? The catsuit are clothes, and you should not be considered naked when wearing them. Whether it's by NPCs or by "punishing mods". If you install a mod that punishes you for not being naked together with a mod that has locking clothes, and you run them both together, you are getting exactly what you asked for. So you're saying you want this mod to become incompatible with mods like cursed loot?
Veladarius Posted June 7, 2017 Author Posted June 7, 2017 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. Some of the binding positions may have been changed in ZAP v7. As for punishment the devices won't go beyond the arm/leg cuffs and bra. There is no difference in the start of the bound scene depending on what you are wearing. Have you been checking the variable I mentioned above to see if it is decreasing? no concerning the smelter person I have waited all day and she does not show up at all the one at forge Is there but no one at smelter and looked all over the place for her and she is not at CD at all Check the barracks and see if she has come outside. You can probably speak with her there. If she isn't there she can usually be found over by the VIP house.
monsta88 Posted June 7, 2017 Posted June 7, 2017 Hello Veladarius, I tried the new v4.13 version. Upgraded from v4.12. Chaster Spouse quest. I seem to have problem with the dialogs. When entering the CS enabled house, the spouse wants to initiate a dialog, but instead of her line, I get the follower dialogs (do something, has the shop done any money, stop following, CS settings, etc). I can initiate a scene from here (Master, will you come and play?) and it seems to work. Positive branch: The spouse equipped item s o the character then ordered her to a furniture. I lost control, the charater walked to the furniture and activated it. Pose works. Timer also works. However when it is time to leave the furniture, there is no dialog for it. I get the same follower dialog again (do something, has the shop done any money, stop following, etc), so all I can do is start a new scene. There the everything works again, excpet the dialog which would release the character. Negative branch: Spouse wanted sex. I said my character wants something more. She then ordered the character to the Toy Box and I lost control. But instead of walking to the Toy Box, the character left the house! I was very surprised. She walked a bit, (she actually walked into ground, but then teleported to the surface) then stopped, still no control. I'll try to clean my savegame and see if anything changes, because this is really weird.
Veladarius Posted June 7, 2017 Author Posted June 7, 2017 Keep in mind that some mods use those keywords to detect if the player are wearing clothes/armor, and in some cases will hurt the player until the item is removed. And with since locking items are not always easily removable, death may occur as a result. True. But then again, that still is the expected behaviour, is it not? The catsuit are clothes, and you should not be considered naked when wearing them. Whether it's by NPCs or by "punishing mods". If you install a mod that punishes you for not being naked together with a mod that has locking clothes, and you run them both together, you are getting exactly what you asked for. So you're saying you want this mod to become incompatible with mods like cursed loot? Having the catsuits not identify as clothes was not intentional, the keywords for clothing were on the non-locking versions of them, I thought they had transferred over with them as I had built the Script Instance items directly from them. As for not wanting these caatsuits used in the add devices punishments just disable the suits options in the devices menu and it will not equip any sort of catsuit or equivalent. All of the catsuits are generic devices so the restraint key will remove them. As for this mod becoming incompatible with DCUR I already have a number of devices that are not compatible with DCUR, particularly any of the long term devices. Also, the Cursed Jade items have been updated and removing a part and replacing it (even with a quest item) will have the new item removed and the cursed item replaced. As for any 'Free Me' options that work with quest items as well they will not work as they WILL come back. I know how to get around it but I'm not telling how.
greyspammer Posted June 7, 2017 Posted June 7, 2017 So you're saying you want this mod to become incompatible with mods like cursed loot? Uhm... no. That is not what I'm saying. Because it wouldn't be incompatible. Both mods would still work. Nothing would break. It would just be more difficult, provided you didn't configure the problem away in the MCM (e.g. disabling the slave collar). If you happen to get caught in a locking catsuit and, for example, the slave collar, then you have to find a solution fast. But that's not impossible. Just difficult. And some people like challenges. It's like saying: Frostfalls can make you die if you get trapped inside an ice cave. Thus, it's incompatible with ice caves. No, it's not. Just don't let yourself get trapped in an ice cave.
AngryAngryRussian Posted June 7, 2017 Posted June 7, 2017 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. Some of the binding positions may have been changed in ZAP v7. As for punishment the devices won't go beyond the arm/leg cuffs and bra. There is no difference in the start of the bound scene depending on what you are wearing. Have you been checking the variable I mentioned above to see if it is decreasing? Yeah, the "sqv CDxChasteSpouse/TimeOnFurniture" variable started at 3 and didn't decrease at all throughout the wait. And I'm not getting the cuff set put on at all, it just repeats trying to put on the belt/bra. Still, I should test this on a new character as well, I'll get back to you when I can.
Veladarius Posted June 7, 2017 Author Posted June 7, 2017 Hello Veladarius, I tried the new v4.13 version. Upgraded from v4.12. Chaster Spouse quest. I seem to have problem with the dialogs. When entering the CS enabled house, the spouse wants to initiate a dialog, but instead of her line, I get the follower dialogs (do something, has the shop done any money, stop following, CS settings, etc). I can initiate a scene from here (Master, will you come and play?) and it seems to work. Positive branch: The spouse equipped item s o the character then ordered her to a furniture. I lost control, the charater walked to the furniture and activated it. Pose works. Timer also works. However when it is time to leave the furniture, there is no dialog for it. I get the same follower dialog again (do something, has the shop done any money, stop following, etc), so all I can do is start a new scene. There the everything works again, excpet the dialog which would release the character. Negative branch: Spouse wanted sex. I said my character wants something more. She then ordered the character to the Toy Box and I lost control. But instead of walking to the Toy Box, the character left the house! I was very surprised. She walked a bit, (she actually walked into ground, but then teleported to the surface) then stopped, still no control. I'll try to clean my savegame and see if anything changes, because this is really weird. I will have to look at the dialogue and see about making some changes. I am reluctant to set her dialogue to blocking instead of top level as it is now as it may cut off the rest of her dialogue. As for walking outside the only reason to leave the house would have been a force greet left over from another quest or the furniture was not set properly. All of the furniture is kept in a storage room in a cell that is not connected to the rest of the world (a lot of npc's are housed there as well). My only thought on some of these issues is that another mod may be interrupting as I am not having these issues
monsta88 Posted June 7, 2017 Posted June 7, 2017 Hello Veladarius, I tried the new v4.13 version. Upgraded from v4.12. Chaster Spouse quest. I seem to have problem with the dialogs. When entering the CS enabled house, the spouse wants to initiate a dialog, but instead of her line, I get the follower dialogs (do something, has the shop done any money, stop following, CS settings, etc). I can initiate a scene from here (Master, will you come and play?) and it seems to work. Positive branch: The spouse equipped item s o the character then ordered her to a furniture. I lost control, the charater walked to the furniture and activated it. Pose works. Timer also works. However when it is time to leave the furniture, there is no dialog for it. I get the same follower dialog again (do something, has the shop done any money, stop following, etc), so all I can do is start a new scene. There the everything works again, excpet the dialog which would release the character. Negative branch: Spouse wanted sex. I said my character wants something more. She then ordered the character to the Toy Box and I lost control. But instead of walking to the Toy Box, the character left the house! I was very surprised. She walked a bit, (she actually walked into ground, but then teleported to the surface) then stopped, still no control. I'll try to clean my savegame and see if anything changes, because this is really weird. I will have to look at the dialogue and see about making some changes. I am reluctant to set her dialogue to blocking instead of top level as it is now as it may cut off the rest of her dialogue. As for walking outside the only reason to leave the house would have been a force greet left over from another quest or the furniture was not set properly. All of the furniture is kept in a storage room in a cell that is not connected to the rest of the world (a lot of npc's are housed there as well). My only thought on some of these issues is that another mod may be interrupting as I am not having these issues Figured out: The house lost its Playhouse state, thatás why the dialog acted up. I think my character was going back to the CD shop. I think I solved this by talking to the Spouse and define the house again as the Playhouse. I'll continue with the testing. Update: I'm afraid the timer bug is still there. I'm not sure, but it might have some connection to initiating the scene by the player. Or might be something to do with activating a scene right after a finished scene. Basically the 1st time it always works, but after that scene is over the timer is frozen again. I'll do some more testing, maybe I can pinpoint where it goes sideways. Update2: I did some more testing, but couldn't find a definite reason. The second scene seems to be bugged, the timer won't change. I also noticed that the "random" furniture doesn't seem to be completely random. In my tries most of the times (all except 1) i got the Toy Box as random target (all the furnitures are placed). I picked up the Toy Box. The following scenes are happened on the same wooden pony, no other furniture was selected.
Veladarius Posted June 7, 2017 Author Posted June 7, 2017 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. Some of the binding positions may have been changed in ZAP v7. As for punishment the devices won't go beyond the arm/leg cuffs and bra. There is no difference in the start of the bound scene depending on what you are wearing. Have you been checking the variable I mentioned above to see if it is decreasing? Yeah, the "sqv CDxChasteSpouse/TimeOnFurniture" variable started at 3 and didn't decrease at all throughout the wait. And I'm not getting the cuff set put on at all, it just repeats trying to put on the belt/bra. Still, I should test this on a new character as well, I'll get back to you when I can. Does the timer show up under the Papyrus heading at the top of the variables when you used the sqv command? if not there should be a function in the slaver page in the MCM to restart the timer. Make sure the play house is set up as it checks if you have entered it, if it isn't set then it won't start the timer. Also, using the 'wait' function generally does not make the timer count down on this. The devices that are added depends on the demerit level, I may have to add some dialogue to account for when you don't get enough demerits added to change the items you already have on.
firebinder Posted June 8, 2017 Posted June 8, 2017 I've had a little problem problem come up with the delivery job a couple of times now. The destination chosen turns out to be a mod added location that is currently inaccessible, either because the moddder hasn't opened it up yet, or because some condition must be met before it becomes accessible. Also there will likely be no map marker to tell you where to go. For example, today my character was given a delivery with a destination of "Patron" in Ironheart Cave. Ironheart cave is a location added by Interesting NPCs, and the entrance to the cave is non-functional - I think it remains non-functional until you trigger a related quest. Since it gave me no map marker, I had to go and open the mod in the Creation Kit and find it there. When my character made it to the non-functional entrance I had to coc her inside so that she could complete the delivery (hey, you don't want to go back to Master and tell her you couldn't find the customer ). A similar issue can arise when the delivery is to a customer that that refuses to come out of a locked building. Once I had to break into Vittoria Vici's house to get the delivery to some fellow living there - fortunately he didn't care about the break in. I'm not sure what can be done to prevent these issues, but perhaps a way could be added to force a new customer to be chosen. Right now all you can do is reload to a save prior to receiving the delivery quest and try again.
Veladarius Posted June 8, 2017 Author Posted June 8, 2017 I've had a little problem problem come up with the delivery job a couple of times now. The destination chosen turns out to be a mod added location that is currently inaccessible, either because the moddder hasn't opened it up yet, or because some condition must be met before it becomes accessible. Also there will likely be no map marker to tell you where to go. For example, today my character was given a delivery with a destination of "Patron" in Ironheart Cave. Ironheart cave is a location added by Interesting NPCs, and the entrance to the cave is non-functional - I think it remains non-functional until you trigger a related quest. Since it gave me no map marker, I had to go and open the mod in the Creation Kit and find it there. When my character made it to the non-functional entrance I had to coc her inside so that she could complete the delivery (hey, you don't want to go back to Master and tell her you couldn't find the customer ). A similar issue can arise when the delivery is to a customer that that refuses to come out of a locked building. Once I had to break into Vittoria Vici's house to get the delivery to some fellow living there - fortunately he didn't care about the break in. I'm not sure what can be done to prevent these issues, but perhaps a way could be added to force a new customer to be chosen. Right now all you can do is reload to a save prior to receiving the delivery quest and try again. I can see what I can add to the conditions but the locations are picked randomly by a location alias. Whenever there is a delay in getting a destination it is due to it picking bad locations (I make sure there are none going to Solstheim) and it having to pick again.
darkevilhum Posted June 8, 2017 Posted June 8, 2017 Haven't played with this since early release (only tried it briefly as I was completely disinterested with a female master). Is there any playable way to make the master of the shop male? Or still fixed as a female?
Veladarius Posted June 8, 2017 Author Posted June 8, 2017 Haven't played with this since early release (only tried it briefly as I was completely disinterested with a female master). Is there any playable way to make the master of the shop male? Or still fixed as a female? Still female and not likely to change.
darkfender666 Posted June 8, 2017 Posted June 8, 2017 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 Timer_Expquest02 = 4 Avail_Expquest02 = 1 Letter_ExpQuest02 = 1 Master has line to handle a personal request but onlyh player answer available is "maybe next time"
AngryAngryRussian Posted June 8, 2017 Posted June 8, 2017 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. Some of the binding positions may have been changed in ZAP v7. As for punishment the devices won't go beyond the arm/leg cuffs and bra. There is no difference in the start of the bound scene depending on what you are wearing. Have you been checking the variable I mentioned above to see if it is decreasing? Yeah, the "sqv CDxChasteSpouse/TimeOnFurniture" variable started at 3 and didn't decrease at all throughout the wait. And I'm not getting the cuff set put on at all, it just repeats trying to put on the belt/bra. Still, I should test this on a new character as well, I'll get back to you when I can. Does the timer show up under the Papyrus heading at the top of the variables when you used the sqv command? if not there should be a function in the slaver page in the MCM to restart the timer. Make sure the play house is set up as it checks if you have entered it, if it isn't set then it won't start the timer. Also, using the 'wait' function generally does not make the timer count down on this. The devices that are added depends on the demerit level, I may have to add some dialogue to account for when you don't get enough demerits added to change the items you already have on. I'd assumed the items that were put on were just added sequentially, that might explain any confusion I'm causing with bug reporting on that front. However, I did start a new character earlier and started the Chaste Spouse content as soon as I could. I began with the collar/bra/belt, behaved enough to get the belt/bra off, then got enough demerits to put the belt/bra back on. With the belt/bra on I got another demerit, which resulted in no new devices and a trip to the toybox that wouldn't end. (I should point out that since you mentioned it earlier, I've been using the timescale modifier and not the wait command) The 'timeonfurniture' variable stays stuck at 4. However, I did notice that the 'spouseplay' variable had stayed at 0, where it was 1 during other sessions. As for the playhouse, I'm using Honeyside in Riften. I'd set it through the dialogue menu, same as always. Does sleeping in there, leaving the house or repeating the dialogue while in the house have any negative effects on its settings?
Slorm Posted June 8, 2017 Posted June 8, 2017 I can see what I can add to the conditions but the locations are picked randomly by a location alias. Whenever there is a delay in getting a destination it is due to it picking bad locations (I make sure there are none going to Solstheim) and it having to pick again. I was wondering Vel if it would be possible to have a MCM toggle to restrict deliveries to the main holds (os its like v3.84) that would solve the problem users with mods that add locations.
Bonding1005 Posted June 8, 2017 Posted June 8, 2017 I can see what I can add to the conditions but the locations are picked randomly by a location alias. Whenever there is a delay in getting a destination it is due to it picking bad locations (I make sure there are none going to Solstheim) and it having to pick again. I was wondering Vel if it would be possible to have a MCM toggle to restrict deliveries to the main holds (os its like v3.84) that would solve the problem users with mods that add locations. That doesn't take care of custom locations in the main holds though. Yesterday i was to deliver a package to someone in "[forgot the name]'s Safe house" and the quest marker directed me into DCL's Leon's house, then into his dungeon, only to immediately direct me out of the dungeon again. Had to reload...
Slorm Posted June 8, 2017 Posted June 8, 2017 I can see what I can add to the conditions but the locations are picked randomly by a location alias. Whenever there is a delay in getting a destination it is due to it picking bad locations (I make sure there are none going to Solstheim) and it having to pick again. I was wondering Vel if it would be possible to have a MCM toggle to restrict deliveries to the main holds (os its like v3.84) that would solve the problem users with mods that add locations. That doesn't take care of custom locations in the main holds though. Yesterday i was to deliver a package to someone in "[forgot the name]'s Safe house" and the quest marker directed me into DCL's Leon's house, then into his dungeon, only to immediately direct me out of the dungeon again. Had to reload... It would need to be like v3.84 where the bandits stay outside the hold
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