Vuzzar Posted February 6, 2018 Posted February 6, 2018 1 hour ago, Veladarius said: You can try using prid <marker ID> then moveto player as it may be an issue with it not wanting to move the markers in question. What would be the difference between MarkerBed_var and MarkerSleep_var? And where would MarkerReturn_var go? Also I forgot to mention that even though MarkerHome_var works as intended, moving Erani to "home" through the mcm menu moved her into the void. Â 1 hour ago, Veladarius said: Can you upload a log of when this happens so I can look for errors concerning this? How do I do that?
Veladarius Posted February 6, 2018 Author Posted February 6, 2018   2 hours ago, Veladarius said: You can try using prid <marker ID> then moveto player as it may be an issue with it not wanting to move the markers in question. What would be the difference between MarkerBed_var and MarkerSleep_var? And where would MarkerReturn_var go? Also I forgot to mention that even though MarkerHome_var works as intended, moving Erani to "home" through the mcm menu moved her into the void.  Marker Sleep tells her to use a bed within a certain radius, Markerbed was originally for a bed that was supposed to be on the floor but it never worked right.  MarkerReturn is the location of where the markers go when returned to storage.  MarkerHome should be at the spot you are at when you tell her that this is home.  The option to clear Erani's alias is the only one that will set her action to 0. This is only used if you refuse Erani and she is sent to work in the Manor. Just to be sure, check the status of CDxDiaEraniManor though it should not have any effect on her as all it does is set her up for working in the Manor, master's dialogue is what would set her action to 0.    2 hours ago, Veladarius said: Can you upload a log of when this happens so I can look for errors concerning this? How do I do that?  First add this to the Skyrim ini file:  [Papyrus] fPostLoadUpdateTimeMS=500.0 bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1  Play the game, specifically in this case so the issue happens  Logs are here: My Documents\My Games\Skyrim\Logs\Script...  You can drag and drop the log file into the attachment area below the text here. The logs run from 0 - 3
UnEvenSteven Posted February 6, 2018 Posted February 6, 2018 Vel, in case you missed it or you don't bother looking at the DD development thread anymore you should know Kimy is planning on making some changes to the escape system. The changes being planned are below: Â ------------------- Â 1. I will split the current difficulty slider in two. All cooldown related settings (unlock, escape, repair cooldown, lock shields) will be affected by a separate MCM slider. This will allow people to tone down these cooldowns without having to trivialize the entire rest of the game. The new slider will very likely have an even greater range than the current one, so people will be able to make these cooldowns largely vanish from their experience. And having two sliders is still reasonable in terms of complexity. Â 2. The unlock cooldowns will be removed from some items where they really make no sense (e.g. gags, cuffs, blindfolds). In return they might be increased on a few select items that are all about wearing them for a longer time, and while playing the game (e.g. chastity items) Â 3. There will be a new feature giving a % bonus to escape chances with every failed event. So even if RNG hates you, you will still get out of this device in finite time. Modders will be able to set this % modifier to any non-negative number they wish. For the standard library, I am thinking 10-25%, depending on the device type (rope might have a larger bonus than steel devices, for struggling against rope tends to gradually weaken it). Â 4. I will do something about the key break settings as well. Probably significantly decreasing the chances for this to happen for standard devices. They might be too high for what's meant to be a library of generic, not-too-harsh devices. Â 5. I will look at introducing different quality lockpicks (people have suggested this idea for keys, but I think it fits lockpick tools MUCH better, and will be easier to implement on top of it), so people might be able to escape their bindings with lockpicks offering them better chances than the standard vanilla lockpick. Modders will obviously be able to freely allow/disallow this feature for their custom items. Â 6. We will be looking at making changes to the gag-talk, aimed to prevent them from being shopstoppers in some situations. That was an unintended side-effect when we revamped the gag system and will be addressed in some shape or fashion. This is something currently in discussion in the DD team. Â ------------------- Â While you won't be able to change every setting at least the cool-down stuff can toned down to a point where they're non-existent. It's better than nothing so here's hoping you'll give DD4 a another chance when the update rolls out with the changes to the escape system. Â
Lupine00 Posted February 6, 2018 Posted February 6, 2018 I've been able to play through VIP Session 2, and the Thalmor Embassy.  There were some problems. I will write some of the issues off to the general script sticking/lagging I've been having. I believe, and I haven't made a new game without it.. But I believe that it is PCEA2 + FNIS Sexy Move that are the cause of this.  Though my scripts do not lag in general, and mostly the work immediately, but stuff that changes the PC state can be very slow, or not happen at all. I had some similar issues with ME, and I have restarted that without those mods in, and all the ME stuff is much more responsive, particularly when it comes to NPCs processing ME stuff in response to PC dialogues.  My suspicion is that people should be warned away from PCEA2 and Sexy Move. I only had these in because I'd got used to them as a requirement for older SD+ versions, but when using with SD+ I used to disable the esp files. Then I decided to try them out and see what they did with my ME configuration, and I built my CD configuration of that (because they are both DD3). Anyway, long story short, if you want your quests to work, better safe than sorry with those mods, as they're not required.  Ignoring the numerous hang-ups, retries, problems with the mod continually stealing player control in the embassy cell, so I was unable to click the activate to continue objects, and other nonsense I'll put down to lag, there were a few bits that seemed like they want review.  I'm speaking of the putting on and taking off of items during the latter parts of the Embassy. I'm not referring to issues with DD, but with the intended behavior.  It seems that the prelude to the Embassy doesn't first remove your existing CD items, or even try to. Unlike with the VIP, there is no dialog from anyone talking about how they must be removed, or how they can stay, it's just not considered. The CD items probably need to be removed before you go on the quest, because otherwise the later scenes where you are put in chastity make no sense, because you are already in chastity. Even if that weren't the case, doing that scenario in a belt cripples the animation selection. I got nothing but boob jobs the whole time, and it would have been real hard for a certain NPC to assault me with her gauntlet covered fists unless she could somehow get them through my impenetrable belt.  I was also stuck in the armbinder that was added for transport, but I'm guessing that was a generic DD "armbinder not removed" bug, and assume it was supposed to be removed. If it wasn't, it should have been, because it looks real odd hanging from chains, with the armbinder just dangling there behind you. CD also seemed to be forcing other bound animations that weren't armbinder compatible, so I'm fairly sure it was supposed to have been removed.  In the final scene, the gag blocks the animations that are supposed to play (unless you turn off the filter), because it seems DD thought the unplugged gag was blocking the mouth. It would have felt more natural for the gag to be added on later anyway.  All the furniture, apart from the pole with chains, had extremely wrong offsets. Are they from an old version of Zaz? Or would they have been from my Zaz install? Normally Zaz furniture works fine for me, even with the lag inducing mods installed.   Stepping back to a previous message, it's hard not to notice the TARDIS effect on the manor house. It's huge inside, but rather tiny on the outside. I know space is at a premium in Skyrim, but it is a bit extreme. It's the sort of thing that's easy to forgive though, even if it can't be ignored. Personally, I would have added a back door by putting it in the lower portion of that "pedestal" that the house sits on, and cutting stairs down into the ground, so it's like the kitchen is a basement entrance from the back.
Veladarius Posted February 6, 2018 Author Posted February 6, 2018 1 hour ago, infernus said: Vel, in case you missed it or you don't bother looking at the DD development thread anymore you should know Kimy is planning on making some changes to the escape system. The changes being planned are below:  -------------------  1. I will split the current difficulty slider in two. All cooldown related settings (unlock, escape, repair cooldown, lock shields) will be affected by a separate MCM slider. This will allow people to tone down these cooldowns without having to trivialize the entire rest of the game. The new slider will very likely have an even greater range than the current one, so people will be able to make these cooldowns largely vanish from their experience. And having two sliders is still reasonable in terms of complexity.  2. The unlock cooldowns will be removed from some items where they really make no sense (e.g. gags, cuffs, blindfolds). In return they might be increased on a few select items that are all about wearing them for a longer time, and while playing the game (e.g. chastity items)  3. There will be a new feature giving a % bonus to escape chances with every failed event. So even if RNG hates you, you will still get out of this device in finite time. Modders will be able to set this % modifier to any non-negative number they wish. For the standard library, I am thinking 10-25%, depending on the device type (rope might have a larger bonus than steel devices, for struggling against rope tends to gradually weaken it).  4. I will do something about the key break settings as well. Probably significantly decreasing the chances for this to happen for standard devices. They might be too high for what's meant to be a library of generic, not-too-harsh devices.  5. I will look at introducing different quality lockpicks (people have suggested this idea for keys, but I think it fits lockpick tools MUCH better, and will be easier to implement on top of it), so people might be able to escape their bindings with lockpicks offering them better chances than the standard vanilla lockpick. Modders will obviously be able to freely allow/disallow this feature for their custom items.  6. We will be looking at making changes to the gag-talk, aimed to prevent them from being shopstoppers in some situations. That was an unintended side-effect when we revamped the gag system and will be addressed in some shape or fashion. This is something currently in discussion in the DD team.  -------------------  While you won't be able to change every setting at least the cool-down stuff can toned down to a point where they're non-existent. It's better than nothing so here's hoping you'll give DD4 a another chance when the update rolls out with the changes to the escape system.  I look in and see what is going on. I won't bother commenting any more as it makes no difference to her as she will do what she wants.  I plan on making a mod that gives full control back. I will be a separate mod, won't modify custom items from DD mods and only affect standard devices. Every value will be able to be adjusted with its own slider including be set to 0%. It does not violate the DD permissions in any way and does not replace any of their scripts or files. This will likely either be set up in CD for its standard devices as well or be a requirement. For those that prefer the current system (why I have no idea) it will be able to be disabled.  Her changes still don't give me what I want from DD so I am taking matters into my own hands.  Also, I hope to have alternate struggle animations available to replace the long animations (20-30 second ones) with ones that are 2-3 seconds long.
Veladarius Posted February 6, 2018 Author Posted February 6, 2018 1 hour ago, Lupine00 said: I've been able to play through VIP Session 2, and the Thalmor Embassy.  There were some problems. I will write some of the issues off to the general script sticking/lagging I've been having. I believe, and I haven't made a new game without it.. But I believe that it is PCEA2 + FNIS Sexy Move that are the cause of this.  Though my scripts do not lag in general, and mostly the work immediately, but stuff that changes the PC state can be very slow, or not happen at all. I had some similar issues with ME, and I have restarted that without those mods in, and all the ME stuff is much more responsive, particularly when it comes to NPCs processing ME stuff in response to PC dialogues.  My suspicion is that people should be warned away from PCEA2 and Sexy Move. I only had these in because I'd got used to them as a requirement for older SD+ versions, but when using with SD+ I used to disable the esp files. Then I decided to try them out and see what they did with my ME configuration, and I built my CD configuration of that (because they are both DD3). Anyway, long story short, if you want your quests to work, better safe than sorry with those mods, as they're not required. I found FNIS Sexy Move to cause issues by itself, mods that scan or modify npc's on a constant or near constant (every few seconds like Creature Framework) tend to cause issues and instability.  1 hour ago, Lupine00 said: Ignoring the numerous hang-ups, retries, problems with the mod continually stealing player control in the embassy cell, so I was unable to click the activate to continue objects, and other nonsense I'll put down to lag, there were a few bits that seemed like they want review.  I'm speaking of the putting on and taking off of items during the latter parts of the Embassy. I'm not referring to issues with DD, but with the intended behavior.  It seems that the prelude to the Embassy doesn't first remove your existing CD items, or even try to. Unlike with the VIP, there is no dialog from anyone talking about how they must be removed, or how they can stay, it's just not considered. The CD items probably need to be removed before you go on the quest, because otherwise the later scenes where you are put in chastity make no sense, because you are already in chastity. Even if that weren't the case, doing that scenario in a belt cripples the animation selection. I got nothing but boob jobs the whole time, and it would have been real hard for a certain NPC to assault me with her gauntlet covered fists unless she could somehow get them through my impenetrable belt. The devices should be removed. Was it a voluntary trip or a punishment? I know there are issues with the removal of the armbinder and is something I look to address in v4.16 (I have a list of errors and things to check over for issues that is 2 pages in notepad currently). I had already found that it skipped removing quest items (Free Trial items in my case) and replacing them with the items for the trip (which are all standard devices).  1 hour ago, Lupine00 said: I was also stuck in the armbinder that was added for transport, but I'm guessing that was a generic DD "armbinder not removed" bug, and assume it was supposed to be removed. If it wasn't, it should have been, because it looks real odd hanging from chains, with the armbinder just dangling there behind you. CD also seemed to be forcing other bound animations that weren't armbinder compatible, so I'm fairly sure it was supposed to have been removed. Letting the animation change from the ZAP bound idles to the armbinder/yoke animation when they are equipped requires either the manual setting of the armbinder/yoke animation or enabling and disabling player control for a moment so it can change. It may be a side effect of the newer version of FNIS, not entirely sure as I don't remember this happening with earlier versions of ZAP that used older versions of FNIS to set up. If you mean during the second embassy trip then it is the armbinder not being removed once you reach the Embassy.  1 hour ago, Lupine00 said: In the final scene, the gag blocks the animations that are supposed to play (unless you turn off the filter), because it seems DD thought the unplugged gag was blocking the mouth. It would have felt more natural for the gag to be added on later anyway. DD's animation filter, in my opinion, is terrible as it only picks from a small number of pre determined animations (a little over 20 I believe) and not the entire library of animations you have installed. Personally I disabled the filter long ago in my games and adjust the animation myself as to the devices in place. My worst example of their filter is when my character has on only an open back belt so only vaginal sex should be blocked leaving a number of other entire groups of types of sex animations to choose from but it defaulted to the 'solo belt frustration' animation for me and masturbation for the other person. There is no reason for this to ever happen.  1 hour ago, Lupine00 said: All the furniture, apart from the pole with chains, had extremely wrong offsets. Are they from an old version of Zaz? Or would they have been from my Zaz install? Normally Zaz furniture works fine for me, even with the lag inducing mods installed. It has to do with the camera and ZAP. I am looking into ways to align the actor with the device after being placed in it, I have experimented with doing this manually using getangle <axis> and getposition <axis> and setting them myself to see how well it works and so far it has worked well. Since I know the positions of the furniture I can manually set the position once the player is in it and align them properly. Character size may be an issue so I may set up some hotkeys to allow scale adjustment of furniture and possibly refinement of player position if the scale is changed (makes a difference in positioning in many pieces of furniture.  1 hour ago, Lupine00 said:  Stepping back to a previous message, it's hard not to notice the TARDIS effect on the manor house. It's huge inside, but rather tiny on the outside. I know space is at a premium in Skyrim, but it is a bit extreme. It's the sort of thing that's easy to forgive though, even if it can't be ignored. Personally, I would have added a back door by putting it in the lower portion of that "pedestal" that the house sits on, and cutting stairs down into the ground, so it's like the kitchen is a basement entrance from the back. If you look at all of the buildings in the Thalmor Embassy as well as many houses in Solitude they have the same effect in many of them. The house used for the Manor is the Embassy Solar building which is several 'units' larger in each direction in the standard one. The exterior of the house is about 3 'units' deep while the interior has it at about 6 deep. One unit being a single standard square. Stair cases (which are single piece items) are generally 3 units deep by themselves. Since scale was already blown completely I decided to make it as large as I needed it to be.  as for making stairs down doing so in the front would have required altering the terrain and major changes can't be enabled/disabled so I would have to cover the 'hole' until the Manor was built. I may make some rearrangements at some point and remove the large rock by the house so Master uses that direction to move between the Manor and Shop and rearrange the kitchen a bit to add a doorway out the side where she currently goes for the staff to use. There is space towards the front of the kitchen to put it.
Vuzzar Posted February 6, 2018 Posted February 6, 2018 11 hours ago, Veladarius said: The option to clear Erani's alias is the only one that will set her action to 0. This is only used if you refuse Erani and she is sent to work in the Manor. Just to be sure, check the status of CDxDiaEraniManor though it should not have any effect on her as all it does is set her up for working in the Manor, master's dialogue is what would set her action to 0. Here is the status of CDxDiaEraniManor:  Enabled? yes State: running Current stage: 0 Priority: 99  14 hours ago, Veladarius said: Can you upload a log of when this happens so I can look for errors concerning this? Here is the log    Papyrus.0.log
Veladarius Posted February 6, 2018 Author Posted February 6, 2018 2 hours ago, Antaufein said: Here is the status of CDxDiaEraniManor:  Enabled? yes State: running Current stage: 0 Priority: 99  Here is the log    Papyrus.0.log I wouldn't worry much about the CDxDiaEraniManor since it is mainly a behavior control, you can stop the quest if you want as it should not affect anything with the CDxDiaErani quest but it would disable any other possible AI behaviors just in case.   The Log didn't have any errors from CD but it had a constant stream of them from Being Female, 90% of the log was errors from it so it may be interfering with things though that was the only problem I saw. That is the only issue I can see by the logs.  Something else you may try doing is with whatever mod you use to manage followers is to use it to state where her home is using that as well, it may block her from returning to the empty space. I will check on some things in the related quests to see if there is anything that could be reoccurring, only thing that comes to mind is one of the earlier scenes may still be active in CDxExpQuest04 even though the quest was stopped.
shadowwolf2k7 Posted February 6, 2018 Posted February 6, 2018 @Veladarius  i wonder if using AFTs dismiss but hangout here option would stop her from returning or not with the issue that @Antaufein is having. i cant try it out myself as i havent been working on the CD quests durring this play through
Vuzzar Posted February 6, 2018 Posted February 6, 2018 2 hours ago, Veladarius said: I wouldn't worry much about the CDxDiaEraniManor since it is mainly a behavior control, you can stop the quest if you want as it should not affect anything with the CDxDiaErani quest but it would disable any other possible AI behaviors just in case. I tried again but this time I stopped CDxDiaEraniManor. I stopped CDxExpQuest04 and CDxDiaEraniManor, reset her alias, moved her to me and set all her markers once again. Then I saved and loaded the save to see if that would happen again and it did. Her mode was set to 0 and she was walking away and ignoring my commands again. But this time I reset her alias again to see what would happen and... TA-DA! She was working again and all her markers were working! So I saved and then reloaded and that happened again so I reset her alias once more and it worked again. The issue seems to be when I load the save, her mode is set to 0 for some reasons and simply reseting her alias seems to fix it. it's a bit annoying, but at least I won't have to set her markers every time. I'll attach the log shouldn't have changed much but whatever.  I have an unrelated questions. Do I have to enable the quests and player slavery options in the mcm for them to available or the option is simply there to make them available even if the requirements are not met? I did enable them and I'm asking because my character is dominant and I have a good relation with Master, but when I ask her what job she has available, I can do Party Favors. If we look at the requirements: Rank with Master of 12 or higher Disposition of 3 or less One or more of the following: Sexual Tendency of 5+ or Control Tendency of 3- or Masochist Tendency of 5+ The way I see this, for Party Favors to be available I need a good relationship with Master AND I must be submissive AND I must either have Sexual Tendency of 5 or more OR Control Tendency of 3 or less OR Masochist Tendency of 5 or more. But since my character is dominant, the quest shouldn't be available because: TRUE AND FALSE AND (TRUE OR FALSE OR FALSE) = TRUE AND FALSE AND TRUE = FALSE  Papyrus.0.log
Nymra Posted February 6, 2018 Posted February 6, 2018 Since I did not find a hint on this via search (maybe I am too stupid or use wrong keywords): I heard a lot about the Thalmor Embassy quest now and I am curious to try it.  Is there a save and reliable way to trigger the quest in CD or start it via console without breaking too much? And is the quest different if forced there or going voluntarily (I read that there are these two reasons why you are sent there).  Thank you!Â
Veladarius Posted February 6, 2018 Author Posted February 6, 2018 1 hour ago, Antaufein said: I tried again but this time I stopped CDxDiaEraniManor. I stopped CDxExpQuest04 and CDxDiaEraniManor, reset her alias, moved her to me and set all her markers once again. Then I saved and loaded the save to see if that would happen again and it did. Her mode was set to 0 and she was walking away and ignoring my commands again. But this time I reset her alias again to see what would happen and... TA-DA! She was working again and all her markers were working! So I saved and then reloaded and that happened again so I reset her alias once more and it worked again. The issue seems to be when I load the save, her mode is set to 0 for some reasons and simply reseting her alias seems to fix it. it's a bit annoying, but at least I won't have to set her markers every time. I'll attach the log shouldn't have changed much but whatever.  I have an unrelated questions. Do I have to enable the quests and player slavery options in the mcm for them to available or the option is simply there to make them available even if the requirements are not met? I did enable them and I'm asking because my character is dominant and I have a good relation with Master, but when I ask her what job she has available, I can do Party Favors. If we look at the requirements: Rank with Master of 12 or higher Disposition of 3 or less One or more of the following: Sexual Tendency of 5+ or Control Tendency of 3- or Masochist Tendency of 5+ The way I see this, for Party Favors to be available I need a good relationship with Master AND I must be submissive AND I must either have Sexual Tendency of 5 or more OR Control Tendency of 3 or less OR Masochist Tendency of 5 or more. But since my character is dominant, the quest shouldn't be available because: TRUE AND FALSE AND (TRUE OR FALSE OR FALSE) = TRUE AND FALSE AND TRUE = FALSE  Papyrus.0.log Still no log errors for CD, just being female. I will dig through some of the scenes and see which ones would set the option to 0 and have you see if any are running still. Give me a bit of time on it.  The disposition of 3 or less may be or'ed with the tendency requirements, still up to you if you want to do it though. Even though you have a high disposition the masochism or sex may be enough to entice them to go.
Veladarius Posted February 6, 2018 Author Posted February 6, 2018 13 minutes ago, Nymra said: Since I did not find a hint on this via search (maybe I am too stupid or use wrong keywords): I heard a lot about the Thalmor Embassy quest now and I am curious to try it.  Is there a save and reliable way to trigger the quest in CD or start it via console without breaking too much? And is the quest different if forced there or going voluntarily (I read that there are these two reasons why you are sent there).  Thank you! Do the following, the last 2 should be done just before you ask her about it as there is a timer associated with the availability and you don't want it resetting the variables before you have a chance to ask about it. - Enable the quest in the MCM menu - use sqv cdxTaskManager and look up the ID for the Letter_EQ02 and use additem so you have the letter. - use setpqv Taskmanager Letter_Expquest02 1 - use setpqv Taskmanager Avail_Expquest02 1 If you get an error for the last 2 commands try using Task_Manager instead of TaskManager You should be able to go up to her and ask about the quest 1
Vuzzar Posted February 7, 2018 Posted February 7, 2018 2 hours ago, Veladarius said: Still no log errors for CD, just being female. I will dig through some of the scenes and see which ones would set the option to 0 and have you see if any are running still. Give me a bit of time on it. All good! Take your time, I can live with it.  2 hours ago, Veladarius said: The disposition of 3 or less may be or'ed with the tendency requirements, still up to you if you want to do it though. Even though you have a high disposition the masochism or sex may be enough to entice them to go. Yup. I take it that I really must set the option in the mcm for the quest and player slavery to be available then?  Oh and I finished the special quests but I have 1 Package for Jarl and 2 Sealed Journals in my inventory. Am I supposed to? Can I discard them?
Veladarius Posted February 7, 2018 Author Posted February 7, 2018 33 minutes ago, Antaufein said: All good! Take your time, I can live with it.  Yup. I take it that I really must set the option in the mcm for the quest and player slavery to be available then?  Oh and I finished the special quests but I have 1 Package for Jarl and 2 Sealed Journals in my inventory. Am I supposed to? Can I discard them? Yes, all quest other than ones you actually have to ask to do like the deliveries are disabled by default and must be turned on. I got tired of too many people complaining that h tey didn't like having to do this quest or that quest so I made every quest able to be turned on/off and made them all off by default. They can't complain about having to do it if they turned it on themselves.  Player Slavery especially goes in this as once you are made a property slave you are stuck in it to the end (good one or bad) and you can spend a good amount of time doing some rather boring tasks but then that is the life of a slave.  You can discard the packages, they are on my list of things that need correction so they are removed when the quest is done.
Nymra Posted February 7, 2018 Posted February 7, 2018 5 hours ago, Veladarius said: Do the following, the last 2 should be done just before you ask her about it as there is a timer associated with the availability and you don't want it resetting the variables before you have a chance to ask about it. - Enable the quest in the MCM menu - use sqv cdxTaskManager and look up the ID for the Letter_EQ02 and use additem so you have the letter. - use setpqv Taskmanager Letter_Expquest02 1 - use setpqv Taskmanager Avail_Expquest02 1 If you get an error for the last 2 commands try using Task_Manager instead of TaskManager You should be able to go up to her and ask about the quest Worked, thank you Just the detail that for command 2 and 3 there also needs "cdx" to be in front of task manager. Could have guessed myself but sometimes I am just too retarded for command line thinking.  Anyways... quest started nice and I am already thrilled about the beautiful details, like the positioning of the PC and the guards during the washing scene in the basement.  But... I used unequip.all after arriving in the female masters room, because basically all scenes and animations broke with armbinder and stuff put on... I ended up with getting skullfucked all the time  In general, every time I got back to Captured Dreams over the past 2 years, the chastity stuff was always my biggest concern. Chastity fetish is just not for me, sadly (while I get the general idea and can understand it quite good). I just wonder if there could be some kind of Device Control option in MCM like for example Slaverun has it. It is not about avoiding punishment, but about fixing things that break immersion, like for example armbinders or yokes that are ignored by animation (sometimes you end up with invisible hands that way), blowjobs that ignore a massive plug or other stuff like that. Or just a combination of gear that looks aweful (happens a lot, hehe. I got a fashion fetish after all)  I dont know if "unequip.all" breaks too much (guess I will see in the embassy when I continue) and I remember that there are console commands to remove even devious devices savely. So I just ask for this in case it is possible. Maybe even integrating it from Slaverun maybe?  But that is just me, feel free to ignore :-)  Â
Veladarius Posted February 7, 2018 Author Posted February 7, 2018 2 hours ago, Nymra said: Worked, thank you Just the detail that for command 2 and 3 there also needs "cdx" to be in front of task manager. Could have guessed myself but sometimes I am just too retarded for command line thinking.  Anyways... quest started nice and I am already thrilled about the beautiful details, like the positioning of the PC and the guards during the washing scene in the basement.  But... I used unequip.all after arriving in the female masters room, because basically all scenes and animations broke with armbinder and stuff put on... I ended up with getting skullfucked all the time  In general, every time I got back to Captured Dreams over the past 2 years, the chastity stuff was always my biggest concern. Chastity fetish is just not for me, sadly (while I get the general idea and can understand it quite good). I just wonder if there could be some kind of Device Control option in MCM like for example Slaverun has it. It is not about avoiding punishment, but about fixing things that break immersion, like for example armbinders or yokes that are ignored by animation (sometimes you end up with invisible hands that way), blowjobs that ignore a massive plug or other stuff like that. Or just a combination of gear that looks aweful (happens a lot, hehe. I got a fashion fetish after all)  I dont know if "unequip.all" breaks too much (guess I will see in the embassy when I continue) and I remember that there are console commands to remove even devious devices savely. So I just ask for this in case it is possible. Maybe even integrating it from Slaverun maybe?  But that is just me, feel free to ignore :-)   Unfortunately CD is and always was a DD mod at its core, it was a long time before I even put in a sexlab scene (this quest was the first, there are 14 sex scenes overall). The intention of this quest is for the player to feel like they are nothing but an object to be used as they see fit. That is also why there is so little dialogue directed to the player, no need to concern themselves with the slave though there are points that you are protected or given some sympathy.  For the most part the only things that should have been left on the player is the collar and possibly the arm and leg cuffs, the rest if the harness and other items including the armbinder should be removed as they were mainly for show during the initial scene.  On the devices page there is settings for devices and the ability to disable use of a number of them BUT there are some quests where things like armbinders are used (especially the 2 new quests for v4.16) but there is little as far a sex in them. These quests, like the others, will be completely optional and able to be disabled.  As for the washing scenes I used directional x markers and sometimes an npc moves too far and pushes the player out of the way, I really need to set offset distances for the npc's during these scenes. As for the animations I am stuck using basic animations from Skyrim so they don't fit well.  You can remove the devices, all of them are standard devices and will be equipped / unequipped as needed (unless you are using v4 of DD then armbinders can't be removed by CD until it is updated which will be soon). I would leave the devices in place until it says it is looking to remove them (few spots where armbinder is used but it is obvious when it is to be removed), removal of the other items won't make much difference to the quest.  As for 'Unequipall' it will not remove DD items, they will all be reequipped as there is a failsafe regarding it. Since the items are standard items you can remove them during the parts where you are in the cell in the basement and have control, no scripts or anything is running at that point until you hit the item to continue things so you can struggle out of the armbinder and give yourself keys to remove other items or just use commands from other mods that will remove devices en mass. It will replace anything that it needs to.  As for the constant 'skullfuck' animation that is due to DD's animation filter as it only has a group of a little over 20 animations it has to choose from, it does not use all of the animation you may have installed. I typically disable it and if necessary change the animation to fit the scene. 1
Lupine00 Posted February 7, 2018 Posted February 7, 2018 I don't have much to add here, but I can clarify a few things... 19 hours ago, Veladarius said: 21 hours ago, Lupine00 said: My suspicion is that people should be warned away from PCEA2 and Sexy Move. I only had these in because I'd got used to them as a requirement for older SD+ versions, but when using with SD+ I used to disable the esp files. Then I decided to try them out and see what they did with my ME configuration, and I built my CD configuration of that (because they are both DD3). Anyway, long story short, if you want your quests to work, better safe than sorry with those mods, as they're not required. I found FNIS Sexy Move to cause issues by itself, mods that scan or modify npc's on a constant or near constant (every few seconds like Creature Framework) tend to cause issues and instability. I have Creature Framework as well, but I don't see much hit from it. I'm not sure why it would need to be constantly scanning, as anything to do with creatures has to be triggered by some other mod in the first place, but I'm not disputing that it does. Just seems like it would be avoidable.  19 hours ago, Veladarius said: The devices should be removed. Was it a voluntary trip or a punishment? I know there are issues with the removal of the armbinder and is something I look to address in v4.16 (I have a list of errors and things to check over for issues that is 2 pages in notepad currently). I had already found that it skipped removing quest items (Free Trial items in my case) and replacing them with the items for the trip (which are all standard devices).  It was a voluntary trip, and my first. From the story events, I'd say there couldn't have been some other trip that I somehow skipped.  My position on most of the things that mods struggle to do, is that they don't need to do them.  CD marches the PC around under AI control a lot. This has plenty of potential to go wrong. In my game it fails a lot (may not be CD's fault, but it still happens). The walk never starts, and I'm stuck there, frozen.  There is already a highly capable engine for moving the PC around that we call "the player". This magical system is capable of navigating hazards that Skyrim AI can't being to anticpate, and doesn't even need a navmesh! All you have to do is give the player an incentive or two, carrot and stick, and they will do it for you. If they want to mess about, that's their problem, you may as well let them. Most players will try to progress the quest, not break it.  So when it comes to something like removing items. Make the player do it, if you can! e.g. 1. Master: I have a task for you to perform. Something a little sensitive, but I think you might be up to it. Are you interested? 2. Player: Yes Ma'am. 3. Master: Go and get yourself ready. Come back when you're naked and you've removed your belt. (dialog end) Set quest stage, scroll stage message "Prepare yourself to do the Master's bidding". Journal entry: "The master expects you to be naked and unrestrained apart from your collar." 4. Player (choice A): I'm ready Ma'am. (go to 5) 4. Player (choice B): Sorry Ma'am, I don't have the key for the items I'm wearing. (go to 6) 5. Master (conditional on naked and no belt): Ah, a sight for sore eyes. Now go and talk to Herran and he'll see to your transport. 5. Master (condition on NOT naked and no belt): I see you can't follow a simple instruction. Perhaps a session as a decoration in the shop will improve your attentiveness?  6. Master: Hold still while I remove them. (Runs remove item script) dialog end. When the player restarts dialog they are back at 4.   While such an approach requires a bit more dialog, dialog is fairly reliable, and has a very clear work-flow for creating it. The advantages: the player knows all the way what is expected to happen, the player has choice and agency, the remove items script doesn't get run unless it needs to run, and it will not be possible to advance the quest unless you meet the criteria (naked, no belt). What is more, if the PC is wearing some quest item, such as Queen Sarah's Golden Outfit of Chaste Cheating, the quest is simply blocked until the PC gets rid of it. The quest doesn't blunder on anyway, which would result in a highly broken experience for the player.  Of course, a troublesome player can try to quickly re-equip their belt, but if Herran's dialog requires the "ready to go" condition, so you can't put the belt back on and then talk to him, and he fades to black in the dialog, the player has very little chance to sabotage.  Not running the remove items script, and relying on the player gives the player a chance to fix things, and they may well have keys to anything they're wearing. Not advancing if the player doesn't meet the conditions avoids all kinds of problems with incompatible quest items.  I have the same preference for "get in the cell" type scenarios. Tell the player to close the door, check they're inside the cell in the on close script. States in the door script keep it clean. Any mod author could do it, but instead they will jump through hoops to make a little movie of the PC walking into the cell, putting AI packages on the PC, taking them off, and all the time the player would rather move their own character - an approach that never results in the PC getting bumped by a stray actor and then spending a minute walking face-first into a wall. If the player goes too far from the NPC, or a timer runs out, the naughty PC needs to be brought to heel. Time for fun!  Don't get me wrong, I don't dislike mods that force-walk the player. I just wouldn't write one.  19 hours ago, Veladarius said: DD's animation filter, in my opinion, is terrible as it only picks from a small number of pre determined animations (a little over 20 I believe) and not the entire library of animations you have installed. Personally I disabled the filter long ago in my games and adjust the animation myself as to the devices in place. My worst example of their filter is when my character has on only an open back belt so only vaginal sex should be blocked leaving a number of other entire groups of types of sex animations to choose from but it defaulted to the 'solo belt frustration' animation for me and masturbation for the other person. There is no reason for this to ever happen. A good point. The tag system itself is broken too. There's no clear standard for what most of the tags mean, and even less consistency in how they are applied or used. There are tools to "fix" this, either manually, according to your tastes, or automatically (apropos tries to fix them up). The former takes too long, and I'm not sure if the latter made any appreciable difference.  21 hours ago, Veladarius said: If you look at all of the buildings in the Thalmor Embassy as well as many houses in Solitude they have the same effect in many of them. The house used for the Manor is the Embassy Solar building which is several 'units' larger in each direction in the standard one. The exterior of the house is about 3 'units' deep while the interior has it at about 6 deep. One unit being a single standard square. Stair cases (which are single piece items) are generally 3 units deep by themselves. Since scale was already blown completely I decided to make it as large as I needed it to be.  as for making stairs down doing so in the front would have required altering the terrain and major changes can't be enabled/disabled so I would have to cover the 'hole' until the Manor was built. I may make some rearrangements at some point and remove the large rock by the house so Master uses that direction to move between the Manor and Shop and rearrange the kitchen a bit to add a doorway out the side where she currently goes for the staff to use. There is space towards the front of the kitchen to put it. I don't dispute that TARDIS buildings aren't a thing in Skyrim. As I said, it's generally something that's easy to forgive, but it never stops being a little strange.  When you say stairs in the front, I'm guessing you mean "back", as there is no problem with the front door to the Manor, it already exists without a need for stairs.  The toolkit for making building exteriors isn't so great in Skyrim, though some modders have made their own pieces to fix this. It would be nice if the Manor filled the space occupied by the perimeter wall and the guest house, but if I had to choose between that and more quests, or better slave tasks, I'd take the tasks, then the quests, in that order.  You mention a state where the Manor isn't built. I also see some mention of a manor complex in the MCM.  In my game, I came out of the mine to find everything already built. Is there a series of quests to build up the estate that you miss if you start as a property slave?  Incidentally. I would particularly like to see more smithing tasks, allowing you to learn how to make all the devices. The Master offers work in the mine, but I'd much rather work at making devices. I was expecting a progression, from making the rough plugs, leather work, up to steel work (nicer belts, and cuffs), then ebonite, and finally onto enchanting magical devices. I felt the promise of this was ... implicit ... in the dialogue somehow. Phrases like "start off" and "to begin with" hinting at more to come.  I raised smithing from it's starting value to 45 making plugs and belts, and gained several levels. Strictly, levelling off smithing sort of gimps your character, but I was fine with that given the scenario, and my character's imagined back-story. It's hardly "for free", given the amount of "waiting for object to respond" when you can only have 12 ore at a time. Maybe you could make it so the PC mines her own ore, and then smiths with it. There are lots of options. Anyway, smithing was almost fun after the mine.
Veladarius Posted February 7, 2018 Author Posted February 7, 2018 1 hour ago, Lupine00 said: I don't have much to add here, but I can clarify a few things... I have Creature Framework as well, but I don't see much hit from it. I'm not sure why it would need to be constantly scanning, as anything to do with creatures has to be triggered by some other mod in the first place, but I'm not disputing that it does. Just seems like it would be avoidable. Creature Framework, at least the version I have that is a bit older, is set to scan actors in a 2 cell radius every 5 seconds. The reason it scans actors is that most all creatures are actors just as npc's are. For me it made my game unstable but dialing back the scan frequency to every 30 seconds took care of that.   1 hour ago, Lupine00 said: It was a voluntary trip, and my first. From the story events, I'd say there couldn't have been some other trip that I somehow skipped.  My position on most of the things that mods struggle to do, is that they don't need to do them.  CD marches the PC around under AI control a lot. This has plenty of potential to go wrong. In my game it fails a lot (may not be CD's fault, but it still happens). The walk never starts, and I'm stuck there, frozen.  There is already a highly capable engine for moving the PC around that we call "the player". This magical system is capable of navigating hazards that Skyrim AI can't being to anticpate, and doesn't even need a navmesh! All you have to do is give the player an incentive or two, carrot and stick, and they will do it for you. If they want to mess about, that's their problem, you may as well let them. Most players will try to progress the quest, not break it. NPC's still need a navmesh even if I did have the player move from place to place as they still need to move. I used preferred pathing in much of my navmesh and generally made most of the movements short distances. As for players trying to break quests it happens more than you think when given the opportunity.  1 hour ago, Lupine00 said: So when it comes to something like removing items. Make the player do it, if you can! e.g. 1. Master: I have a task for you to perform. Something a little sensitive, but I think you might be up to it. Are you interested? 2. Player: Yes Ma'am. 3. Master: Go and get yourself ready. Come back when you're naked and you've removed your belt. (dialog end) Set quest stage, scroll stage message "Prepare yourself to do the Master's bidding". Journal entry: "The master expects you to be naked and unrestrained apart from your collar." 4. Player (choice A): I'm ready Ma'am. (go to 5) 4. Player (choice B): Sorry Ma'am, I don't have the key for the items I'm wearing. (go to 6) 5. Master (conditional on naked and no belt): Ah, a sight for sore eyes. Now go and talk to Herran and he'll see to your transport. 5. Master (condition on NOT naked and no belt): I see you can't follow a simple instruction. Perhaps a session as a decoration in the shop will improve your attentiveness?  6. Master: Hold still while I remove them. (Runs remove item script) dialog end. When the player restarts dialog they are back at 4. Most of the tasks are easier to have the system do, especially removal of devices. While many quests have checks for quest devices that are not from CD and may end the quest there others are lacking them. The Embassy quest is one where device management is not optimal at this point as it uses parts of the punishment system (while in the shop) as it has a number of scenes set up to handle the player but it needs going through (the quest does overall concerning device removal, something that is in my bug check list). It skips parts where some checks are performed, mainly due to the very modular nature of the scenes, generally there are somewhere around 4 scenes chained together but exactly what scenes depends on what is going on, there are well over a dozen scenes within the shop.  My playtesters, Aelie in particular some time ago, recommended that I keep the player controlled or constrainedas there were many points where during the transition she was able to escape out the front door before things could start. Getting the player to move back inside usually has issues which is why scenes going between cells use a fade and move to (though the fade needs some retiming at places due to the distance and time of the fadeout. Aelie was one of my main playtesters at one point and was brutal in finding weaknesses that could be exploited but did a lot to help make CD a much better mod, if it could be broken she would find it. A lot of what is done in CD now is due to her influence and suggestions and that it was better to control the player than leave them to their own devices as it is far easier to control what happens than to have to plan for everything a player may try to do in those moments of freedom. Many players, given the opportunity, will break things whether intentional or not.  1 hour ago, Lupine00 said:  While such an approach requires a bit more dialog, dialog is fairly reliable, and has a very clear work-flow for creating it. The advantages: the player knows all the way what is expected to happen, the player has choice and agency, the remove items script doesn't get run unless it needs to run, and it will not be possible to advance the quest unless you meet the criteria (naked, no belt). What is more, if the PC is wearing some quest item, such as Queen Sarah's Golden Outfit of Chaste Cheating, the quest is simply blocked until the PC gets rid of it. The quest doesn't blunder on anyway, which would result in a highly broken experience for the player. The delivery quest, as an example, will examine the belt on the player and has about 9 different options depending on what it finds one of which is a no CD quest device which should stop the quest there before anything is actually removed. Generally Master doesn't expect players to have keys to remove devices on them, if someone is wearing items there is generally a reason for it. Can I add the option of letting the player remove what they can, sure, I'm not one to shy away from dialogue but most of the time they have items on that they can't remove so it is easier to do during the scenes (which have conditions to check for devices, no devices then it skips the scene with the particular removal scripts). Script lag is an issue in many cases where it is removing devices (CD commands for getting device information so I can remove them is rather slow but is the only way to be able to remove any device no matter what quest it is from) and equipping a CD belt (runs faster as all parts are stored in arrays and can be instantly called up). If the lag is heavy it may cause the dialogue to time out during removal as it is set to not advance unless a belt is equipped, I have walk away dialogue set up to put the player back in it but a clean running game with little script lag will have no issues with the process. I run some intensive mods myself and use my entire load order during testing (some opt to test in a 'clean' environment but I would rather test in normal playing conditions) and have had little issue. Most people that have issues who have given me logs generally have mods that do something intensive constantly (Creature framework on default settings) or repeating errors from mods. These are things that can interfere with any mod and I recommend to them to make adjustments or fix or remove the faulty mod.  1 hour ago, Lupine00 said: Of course, a troublesome player can try to quickly re-equip their belt, but if Herran's dialog requires the "ready to go" condition, so you can't put the belt back on and then talk to him, and he fades to black in the dialog, the player has very little chance to sabotage.  Not running the remove items script, and relying on the player gives the player a chance to fix things, and they may well have keys to anything they're wearing. Not advancing if the player doesn't meet the conditions avoids all kinds of problems with incompatible quest items. As stated above, most check the belt of the player, detecting quest items causes it to check further as CD has custom Quest item keywords for every device type instead of a single QuestItem keyword so I can check items and figure out what item is the offending item. Most quests that require a CD quest belt check for others but like I said, some of them are gotten around inadvertently.  1 hour ago, Lupine00 said: I have the same preference for "get in the cell" type scenarios. Tell the player to close the door, check they're inside the cell in the on close script. States in the door script keep it clean. Any mod author could do it, but instead they will jump through hoops to make a little movie of the PC walking into the cell, putting AI packages on the PC, taking them off, and all the time the player would rather move their own character - an approach that never results in the PC getting bumped by a stray actor and then spending a minute walking face-first into a wall. If the player goes too far from the NPC, or a timer runs out, the naughty PC needs to be brought to heel. Time for fun!  Don't get me wrong, I don't dislike mods that force-walk the player. I just wouldn't write one. Most times I have the player using the follow to location package and once there the npc moves to a position out of the way so the player can move where they need to go. most issues with npc's running into things is due to sharp corners that cut too close to items or large navmesh triangles that let them wander within a large distance. Mine tend to be smaller and where possible I use preferred pathing between locations so they don't decide to take the long way getting someplace.  1 hour ago, Lupine00 said: A good point. The tag system itself is broken too. There's no clear standard for what most of the tags mean, and even less consistency in how they are applied or used. There are tools to "fix" this, either manually, according to your tastes, or automatically (apropos tries to fix them up). The former takes too long, and I'm not sure if the latter made any appreciable difference. The tag system is fairly consistent but it rarely returns the items requested, particularly color or material preferences. I have moved to having everything within arrays, it is more complex but is more reliable and faster than tags.  1 hour ago, Lupine00 said: I don't dispute that TARDIS buildings aren't a thing in Skyrim. As I said, it's generally something that's easy to forgive, but it never stops being a little strange.  When you say stairs in the front, I'm guessing you mean "back", as there is no problem with the front door to the Manor, it already exists without a need for stairs. Pretty much. The landscape there is the actual ground and not ground pieces so making changes to it means I would have to cover it and the tools for changing the landscape are not the best. Also, many Skyrim houses used in cities like Solitude are not complete to the foundation. The VIP house has stone wall that runs along the outside of it, that is because there is no house in that area so I had to fill in with what was available. The Manor is similar where the stone platform is, it is a V shape and not square and has no sides to it so all of that had to be built. I looked at all of the houses within Solitude and the Embassy and other similar structures and all had the same issue, far too small to actually contain the interior or was missing so much of the exterior it was useless.  1 hour ago, Lupine00 said: The toolkit for making building exteriors isn't so great in Skyrim, though some modders have made their own pieces to fix this. It would be nice if the Manor filled the space occupied by the perimeter wall and the guest house, but if I had to choose between that and more quests, or better slave tasks, I'd take the tasks, then the quests, in that order. As it is the manor house is scaled up from its original size, exterior doors on the original are shorter than even the shortest player race. It is increased around 20% as I remember.  1 hour ago, Lupine00 said: You mention a state where the Manor isn't built. I also see some mention of a manor complex in the MCM.  In my game, I came out of the mine to find everything already built. Is there a series of quests to build up the estate that you miss if you start as a property slave? Originally the 4 'letter quests' were part of the process in building the manor as Master needed some assurances from different people but a lot of people complained about having to do the Embassy quest as they were not into playing the position of sub (technically you are a slave not sub and have no choice in the matter, that was made clear at the start) so I split them off from it and made them independent and in the process made every quest that you didn't have to ask for (delivery quests) optional and disabled by default. Can't complain about ending up doing a quest when they are described on the main page and you had to turn it on yourself.  1 hour ago, Lupine00 said: Incidentally. I would particularly like to see more smithing tasks, allowing you to learn how to make all the devices. The Master offers work in the mine, but I'd much rather work at making devices. I was expecting a progression, from making the rough plugs, leather work, up to steel work (nicer belts, and cuffs), then ebonite, and finally onto enchanting magical devices. I felt the promise of this was ... implicit ... in the dialogue somehow. Phrases like "start off" and "to begin with" hinting at more to come. I had considered doing more but may make that something that can be done once a relationship slave where you can learn to make standard CD devices, basically serve as an apprentice to De'Zra and have the opportunity to work in the Smithy as an optional task and be paid on a 'per belt' basis that meets her standards. The player would need the appropriate smithy perks to work the materials though.  1 hour ago, Lupine00 said: I raised smithing from it's starting value to 45 making plugs and belts, and gained several levels. Strictly, levelling off smithing sort of gimps your character, but I was fine with that given the scenario, and my character's imagined back-story. It's hardly "for free", given the amount of "waiting for object to respond" when you can only have 12 ore at a time. Maybe you could make it so the PC mines her own ore, and then smiths with it. There are lots of options. Anyway, smithing was almost fun after the mine. I decided to limit the amount of ingots you could get at once to keep the player moving around. If I gave the player all the ingots they wanted they could craft a hundred items in a few moments seeing as you can craft things as fast as you can hit the keys. I wanted it to be tough for beginners as De'Zra demands quality work but since you quickly gain skill and make more good items you earn her respect. She is tough and demanding but fair.  Since the mine just has malichite ore it is rather limited, one of the reasons I did the exchange quest for ebony ingots. I may add content later during relationship slave where you get more involved in the business and once you have a decent speechcraft skill you would be sent to negotiate with some mine operators for ore and haggle with them, possibly offering something special like a VIP stay or something as an incentive to lower their prices. There are a lot of options open it is just a matter of how fast I can work and do them.  I take a number of sedatives to combat my anxiety and other issues so the time I have where my head is clear and I can focus is limited. I did some coding under the influence of meds and it was not pretty. When I made it I thought it was great, not so much one I was clear headed and got a good look at it. unfortunately I am still finding occasional pieces of what I did during that time. Oh well. This is the main reason for the slow release of v4.16, well that and I am rebuilding Manor Slave's system and adding new quests (usable in both Manor Slave and outside of it).
Nymra Posted February 7, 2018 Posted February 7, 2018 23 minutes ago, Veladarius said: My playtesters, Aelie in particular some time ago, recommended that I keep the player controlled or constrainedas there were many points where during the transition she was able to escape out the front door before things could start. I have a general point regarding this issues that is true for almost all slavery mods and most devious device mods.  While you get restrained a lot with arms, gags and kinky clothing, almost NO mod is really restraining your movement and therefor movement speed. You can adjust that you get slowed down with yokes and devious footwear, but basically there are feet restraints missing that make the player move like in a hard hobble dress, allowing only very slow movement and small steps. That alone would be extremely immersive because even slow or bugged NPCs could hunt you down while you get nowhere even when scriptlag or whatnot gives you some freetime between scenes. Just add some shackles with a chain or a rope between the ankles and done. It is of course troublesome for mods where you have to travel far, but for scenes or settings like for example the embassy it would be quite nice to have. Of course there is still the issue of suitable animations missing, but as with shackles in general most animations do not look "broken" at least other than with yokes or armbinders. Â
Veladarius Posted February 7, 2018 Author Posted February 7, 2018 8 minutes ago, Nymra said: I have a general point regarding this issues that is true for almost all slavery mods and most devious device mods.  While you get restrained a lot with arms, gags and kinky clothing, almost NO mod is really restraining your movement and therefor movement speed. You can adjust that you get slowed down with yokes and devious footwear, but basically there are feet restraints missing that make the player move like in a hard hobble dress, allowing only very slow movement and small steps. That alone would be extremely immersive because even slow or bugged NPCs could hunt you down while you get nowhere even when scriptlag or whatnot gives you some freetime between scenes. Just add some shackles with a chain or a rope between the ankles and done. It is of course troublesome for mods where you have to travel far, but for scenes or settings like for example the embassy it would be quite nice to have. Of course there is still the issue of suitable animations missing, but as with shackles in general most animations do not look "broken" at least other than with yokes or armbinders.  If you catch Master near the door and start the conversation to start the quest and get to the point of being able to move even if just for a moment you can get out the door, she did that many times where you only had a second or two to do it. She found numerous other ways to break things, particularly in dialogue. Between that and mods that interrupt things I have learned to use the walkaway dialogue to get you back into it, it can be a pain to make for complex dialogue but it helps quite a bit. While adding something that slows you down I have other mods that alter your speed due to various things and combining them can slow you to a near stop so I tend not to use those items in CD. If I really wanted to make it so you could not get out I could but I find it easier just to move the player and do what needs done myself as these actions are likely to be needed done anyway.
Punga Posted February 7, 2018 Posted February 7, 2018 I don't care for DD4 either. If you forgo the DD4 compatibility, ETA for the next update?Â
LesboIsBesto Posted February 7, 2018 Posted February 7, 2018 Been lookin thru past posts here but couldn't really tell for sure so my bad if this a dumb question: Â Is CD safe to use with DD Integration, Assets, & Expansion 4.0? Am checkin cuz I wanna use Cursed Loot too but it requires them currently
Veladarius Posted February 7, 2018 Author Posted February 7, 2018 26 minutes ago, Destroyah340 said: Been lookin thru past posts here but couldn't really tell for sure so my bad if this a dumb question: Â Is CD safe to use with DD Integration, Assets, & Expansion 4.0? Am checkin cuz I wanna use Cursed Loot too but it requires them currently Only issue will be with the equipping and removal of armbinders and yokes. It should be able to equip them most of the time but can't remove them. The exception to this is the custom armbinder used in the Delivery quest that is put on you if you are beaten by the bandits and had managed to kill at least one of them. It can still be equipped and removed but the scripts it relies to operate on are no longer part of DD as they have been integrated into the new equip scripts. Otherwise it will work fine.
neosuduno Posted February 8, 2018 Posted February 8, 2018 3 hours ago, Veladarius said: Only issue will be with the equipping and removal of armbinders and yokes. It should be able to equip them most of the time but can't remove them. The exception to this is the custom armbinder used in the Delivery quest that is put on you if you are beaten by the bandits and had managed to kill at least one of them. It can still be equipped and removed but the scripts it relies to operate on are no longer part of DD as they have been integrated into the new equip scripts. Otherwise it will work fine. I do hope you will be willing to update Captured Dreams for the new version. The introduction of new chain varients may be odd, but they included catsuits and gasmasks, so you would be able to make your mod a lot lighter. Please consider it at least.
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