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


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Posted
36 minutes ago, Veladarius said:

I can add in that the a Master spouse would be the one to set up the stay, may even make it so she demands a % of all the gold you have on you every so often as well. As for her determining what happens while there that was already a given though as I said before having the system to run a Dom npc isn't an easy thing to set up. Essentially the AI routines in Chaste Spouse and CA02 where you are the slave are some attempts at that. Really the biggest thing that somewhat holds me back is a lack of options for them to do. Too few things means I can't really focus on what is determined to be their traits or personality. When the time comes I will likely ask for suggestions with certain criteria that has to be met for each 'activity' though I do have a number of things in mind already. This would likely come AFTER rewriting Chaste Spouse and CA02 (at least the player as a slave portion) and would add in many of these elements into them.

makes sense. I was wondering if being able to tie in to the existing manor slave system would have made it easier and just adding dialogue from your spouse but that was just an uneducated guess.

Posted
1 hour ago, Veladarius said:

I can add in that the a Master spouse would be the one to set up the stay, may even make it so she demands a % of all the gold you have on you every so often as well. As for her determining what happens while there that was already a given though as I said before having the system to run a Dom npc isn't an easy thing to set up. Essentially the AI routines in Chaste Spouse and CA02 where you are the slave are some attempts at that. Really the biggest thing that somewhat holds me back is a lack of options for them to do. Too few things means I can't really focus on what is determined to be their traits or personality. When the time comes I will likely ask for suggestions with certain criteria that has to be met for each 'activity' though I do have a number of things in mind already. This would likely come AFTER rewriting Chaste Spouse and CA02 (at least the player as a slave portion) and would add in many of these elements into them.

i like this idea alot. i was wondering if there is an option to set to change the color of belt and collar as a relationship slave? maybe for a small fee.

Posted

I'm having an issue with a CTD as soon as the captured dreams courier gets close-ish - any ideas what might be causing it? Papyrus doesn't seem to be giving out any clues, but it's only happening when the courier gets close

Posted
4 hours ago, shadowwolf2k7 said:

i like this idea alot. i was wondering if there is an option to set to change the color of belt and collar as a relationship slave? maybe for a small fee.

I thought I had put something in for it but it may have been bypassed when I added the ability to remove the belt but dropped the harnesses. I will be adding the harness option back in as I figured out how to use them so you can remove the harness part and leave the collar, just make them two separate parts. Try changing your color preference in the MCM menu and see if that does it or not. If not keep the new preference, use the MCM option to remove the CD devices and use the console to get the new collar and belt. I will look and see if I had it in there and put in the option one way or another.

Posted
1 hour ago, That weasel said:

I'm having an issue with a CTD as soon as the captured dreams courier gets close-ish - any ideas what might be causing it? Papyrus doesn't seem to be giving out any clues, but it's only happening when the courier gets close

The only non DD item on her is the maids dress. What texture resolution set did you install? Beyond that all of the scripting, behaviors and such is based on the vanilla courier.

Posted
18 hours ago, Veladarius said:

I thought I had put something in for it but it may have been bypassed when I added the ability to remove the belt but dropped the harnesses. I will be adding the harness option back in as I figured out how to use them so you can remove the harness part and leave the collar, just make them two separate parts. Try changing your color preference in the MCM menu and see if that does it or not. If not keep the new preference, use the MCM option to remove the CD devices and use the console to get the new collar and belt. I will look and see if I had it in there and put in the option one way or another.

if i were to do the change as you have stated here, would the ring given still allow removal of the belt?

Posted
3 hours ago, shadowwolf2k7 said:

if i were to do the change as you have stated here, would the ring given still allow removal of the belt?

Yes it should. The ring does not store the type of belt and simply unlocks it and the belt will stay in your inventory so you can put it back on later.

Posted

If you don't mind me asking, what's the deal with DD 4.0?

I haven't played Skyrim for around a year but I'm thinking of giving it another whirl.

I don't mean to incite any sort of argument, just curious what the earlier criticisms here are specifically towards.

 

I see that it's the Cursed Loot modder who is running it now? Checking DD 4.0's changelog it seems that the only noteworthy things are integrating a lot of Cursed loot item types into the base mod(which I can imagine is annoying for mod bloat but I would assume quite easy to ignore).

 

So I'm guessing that it's the change in regards to fucking over third party setups that's the issue of contention? Logic dictates to me that such a change would be done as an overhaul in the base code that has some sort of benefit, and that third party mods need merely update to use the newer framework.

But then it's worded in a way that it comes off almost as an attack towards third party mods, like a "you can only remove devices as specified here or in cursed loot". Which seems horrendously egotistical and malevolent.

So instead of assuming that to be the case(not that my assumptions are built upon much more than ignorance), I thought I'd ask somewhere people were talking about it in a negative light a bit already.

Posted
21 minutes ago, malvic said:

If you don't mind me asking, what's the deal with DD 4.0?

I haven't played Skyrim for around a year but I'm thinking of giving it another whirl.

I don't mean to incite any sort of argument, just curious what the earlier criticisms here are specifically towards.

 

I see that it's the Cursed Loot modder who is running it now? Checking DD 4.0's changelog it seems that the only noteworthy things are integrating a lot of Cursed loot item types into the base mod(which I can imagine is annoying for mod bloat but I would assume quite easy to ignore).

 

So I'm guessing that it's the change in regards to fucking over third party setups that's the issue of contention? Logic dictates to me that such a change would be done as an overhaul in the base code that has some sort of benefit, and that third party mods need merely update to use the newer framework.

But then it's worded in a way that it comes off almost as an attack towards third party mods, like a "you can only remove devices as specified here or in cursed loot". Which seems horrendously egotistical and malevolent.

So instead of assuming that to be the case(not that my assumptions are built upon much more than ignorance), I thought I'd ask somewhere people were talking about it in a negative light a bit already.

You no longer have much of any control over any of the escape options, that entire MCM menu page was removed and replaced with 3 sliders and escape options that used to be optional are standard and their control is part of those 3 sliders. Personally I only used 2 sliders from the escape menu, key construction difficulty and key breakage. Because of the added items similar to armbinders and yokes they have all been put under one controlling keyword - zad_HeavyBondage so no armbinders or yokes can be removed by v3 mods and custom armbinders and yokes from v3 will no longer work properly as their scripts have been gutted. Personally I think the keyword change was for the better but they could have put in something to detect the item version and add backwards compatibility rather easily seeing that I will be keeping CD based on v3 and will make it so it is compatible with either v3 or v4. Any mods made prior to v4 that are no longer maintained and used armbinders or yokes will no longer work properly.

 

Also most all items now use bodyslide and must be generated since they didn't bother to at least create a basic mesh set for those that don't know how to use bodyslide and have never used it before. You would be surprised as to how many people it is.

 

Just making it so it can be used with v4 will take quite a bit of work as I have to modify the device equip / removal functions I have to see if it is from v3 or v4 and I have to make adjustments to all of the places that use keywords to detect armbinders and yokes for removal and other things in case they have on something other than those. But for CD to be fully compliant and up to date with v4 I would have to rebuild every custom device and device script I have. Last count was 115 but I don't know if I included either of the protector series items in that.

 

I've chiseled my line in the concrete concerning how far I will go with v4 compatibility. I don't use it personally and I would likely uninstall DD and walk away from it before going completely to v4. As it is I only have 2 DD mods installed other than the core DD mods and CD and I have tossed out the rest no matter what version it was for.

Posted

there is one thing that i am disappointed in with kimy. Changed: Removed soft integration with Captured Dreams. DCL no longer interacts with CD. i used DCL's restraint drop to get the CD generic belts to drop so that DEC could find them and have the follower equip them in their events. i do know that DEC still supports CD and there is a random chance to still get CD items equipped that way. but that change was the most annoying to me. the funny thing that kimy doesnt realize is that the items that she supposedly replaced all the CD items with already dropped, which are the silver and gold chastity items.

Posted

When I start the game as a slave I wear that yoke on the slave ship. Then I get send to the mines but the yoke stays on. there is a message that the yoke is removed, but that is wrong. the yoke stays on. Removing it with consol commands doesn't work because the hands stay in that pose and the yoke is still equipped in the inventory.

Posted
4 minutes ago, xyzxyz said:

When I start the game as a slave I wear that yoke on the slave ship. Then I get send to the mines but the yoke stays on. there is a message that the yoke is removed, but that is wrong. the yoke stays on. Removing it with consol commands doesn't work because the hands stay in that pose.

CD uses DD v3 and you are likely using DD v4. DD v4 changed the primary keywords on armbinders and yokes so they use the same keyword which is also used for the other devices that bind the arms. The device is a standard yoke so you can give yourself a key and struggle out of it. Devious Devices Equip can remove individual items using its MCM menu and works with DD v4. I wont have a fix until the next release which is still some ways off.

Posted
1 hour ago, xyzxyz said:

When I start the game as a slave I wear that yoke on the slave ship. Then I get send to the mines but the yoke stays on. there is a message that the yoke is removed, but that is wrong. the yoke stays on. Removing it with consol commands doesn't work because the hands stay in that pose and the yoke is still equipped in the inventory.

the solution i found to fix that is right before the fade to black use DD 4.0's item removal. it solves it being locked on. i have had the yoke be removed when transfered to the mine while using 4.0 but it is glitchy if it will or wont. 

Posted
3 hours ago, xyzxyz said:

When I start the game as a slave I wear that yoke on the slave ship. Then I get send to the mines but the yoke stays on. there is a message that the yoke is removed, but that is wrong. the yoke stays on. Removing it with consol commands doesn't work because the hands stay in that pose and the yoke is still equipped in the inventory.

 

2 hours ago, shadowwolf2k7 said:

the solution i found to fix that is right before the fade to black use DD 4.0's item removal. it solves it being locked on. i have had the yoke be removed when transfered to the mine while using 4.0 but it is glitchy if it will or wont. 

At that point there should not be any other devices on you and can be used up to the point that Master decided what to put on you. Likely what may be making it glitchy is if you happen to do it when CD is taking all of your items so it may trigger the 'removeall' failsafe on the device and put it back on.

Posted
38 minutes ago, xyzxyz said:

The game freezes whenever I try to leave the mine for the ork ore quest. Using the door or coc command doesn't work.

At what point does it freeze, when you use the door to leave? Do you get a loading screen or does it freeze still showing the mine interior. If it is while loading the exterior it is likely something in your game causing the issue as I have no issues moving between the interiors of any CD interior and the outside world.

Posted
15 minutes ago, Veladarius said:

At what point does it freeze, when you use the door to leave? Do you get a loading screen or does it freeze still showing the mine interior. If it is while loading the exterior it is likely something in your game causing the issue as I have no issues moving between the interiors of any CD interior and the outside world.

It freezes in the loading screen.

Posted

After a long break from skyrim, I decided to return. Mods like this are what keep me coming back

 

Unfortunately I'm having a major issue in the MCM. This mod isn't showing up in there at all. Anything that has to do with Devious Devices isn't showing up either. All other mods such as sexlab have no issue, just this and DD mods. Where did I fk up?

 

Load order, as is customary.

Spoiler

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
ApachiiHair.esm
ApachiiHairFemales.esm
SexLab.esm
SexLabAroused.esm
CreatureFramework.esm
LevelersTower.esm
RaceCompatibility.esm
RSkyrimChildren.esm
SkyTEST-RealisticAnimals&Predators.esm
Schlongs of Skyrim - Core.esm
ZaZAnimationPack.esm
Devious Devices - Assets.esm
Devious Devices - Integration.esm
Devious Devices - Expansion.esm
Captured Dreams.esp
DynastyArmor.esp
AmazonArmor.esp
ADEC_SuccubusArmor.esp
ADEC_HalfPlate.esp
ADEC_DianoArmor.esp
VoidArmor.esp
ADEC_Clothes.esp
RavenArmor.esp
Silverlight Armor.esp
Skeleton bikini.esp
EisenPlate.esp
ADEC_Chain&Ringmail.esp
Alternate Start - Live Another Life.esp
Basvanbeu MuscleTextureChanger with Navetsea set.esp
bestrape.esp
Strap.esp
BodyChange.esp
Fh hairs-by zzjay.esp
Cazy Hairs-by zzjay.esp
DovahBlingJewelryReplacer.esp
dovahkiinrelax.esp
Fantasy Soundtrack Project.esp
Fantasy Soundtrack Project - Combat.esp
Guard Dialogue Overhaul.esp
Hothtrooper44_Armor_Ecksstra.esp
Hothtrooper44_ArmorCompilation.esp
randomthunder.esp
Inigo.esp
LustmordVampireArmor.esp
Osare Culort Outfit.esp
RaceMenu.esp
RaceMenuPlugin.esp
dD - Realistic Ragdoll Force - Medium.esp
RSChildren - Complete.esp
SexyVest.esp
ShowRaceMenuAlternative.esp
Skyrim Immersive Creatures.esp
Skyrim Immersive Creatures - DLC2.esp
BDIC.esp
BDIC SkyTEST Patch.esp
SkyUI.esp
FNIS.esp
MoreNastyCritters.esp
HentaiCreatures.esp
BDSICHC.esp
SOS - B3lisario UNP Addon.esp
SOS_Ho.esp
SOSRaceMenu.esp
Schlongs of Skyrim.esp
SOS - Smurf Average Addon.esp
SOS - Shop.esp
SplashofRain.esp
StormWrathLightning.esp
SuccubusRaceLite.esp
Supreme Storms.esp
The Dance of Death - Ultimate Edition.esp
SLAnimLoader.esp
TheEyesOfBeauty.esp
Unique Uniques.esp
 

 

Posted

Is there any chance that this mod will get ported for Skyrim Special Edition?

 

Also, will there be any updates to this mod in light of Devious Devices Integration 4.0 ? now that Zaz Animation Pack and DD have finally separated to be 

there own standalone mods?

Posted
3 hours ago, Pixie-K said:

After a long break from skyrim, I decided to return. Mods like this are what keep me coming back

 

Unfortunately I'm having a major issue in the MCM. This mod isn't showing up in there at all. Anything that has to do with Devious Devices isn't showing up either. All other mods such as sexlab have no issue, just this and DD mods. Where did I fk up?

 

Load order, as is customary.

  Reveal hidden contents

 

You likely didn't do anything wrong, DD is complex and can have issues at times starting up. There is a mod on the Nexus called Jaxonz MCM Kicker that is made to start MCM menu's that don't want to start up for whatever reason. And yes, without DD's MCM menu starting CD's won't either. If you do use that mod once it gets the MCM menu's going disable it or it will go through its process every time you load the game and it isn't necessary. I have used it a few times and it works pretty well.

 

Any mods that use MCM menu's will have their menu fail to start if a Master for the mod has a menu that does not start so the same can happen if ZAP or SexLab do not start up.

Posted
29 minutes ago, newuser42 said:

Is there any chance that this mod will get ported for Skyrim Special Edition?

 

Also, will there be any updates to this mod in light of Devious Devices Integration 4.0 ? now that Zaz Animation Pack and DD have finally separated to be 

there own standalone mods?

I don't think I use any SKSE commands (at least as far as I can remember) I don't use SSE as with how well the original version runs for me I don't have a reason to use it.

 

I am working on an update but I have little time where I can work on it and there is a lot that needs done, getting it to work with DD v4 is one of the things on the list. I am not doing a full conversion, just enough for CD to work with v4 (and with v3 as well) but it will require a patch esp which will replace the custom armbinder as they have changed too much for me to keep backwards compatibility with them. Also, likely in one of the updates after this one I will likely require ZAP v8, not sure when as it depends on when I build the quests / scenes that would make use of some new furniture. T.ara has already created 2 custom pieces of furniture for me to replace some of my jury-rigged scene setups an those resources will be included with CD so FNIS will have to be used with CD once they are put in. I also have some animations from Cedec0 as well that will be put in.

Posted
3 hours ago, Veladarius said:

You likely didn't do anything wrong, DD is complex and can have issues at times starting up. There is a mod on the Nexus called Jaxonz MCM Kicker that is made to start MCM menu's that don't want to start up for whatever reason. And yes, without DD's MCM menu starting CD's won't either. If you do use that mod once it gets the MCM menu's going disable it or it will go through its process every time you load the game and it isn't necessary. I have used it a few times and it works pretty well.

 

Any mods that use MCM menu's will have their menu fail to start if a Master for the mod has a menu that does not start so the same can happen if ZAP or SexLab do not start up.

 

I tried the MCM Kicker and all it did was re-register everything that was already working fine. I even tried manually running the command line setstage SKI_ConfigManagerInstance 1 to no avail. Maybe it just hates me, lol

Posted
7 minutes ago, Pixie-K said:

 

I tried the MCM Kicker and all it did was re-register everything that was already working fine. I even tried manually running the command line setstage SKI_ConfigManagerInstance 1 to no avail. Maybe it just hates me, lol

Disable Devious Devices, Captured Dreams and any mods that require them. Open the game, save it and close it again. Enable JUST DD and see if it starts up, if so then save, quit, enable CD and reopen the last save and see if it starts. You can try the MCM kicker on these as you enable them one by one if it doesn't start the first time. There is a lot going on between the two mods at startup and if there are a lot of other mods doing a lot of things as well it can overwhelm the game. Letting them start up one at a time will usually work though but give it a few minutes when you enable each one to let it do its startup routine and get see if the MCM menu comes up, some of them take a few minutes.

Posted
1 hour ago, Veladarius said:

Disable Devious Devices, Captured Dreams and any mods that require them. Open the game, save it and close it again. Enable JUST DD and see if it starts up, if so then save, quit, enable CD and reopen the last save and see if it starts. You can try the MCM kicker on these as you enable them one by one if it doesn't start the first time. There is a lot going on between the two mods at startup and if there are a lot of other mods doing a lot of things as well it can overwhelm the game. Letting them start up one at a time will usually work though but give it a few minutes when you enable each one to let it do its startup routine and get see if the MCM menu comes up, some of them take a few minutes.

Looks like something pertaining to DD is the culprit, it won't even load on it's own

 

EDIT: Issue fixed! I rebuilt my bashed patch via Wrye Bash and everything is working as it should now!

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