POLE7645 Posted July 25, 2017 Posted July 25, 2017 Just a heads up, I've solved my problem with A Date with the Jarl. The first solution was the right one (stop the scene and then talk to Elisif). And substracting one zero from the double zero worked. Thought I'd just tell you in case you'd need that to fix that bug.
TurboNerd Posted July 25, 2017 Posted July 25, 2017 I've been playing with CD version 4.15 with no optional files from CD. (I am using Tera UNP armors, but I don't think it matters for this.) Shortly after my player's disposition reached 20 (full dominant) and the rank with Master reached 15 or 15.5 Master started force greeting my character and offering a free trial. While Master does take "no" for an answer, she is very persistent. She force-greets repeatedly making it difficult to do normal business with her. When the normal business is concluded she sometimes force-greets to ask again. Once, she followed my character out of the shop to do so. It's as if she is determined to turn my character submissive . Also, my character is not getting offered deliveries any more, only retrievals (which half way makes sense). from the sounds of it the task manager has stopped updating. Go into the MCM menu and use the option to reset the Task Manager, it is on the Quest Reset page. If you don't use the Free Trial then disable and reset the quest. I should have said that my character is still getting retrieval jobs and that free trial is turned off in the MCM. I will try resetting the scheduler. If the free trial persists I will record and post more details on the symptoms. These force greet events are happening in pairs. The first is something like "You know, I've noticed you've been looking...", the second is something like "So, would you like another demonstration?". However, my game has become corrupt and is getting infinite loading screens where the game uses essentially no resources but causes a Windows system process to hit the disk drive at 100%, leaving a temporary save file behind when I kill the process. Note that there was about three hours of play time before I saw the first unexpected force-greet and the infinite loading screen manifested. Since my character can't make progress, I'm backing up to the last save made before the unexpected force greets started happening. I will see whether this problem happens again.
scamfast Posted July 26, 2017 Posted July 26, 2017 hello i got a bug in my game chasity belts seems to be not fit in my player's body and the breast is clipping/vibrating how to fix that? thanks
Mister X Posted July 26, 2017 Posted July 26, 2017 hello i got a bug in my game chasity belts seems to be not fit in my player's body and the breast is clipping/vibrating how to fix that? thanks For one problem you have to use BodySlide, for the other one probably, too. First, build those devices with the same slider settings you chose for your character, then the clipping will be minimized. Next, within BodySlide you can choose wether the devious devices should be HDT enabled or not. If they're not, and you won't allow DD in the MCM to manage the nodes, then those body sections will spazz out due to collision.
mufcfan Posted July 26, 2017 Posted July 26, 2017 Hi! I've just finished the property quest and opted to get my freedom back. However, the collar, belt and plugs stay equipped along with the hidden, unnamed CD items. There's no way I could find to get rid of them. (Master, MCM quest device removal, DCL's safeword, console.) I see in my papyrus log that some errors were logged just at the time I should've been freed. I've attached the relevant part. Could someone please advise how to fix this? I didn't have any big issues during my gameplay or issues with any other MOD with this is relatively new save. Thanks for your hard work Veladarius! CD_errors.txt
Veladarius Posted July 26, 2017 Author Posted July 26, 2017 Hi! I've just finished the property quest and opted to get my freedom back. However, the collar, belt and plugs stay equipped along with the hidden, unnamed CD items. There's no way I could find to get rid of them. (Master, MCM quest device removal, DCL's safeword, console.) I see in my papyrus log that some errors were logged just at the time I should've been freed. I've attached the relevant part. Could someone please advise how to fix this? I didn't have any big issues during my gameplay or issues with any other MOD with this is relatively new save. Thanks for your hard work Veladarius! The error in the log you gave me referred to clearing aliases but most are preset so that is what gave the error. The removal of devices would have happened before this error occurred but if the CD MCM option of removing quest devices did not work then either they have become broken (since the log you gave me is incomplete I have nothing to work with). To remove the items using the console do the following: Move the broken item to a container and see if DD's restore function fixes them and try the MCM menu option again. If it didn't work then move everything you can to a container temporarily (make the following easier) use showinventory on yourself and look for items with no name, ignore the item with the id ending in 40f0c as it is the device hider. use removeitem on the rest of the items with no name (and those only) open your inventory and unequip the items, they should do so with no issues. The Chastity Belt quest should still be running so get a normal belt and key, equip it and unequip it to get it to close. If you are using the DDi beta version I take no responsibility for any issues regarding devices and won't until it is formally released.
shadowwolf2k7 Posted July 26, 2017 Posted July 26, 2017 vel have you worked out the issues you had with ddi and how it was changing, or did they change how the new versions was going to handle things to be what it is now? i know that you were upset with the changes that were in the beta version and had said that you were thinking of only supporting the current version when the new version dropped.
special Posted July 26, 2017 Posted July 26, 2017 Hey Vel, How does the punishment selection work?I am having an issue where everytime the Player fails a Delivery or Retrieval job Master ALWAYS selects punishment 22 - send to manor dungeon.
Veladarius Posted July 26, 2017 Author Posted July 26, 2017 vel have you worked out the issues you had with ddi and how it was changing, or did they change how the new versions was going to handle things to be what it is now? i know that you were upset with the changes that were in the beta version and had said that you were thinking of only supporting the current version when the new version dropped. From what I have seen of the changes they are making I believe they have been moving in a very positive direction since I made my opinions known. The only issue I had with what they were doing was taking away the players ability to adjust DDi to their playing style and not anything being added for the modders to use. If the dev team felt I was being unyielding and demanding it is only because my feelings on the issue were rather strong since I was involved with its development from the start. I regret that I have not been able to devote time to its development in quite a while but my health issues have greatly reduced the amount of time I am coherent enough to work on even my own mods let alone DD development, taking 7-8 sedatives a day does that to you. Since I have not been able to commit to any large projects beyond CD I have done what I can to help other mod developers in setting up devices for their mods, particularly in areas that DD has left out as far as devices are concerned.
Veladarius Posted July 26, 2017 Author Posted July 26, 2017 Hey Vel, How does the punishment selection work? I am having an issue where everytime the Player fails a Delivery or Retrieval job Master ALWAYS selects punishment 22 - send to manor dungeon. Currently there are only 3 Advanced punishments: - 21 - Sent to Embassy - quest must be enabled - 22 - Sent to Manor Dungeon - 23 - Enslaved - quest must be enabled I am considering new punishments but typically it isn't easy to earn these unless you have been purposefully failing and have ended up with a poor record on tasks and ranking with Master.
shadowwolf2k7 Posted July 27, 2017 Posted July 27, 2017 vel have you worked out the issues you had with ddi and how it was changing, or did they change how the new versions was going to handle things to be what it is now? i know that you were upset with the changes that were in the beta version and had said that you were thinking of only supporting the current version when the new version dropped. From what I have seen of the changes they are making I believe they have been moving in a very positive direction since I made my opinions known. The only issue I had with what they were doing was taking away the players ability to adjust DDi to their playing style and not anything being added for the modders to use. If the dev team felt I was being unyielding and demanding it is only because my feelings on the issue were rather strong since I was involved with its development from the start. I regret that I have not been able to devote time to its development in quite a while but my health issues have greatly reduced the amount of time I am coherent enough to work on even my own mods let alone DD development, taking 7-8 sedatives a day does that to you. Since I have not been able to commit to any large projects beyond CD I have done what I can to help other mod developers in setting up devices for their mods, particularly in areas that DD has left out as far as devices are concerned. hopefully they listen about sliders so the players can make it as lite or hard as we like it. Hey Vel, How does the punishment selection work? I am having an issue where everytime the Player fails a Delivery or Retrieval job Master ALWAYS selects punishment 22 - send to manor dungeon. Currently there are only 3 Advanced punishments: - 21 - Sent to Embassy - quest must be enabled - 22 - Sent to Manor Dungeon - 23 - Enslaved - quest must be enabled I am considering new punishments but typically it isn't easy to earn these unless you have been purposefully failing and have ended up with a poor record on tasks and ranking with Master. i know that the shop display is a punishment, but is there a chance that in the future for relationship/property slave to get a job to work in the shop as a display? i think you mentioned it but im not sure
Veladarius Posted July 27, 2017 Author Posted July 27, 2017 vel have you worked out the issues you had with ddi and how it was changing, or did they change how the new versions was going to handle things to be what it is now? i know that you were upset with the changes that were in the beta version and had said that you were thinking of only supporting the current version when the new version dropped. From what I have seen of the changes they are making I believe they have been moving in a very positive direction since I made my opinions known. The only issue I had with what they were doing was taking away the players ability to adjust DDi to their playing style and not anything being added for the modders to use. If the dev team felt I was being unyielding and demanding it is only because my feelings on the issue were rather strong since I was involved with its development from the start. I regret that I have not been able to devote time to its development in quite a while but my health issues have greatly reduced the amount of time I am coherent enough to work on even my own mods let alone DD development, taking 7-8 sedatives a day does that to you. Since I have not been able to commit to any large projects beyond CD I have done what I can to help other mod developers in setting up devices for their mods, particularly in areas that DD has left out as far as devices are concerned. hopefully they listen about sliders so the players can make it as lite or hard as we like it. Hey Vel, How does the punishment selection work? I am having an issue where everytime the Player fails a Delivery or Retrieval job Master ALWAYS selects punishment 22 - send to manor dungeon. Currently there are only 3 Advanced punishments: - 21 - Sent to Embassy - quest must be enabled - 22 - Sent to Manor Dungeon - 23 - Enslaved - quest must be enabled I am considering new punishments but typically it isn't easy to earn these unless you have been purposefully failing and have ended up with a poor record on tasks and ranking with Master. i know that the shop display is a punishment, but is there a chance that in the future for relationship/property slave to get a job to work in the shop as a display? i think you mentioned it but im not sure As there have been a number of requests to be able to do some of the punishments voluntarily I will likely make something that will allow it, probably in one of the next few updates. Time between updates won't be short unfortunately.
kurotatsu Posted July 27, 2017 Posted July 27, 2017 Also it might be fun to add another option to delivery quest - heavy rubber / leather courier. Basically all wrapped up in rubber or full set of restrictive items, and gagged. Of course pay should be higher too! Also it might be fun to add another option to delivery quest - heavy rubber / leather courier. Basically all wrapped up in rubber or full set of restrictive items, and gagged. Of course pay should be higher too!
Krynn Posted July 27, 2017 Posted July 27, 2017 Also it might be fun to add another option to delivery quest - heavy rubber / leather courier. Basically all wrapped up in rubber or full set of restrictive items, and gagged. Of course pay should be higher too! Also it might be fun to add another option to delivery quest - heavy rubber / leather courier. Basically all wrapped up in rubber or full set of restrictive items, and gagged. Of course pay should be higher too! So I think this idea is great! So with Armbinder or Yoke and all remaining devices...
bicobus Posted July 27, 2017 Posted July 27, 2017 Hello there, my memory is faulting me concerning the Thalmor present in the open world. If the player were to be defeated by a thalmor patrol after the CD visit to the embassy, will there be something special happening? Like the player wakes up in the embassy, some scene goes by then sent back to the Master. Or are the thalmor patrol vanilla NPC and not linked to CD in any way? I seem to recall something in that nature, but not if it was just here talking about it or if it was an actual feature.
shadowwolf2k7 Posted July 27, 2017 Posted July 27, 2017 Hello there, my memory is faulting me concerning the Thalmor present in the open world. If the player were to be defeated by a thalmor patrol after the CD visit to the embassy, will there be something special happening? Like the player wakes up in the embassy, some scene goes by then sent back to the Master. Or are the thalmor patrol vanilla NPC and not linked to CD in any way? I seem to recall something in that nature, but not if it was just here talking about it or if it was an actual feature. the thalmor patrols, including the ones that attack you are vanilla. if you loot the ones that attack you you will see that they have orders to kill you that dont come from elenwyn, i have run into them in games with out cd added to it. there is the death alternative mod that allows them to capture you but you go to north watch keep.
Veladarius Posted July 27, 2017 Author Posted July 27, 2017 Also it might be fun to add another option to delivery quest - heavy rubber / leather courier. Basically all wrapped up in rubber or full set of restrictive items, and gagged. Of course pay should be higher too! Also it might be fun to add another option to delivery quest - heavy rubber / leather courier. Basically all wrapped up in rubber or full set of restrictive items, and gagged. Of course pay should be higher too! So I think this idea is great! So with Armbinder or Yoke and all remaining devices... I have something like this already planned, just not for the normal delivery quest.
Krynn Posted July 27, 2017 Posted July 27, 2017 Also it might be fun to add another option to delivery quest - heavy rubber / leather courier. Basically all wrapped up in rubber or full set of restrictive items, and gagged. Of course pay should be higher too! Also it might be fun to add another option to delivery quest - heavy rubber / leather courier. Basically all wrapped up in rubber or full set of restrictive items, and gagged. Of course pay should be higher too! So I think this idea is great! So with Armbinder or Yoke and all remaining devices... I have something like this already planned, just not for the normal delivery quest. Perfect Vel! Edit: What else would be an idea, but I said that a little longer ago: Disable the Fast Travel! I know there are other mods which do this, but it's missing somewhere at this point.
special Posted July 27, 2017 Posted July 27, 2017 Hey Vel, How does the punishment selection work? I am having an issue where everytime the Player fails a Delivery or Retrieval job Master ALWAYS selects punishment 22 - send to manor dungeon. Currently there are only 3 Advanced punishments: - 21 - Sent to Embassy - quest must be enabled - 22 - Sent to Manor Dungeon - 23 - Enslaved - quest must be enabled I am considering new punishments but typically it isn't easy to earn these unless you have been purposefully failing and have ended up with a poor record on tasks and ranking with Master. Hmm... sounds like there might be something wrong then. The Player has a very good success record and has a good relationship with Master however the first time the Player failed a delivery or retrieval punishment 22 - sent to manor dungeon is selected. Reloading saves several times made no difference what so ever. 22 is always selected. I will try to do a more minor fail (successful delivery but it was late) instead to test to see if a different punishment is selected. Will get back to you shortly.
Veladarius Posted July 27, 2017 Author Posted July 27, 2017 Hey Vel, How does the punishment selection work? I am having an issue where everytime the Player fails a Delivery or Retrieval job Master ALWAYS selects punishment 22 - send to manor dungeon. Currently there are only 3 Advanced punishments: - 21 - Sent to Embassy - quest must be enabled - 22 - Sent to Manor Dungeon - 23 - Enslaved - quest must be enabled I am considering new punishments but typically it isn't easy to earn these unless you have been purposefully failing and have ended up with a poor record on tasks and ranking with Master. Hmm... sounds like there might be something wrong then. The Player has a very good success record and has a good relationship with Master however the first time the Player failed a delivery or retrieval punishment 22 - sent to manor dungeon is selected. Reloading saves several times made no difference what so ever. 22 is always selected. I will try to do a more minor fail (successful delivery but it was late) instead to test to see if a different punishment is selected. Will get back to you shortly. The value severity is what is used to determine what level of punishment is used. There is a base value sent when you fail (it can vary from quest to quest and how it was failed). This is how it is calculated: float diffmod = DiffLevel.getvalue() * 2 float Mod01 float mod02 if QuestSuccess.getvalue() <= -4 mod01 = 2 elseif QuestSuccess.getvalue() <= -2 mod01 = 1 elseif QuestSuccess.getvalue() >= 5 mod01 = -2 elseif QuestSuccess.getvalue() >= 3 mod01 = -1 else mod01 = 0 endif if MasterRank.getvalue() < 5 mod02 = 2 elseif MasterRank.getvalue() < 9 mod02 = 1 elseif MasterRank.getvalue() >= 16 mod02 = -2 elseif MasterRank.getvalue() >= 12 mod02 = -1 else mod02 = 0 endif severity = severity + Mod01 + Mod02 + diffmod The base severity for failing the delivery quest is 1 - 3 which is based on your success rate and if you were an annoyance at the start of the quest or your response as to why you were late. To get an Advanced punishment the ending severity value must be 9 or more. Playing on the High Difficulty for the mod can almost guarantee that you will end up with an advanced punishment.
special Posted July 27, 2017 Posted July 27, 2017 Hey Vel, How does the punishment selection work? I am having an issue where everytime the Player fails a Delivery or Retrieval job Master ALWAYS selects punishment 22 - send to manor dungeon. Currently there are only 3 Advanced punishments: - 21 - Sent to Embassy - quest must be enabled - 22 - Sent to Manor Dungeon - 23 - Enslaved - quest must be enabled I am considering new punishments but typically it isn't easy to earn these unless you have been purposefully failing and have ended up with a poor record on tasks and ranking with Master. Hmm... sounds like there might be something wrong then. The Player has a very good success record and has a good relationship with Master however the first time the Player failed a delivery or retrieval punishment 22 - sent to manor dungeon is selected. Reloading saves several times made no difference what so ever. 22 is always selected. I will try to do a more minor fail (successful delivery but it was late) instead to test to see if a different punishment is selected. Will get back to you shortly. The value severity is what is used to determine what level of punishment is used. There is a base value sent when you fail (it can vary from quest to quest and how it was failed). This is how it is calculated: float diffmod = DiffLevel.getvalue() * 2 float Mod01 float mod02 if QuestSuccess.getvalue() <= -4 mod01 = 2 elseif QuestSuccess.getvalue() <= -2 mod01 = 1 elseif QuestSuccess.getvalue() >= 5 mod01 = -2 elseif QuestSuccess.getvalue() >= 3 mod01 = -1 else mod01 = 0 endif if MasterRank.getvalue() < 5 mod02 = 2 elseif MasterRank.getvalue() < 9 mod02 = 1 elseif MasterRank.getvalue() >= 16 mod02 = -2 elseif MasterRank.getvalue() >= 12 mod02 = -1 else mod02 = 0 endif severity = severity + Mod01 + Mod02 + diffmod The base severity for failing the delivery quest is 1 - 3 which is based on your success rate and if you were an annoyance at the start of the quest or your response as to why you were late. To get an Advanced punishment the ending severity value must be 9 or more. Playing on the High Difficulty for the mod can almost guarantee that you will end up with an advanced punishment. Ah ok. Managed to get a lesser punishment for being late. Losing delivery to Bandits gave a worse punishment.
Skullered Posted July 27, 2017 Posted July 27, 2017 I noticed a lot of sex scenes where rape is implied are not tagged as such during my recent test run, and it's kind of bothering me that my character is moaning sensually and bouncing away at people's willy no problem, even though the act is clearly implied to be non-consensual. Would it be possible for the Victim argument on the StartSex calls to be set if the Sexuality tendency in the MCM is sufficiently low, or if certain rebellious dialogue choices are picked before the scene happens?
Veladarius Posted July 27, 2017 Author Posted July 27, 2017 I noticed a lot of sex scenes where rape is implied are not tagged as such during my recent test run, and it's kind of bothering me that my character is moaning sensually and bouncing away at people's willy no problem, even though the act is clearly implied to be non-consensual. Would it be possible for the Victim argument on the StartSex calls to be set if the Sexuality tendency in the MCM is sufficiently low, or if certain rebellious dialogue choices are picked before the scene happens? Since I get scenes by tags I can probably add some variation to the tags based on situation and tendencies such as adding 'aggressive' or other things like that. Most of these were written before there were a lot of different sexual positions were available so my options were somewhat limited and I was just figuring out SexLab.
CGi Posted July 27, 2017 Posted July 27, 2017 if people keep having such ideas, then a possible next version will take until same time next year. But i got to say i like the idea. ^^
Skullered Posted July 27, 2017 Posted July 27, 2017 I noticed a lot of sex scenes where rape is implied are not tagged as such during my recent test run, and it's kind of bothering me that my character is moaning sensually and bouncing away at people's willy no problem, even though the act is clearly implied to be non-consensual. Would it be possible for the Victim argument on the StartSex calls to be set if the Sexuality tendency in the MCM is sufficiently low, or if certain rebellious dialogue choices are picked before the scene happens? Since I get scenes by tags I can probably add some variation to the tags based on situation and tendencies such as adding 'aggressive' or other things like that. Most of these were written before there were a lot of different sexual positions were available so my options were somewhat limited and I was just figuring out SexLab. Don't forget the Victim argument on the StartSex function, as otherwise the scene will still be considered consensual, causing the same sensual moaning problem I mentioned earlier.
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