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


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Posted
21 minutes ago, Veladarius said:

Other than some errors on the protector belts that go back to zadlibs and the log function there are no errors but it may be that something is not being triggered properly. Since he and the others are there (you should see 2 people to the left of the lighthouse when you get there) it may be the greeting scene is not running for whatever reason as you should be greeted by him when you get about 1/3 to 1/2 of the way to him from the path triggered by a force greet. You can start the scene yourself using the following:

 

Startscene xx19365c

 

I suggest doing this when you get to the point that you can see him from the footpath but before approaching the lighthouse, the trigger radius on the dialogue is about 2500 units. This force greet is started as part of the same function that sets up all of the actors for the quest so since he is there the force greet should trigger. There are no conditions on the trigger or the dialogue it starts.

He's not at the lighthouse, he always ends up near Morthal when fast traveling anywhere in that general portion of the map. Also the command doesn't work. He won't talk to me unless I talk to him & it still doesn't start the proper conversation. I thought I could get his item through the AddItemMenu like I did when I got stuck on finding Rayani but whatever he gives me doesn't appear there. What's the command to advance the quest stage past the dialogue encounter with him?

Posted
32 minutes ago, Destroyah340 said:

He's not at the lighthouse, he always ends up near Morthal when fast traveling anywhere in that general portion of the map. Also the command doesn't work. He won't talk to me unless I talk to him & it still doesn't start the proper conversation. I thought I could get his item through the AddItemMenu like I did when I got stuck on finding Rayani but whatever he gives me doesn't appear there. What's the command to advance the quest stage past the dialogue encounter with him?

Then the stage ID variable used for the quest is not likely set properly. Try the following as soon as you are given your items back:

 

setpqv  cdxslavery_property Q4Stage 2

 

This is set to this value when you are leaving and the actor's all have AI packages tied to that which keeps them in place. They are going back to Morthal as it seems that the front door of mage that lives there is the portal to nowhere and will let them travel back to their holding location where they normally are set to stay (they are normally disabled though).

 

Something else to look at is the aliases for the npc's there. Use   sqv CDxSlavery_Property   and look at the aliases for the npc's that names start with Q4. All of them are set by the quest itself from the start (they are not filled via script) so if they say NONE then there was a major issue at some point in your game that kept them from filling. This would also allow them to wander 'home'.

 

 

 

Edit:  Beyond this there is nothing I can do. Other than the bad end and Manor Slave ALL of Property Slave is one single quest and since you can advance or fall in rank at any time there are no quest stages, it is entirely script driven.

Posted
12 minutes ago, Veladarius said:

Then the stage ID variable used for the quest is not likely set properly. Try the following as soon as you are given your items back:

 

setpqv  cdxslavery_property Q4Stage 2

 

This is set to this value when you are leaving and the actor's all have AI packages tied to that which keeps them in place. They are going back to Morthal as it seems that the front door of mage that lives there is the portal to nowhere and will let them travel back to their holding location where they normally are set to stay (they are normally disabled though).

 

Something else to look at is the aliases for the npc's there. Use   sqv CDxSlavery_Property   and look at the aliases for the npc's that names start with Q4. All of them are set by the quest itself from the start (they are not filled via script) so if they say NONE then there was a major issue at some point in your game that kept them from filling. This would also allow them to wander 'home'.

 

 

 

Edit:  Beyond this there is nothing I can do. Other than the bad end and Manor Slave ALL of Property Slave is one single quest and since you can advance or fall in rank at any time there are no quest stages, it is entirely script driven.

Managed to fix the problem. Since fast traveling moved him to other places, I used the "move to" command to go directly to him without the time advance happening. I popped up besides him outside the Dainty Sload. He ended up walking to the lighthouse about 5 min after & the quest progressed normally.

 

So the issue is making sure Darian is ACTUALLY at the lighthouse & stays there when traveling there & not letting him move elsewhere. 

 

PS: Also didn't know the package was a slave & not an actual item. She never appeared alonsgside Darian when he appeared outside Morthal. Her arms stick out of her armbinder but watevs, the quest finally works at least

Posted

when ever something tries to equip to a slot that is occupied DD pops up saying it cant equip to that slot, which even stops harnesses. if it is a chastity harness DD is good about blocking them if you are wearing either a belt or a collar. at least it does for me.

Posted
43 minutes ago, shadowwolf2k7 said:

when ever something tries to equip to a slot that is occupied DD pops up saying it cant equip to that slot, which even stops harnesses. if it is a chastity harness DD is good about blocking them if you are wearing either a belt or a collar. at least it does for me.

The issue stems from the skipmutex = true flag on the equip function, this tells DD to skip any sort of check for devices already in place. Generally the only time it should be used is if you are switching out an item for the same type and it speeds up the process. We were told at one point that it was ok to use and a number of us did, it sped things up but allowed items to be equipped over each other which if there was a conflicting item whatever was already in place was broken. I figured out what was going on (this was when it was equipping a harness and collar and the harness would end up broken) and removed the flags from the equip functions. If someone is using the version of CD that had those flags in it then it would break items fairly consistently. Some other mods may still have those flags in place as well, depends on if it was set to use them and never removed.

Posted

I'm getting the duplicate collars with latest CD and DD3. They are multiples of the same collar, so it's just a number in brackets after my equipped collar, that keeps on getting bigger, until I console remove item the extras.

Posted

MM Economy is pretty kinky stuff compared the current vibe of CD, which is very old school, like where the fiction scene was in the late 80s.

 

The thing that would worry me, is just how stable is MME?

I've had some pretty bad issues in games with it in. Now I can't say for sure that MME was to blame, but there was a certain amount of correlation.

 

If Devious Training were coming along in a visible way, that might be a good fit for CD. The author has a blog, where stuff was definitely still going on, but I lost track of it a while back. He doesn't post to his LL page much.

Posted
3 hours ago, Lupine00 said:

MM Economy is pretty kinky stuff compared the current vibe of CD, which is very old school, like where the fiction scene was in the late 80s.

 

The thing that would worry me, is just how stable is MME?

I've had some pretty bad issues in games with it in. Now I can't say for sure that MME was to blame, but there was a certain amount of correlation.

 

If Devious Training were coming along in a visible way, that might be a good fit for CD. The author has a blog, where stuff was definitely still going on, but I lost track of it a while back. He doesn't post to his LL page much.

I currently use MME and have no issues with it, have also used Be a Cow with it and had no issues. I will say that they can be taxing on papyrus, especially Be a Cow (which updates constantly) but if you have not adjusted any of the ini setting for papyrus and have a lot of script heavy mods then that may be why.

Currently the way I use MME is as an additional effect of pregnancy that just keeps going, I don't initiate it myself but something has to happen to trigger it. I have turned down some of the settings drastically so growth isn't explosive but slow so usually I can handle any 'milking' during sexlab scenes until I get further into the game. It took a while to find a good balance for the settings.

 

Use of MME in CD could vary quite a bit, from an 'end game' of being used as an animal (could be combined with pony play) or on a lighter side where you turn down MME's settings and are forced to wear a Chastity Bra / Belt and can only get milked / relief at the shop. It could be something that is started during Property Slave using lowered settings or as a punishment the character could be loaded up with lactaid and put in the bra and have to keep wearing it for a specified time only getting it removed when you needed milked. I would consider using something that did a similar thing but with men and milking their semen from them but that would be a completely different sort of mod.

 

 

I have looked at Devious Training and a number of other DD mods and truthfully I don't use many (maybe 3) and none that use quest devices only standard items (hence my issue with v4 and no adjustments). It would probably be easier for me to create my own system similar to Devious Training than integrate it into CD due to CD's dialogue structure. A soft dependency may be possible but I would still have to add appropriate dialogue to CD whether or not it was used and partition it via conditions. There are some others that have potential given the proper setting that I still have not tried out. The MME / pony end game would be on the severe end of things and would require enabled even if slavery is enabled.

 

Overall, it depends on what I find, try out and see how it can be set up to fit within CD. As long as it is not overwhelming and can be controlled somewhat I would not mind making use of other mods or making a 'lite' version within CD itself with far less effects if the original is too overbearing for my tastes and fit for CD.

 

 

Of course, all of this is secondary to content I already look to add to CD to fill in the gaps in content and dialogue, anything linking to other mods would be side projects and have a lesser priority overall.

Posted
18 hours ago, Lupine00 said:

I'm getting the duplicate collars with latest CD and DD3. They are multiples of the same collar, so it's just a number in brackets after my equipped collar, that keeps on getting bigger, until I console remove item the extras.

 

some possibly dumb questions

which collars?? (generic DD collars, or CD specific collars, are they quest collars??)

is the CD Shop equipping them?? (is Master/someone else in this mod putting/locking them on you??)

if they are not quest collars, have you tried selling them??

 

reason i ask is i had once hit 4 Cursed Loot traps in a row and ended up with 7 (yes 7) of the exact same gag (it was the heavy penis gag) in my inventory at

the same time.  i was able to get rid of the extras by simply selling them.  this will not work if they are quest collars though.

 

Posted

I'm planning on a new game and have a question about the next version. Will it be possible to upgrade the current CD version during a game, or will it need a new game? I'm planning to use the new DD 4 and have the current CD version as a placeholder in my installation order so that I can update it when the new CD version is out.

Posted
21 hours ago, Lupine00 said:

I'm getting the duplicate collars with latest CD and DD3. They are multiples of the same collar, so it's just a number in brackets after my equipped collar, that keeps on getting bigger, until I console remove item the extras.

 

3 hours ago, valcon767 said:

 

some possibly dumb questions

which collars?? (generic DD collars, or CD specific collars, are they quest collars??)

is the CD Shop equipping them?? (is Master/someone else in this mod putting/locking them on you??)

if they are not quest collars, have you tried selling them??

 

reason i ask is i had once hit 4 Cursed Loot traps in a row and ended up with 7 (yes 7) of the exact same gag (it was the heavy penis gag) in my inventory at

the same time.  i was able to get rid of the extras by simply selling them.  this will not work if they are quest collars though.

 

If you were given a punishment and had a collar and it tried to give another then it would just end up in inventory since it could not equip it, it happens on punishments where items are given to you but you already have that device type on. It is supposed to abort before it tries if it finds one already there though.

 

 

 

1 hour ago, JuliusXX said:

I'm planning on a new game and have a question about the next version. Will it be possible to upgrade the current CD version during a game, or will it need a new game? I'm planning to use the new DD 4 and have the current CD version as a placeholder in my installation order so that I can update it when the new CD version is out.

I don't think it will require a new game, I have not removed or altered any aliases or properties. But the game can not be updated during Manor Slave since it has been entirely rebuilt (old properties are there but unused currently). I make no guarantee on this though because of the bug fixes to be made and how picky the CK and Skyrim will be with some of them.

Posted
5 hours ago, Veladarius said:

I don't think it will require a new game, I have not removed or altered any aliases or properties. But the game can not be updated during Manor Slave since it has been entirely rebuilt (old properties are there but unused currently). I make no guarantee on this though because of the bug fixes to be made and how picky the CK and Skyrim will be with some of them.

Thanks. I will have the current version installed but will try not to start any CD quests. Should be easy, because I have another quest mod installed and it can take some time to go through it.

Posted
1 hour ago, JuliusXX said:

Thanks. I will have the current version installed but will try not to start any CD quests. Should be easy, because I have another quest mod installed and it can take some time to go through it.

There is still a good amount of work to be done on the next release. Manor Slave is the only thing being majorly impacted by the update so as long as you stay away from the slavery part or finish it beforehand there should be no issues.

Posted

I'm getting crashes with CD and the latest DD updates. It seems that it is the Shiny Catsuits section of the mod hanging me up, but my papyrus logs aren't being written. It crashes just after the MCM notification that says CD is checking device lists, or whatever.

 

Any ideas as to what's happening?

Posted
8 minutes ago, LeoninJesterXII said:

I'm getting crashes with CD and the latest DD updates. It seems that it is the Shiny Catsuits section of the mod hanging me up, but my papyrus logs aren't being written. It crashes just after the MCM notification that says CD is checking device lists, or whatever.

 

Any ideas as to what's happening?

So, after looking at part 3's "conflicts" tabs, I see that it is overwriting a lot of files from DCL. Do I need part 3 if I use DCL?

Posted

The Shiny Catsuits part of CD was merged with it several versions back. If there are no errors with cdx as the script prefix then I don't know what is happening. The command tells CD to look for the esp's and if so shows what is available. Telling it to load will have it import items directly from the esp and place them in different leveled lists.

Posted
4 minutes ago, LeoninJesterXII said:

So, after looking at part 3's "conflicts" tabs, I see that it is overwriting a lot of files from DCL. Do I need part 3 if I use DCL?

No, that is likely the bodyslide data and other parts from Shiny Rubber Catsuits which both of us use.

Posted
12 minutes ago, Veladarius said:

The Shiny Catsuits part of CD was merged with it several versions back. If there are no errors with cdx as the script prefix then I don't know what is happening. The command tells CD to look for the esp's and if so shows what is available. Telling it to load will have it import items directly from the esp and place them in different leveled lists.

After reinstalling Part 3 and retrying, I see "Updating tags for DD Shiny Catsuits" and "CD Checking device arrays" just before the crash. I know I'm asking a lot, but I really love your mod! I want to figure this out. Is there any way I can make  my papyrus logging work?

 

Never mind! Got it to work. 

Papyrus.0.log

Posted
2 minutes ago, LeoninJesterXII said:

After reinstalling Part 3 and retrying, I see "Updating tags for DD Shiny Catsuits" and "CD Checking device arrays" just before the crash. I know I'm asking a lot, but I really love your mod! I want to figure this out. Is there any way I can make  my papyrus logging work?

If you have DCL or Shiny Rubber Catsuits installed you don't need part 3, CD (and DCL) already have the textures and such and DCL and Shiny Rubber Catsuits should have the Bodyslide data (which is the only reason to install part 3). The 'Checking Device Arrays' message means it is setting up the arrays that contain all of the devices used in CD and the Catsuits and Hoods are currently not among them. It does access DDi and DDx and get the devices from there for the standard devices though.

 

What version of CD and DD are you using?

Posted
3 minutes ago, Veladarius said:

If you have DCL or Shiny Rubber Catsuits installed you don't need part 3,

This was my hangup. When I asked about this specifically earlier, I misinterpreted your answer to mean "No, it does not mean you don't need Part 3."

 

I am using the latest versions of everything. DD4 and CD4.15

Posted
24 minutes ago, LeoninJesterXII said:

This was my hangup. When I asked about this specifically earlier, I misinterpreted your answer to mean "No, it does not mean you don't need Part 3."

 

I am using the latest versions of everything. DD4 and CD4.15

The only thing I can think of is that there is too much going on for papyrus at once, especially if you are starting a new game and have other mods that have a heavy setup. I would wait to enable CD until after DD is fully enabled as there is a lot going on with tag registration and array setup (array setup especially).

Posted
57 minutes ago, Veladarius said:

The only thing I can think of is that there is too much going on for papyrus at once, especially if you are starting a new game and have other mods that have a heavy setup. I would wait to enable CD until after DD is fully enabled as there is a lot going on with tag registration and array setup (array setup especially).

I have already set up DD and such. I've been step-installing my mods.

Posted
1 hour ago, Veladarius said:

The only thing I can think of is that there is too much going on for papyrus at once, especially if you are starting a new game and have other mods that have a heavy setup. I would wait to enable CD until after DD is fully enabled as there is a lot going on with tag registration and array setup (array setup especially).

Okay. Thank you for all your help so far, but now CD's MCM isn't showing up... Help?

Posted
39 minutes ago, LeoninJesterXII said:

I have already set up DD and such. I've been step-installing my mods.

some notes that may help

 

you can check to make sure you have all the required files for all enabled mods, both in place and in the right order (ie mod loads after its required files, while LOOT

and other sorting tools are a help, sometimes they will put files in the wrong order). for some reason patches to mods seem to be very susceptible to this problem.

i have lost count of the times i have seen a load order with a patch to make 2 mods work together between the mods (not after both as it should be).

 

one way to see if the game is ready for you to install the next mod is to enter the game, wait until all notifications (if any) are done and gone from screen,

then open the console and wait until you see that it is not doing anything, if you see scrolling while the console is open the game is busy.

if your last save loaded and it was busy, wait until it is not busy any longer and make a new savegame (in a new slot, do NOT overwrite at this time),

exit and try enabling next mod again.

 

something else you can try if you are certain that it is the CD install that has a problem is to create it as a mod elsewhere (like a new folder on desktop), then install it.

how i do it in spoiler

 

 


1 - make a new folder on desktop

2 -  download needed parts  -  1, 2 (choose texture resolution wanted), 3 (i take this anyway but can be skipped if you have up to date DCL), 4 (only if you are NOT going to run bodyslide, and 5 for the option files.

3 - copy everything into the new folder

4 - make a new folder in the folder i just copied it into named as i want it to appear in MO (or NMM if you use that)

5 - unzip the pieces into the just made new folder (that is named for MO installation) in a specific order

6 - i do it by unzipping part 2, then 3, then 4 (if using), then 1 (so that anything updated since the basic gets updated), then files from 5 wanted

7 - i copy the bodyslide files into bodyslide at this time 

8 - using 7z (you can use other zipping tools) i then make a new zip file

9 - copy the just made zip file to the spot i normally install mods from

10 - install just like any other mod

11 - run bodyslide (unless you installed part 4, then this step could bes kipped)

12- play game

 

this same procedure will work for any mod that is not already mod manager install ready if it comes in multiple different zipped files
 

 

hope i was of some help

 

 

ok  i type slowly

 

there is a MCM Kicker mod on nexus or you can try the console command "set SKI_ConfigInstanceManager  1"

 

Posted
14 minutes ago, valcon767 said:

some notes that may help

 

you can check to make sure you have all the required files for all enabled mods, both in place and in the right order (ie mod loads after its required files, while LOOT

and other sorting tools are a help, sometimes they will put files in the wrong order). for some reason patches to mods seem to be very susceptible to this problem.

i have lost count of the times i have seen a load order with a patch to make 2 mods work together between the mods (not after both as it should be).

 

one way to see if the game is ready for you to install the next mod is to enter the game, wait until all notifications (if any) are done and gone from screen,

then open the console and wait until you see that it is not doing anything, if you see scrolling while the console is open the game is busy.

if your last save loaded and it was busy, wait until it is not busy any longer and make a new savegame (in a new slot, do NOT overwrite at this time),

exit and try enabling next mod again.

 

something else you can try if you are certain that it is the CD install that has a problem is to create it as a mod elsewhere (like a new folder on desktop), then install it.

how i do it in spoiler

  Hide contents

 


1 - make a new folder on desktop

2 -  download needed parts  -  1, 2 (choose texture resolution wanted), 3 (i take this anyway but can be skipped if you have up to date DCL), 4 (only if you are NOT going to run bodyslide, and 5 for the option files.

3 - copy everything into the new folder

4 - make a new folder in the folder i just copied it into named as i want it to appear in MO (or NMM if you use that)

5 - unzip the pieces into the just made new folder (that is named for MO installation) in a specific order

6 - i do it by unzipping part 2, then 3, then 4 (if using), then 1 (so that anything updated since the basic gets updated), then files from 5 wanted

7 - i copy the bodyslide files into bodyslide at this time 

8 - using 7z (you can use other zipping tools) i then make a new zip file

9 - copy the just made zip file to the spot i normally install mods from

10 - install just like any other mod

11 - run bodyslide (unless you installed part 4, then this step could bes kipped)

12- play game

 

this same procedure will work for any mod that is not already mod manager install ready if it comes in multiple different zipped files
 

 

hope i was of some help

 

 

ok  i type slowly

 

there is a MCM Kicker mod on nexus or you can try the console command "set SKI_ConfigInstanceManager  1"

 

Thanks for the tip! Trying it now. I did start getting crashes again.

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