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


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Posted
8 hours ago, MrEsturk said:

I have a suggestion: remove the chastity belt from the "Customer Assist 02" miniquest. The belt kept glitching out the customer's attempts to have sex with my character and it just seems silly that they would lock a belt on you only to strip it right back off for sex only a few moments later anyways.

I am guessing you have not disabled DD's Sexlab filter? I disabled it in my games log ago as it is crap, kept going to the frustration animation when the only thing worn was an open back belt. Apparently DD only has 22 prepicked positions or something like that so it dumps out easily. I just change positions in sexlab until I get something that fits. Besides, in v4 men were left out of using the bound animations entirely (armbinders and such) so I would set it to remove them during sex and disable DD's filter.

 

 

Anyway, the purpose of one person being in a belt during a sex scene is that they are supposed to focus on pleasing the other while being denied any themselves. There are a number of positions where this is easily possible (majority are male oriented but there are enough female oriented ones).

 

Right now the AI for the npc master is random, I am looking to go over it again and make something that can also be adapted to Chaste Spouse and other things that is more structured and based on more on their traits.

Posted

I am having an issue with the punishment scene. For the first punishment, the master tells me to stand in front of the display case. My character gets in position, but after this nothing happens, we just stand there staring at each other.

 

Any ideas?

 

I am seeing this error in the papyrus. Could this be related?

[03/10/2018 - 02:25:43PM] Error: Unable to call Delete - no native object bound to the script object, or object is of incorrect type
stack:
    [Item 1 in container  (00000014)].zadHiderScript.Delete() - "<native>" Line ?
    [Item 1 in container  (00000014)].zadHiderScript.OnContainerChanged() - "zadHiderScript.psc" Line ?

Posted
1 hour ago, Kirito02 said:

Good evening

 

I would like to know how I am going to start the quest for Property Slave

the easiest way to start it, is in the MCM menu, there is option that says start slavery. that will lead into the property slave feature. the other way is to get a very high debt with the master.

Posted

@Veladarius

 

i had an idea for a punishment/voluntary quest, involving Elisif that would require you to finish the first quest, a date with a jarl. the idea is, you would be there to be her personal maid, you would be required to bring her food at noon and again at 6pm. she would also give you other things to do like deliver letters to shop keepers or even to the general. there wouldnt be any sex for the quest and it could be a repeatable quest.

i hope it is an idea you can use :smile:

 

please let me know what you think of the idea.

Posted
5 hours ago, random11714 said:

I am having an issue with the punishment scene. For the first punishment, the master tells me to stand in front of the display case. My character gets in position, but after this nothing happens, we just stand there staring at each other.

 

Any ideas?

 

I am seeing this error in the papyrus. Could this be related?

[03/10/2018 - 02:25:43PM] Error: Unable to call Delete - no native object bound to the script object, or object is of incorrect type
stack:
    [Item 1 in container  (00000014)].zadHiderScript.Delete() - "<native>" Line ?
    [Item 1 in container  (00000014)].zadHiderScript.OnContainerChanged() - "zadHiderScript.psc" Line ?

if i remember right (i just got a punishment a couple of days ago, last time i played skyrim due to RL stuff) it should start like

1 Master tells you to stand in front of display case

2   PC moved into position

3   Herran come over

4a (not sure if Master and Herran talk before he does what he does to PC)

4b Herran does some stuff (removing player gear i think)

 

so if i remember right it means what is happening is you are stuck due to Herran not approaching correctly.

i would check for Herran to be able to approach the PC  (he is not stuck between furniture/other NPCs and is in the room).

 

Posted
2 hours ago, valcon767 said:

if i remember right (i just got a punishment a couple of days ago, last time i played skyrim due to RL stuff) it should start like

1 Master tells you to stand in front of display case

2   PC moved into position

3   Herran come over

4a (not sure if Master and Herran talk before he does what he does to PC)

4b Herran does some stuff (removing player gear i think)

 

so if i remember right it means what is happening is you are stuck due to Herran not approaching correctly.

i would check for Herran to be able to approach the PC  (he is not stuck between furniture/other NPCs and is in the room).

 

Yep, I've gotten punishments that worked fine in the past... Herran is in his usual spot, at the post near the entrance. Usually he is leaning against the post, but for me he is leaning 180 degrees the wrong direction (looking at the post). He doesn't appear to try to walk over at all. I tried to enable/disable him in the console, which I think usually causes NPCs to disappear/reappear? But this did nothing. I also tried using tai on him.

 

I reloaded an earlier save on the same character and it works fine. Not sure what the difference is.

 

I did a 'moveto player' on him and afterward he tries to walk but is stuck in place moving his feet strangely. It doesn't look like anything is physically blocking him.

 

If I create a new Herran using player.placeatme, the new one can move just fine.

 

Ok, I think I fixed the problem by using the recycleactor command. After using the command and then waiting 1 hour for him to get back to his spot, he can move just fine again.

Posted

Just a heads up, the next version of Devious Devices Expansion will restore sliders for key break and other things. You will be able to control if it happens or how much it happens again. Same with cool-down. Look forward to it.

Posted

i need some help,

as i started the VIP special session task from master, but the guest tells me to fetch >"that crop over there" but nowhere in the whole house a crop can be found.

so i get back to the guest, and it starts the you need to be fixed dialogue and "get me those.. from the table" and in the whole room ther is nothing to be found apart from a quill,ink and a paper-roll on the desk....

 

 

Posted
13 hours ago, shadowwolf2k7 said:

@Veladarius

 

i had an idea for a punishment/voluntary quest, involving Elisif that would require you to finish the first quest, a date with a jarl. the idea is, you would be there to be her personal maid, you would be required to bring her food at noon and again at 6pm. she would also give you other things to do like deliver letters to shop keepers or even to the general. there wouldnt be any sex for the quest and it could be a repeatable quest.

i hope it is an idea you can use :smile:

 

please let me know what you think of the idea.

It is possible but would not be terribly high on my list of things to build. Also, there is a mod that apparently overhauls all of the Jarl's castles, the Blue Palace being one of them and is completely incompatible with the quest with Elisif as it completely redoes the interior (and removes all of my markers as well).

Posted
1 hour ago, MetZwerg said:

i need some help,

as i started the VIP special session task from master, but the guest tells me to fetch >"that crop over there" but nowhere in the whole house a crop can be found.

so i get back to the guest, and it starts the you need to be fixed dialogue and "get me those.. from the table" and in the whole room ther is nothing to be found apart from a quill,ink and a paper-roll on the desk....

 

 

On the wall over the table by the door to the room.

Posted
10 hours ago, neosuduno said:

Just a heads up, the next version of Devious Devices Expansion will restore sliders for key break and other things. You will be able to control if it happens or how much it happens again. Same with cool-down. Look forward to it.

We will see what it is like when it comes out. Even if everything is restored I am going to still have to rebuild all of the Inventory devices in CD, all 120+ of them.

Posted
32 minutes ago, Veladarius said:

We will see what it is like when it comes out. Even if everything is restored I am going to still have to rebuild all of the Inventory devices in CD, all 120+ of them.

They've started pushing changes to the public beta for DD 4.1.

Escape chances, cooldowns, and key-break chances now have their own selectors.

 

Capture.JPG.af386d7db2e0468f2d0ba25f2154da56.JPG

Posted

yep

3 hours ago, Veladarius said:

On the wall over the table by the door to the room.

 

yep... i have an empty "table" there....

like all the other tables and boards in that room...

Posted
6 hours ago, Veladarius said:

It is possible but would not be terribly high on my list of things to build. Also, there is a mod that apparently overhauls all of the Jarl's castles, the Blue Palace being one of them and is completely incompatible with the quest with Elisif as it completely redoes the interior (and removes all of my markers as well).

would it be possible to do something similar for the elisif quest, as you did for the embassy quest, by making it its own world space. seeing as how all the assets are there in the base game. and the only required item to get into that area would be hand placing a named guard that the master tells you to talk to. when talking to that guard, which only appears when on that stage of the quest you get moved to the quest version of the blue palace, which would hopefully be the original and still have all the markers set.

Posted
3 minutes ago, shadowwolf2k7 said:

would it be possible to do something similar for the elisif quest, as you did for the embassy quest, by making it its own world space. seeing as how all the assets are there in the base game. and the only required item to get into that area would be hand placing a named guard that the master tells you to talk to. when talking to that guard, which only appears when on that stage of the quest you get moved to the quest version of the blue palace, which would hopefully be the original and still have all the markers set.

I have copied 4 interior spaces so far for use in quests and I have to say that it isn't as straightforward as you think to copy them. Unfortunately you can't just copy the world space as it tends to copy things used in quests that, when copied, tend to screw with the original. I found that out when I did the Embassy as it broke doors and all sorts of other things, I had to create a new world space, highlight the interior space of the original and copy / paste so things like doors and other quest related things are broken in the copy and get rid of them or replace them. They also have other things in there which tends to screw with things (double floors or outer walls), I think the people who made some of these interiors are on stronger meds than I am.

 

I would have to move or remake the markers (there are not that many) and renavmesh the place once I did the copy/paste as that is not copied (theirs usually suck anyway).

Posted
6 hours ago, LazyBoot said:

They've started pushing changes to the public beta for DD 4.1.

Escape chances, cooldowns, and key-break chances now have their own selectors.

 

Capture.JPG.af386d7db2e0468f2d0ba25f2154da56.JPG

No options to use what features I do and don't want to use when it comes to generic devices? Not interested. Yes, it is nice that you can set all of that stuff for custom items but when it comes to the generic items I still prefer more control over how they operate.

Posted
3 hours ago, MetZwerg said:

yep

 

yep... i have an empty "table" there....

like all the other tables and boards in that room...

If there is nothing there at all then the quest did not start correctly and enable the items there.

Posted
8 hours ago, LazyBoot said:

They've started pushing changes to the public beta for DD 4.1.

Escape chances, cooldowns, and key-break chances now have their own selectors.

Great news.

 

Restoring the ability to turn off key-breaks is a big plus, and being able to turn off the absurd cool downs...

 

The idiotic nonsense about being tired out, simply trying to unlock some leg cuffs (when they were the only item worn) was beyond tolerable.

 

I wish they would add an option to control length of time spent playing struggle and futility animations, as that, and the game-changing removal of the Destroy Key option are what most troubled me.

 

I like a simple play-style, where keys WORK when you have them, but using them uses them up, so you need new keys to escape again.

 

Removing Destroy Key stopped that for me, and was a step backwards.

I'm guessing in some cases they were destroying quest keys...

 

I don't think it would have been so hard to only destroy the generic DD keys, and controlled it with a ConsumableKey keyword.

Posted
1 hour ago, Lupine00 said:

Great news.

 

Restoring the ability to turn off key-breaks is a big plus, and being able to turn off the absurd cool downs...

 

The idiotic nonsense about being tired out, simply trying to unlock some leg cuffs (when they were the only item worn) was beyond tolerable.

 

I wish they would add an option to control length of time spent playing struggle and futility animations, as that, and the game-changing removal of the Destroy Key option are what most troubled me.

 

I like a simple play-style, where keys WORK when you have them, but using them uses them up, so you need new keys to escape again.

 

Removing Destroy Key stopped that for me, and was a step backwards.

I'm guessing in some cases they were destroying quest keys...

 

I don't think it would have been so hard to only destroy the generic DD keys, and controlled it with a ConsumableKey keyword.

I use key break but only at 5% - 10% and that is the only option I use. I can go with the notion that not all keys are well made or still in good condition especially when the only way I can get them is to find them.

Posted
On 3/10/2018 at 8:11 AM, Veladarius said:

I am guessing you have not disabled DD's Sexlab filter? I disabled it in my games log ago as it is crap, kept going to the frustration animation when the only thing worn was an open back belt. Apparently DD only has 22 prepicked positions or something like that so it dumps out easily. I just change positions in sexlab until I get something that fits. Besides, in v4 men were left out of using the bound animations entirely (armbinders and such) so I would set it to remove them during sex and disable DD's filter.

 

 

Anyway, the purpose of one person being in a belt during a sex scene is that they are supposed to focus on pleasing the other while being denied any themselves. There are a number of positions where this is easily possible (majority are male oriented but there are enough female oriented ones).

 

Right now the AI for the npc master is random, I am looking to go over it again and make something that can also be adapted to Chaste Spouse and other things that is more structured and based on more on their traits.

Ah, good to know. I am out of town for the week, but I'll look into that when I get back.

 

DD's fitler being broken would honestly explain a lot of the weird stuff that has been going on in my Skyrim recently. Male characters performing lesbian sex animations (Nothing like watching a big, bearded nord man decide to do the Tridalism animation, lol), chastity gear being ignored or just plain bugging things out, certain restraints causing sex animations not to trigger at all, etc. Definitely going to try shutting off that filter.

Posted

so, I have a problem with the "working at the mine" quest. When I talked to Master looking for work, I chose "I can do some work at the mine", then Master told me to talk to the Mine Overseer. But when I interacted with him, he only replied me with "you should start working instead of talking to me", nothing else. 

Posted
2 hours ago, silvercloud said:

so, I have a problem with the "working at the mine" quest. When I talked to Master looking for work, I chose "I can do some work at the mine", then Master told me to talk to the Mine Overseer. But when I interacted with him, he only replied me with "you should start working instead of talking to me", nothing else. 

Use  sqv cdxTask_mining   and tell me the stage it is set to.

Use  help cdxSceneID   and tell me the value

 

Posted
28 minutes ago, Veladarius said:

Use  sqv cdxTask_mining   and tell me the stage it is set to.

Use  help cdxSceneID   and tell me the value

 

The quest is enabled, and current stage is 300. the cdxsceneid is 2000.00

 

Posted
5 hours ago, silvercloud said:

The quest is enabled, and current stage is 300. the cdxsceneid is 2000.00

 

Stage 300 is wrong for voluntary mining, use   setstage cdxtask_mining 700     not sure why it ended up there.

If your equipment was already taken, it is in a chest above the cage, get it back first or you may lose it.

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