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


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Posted

 

 

vel, in earlier releases you could get a harness instead of a belt and collar as a relationship slave, but now it isnt an option. was that choice removed as an option or is it a bug?

 

another question, after completing the manor part of property slave, and choosing to become a relationship slave, i received the mission party favors. since i have the relationship belt and collar, harron couldn't remove either of them. hope that wont be a problem, it might also interfere with the stuff elenwyn does ie the piercing.

 

It is a temporary change until I set things up so the harness can be removed without removing the collar. Removing the harness and replacing it with the collar is not an issue, the main one is in reequipping the harness as the Relationship Slave items are standard CD quest items and will need a scripting change to remove the harness collar and equip the full harness. I may have to make a custom harness without the collar that will have a custom script to handle the process.

found an issue with the belt from the relationship part, since only master and the pc can remove the belt it causes the scene to hang in the thalmost embassy. since you have to force via sexlab the second guard to stop his animation, then disable the controls. and since the ring isnt in your inventory you cant remove the belt.

 

i do know  you can use the remove quest items, but then you have to console command to get them back. is there a way that for going to the embassy haron can gain the ability to remove them or have master come over and remove them from you unil you return to the shop?

 

 

Quest items should be removed before going to the Embassy and Herran should remove them, not sure why he isn't and will have to look into the scene where devices are changed. The scene where devices are removed by Herran has a number of parts with conditions that do different things and it may have some conditions missing or there that should not be.

Posted

do you know off chance what the item code for the silver collar you are put into at the start of the property slave is, when i went from the manor part to being a relationship slave arisha removed it, but it still shows as being on my character if for some reason the collar i chose gets removed. and i cant find it to remove it

 

using the remove quest items in the console doesnt remove it either

Posted

I may have found an issue with the extra items:

 

[06/16/2017 - 05:05:43AM] ERROR: File "Neo's Slave Leia Renewal" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [CDxInventoryControl (5308189F)].cdxic_slota02.SetMasterOutfits() - "cdxic_slota02.psc" Line 67
    [CDxInventoryControl (5308189F)].cdxic_slota02.ActivateMod() - "cdxic_slota02.psc" Line 37
    [CDxInventoryControl (5308189F)].cdxic_slota02.SetModStatus() - "cdxic_slota02.psc" Line 31
    [CDxMCMMenu (5305BBEE)].cdxmcmmenu.OnOptionSelect() - "cdxmcmmenu.psc" Line 1348
    [CDxMCMMenu (5305BBEE)].cdxmcmmenu.SelectOption() - "SKI_ConfigBase.psc" Line 1177
    [SKI_ConfigManagerInstance (1D000802)].SKI_ConfigManager.OnOptionSelect() - "SKI_ConfigManager.psc" Line 159

 

The file should be Neo's Slave Leia Renewal.esp instead. You forgot the little esp :3

Posted

I may have found an issue with the extra items:

[06/16/2017 - 05:05:43AM] ERROR: File "Neo's Slave Leia Renewal" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [CDxInventoryControl (5308189F)].cdxic_slota02.SetMasterOutfits() - "cdxic_slota02.psc" Line 67
    [CDxInventoryControl (5308189F)].cdxic_slota02.ActivateMod() - "cdxic_slota02.psc" Line 37
    [CDxInventoryControl (5308189F)].cdxic_slota02.SetModStatus() - "cdxic_slota02.psc" Line 31
    [CDxMCMMenu (5305BBEE)].cdxmcmmenu.OnOptionSelect() - "cdxmcmmenu.psc" Line 1348
    [CDxMCMMenu (5305BBEE)].cdxmcmmenu.SelectOption() - "SKI_ConfigBase.psc" Line 1177
    [SKI_ConfigManagerInstance (1D000802)].SKI_ConfigManager.OnOptionSelect() - "SKI_ConfigManager.psc" Line 159

The file should be Neo's Slave Leia Renewal.esp instead. You forgot the little esp :3

 

I will have to check it over then, I thought I had the proper name of the esp as I have the mod installed.

Posted

do you know off chance what the item code for the silver collar you are put into at the start of the property slave is, when i went from the manor part to being a relationship slave arisha removed it, but it still shows as being on my character if for some reason the collar i chose gets removed. and i cant find it to remove it

 

using the remove quest items in the console doesnt remove it either

 

look for items with no names, those are the parts of the DD items that show on the character. You can use player.removeitem <id> but ignore the item ending in 40F0C as that is the device hider from DD.

Posted

 

I may have found an issue with the extra items:

[06/16/2017 - 05:05:43AM] ERROR: File "Neo's Slave Leia Renewal" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [CDxInventoryControl (5308189F)].cdxic_slota02.SetMasterOutfits() - "cdxic_slota02.psc" Line 67
    [CDxInventoryControl (5308189F)].cdxic_slota02.ActivateMod() - "cdxic_slota02.psc" Line 37
    [CDxInventoryControl (5308189F)].cdxic_slota02.SetModStatus() - "cdxic_slota02.psc" Line 31
    [CDxMCMMenu (5305BBEE)].cdxmcmmenu.OnOptionSelect() - "cdxmcmmenu.psc" Line 1348
    [CDxMCMMenu (5305BBEE)].cdxmcmmenu.SelectOption() - "SKI_ConfigBase.psc" Line 1177
    [SKI_ConfigManagerInstance (1D000802)].SKI_ConfigManager.OnOptionSelect() - "SKI_ConfigManager.psc" Line 159

The file should be Neo's Slave Leia Renewal.esp instead. You forgot the little esp :3

 

I will have to check it over then, I thought I had the proper name of the esp as I have the mod installed.

 

 

I meant that the filename lack the extension ".esp" in the script.

 

Outfit_S_01.addform(game.getformfromfile(0x01001877, "Neo's Slave Leia Renewal"), 1, 1)

should be

 

Outfit_S_01.addform(game.getformfromfile(0x01001877, "Neo's Slave Leia Renewal.esp"), 1, 1)
Posted

 

 

I may have found an issue with the extra items:

[06/16/2017 - 05:05:43AM] ERROR: File "Neo's Slave Leia Renewal" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [CDxInventoryControl (5308189F)].cdxic_slota02.SetMasterOutfits() - "cdxic_slota02.psc" Line 67
    [CDxInventoryControl (5308189F)].cdxic_slota02.ActivateMod() - "cdxic_slota02.psc" Line 37
    [CDxInventoryControl (5308189F)].cdxic_slota02.SetModStatus() - "cdxic_slota02.psc" Line 31
    [CDxMCMMenu (5305BBEE)].cdxmcmmenu.OnOptionSelect() - "cdxmcmmenu.psc" Line 1348
    [CDxMCMMenu (5305BBEE)].cdxmcmmenu.SelectOption() - "SKI_ConfigBase.psc" Line 1177
    [SKI_ConfigManagerInstance (1D000802)].SKI_ConfigManager.OnOptionSelect() - "SKI_ConfigManager.psc" Line 159

The file should be Neo's Slave Leia Renewal.esp instead. You forgot the little esp :3

 

I will have to check it over then, I thought I had the proper name of the esp as I have the mod installed.

 

 

I meant that the filename lack the extension ".esp" in the script.

Outfit_S_01.addform(game.getformfromfile(0x01001877, "Neo's Slave Leia Renewal"), 1, 1)

should be

Outfit_S_01.addform(game.getformfromfile(0x01001877, "Neo's Slave Leia Renewal.esp"), 1, 1)

 

Easy enough fix. Good catch on that, thanks.

Posted

 

Thanks for the update veladarius, the esp is marked as "merge able" by wrye bash and I did merge it in the bash file. I hope it will still work :)

 

Anyhow I've done some thinking again. I've got some insomnia, which impede with my ability to get proper rest, however it does give me a lot of time to rummage my thoughts about small aspects of content who doesn't feel right to me. One of them is the tendency by Master to lock people in chastity devices. I understand it on a story perspective, however there is little sense for that mechanic on a game design level: it doesn't add or remove anything or a point and thus may give a sense of shallowness. While giving some depth to the Master character, it is there without real mechanical purpose: I'm locked into chastity, great, now what? It is a difficult point to address since the player do not get any physical sensory stimulus, we can only relate and picture in our mind which I find hard to do while slicing down hordes of bandits. Eventually we get the DD event of "you're so horny you clench your legs together.", which gets old fast.

 

To alleviate that specific lack of depth, the act of wearing chastity items, which is subservient in purpose, could act towards the submissive/masochist rating per orgasm experienced while wearing those items given by the Master. In addition, with a simple hook to the on_orgasm event, you could even track how accustomed the character has become to get orgasms while wearing chastity items by counting them, and then develop an dependence for said items+orgasms, thus fitting into the confiscation / chaste spouse mechanic as the player will be gently encouraged to wear chastity all the time. Better yet, introducing debuff if the character is dependent on chastity based orgasms but not wearing any. Of course, like any dependence, a mechanic should also exist to cure the player and return to a normal life - a gift from the Master perhaps, by making the player character orgasm as much as possible while not wearing chastity (Who said orgy?!).

 

Anyhow, this is just my tired self rummaging some thoughts.

 

Typically when I use the long term devices I change the arousal multipliers in DDi to x1.0 without plugs and x2.0 with them, especially when using the chaste life scenario. Another thing to do is to change how often the devices trigger events.

 

As to the adjustment of the tendencies it is definitely something to consider. I can see how the constant use could affect the them and adding a debuff once hooked, possibly requiring the player to stay away from them for a specific amount of time that could be reduced by having regular sex. I will have to look into creating a mechanic to handle the situation.

 

 

Devious training does a part of what Bicobus wishes, the only problem is that it may not run well with a 'script heavy' game.

 

I use it with CD and I think it fit very well with CD. At start my PC is not trained and the devious devices are annoying (as they should be ), and you have to think ahead when you take the delivery quest. Latter when my girl is trained she is happy to be belted when going to a delivery.

 

Posted

is the teaser plug going to be added to the sell list? i dont ever remember seeing it for sale.

 

It wasn't on there and neither was the Finisher but they have been added now. I likely missed them due to the naming of them on their ID's but I have since updated them so they are grouped together in the CK instead of scattered all over.

Posted

 

 

Thanks for the update veladarius, the esp is marked as "merge able" by wrye bash and I did merge it in the bash file. I hope it will still work :)

 

Anyhow I've done some thinking again. I've got some insomnia, which impede with my ability to get proper rest, however it does give me a lot of time to rummage my thoughts about small aspects of content who doesn't feel right to me. One of them is the tendency by Master to lock people in chastity devices. I understand it on a story perspective, however there is little sense for that mechanic on a game design level: it doesn't add or remove anything or a point and thus may give a sense of shallowness. While giving some depth to the Master character, it is there without real mechanical purpose: I'm locked into chastity, great, now what? It is a difficult point to address since the player do not get any physical sensory stimulus, we can only relate and picture in our mind which I find hard to do while slicing down hordes of bandits. Eventually we get the DD event of "you're so horny you clench your legs together.", which gets old fast.

 

To alleviate that specific lack of depth, the act of wearing chastity items, which is subservient in purpose, could act towards the submissive/masochist rating per orgasm experienced while wearing those items given by the Master. In addition, with a simple hook to the on_orgasm event, you could even track how accustomed the character has become to get orgasms while wearing chastity items by counting them, and then develop an dependence for said items+orgasms, thus fitting into the confiscation / chaste spouse mechanic as the player will be gently encouraged to wear chastity all the time. Better yet, introducing debuff if the character is dependent on chastity based orgasms but not wearing any. Of course, like any dependence, a mechanic should also exist to cure the player and return to a normal life - a gift from the Master perhaps, by making the player character orgasm as much as possible while not wearing chastity (Who said orgy?!).

 

Anyhow, this is just my tired self rummaging some thoughts.

 

Typically when I use the long term devices I change the arousal multipliers in DDi to x1.0 without plugs and x2.0 with them, especially when using the chaste life scenario. Another thing to do is to change how often the devices trigger events.

 

As to the adjustment of the tendencies it is definitely something to consider. I can see how the constant use could affect the them and adding a debuff once hooked, possibly requiring the player to stay away from them for a specific amount of time that could be reduced by having regular sex. I will have to look into creating a mechanic to handle the situation.

 

 

Devious training does a part of what Bicobus wishes, the only problem is that it may not run well with a 'script heavy' game.

 

I use it with CD and I think it fit very well with CD. At start my PC is not trained and the devious devices are annoying (as they should be ), and you have to think ahead when you take the delivery quest. Latter when my girl is trained she is happy to be belted when going to a delivery.

 

 

 

What I have come up with at this point is this:

- Being locked in a belt for long periods of time could lead to the player feeling dependent on them for various reasons (safety, feeling uncomfortable with out it etc...) and the player's tendencies would affect how quickly these can manifest and what happens while wearing the belt (plugs that provide orgasms or inhibit them or just keep the player at the edge of orgasm).

- Once a feeling of dependency has been attained and what contributed to it could modify the player's traits or disposition (somewhat but could not turn a dom into a sub) and use of these could provide some buffs of some sort.

- Breaking the habit would take time and could easily be undone by being placed into a belt again. How long it would take to break the habit would depend on the degree of dependency (there would be a score for this which buffs would be based on) and while trying to break it there would be debuffs based on the degree of dependency and what buffs were earned (would get an opposite debuff).

 

Generally all of the buffs / debuffs would be minor but if you have several it could become a help or hindrance to some skills.

 

As to how or when I plan to implement this I have no idea. I would want to keep it as script lite as possible so I will need to look into a number of things to help me do that.

Posted

do you know off chance what the item code for the silver collar you are put into at the start of the property slave is, when i went from the manor part to being a relationship slave arisha removed it, but it still shows as being on my character if for some reason the collar i chose gets removed. and i cant find it to remove it

 

using the remove quest items in the console doesnt remove it either

 

I've encountered this while running CD in a script-heavy environment. Apparently, when removing a series of devices, DD script lib sometimes has enough time to process ScriptInstance of the item worn and not the inventory device, or vice versa. The only user workaround for this is to remove the intended devices manually (remove ScriptInstance item via console, which is shown as a worn nameless item which is NOT Device Hider xx040f0f through player.inv, THEN remove corresponding inventory item - which should visually unequip itself from character model - through inventory interface).

 

Tech stuff: looks like it happens because CDx calls zadlibs' functions with skipmutex=true, which Min does not recommend. ("Internal use parameter only. Used for speedily recovering from remove-all, and similar effects. Don't use this.") However, if set it to false, it will significantly increase time to process devices, up to several seconds per device. Cursed Loot does this, it even double checks and does AcquireAndSpinLock of its own, and, as far as I can tell, its device handling can be slow but is always reliable.

 

EDIT: @Shadowwolf erm so, you'll want to make player inventory as short as possible (dump your items somewhere), then do player.inv and start doing player.removeitem on those nameless worn items. When the device in question dissapears from your character model, you can safely unequip it via player inventory interface.

Posted

I suggested tracking the orgasms through sexlab, it shouldn't be too heavy, then do some basic math with the existing sexlab statistics and your own numbers. I'm too tired right now to go into details though, I hope you understand what I mean :)

Posted

 

do you know off chance what the item code for the silver collar you are put into at the start of the property slave is, when i went from the manor part to being a relationship slave arisha removed it, but it still shows as being on my character if for some reason the collar i chose gets removed. and i cant find it to remove it

 

using the remove quest items in the console doesnt remove it either

 

I've encountered this while running CD in a script-heavy environment. Apparently, when removing a series of devices, DD script lib sometimes has enough time to process ScriptInstance of the item worn and not the inventory device, or vice versa. The only user workaround for this is to remove the intended devices manually (remove ScriptInstance item via console, which is shown as a worn nameless item which is NOT Device Hider xx040f0f through player.inv, THEN remove corresponding inventory item - which should visually unequip itself from character model - through inventory interface).

 

Tech stuff: looks like it happens because CDx calls zadlibs' functions with skipmutex=false, which Min does not recommend. ("Internal use parameter only. Used for speedily recovering from remove-all, and similar effects. Don't use this.") However, if set it to true, it will significantly increase time to process devices, up to several seconds per device. Cursed Loot does this, it even double checks and does AcquireAndSpinLock of its own, and, as far as I can tell, its device handling can be slow but is always reliable.

 

 

The function is to check for items that are already equipped with keywords the device to be equipped has. I ran into the problem of incompatible items being equipped over each other even though I was checking for keywords myself (always have), the specific issue was collars being equipped over harnesses (which have a collar) breaking the harness and stopping the quest where the items were being equipped.

 

If someone has such a script heavy environment that removing the delivery belt and collar then they need to check their logs and look for mods running checks every few seconds (creature framework at default checks every actor/creature within 2 cells every 5 seconds) or have repeating errors from mods.

 

I don't have any intention of changing the settings back to true.

I suggested tracking the orgasms through sexlab, it shouldn't be too heavy, then do some basic math with the existing sexlab statistics and your own numbers. I'm too tired right now to go into details though, I hope you understand what I mean :)

 

Yes, I do. I know that events are being added to dd when items are equipped / unequipped so I will likely make use of those as well.

Posted

 

 

 

do you know off chance what the item code for the silver collar you are put into at the start of the property slave is, when i went from the manor part to being a relationship slave arisha removed it, but it still shows as being on my character if for some reason the collar i chose gets removed. and i cant find it to remove it

 

using the remove quest items in the console doesnt remove it either

 

I've encountered this while running CD in a script-heavy environment. Apparently, when removing a series of devices, DD script lib sometimes has enough time to process ScriptInstance of the item worn and not the inventory device, or vice versa. The only user workaround for this is to remove the intended devices manually (remove ScriptInstance item via console, which is shown as a worn nameless item which is NOT Device Hider xx040f0f through player.inv, THEN remove corresponding inventory item - which should visually unequip itself from character model - through inventory interface).

 

Tech stuff: looks like it happens because CDx calls zadlibs' functions with skipmutex=false, which Min does not recommend. ("Internal use parameter only. Used for speedily recovering from remove-all, and similar effects. Don't use this.") However, if set it to true, it will significantly increase time to process devices, up to several seconds per device. Cursed Loot does this, it even double checks and does AcquireAndSpinLock of its own, and, as far as I can tell, its device handling can be slow but is always reliable.

 

 

 

The function is to check for items that are already equipped with keywords the device to be equipped has. I ran into the problem of incompatible items being equipped over each other even though I was checking for keywords myself (always have), the specific issue was collars being equipped over harnesses (which have a collar) breaking the harness and stopping the quest where the items were being equipped.

 

If someone has such a script heavy environment that removing the delivery belt and collar then they need to check their logs and look for mods running checks every few seconds (creature framework at default checks every actor/creature within 2 cells every 5 seconds) or have repeating errors from mods.

 

I don't have any intention of changing the settings back to true.

 

Your call, obviously. I haven't tested this properly, but it looks like the conflict arises when unequipall or removeall is used, as in punishment quest startup. After this there is a time period when DD items attempt to re-equip themselves, and bad things can happen if we try something until they do.

Posted

 

 

 

 

do you know off chance what the item code for the silver collar you are put into at the start of the property slave is, when i went from the manor part to being a relationship slave arisha removed it, but it still shows as being on my character if for some reason the collar i chose gets removed. and i cant find it to remove it

 

using the remove quest items in the console doesnt remove it either

 

I've encountered this while running CD in a script-heavy environment. Apparently, when removing a series of devices, DD script lib sometimes has enough time to process ScriptInstance of the item worn and not the inventory device, or vice versa. The only user workaround for this is to remove the intended devices manually (remove ScriptInstance item via console, which is shown as a worn nameless item which is NOT Device Hider xx040f0f through player.inv, THEN remove corresponding inventory item - which should visually unequip itself from character model - through inventory interface).

 

Tech stuff: looks like it happens because CDx calls zadlibs' functions with skipmutex=false, which Min does not recommend. ("Internal use parameter only. Used for speedily recovering from remove-all, and similar effects. Don't use this.") However, if set it to true, it will significantly increase time to process devices, up to several seconds per device. Cursed Loot does this, it even double checks and does AcquireAndSpinLock of its own, and, as far as I can tell, its device handling can be slow but is always reliable.

 

 

 

The function is to check for items that are already equipped with keywords the device to be equipped has. I ran into the problem of incompatible items being equipped over each other even though I was checking for keywords myself (always have), the specific issue was collars being equipped over harnesses (which have a collar) breaking the harness and stopping the quest where the items were being equipped.

 

If someone has such a script heavy environment that removing the delivery belt and collar then they need to check their logs and look for mods running checks every few seconds (creature framework at default checks every actor/creature within 2 cells every 5 seconds) or have repeating errors from mods.

 

I don't have any intention of changing the settings back to true.

 

Your call, obviously. I haven't tested this properly, but it looks like the conflict arises when unequipall or removeall is used, as in punishment quest startup. After this there is a time period when DD items attempt to re-equip themselves, and bad things can happen if we try something until they do.

 

 

The issues I experienced didn't happen just after unequipall or removeall, those commands had not even been used in the quest. Skipmutex = true will have DD skip its check for incompatible devices and has been more reliable at times than my scripts, especially if there are delays happening in the player's game.

 

With all of the problems it caused by using SkipMutex = true with the delivery quest (equipping the quest devices) and in some other quests and having all of these problems go away by setting it to false may mean that things run slower but overall it is far more reliable. I don't intend to go back to having to deal with those issues being caused by my mod. If people are having issues with DD not responding quickly and having issues they need to examine their own game and see what is going on. DD's commands and scripting has always been solid (at least what Min oversaw / created) so I am more inclined to believe the issue lies with the player and their game.

Posted

Speaking of long-term belting, a couple of suggestions. First, an event that allows for exchange of plugs, as long as random plugs are involved. During my last playthrough, my char ended up indebted to Master with a single vaginal shock plug, which is one of the easiest to handle gameplay-wise, but fairly severe from role-playing point of view, since it's one of the few that doesn't allow the wearer to get off. So, after a few retrieval stints my char got real grumpy about it, and the only thing she could do is work off her debt and set herself free for good. It could go similar to Confiscation, so the Master actually demands for player char's plugs to be exchanged.

 

Second, more of a question than suggestion - the plugs themselves. As of now, all of your custom plugs except for the Helpers series, are set to edge randomly, and only the Helpers are actually denying orgasm. Aren't the plugs designed for control or punishment supposed to be edge-only - some of them, at least?

Posted

veladarius just an fyi though i think you might already know this, zaz animation pack got updated to 7.0. also, has the issue with the gold items been fixed? the one where the texture screws up if you set the texture detail for the game to low. also, can i directly update from v4.09 to v4.15 without making new save?

 
Posted

Speaking of long-term belting, a couple of suggestions. First, an event that allows for exchange of plugs, as long as random plugs are involved. During my last playthrough, my char ended up indebted to Master with a single vaginal shock plug, which is one of the easiest to handle gameplay-wise, but fairly severe from role-playing point of view, since it's one of the few that doesn't allow the wearer to get off. So, after a few retrieval stints my char got real grumpy about it, and the only thing she could do is work off her debt and set herself free for good. It could go similar to Confiscation, so the Master actually demands for player char's plugs to be exchanged.

 

Second, more of a question than suggestion - the plugs themselves. As of now, all of your custom plugs except for the Helpers series, are set to edge randomly, and only the Helpers are actually denying orgasm. Aren't the plugs designed for control or punishment supposed to be edge-only - some of them, at least?

 

I can see about being able to ask for a change in plugs while wearing the debt belt.

 

 

Helper plugs only give their bonuses if you have an arousal of 80 or more so making them help you achieve orgasm is detrimental to their use.

Devil plugs are generally a plug with some sort of negative to them as none give any bonuses.

 

veladarius just an fyi though i think you might already know this, zaz animation pack got updated to 7.0. also, has the issue with the gold items been fixed? the one where the texture screws up if you set the texture detail for the game to low. also, can i directly update from v4.09 to v4.15 without making new save?

 

 

 

I have been using v7 starting while it was in beta and have had no problems with it.

 

I did not know there was an issue with the bronze items with the low resolution textures. Can you give me a screen shot of what it looks like?

 

You can upgrade from v4.09 to v4.15 with no issues.

Posted

I have a problem.

 

In MCM menu i see 

$CDS_PLAYERINFO

$CDS_QUESTOPTIONS

...

 

How to solve the problem? :-/


I have a problem.

 

In MCM menu i see 

$CDS_PLAYERINFO

$CDS_QUESTOPTIONS

...

 

How to solve the problem? :-/

Posted

I have a problem.

 

In MCM menu i see 

$CDS_PLAYERINFO

$CDS_QUESTOPTIONS

...

 

How to solve the problem? :-/

I have a problem.

 

In MCM menu i see 

$CDS_PLAYERINFO

$CDS_QUESTOPTIONS

...

 

How to solve the problem? :-/

 

If you are using v4.05 make sure you have the v4.051 update at the bottom of the files that can be downloaded, it should fix the issue.

Posted

 

do you know off chance what the item code for the silver collar you are put into at the start of the property slave is, when i went from the manor part to being a relationship slave arisha removed it, but it still shows as being on my character if for some reason the collar i chose gets removed. and i cant find it to remove it

 

using the remove quest items in the console doesnt remove it either

 

I've encountered this while running CD in a script-heavy environment. Apparently, when removing a series of devices, DD script lib sometimes has enough time to process ScriptInstance of the item worn and not the inventory device, or vice versa. The only user workaround for this is to remove the intended devices manually (remove ScriptInstance item via console, which is shown as a worn nameless item which is NOT Device Hider xx040f0f through player.inv, THEN remove corresponding inventory item - which should visually unequip itself from character model - through inventory interface).

 

Tech stuff: looks like it happens because CDx calls zadlibs' functions with skipmutex=true, which Min does not recommend. ("Internal use parameter only. Used for speedily recovering from remove-all, and similar effects. Don't use this.") However, if set it to false, it will significantly increase time to process devices, up to several seconds per device. Cursed Loot does this, it even double checks and does AcquireAndSpinLock of its own, and, as far as I can tell, its device handling can be slow but is always reliable.

 

EDIT: @Shadowwolf erm so, you'll want to make player inventory as short as possible (dump your items somewhere), then do player.inv and start doing player.removeitem on those nameless worn items. When the device in question dissapears from your character model, you can safely unequip it via player inventory interface.

 

 

the removal of the items happened when i had at most 10 items in my inventory, since i was transitioning from a property slave to a relationship slave, and hadnt received my items back from the hidden chest in the first floor room. i didnt find out that the silver collar wasnt properly unequipped until i got back from the thalmore embassy. i have a save from just before i go to the embassy, but not from right after getting my relationship items.

Posted

 

Speaking of long-term belting, a couple of suggestions. First, an event that allows for exchange of plugs, as long as random plugs are involved. During my last playthrough, my char ended up indebted to Master with a single vaginal shock plug, which is one of the easiest to handle gameplay-wise, but fairly severe from role-playing point of view, since it's one of the few that doesn't allow the wearer to get off. So, after a few retrieval stints my char got real grumpy about it, and the only thing she could do is work off her debt and set herself free for good. It could go similar to Confiscation, so the Master actually demands for player char's plugs to be exchanged.

 

Second, more of a question than suggestion - the plugs themselves. As of now, all of your custom plugs except for the Helpers series, are set to edge randomly, and only the Helpers are actually denying orgasm. Aren't the plugs designed for control or punishment supposed to be edge-only - some of them, at least?

 

I can see about being able to ask for a change in plugs while wearing the debt belt.

 

 

Helper plugs only give their bonuses if you have an arousal of 80 or more so making them help you achieve orgasm is detrimental to their use.

Devil plugs are generally a plug with some sort of negative to them as none give any bonuses.

 

veladarius just an fyi though i think you might already know this, zaz animation pack got updated to 7.0. also, has the issue with the gold items been fixed? the one where the texture screws up if you set the texture detail for the game to low. also, can i directly update from v4.09 to v4.15 without making new save?

 

 

 

I have been using v7 starting while it was in beta and have had no problems with it.

 

I did not know there was an issue with the bronze items with the low resolution textures. Can you give me a screen shot of what it looks like?

 

You can upgrade from v4.09 to v4.15 with no issues.

 

 

sure. here. this is what happens if you start the game in any texture details except high. it's for ALL gold items. not just bronze. like gold catsuit too..

kZYsWDs.png

 

oehx6bj.png

bPsArZ4.png

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is the teaser plug going to be added to the sell list? i dont ever remember seeing it for sale.

 

It wasn't on there and neither was the Finisher but they have been added now. I likely missed them due to the naming of them on their ID's but I have since updated them so they are grouped together in the CK instead of scattered all over.

 

 

thank you for finding and fixing that. hopefully you can find why the anal plugs wont equip that would be awsome lol.

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