Jump to content

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


Recommended Posts

Posted

vel, i'm just checking to see if you saw that i mentioned that i found a typo in the free trial dialog where the master decides to let you wear the belt for another week.

 

she says "think" instead of "thing"

Posted

I am having trouble with the punishment scene running 4.15.

It stands me in front of display cases, Herran chains and undresses me, then Master says "Thank you Herran" then it just sits there indefinitely.

There were a couple Cursed Loot items Herran wasn't able to remove, so I removed those prior to talking to Master and same result.

The only thing I'd noticed that might have some effect is that when Herran moves forward he bumps my player character back a little bit, idk if maybe there is a certain position that she needs to be in and that is messing it up, but its not working, so I can't do any more quests for Master.

 

Any thoughts?

Posted

vel, i'm just checking to see if you saw that i mentioned that i found a typo in the free trial dialog where the master decides to let you wear the belt for another week.

 

she says "think" instead of "thing"

 

Yes, I did. There were a few others mentioned in the last week so next time I am in it I will come back and go through the posts and track down the typos and fix them.

Posted

I am having trouble with the punishment scene running 4.15.

It stands me in front of display cases, Herran chains and undresses me, then Master says "Thank you Herran" then it just sits there indefinitely.

There were a couple Cursed Loot items Herran wasn't able to remove, so I removed those prior to talking to Master and same result.

The only thing I'd noticed that might have some effect is that when Herran moves forward he bumps my player character back a little bit, idk if maybe there is a certain position that she needs to be in and that is messing it up, but its not working, so I can't do any more quests for Master.

 

Any thoughts?

 

If you think you may be too far back then move forward some, just enable the controls, move then disable them.

 

Use the following to see what has been set up for the punishments:   sqv  CDxPunishmentSet01

 

Look for the items with Pun##ToBeUsed  and tell me which ones have a 1 with them

Also tell me what the value for PunishmentRunning is.

 

 

If everything is 0 upload a log from a session ending where the punishment stops (have that be the last thing). It should have selected them by then.

Posted

Not sure if it's my game so i don't want to bother Vel before knowing it, but probably still the best place to ask all users: has somebody else problems with the bad end? 

I've reloaded a save before the stackdumps, disabled DEC and still get the same result: i awake in the simple slavery cage and the forbidden tome is started. Other things i've noticed:

 

1. after put into the CD cage for the bad end, all items get unequipped and the very same items reequipped immediatly. This is where i get stack dumps because other mods listening to equip/unequip items can't keep up.

2. after talking to the master, i don't get controls back (each time). Another mod caused masturbation once, not entirely sure which one, after the animation finished i could walk & stuff again, maybe that's part of the problem?

3. i get messages that food was refilled, but no new food appears (don't have any need mods installed anyways, not sure if that's the point.)

 

Has anybody played to the bad end? Has anybody experienced one or more of these? 

Posted

Not sure if it's my game so i don't want to bother Vel before knowing it, but probably still the best place to ask all users: has somebody else problems with the bad end? 

I've reloaded a save before the stackdumps, disabled DEC and still get the same result: i awake in the simple slavery cage and the forbidden tome is started. Other things i've noticed:

 

1. after put into the CD cage for the bad end, all items get unequipped and the very same items reequipped immediatly. This is where i get stack dumps because other mods listening to equip/unequip items can't keep up.

2. after talking to the master, i don't get controls back (each time). Another mod caused masturbation once, not entirely sure which one, after the animation finished i could walk & stuff again, maybe that's part of the problem?

3. i get messages that food was refilled, but no new food appears (don't have any need mods installed anyways, not sure if that's the point.)

 

Has anybody played to the bad end? Has anybody experienced one or more of these? 

 

I played through the bad end during the v4.09 update / bugfix. There were several things I did fix so it worked better than it did before, mainly with scenes taking forever to run due to waiting for actors to arrive.

 

1- At that point when it moves you it gives everything back to you then once in your cell takes it away again. The DD catch for the removeall is likely triggering it as it reequips the items but there isn't an easier way to do it as the container where your items are at for the removeall to be able to move them must be in the same cell as you are or it won't work. Even if it is removing then reequipping the items if you have so many mods that watch what DD items are added / removed and do something you likely need to prune some of them as any mod could cause the same issue.

 

2- That is an issue on my end, I think I bypassed the EnableControls function I have set up. As for why you had your controls back after the SexLab scene it is because SexLab enables controls by default if there is no follow up scripts made to disable them again (all of mine do). I think that in some cases during that section when the door is opened it isn't locked again when shut. It is something I have to check on.

 

3- It may be a broken property, either on my end or due to the dump stack errors as they can break properties of scripts or if the command to reset the container happens to be one of the commands waiting when the dump stack happens it will be tossed out with all the other commands waiting to be run. This is why dump stack errors are very bad as every papyrus script waiting to be run it thrown out without anything being done on it.

 

Overall there is little that happens in this section other than the scenes with the npc's. You can enable your controls if you want between visits (not that there is much for you to do there).

Posted

 

Not sure if it's my game so i don't want to bother Vel before knowing it, but probably still the best place to ask all users: has somebody else problems with the bad end? 

I've reloaded a save before the stackdumps, disabled DEC and still get the same result: i awake in the simple slavery cage and the forbidden tome is started. Other things i've noticed:

 

1. after put into the CD cage for the bad end, all items get unequipped and the very same items reequipped immediatly. This is where i get stack dumps because other mods listening to equip/unequip items can't keep up.

2. after talking to the master, i don't get controls back (each time). Another mod caused masturbation once, not entirely sure which one, after the animation finished i could walk & stuff again, maybe that's part of the problem?

3. i get messages that food was refilled, but no new food appears (don't have any need mods installed anyways, not sure if that's the point.)

 

Has anybody played to the bad end? Has anybody experienced one or more of these? 

 

I played through the bad end during the v4.09 update / bugfix. There were several things I did fix so it worked better than it did before, mainly with scenes taking forever to run due to waiting for actors to arrive.

 

1- At that point when it moves you it gives everything back to you then once in your cell takes it away again. The DD catch for the removeall is likely triggering it as it reequips the items but there isn't an easier way to do it as the container where your items are at for the removeall to be able to move them must be in the same cell as you are or it won't work. Even if it is removing then reequipping the items if you have so many mods that watch what DD items are added / removed and do something you likely need to prune some of them as any mod could cause the same issue.

 

2- That is an issue on my end, I think I bypassed the EnableControls function I have set up. As for why you had your controls back after the SexLab scene it is because SexLab enables controls by default if there is no follow up scripts made to disable them again (all of mine do). I think that in some cases during that section when the door is opened it isn't locked again when shut. It is something I have to check on.

 

3- It may be a broken property, either on my end or due to the dump stack errors as they can break properties of scripts or if the command to reset the container happens to be one of the commands waiting when the dump stack happens it will be tossed out with all the other commands waiting to be run. This is why dump stack errors are very bad as every papyrus script waiting to be run it thrown out without anything being done on it.

 

Overall there is little that happens in this section other than the scenes with the npc's. You can enable your controls if you want between visits (not that there is much for you to do there).

 

Mh, not sure if i got that right.

for 1.: why is it necessary to give & remove everything? Wouldn't it be easier just to give everything back when it's time to leave, block player controls until i'm expected to play again? You're probably right that it would happen for every mod and a similar scenario, but i think it's rather the number of items than the number of mods (2). I'm not 100% sure that this is the problem at all, it was just a major part of the dumps.

 

2. I never saw the door open anyways, the dialogues happened through closed doors and happened by forcegreet. I think there is little reason to remove player controls at all for those, just a thought. ;) But not really a problem either, i'm just trying to figure out what else is going wrong and what works like expected to get a clue why i end in the slavery cell. I could imagine that the reason why the DDi quest is started could be that i've cheated the book into my inventory to create keys (via additemmenu), i didn't want to play this quest again... not sure why it should trigger the quest the second time only, though.

 

With save game cleaner there are several scripts with #->crd..., no idea if that means some scripts are broken or something else. I think i'll start a new game again with less mods *sigh*. 

Is there a command to put me in this cell again so i could test it without replaying everything? If i have to do it all over i'd try the good end the next time, but i could try some more testing if you want.

Posted

 

 

Not sure if it's my game so i don't want to bother Vel before knowing it, but probably still the best place to ask all users: has somebody else problems with the bad end? 

I've reloaded a save before the stackdumps, disabled DEC and still get the same result: i awake in the simple slavery cage and the forbidden tome is started. Other things i've noticed:

 

1. after put into the CD cage for the bad end, all items get unequipped and the very same items reequipped immediatly. This is where i get stack dumps because other mods listening to equip/unequip items can't keep up.

2. after talking to the master, i don't get controls back (each time). Another mod caused masturbation once, not entirely sure which one, after the animation finished i could walk & stuff again, maybe that's part of the problem?

3. i get messages that food was refilled, but no new food appears (don't have any need mods installed anyways, not sure if that's the point.)

 

Has anybody played to the bad end? Has anybody experienced one or more of these? 

 

I played through the bad end during the v4.09 update / bugfix. There were several things I did fix so it worked better than it did before, mainly with scenes taking forever to run due to waiting for actors to arrive.

 

1- At that point when it moves you it gives everything back to you then once in your cell takes it away again. The DD catch for the removeall is likely triggering it as it reequips the items but there isn't an easier way to do it as the container where your items are at for the removeall to be able to move them must be in the same cell as you are or it won't work. Even if it is removing then reequipping the items if you have so many mods that watch what DD items are added / removed and do something you likely need to prune some of them as any mod could cause the same issue.

 

2- That is an issue on my end, I think I bypassed the EnableControls function I have set up. As for why you had your controls back after the SexLab scene it is because SexLab enables controls by default if there is no follow up scripts made to disable them again (all of mine do). I think that in some cases during that section when the door is opened it isn't locked again when shut. It is something I have to check on.

 

3- It may be a broken property, either on my end or due to the dump stack errors as they can break properties of scripts or if the command to reset the container happens to be one of the commands waiting when the dump stack happens it will be tossed out with all the other commands waiting to be run. This is why dump stack errors are very bad as every papyrus script waiting to be run it thrown out without anything being done on it.

 

Overall there is little that happens in this section other than the scenes with the npc's. You can enable your controls if you want between visits (not that there is much for you to do there).

 

Mh, not sure if i got that right.

for 1.: why is it necessary to give & remove everything? Wouldn't it be easier just to give everything back when it's time to leave, block player controls until i'm expected to play again? You're probably right that it would happen for every mod and a similar scenario, but i think it's rather the number of items than the number of mods (2). I'm not 100% sure that this is the problem at all, it was just a major part of the dumps.

It is because of how the command is set up. Using the 'Removeall' command and moving it to a container requires setting up the container with an alias and you must be in the same cell as the container or the command would not work. If done wrong then it removes everything and they are lost. I suppose I could have set up one container but I would have to have you go back to the same location every time and it would not seem right to have to go back to the mine or something when you can leave from where you are. As it is the only time you are moved to give you your items back to go do something is during the smithy section as all of the items are in the barracks.

 

 

2. I never saw the door open anyways, the dialogues happened through closed doors and happened by forcegreet. I think there is little reason to remove player controls at all for those, just a thought. ;) But not really a problem either, i'm just trying to figure out what else is going wrong and what works like expected to get a clue why i end in the slavery cell. I could imagine that the reason why the DDi quest is started could be that i've cheated the book into my inventory to create keys (via additemmenu), i didn't want to play this quest again... not sure why it should trigger the quest the second time only, though.

 

 

With save game cleaner there are several scripts with #->crd..., no idea if that means some scripts are broken or something else. I think i'll start a new game again with less mods *sigh*. 

Is there a command to put me in this cell again so i could test it without replaying everything? If i have to do it all over i'd try the good end the next time, but i could try some more testing if you want.

 

There is a way to do it, you need to set the following variables after being put in the cage for the night but before going to sleep:

 

Set  CDxSlaveTaskLvl to 2

Set  CDxSlaveTaskAdj to -1

 

That should send you to the cages outside the next morning.

 

 

Posted

I am curently stuck with elsif, I finished the pillar night and came back the next night but she is stuck at the pillar location and repeats the ending dialog for the pillar scene.  How can I get her past that?

 

Posted

I am curently stuck with elsif, I finished the pillar night and came back the next night but she is stuck at the pillar location and repeats the ending dialog for the pillar scene.  How can I get her past that?

 

use  sqv  cdxexpquest03  and tell me what the stage is.

Posted

 

I am curently stuck with elsif, I finished the pillar night and came back the next night but she is stuck at the pillar location and repeats the ending dialog for the pillar scene.  How can I get her past that?

 

use  sqv  cdxexpquest03  and tell me what the stage is.

 

The stage is 425

Posted

 

 

I am curently stuck with elsif, I finished the pillar night and came back the next night but she is stuck at the pillar location and repeats the ending dialog for the pillar scene.  How can I get her past that?

 

use  sqv  cdxexpquest03  and tell me what the stage is.

 

The stage is 425

 

First, try this:

issceneplaying xx060790   if yes then disable  your controls and see if it will continue, if not then use stopscene <same ID>

Then try running the ending scene again and see if that fixes it:  startscene  <same ID>

 

(xx is the load position of the mod, if you don't know it type  help cdx  and it will be the first 2 digits of any of the items). You will have to disable your controls and may have to wait another day to continue but hopefully this will get things to finish for that day properly.

 

If that does not work and she has already been released from her restraints then check to see if the above scene is still running, use stopscene on it then startscene xx05c0b2   which is the scene where she moves to the room and starts the dialogue with her.

 

From the sounds of it the previous session did not end properly.

Posted

 

 

 

I am curently stuck with elsif, I finished the pillar night and came back the next night but she is stuck at the pillar location and repeats the ending dialog for the pillar scene.  How can I get her past that?

 

use  sqv  cdxexpquest03  and tell me what the stage is.

 

The stage is 425

 

First, try this:

issceneplaying xx060790   if yes then disable  your controls and see if it will continue, if not then use stopscene <same ID>

Then try running the ending scene again and see if that fixes it:  startscene  <same ID>

 

(xx is the load position of the mod, if you don't know it type  help cdx  and it will be the first 2 digits of any of the items). You will have to disable your controls and may have to wait another day to continue but hopefully this will get things to finish for that day properly.

 

If that does not work and she has already been released from her restraints then check to see if the above scene is still running, use stopscene on it then startscene xx05c0b2   which is the scene where she moves to the room and starts the dialogue with her.

 

From the sounds of it the previous session did not end properly.

 

ok, I will give this a quick shot

Posted

The scene was playing and i enabled AI controle, and I (AI) walked up to her and repeated the end conversation again.  But this time she walked away from the pillar afterwords.  So I think that has cleared it up.  

 

Thank You.

 

p.s. Does Elsif ever show up at the V.I P Manor?

Posted

Some completly other questions, nothing to do with bugs or anything. ;)

The settings for sadism, masochism, sex etc... I'm totally unsure what those settings do. Is that what i prefer, or what my character prefers? For example, i enjoy to watch her having sex, but my character doesn't necessarily enjoy it. Where does it have any influence?

 

And is there a house, vanilla or mod, you could recommend for chastitiy spouse (i.e. enough place for furnitures)? Do you possibly have a .json file for cellbuilder or something i could use? I don't really like the building stuff.


Some completly other questions, nothing to do with bugs or anything. ;)

The settings for sadism, masochism, sex etc... I'm totally unsure what those settings do. Is that what i prefer, or what my character prefers? For example, i enjoy to watch her having sex, but my character doesn't necessarily enjoy it. Where does it have any influence?

 

And is there a house, vanilla or mod, you could recommend for chastitiy spouse (i.e. enough place for furnitures)? Do you possibly have a .json file for cellbuilder or something i could use? I don't really like the building stuff.

Posted

I just wanted to point out that I had the same issue as MallaVelve witht he Solitude quest. In addition, when the scene on the 3rd day would advance (either fail the motivation question, or get it right) Elisif would continually ask "Wait, can we start again?"

On a fail, the scene wouldn't end and the question would continually play, on a success the question would be continually asked during any scene that didn't have active dialogue, and a dialogue menu from a previous scene would pop up. This could be safely exited from and the success scene would finish correctly (although the dialogue would continually start until the scene started its own dialogue).

Also, is there an upper limit on how many times in a row a submissive player can be forced to stay in the Free Trial items?

Posted

The scene was playing and i enabled AI controle, and I (AI) walked up to her and repeated the end conversation again.  But this time she walked away from the pillar afterwords.  So I think that has cleared it up.  

 

Thank You.

 

p.s. Does Elsif ever show up at the V.I P Manor?

Not yet but I have plans for that.

 

 

 

Some completly other questions, nothing to do with bugs or anything. ;)

The settings for sadism, masochism, sex etc... I'm totally unsure what those settings do. Is that what i prefer, or what my character prefers? For example, i enjoy to watch her having sex, but my character doesn't necessarily enjoy it. Where does it have any influence?

It would be what your character prefers. They are used in a somewhat limited fashion currently, mainly in dialogue but to voluntarily get the quest to go to the Embassy requires you to have interest in at least one of several of them. I have been adding dialogue variations based on the traits but there are not a huge number of them. I will be continuing to expand on the dialogue for them and scene variations.

 

 

And is there a house, vanilla or mod, you could recommend for chastitiy spouse (i.e. enough place for furnitures)? Do you possibly have a .json file for cellbuilder or something i could use? I don't really like the building stuff.

You can use any house mod you want, the only stipulations is that it is already spouse friendly (basically any home you can send your spouse to). I use the ones from Hearthfire and build the Trophy Room but only add the lights to it and put all of the furniture there. I made a bat file that gives me all of the premade materials (including items you normally had to craft) so all I have to do is go and craft the actual furniture. While I like the option of customizing the home layout I dislike having to waste time gathering materials and making all the little piddly crap.

 

 

 

I just wanted to point out that I had the same issue as MallaVelve witht he Solitude quest. In addition, when the scene on the 3rd day would advance (either fail the motivation question, or get it right) Elisif would continually ask "Wait, can we start again?"

On a fail, the scene wouldn't end and the question would continually play, on a success the question would be continually asked during any scene that didn't have active dialogue, and a dialogue menu from a previous scene would pop up. This could be safely exited from and the success scene would finish correctly (although the dialogue would continually start until the scene started its own dialogue).

The 'Wait, can we start again?' is 'walk away' dialogue where if the dialogue is exited before it moves on to the next part it will default to that. That dialogue will start a force greet and put you back in the correct area of dialogue but from the sounds of it something is trying to interrupt it. This quest has a LOT of walkaway dialogue force greets (35 in all) so if you can tell me what the dialogue was about when it started I can give you some scenes to check to see if they are running. If you want to try to figure it out yourself you can use TESVEdit and look at the scenes listed in it, all of them start with CDxEQ03_99_Restart_<number code>  and the higher the code the farther into it the scene is from (the codes correspond to the dialogue section it is from).

 

Also, is there an upper limit on how many times in a row a submissive player can be forced to stay in the Free Trial items?

No, there is just a cooldown function though at some point it will include a trigger for the Relationship Slave check.

Posted

Hello there everyone, 

 

I have just reinstalled the mod, and i actually ran into a really annoying issue, one that was here even when i last uninstalled the game almost half a year ago.

 

Inside the Captured Dreams Shop, everything looks perfect, except for one little thing: the lighting. Basically, it makes HUGE stripes across the characters it falls onto and it's actually pretty ugly. I've checked the topic and have found no useful tip, so i have to ask if there is a way to remove it.

 

For reference, well, here's the screenshot.

 

http://i.imgur.com/IKevjsL.png

(For some reason, i can't put a picture.)

 

Thank you for the mod, and in advance for the help.

Good day!

Posted

I don't have the slightest clue on how to use TESVEdit, but I can isolate the saves I had during that part of the quest and run over the choices easily enough. I should also specify that the character I'm using is fresh and started with no prior install of CD.

Also, I know its been a while since they were added so people might have reported this already, but I tested the new collars/hoods and noticed that they don't seem to hide hair correctly, and I had a clipping issue with the corset collar around the lips on a few characters. There might also be an issue with their gag settings, as NPCs that I equipped them on didn't seem to go through the usual 'muffled' dialogue.

Posted

 

Some completly other questions, nothing to do with bugs or anything. ;)

The settings for sadism, masochism, sex etc... I'm totally unsure what those settings do. Is that what i prefer, or what my character prefers? For example, i enjoy to watch her having sex, but my character doesn't necessarily enjoy it. Where does it have any influence?

It would be what your character prefers. They are used in a somewhat limited fashion currently, mainly in dialogue but to voluntarily get the quest to go to the Embassy requires you to have interest in at least one of several of them. I have been adding dialogue variations based on the traits but there are not a huge number of them. I will be continuing to expand on the dialogue for them and scene variations.

 

So it's more or less both atm? What i mean is: i definitly want to play the embassy, but if my character has dialogues that she doesn't like it, i'd like it even more. :D Since there aren't many dialogues right now i guess it's fine to stay with default values, but if you continue to add things, maybe mae a difference between player and character something you could consider?

 

And is there a house, vanilla or mod, you could recommend for chastitiy spouse (i.e. enough place for furnitures)? Do you possibly have a .json file for cellbuilder or something i could use? I don't really like the building stuff.

You can use any house mod you want, the only stipulations is that it is already spouse friendly (basically any home you can send your spouse to). I use the ones from Hearthfire and build the Trophy Room but only add the lights to it and put all of the furniture there. I made a bat file that gives me all of the premade materials (including items you normally had to craft) so all I have to do is go and craft the actual furniture. While I like the option of customizing the home layout I dislike having to waste time gathering materials and making all the little piddly crap.

 

The reason i ask is that i don't really know much house mods... or even vanilla/DLC houses. I've used the Underground Bathing Suite for a while, but at some point i got a lot of crashes there, probably because i couldn't resist to collect everything due to the possibilities it gave me. ;) So i'm looking for something more simple that doesn't trigger my "i need it all" instinct, just 2-3 chests for stuff i really want to store somewhere, a bed, and space.

 

I've tried the Lakeview Manor via Alternative starts, but then it's already full, no space for furnitures.

 

 

Posted

Hello there everyone, 

 

I have just reinstalled the mod, and i actually ran into a really annoying issue, one that was here even when i last uninstalled the game almost half a year ago.

 

Inside the Captured Dreams Shop, everything looks perfect, except for one little thing: the lighting. Basically, it makes HUGE stripes across the characters it falls onto and it's actually pretty ugly. I've checked the topic and have found no useful tip, so i have to ask if there is a way to remove it.

 

For reference, well, here's the screenshot.

 

http://i.imgur.com/IKevjsL.png

(For some reason, i can't put a picture.)

 

Thank you for the mod, and in advance for the help.

Good day!

 

The lights there cast shadows and is your shadow settings causing the issues.

 

 

 

I don't have the slightest clue on how to use TESVEdit, but I can isolate the saves I had during that part of the quest and run over the choices easily enough. I should also specify that the character I'm using is fresh and started with no prior install of CD.

 

Also, I know its been a while since they were added so people might have reported this already, but I tested the new collars/hoods and noticed that they don't seem to hide hair correctly, and I had a clipping issue with the corset collar around the lips on a few characters. There might also be an issue with their gag settings, as NPCs that I equipped them on didn't seem to go through the usual 'muffled' dialogue.

 

I will have to check the slots on the hoods to make sure the hair is being hidden.

 

As for the clipping, I don't have any control over that. The items were made by someone else that gave me permission to use them but I am not a modeler so I can't adjust them in any way.

 

I can check that the items have the correct keywords, it may be the zaz keywords they are missing not sure. If you are using the beta of DD then it could be something in that causing it.

Posted

 

 

Some completly other questions, nothing to do with bugs or anything. ;)

The settings for sadism, masochism, sex etc... I'm totally unsure what those settings do. Is that what i prefer, or what my character prefers? For example, i enjoy to watch her having sex, but my character doesn't necessarily enjoy it. Where does it have any influence?

It would be what your character prefers. They are used in a somewhat limited fashion currently, mainly in dialogue but to voluntarily get the quest to go to the Embassy requires you to have interest in at least one of several of them. I have been adding dialogue variations based on the traits but there are not a huge number of them. I will be continuing to expand on the dialogue for them and scene variations.

 

So it's more or less both atm? What i mean is: i definitly want to play the embassy, but if my character has dialogues that she doesn't like it, i'd like it even more. :D Since there aren't many dialogues right now i guess it's fine to stay with default values, but if you continue to add things, maybe mae a difference between player and character something you could consider?

 

And is there a house, vanilla or mod, you could recommend for chastitiy spouse (i.e. enough place for furnitures)? Do you possibly have a .json file for cellbuilder or something i could use? I don't really like the building stuff.

You can use any house mod you want, the only stipulations is that it is already spouse friendly (basically any home you can send your spouse to). I use the ones from Hearthfire and build the Trophy Room but only add the lights to it and put all of the furniture there. I made a bat file that gives me all of the premade materials (including items you normally had to craft) so all I have to do is go and craft the actual furniture. While I like the option of customizing the home layout I dislike having to waste time gathering materials and making all the little piddly crap.

 

The reason i ask is that i don't really know much house mods... or even vanilla/DLC houses. I've used the Underground Bathing Suite for a while, but at some point i got a lot of crashes there, probably because i couldn't resist to collect everything due to the possibilities it gave me. ;) So i'm looking for something more simple that doesn't trigger my "i need it all" instinct, just 2-3 chests for stuff i really want to store somewhere, a bed, and space.

 

I've tried the Lakeview Manor via Alternative starts, but then it's already full, no space for furnitures.

 

 

 

 

Any home that says you can move your spouse/children to will work as that will typically update the standard quests for the spouse in Skyrim.

 

 

If you want to use a Hearthfires home here is the bat file I use to give me the items, all you need to do is actually build the house and furniture as it gives you all of the little bits and pieces and the rest of the materials needed (no tedious crafting of locks or nails and crap like that), there should be enough to build and furnish the entire house.

 

Just extract the file to your Skyrim folder (not the data folder) and in game go into the console and enter   bat homematerials   and it will give you all of the items.

 

Homematerials.zip

 

I have Hearthfires in load position 03 so if you have it in a different one you will need to change the file, any items starting with 03 need changed to whatever your load position is.

Posted

 

I don't have the slightest clue on how to use TESVEdit, but I can isolate the saves I had during that part of the quest and run over the choices easily enough. I should also specify that the character I'm using is fresh and started with no prior install of CD.

 

Also, I know its been a while since they were added so people might have reported this already, but I tested the new collars/hoods and noticed that they don't seem to hide hair correctly, and I had a clipping issue with the corset collar around the lips on a few characters. There might also be an issue with their gag settings, as NPCs that I equipped them on didn't seem to go through the usual 'muffled' dialogue.

 

I will have to check the slots on the hoods to make sure the hair is being hidden.

 

As for the clipping, I don't have any control over that. The items were made by someone else that gave me permission to use them but I am not a modeler so I can't adjust them in any way.

 

I can check that the items have the correct keywords, it may be the zaz keywords they are missing not sure. If you are using the beta of DD then it could be something in that causing it.

 

 

For the hair issue, it was a day or so ago when I checked it, but it seemed like the hair is being swapped to a different type. There are some helmets, hats and hoods that still let you partially see your hair, maybe they're using whatever that setting is instead of a 100% hide? I've also noticed that modded hairs tend to fully disappear even with items that are supposed to show it; they don't seem to have the setting that lets headwear show the altered hair model.

 

I'm also not using the DD beta currently.

 

While I think of it, is it possible to add a feature where a character could request a punishment for themselves instead of actively provoking it? It'd let otherwise obedient characters experience more of what CD has to offer and it'd make testing those scenes far simpler as well.

Posted

 

 

I don't have the slightest clue on how to use TESVEdit, but I can isolate the saves I had during that part of the quest and run over the choices easily enough. I should also specify that the character I'm using is fresh and started with no prior install of CD.

 

Also, I know its been a while since they were added so people might have reported this already, but I tested the new collars/hoods and noticed that they don't seem to hide hair correctly, and I had a clipping issue with the corset collar around the lips on a few characters. There might also be an issue with their gag settings, as NPCs that I equipped them on didn't seem to go through the usual 'muffled' dialogue.

 

I will have to check the slots on the hoods to make sure the hair is being hidden.

 

As for the clipping, I don't have any control over that. The items were made by someone else that gave me permission to use them but I am not a modeler so I can't adjust them in any way.

 

I can check that the items have the correct keywords, it may be the zaz keywords they are missing not sure. If you are using the beta of DD then it could be something in that causing it.

 

 

For the hair issue, it was a day or so ago when I checked it, but it seemed like the hair is being swapped to a different type. There are some helmets, hats and hoods that still let you partially see your hair, maybe they're using whatever that setting is instead of a 100% hide? I've also noticed that modded hairs tend to fully disappear even with items that are supposed to show it; they don't seem to have the setting that lets headwear show the altered hair model.

 

I'm also not using the DD beta currently.

 

While I think of it, is it possible to add a feature where a character could request a punishment for themselves instead of actively provoking it? It'd let otherwise obedient characters experience more of what CD has to offer and it'd make testing those scenes far simpler as well.

 

 

The hair issue is likely an issue with it not having a particular body slot set right. Most custom hairs don't use a base hair like the normal ones do, you can usually tell if you look closely and can see a bald scalp underneath, this is why I only use hoods that cover the entire back of the head.

 

The volunteer punishment has been requested a number of times and is something I will see about adding. Since the punishments are already made it would just be a matter of making the intro for it. I may make it where you can request the severity of the punishment and charge appropriately for it. I will see about adding to this or the next update since it just needs some dialogue and a few scripts.

Posted

 

 

Hi Vel,

 

just started the property slave portion through pissing off the master with a very high debt: 110,000. B/c of the high debt I was equipped with 4 unremovable devices: collar, leg rings, belt and restrictive corset. Master knocks me out, wake up in the mines on the cross. She removes the leg rings and switches the collar- belt and corset stay. After her little speech the property slave starts she and Herran leave the mine and I hang on the cross. Somehow the warden misses this whole incident: I tried setting the game speed to 100%, hit "t" and move the time manually to 8pm, disabled player controls, enable player controls and talked to the warden- but all he says is: "you should be working instead of talking to me". So it seems somehow I cannot correctly start the property slave quest- any advice?

 

This is somehow logical.

Pay your debts with the Master and then start the enslavement.

If you have too much debt, then you will not get any orders from Master.

 

 

Between 8pm and 9pm the end of day will trigger automatically. He will announce he is going to check what you have in the barrel and to get anything you want counted into it, check it once he gets there then there is a scene near the cage where you are to sleep. If he doesn't do it there should be an option in the MCM menu to trigger the check on the slave page.

 

 

I have the same problem.

If I use the MCM to trigger the check at the end of the day, my character gets off the cross and moves to the cage without any interaction with Mecius.

I cannot use the bed in the cage because it is owned by someone else. I don't get a pickaxe and the mining cloths either.

At the start of the next day, the cage unlocks, but my character still doesn't get any of the required items to start the day. The barrel where the stored ore is supposed to to be deposited is marked as "Steal" and anything I deposit there is not going to get credited in the ledger. 

I fast-forwarded a few days and despite always missing my quota, there is no punishment or any other interaction.

 

Oddly enough Mecius does not seem to have his daily routine either. He just stands on the upper level and walks between a few points without going to bed, checking the barrel or writing in the ledger. 

He is also not part of the introduction at the beginning, it's only Master and Herran standing in front of the cross.

 

I have also noticed that this does not happen if I start a new game and select the LAL/CCAS start for Captured Dreams. Tried it a few times and it always worked like a charm. 

 

Is there a way to skip this stage or force Mecius to be part of the initiation?

Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...