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


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Posted

I would not discuss DD as a mod in function. This mod is one of different possibilities, the player can choose from. I explained, what should be changed on the mod in the past and I also wanted furniture use in the past-lot of time ago. But nobody has listened, nobody has been interested. I have very interesting ideas for frameworks-I´ll put them instead into zap in future.

 

DD is a good mod that does´t need to be discussed.

Of course is DD specialized to become running for the "house-mod" of  it´s "mistress".

And if someone likes DD3 more, no reason to no use version 3.

I played CD with DD2 in the past. And I could play it completely.

One crash when tried to exit the "shop" once...load order changed...working !

Most of us want updates and so DD4 is interesting, too.

But do not await, that everybody is lucky and 100% agrees to every update-changes,

that are made by their creators. That can happen, it also happened with zap in some cases. And what?

 

There´s no lack of development on LL, specially concerning zap and DD, in whole context, we all get new possibilities to play skyrim "sexy".

Posted
On 8/20/2018 at 3:36 AM, galgat said:

 

    I did not know it was that bad, but I saw it coming way back when some mod's started to have trouble with the newer release's in DDI.  When a backbone mod corrupts mods that have used it, and trusted that it would hold backward compatibility so there mod would continue to work ( as sexlab did a truly good job of this ).  I find this a true shame.

As a modder I have no issues with what has been implemented in v4 as it gives a number of options in the sorts of devices you can create by giving control over how the device behaves. I also believe that collecting all of the devices that bind the arms/hands together such as armbinders under a single keyword (heavybondage) is a positive thing and reduces work for modders instead of having all the different devices that use it have individual keywords.

 

(the following is not meant to be a criticism just a suggestion)

I think that the original MCM menu could have been kept in place as well and a true/false flag added to the devices whether to the device should use the MCM menu values or to use the values set in the device properties. This would have allowed the behavior of standard devices to be controlled by the player and custom devices controlled by their creator. The difficulty sliders could still be used in this situation with players being able to turn it off/on for standard devices if they wanted to have a simple way of altering the behavior in the short term or long term and modders could decide whether or not to allow the sliders to affect their devices by another true/false flag.

 

 

On 8/20/2018 at 3:36 AM, galgat said:

   Min was always so cautious about this, I find it troubling that he has lost that caution.

Min has not been involved in the development of DD since before the addition of the quest item keyword and device removal command so that would likely be since either late v2 or early v3 so it has been a number of years now.

Posted

Given some time I may be able to get past things and resume work on CD as my bi polar issues are likely playing a large part in this right now. My bi polar issues are not controlled by medication and it isn't because I am not seeking treatment but that I have reacted badly to all of the medications including one of them damaging my liver. I have been trying to do what I can to limit its effect on my but with little success. This combined with my anxiety and tendency towards depression are all strong enough to have me considered disabled as they keep me from being able to work. If you think I would rather be sitting at home (which I only leave if I have to, usually once a week or if I have to take my wife to the doctor for a treatment which leaves her unable to drive and then only for 1-2 hours at most) you would be mistaken. I had a job I really liked, great boss and co-workers and made more than double what disability pays.

 

Time will tell if I can get past things and resume work. The update that was under development was not a small one and development slowed while I was deciding how to set up Manor Slave's mechanics to be simpler and more stable. I had finally worked it out and was actually starting work on it and the changes to make CD compatible between v3 and v4, the patch I released was what I was able to complete as far as compatibility goes and was my initial testing.

 

With what transpired (I don't blame Kimy or ZAZ as they had nothing to do with this and apologize again for any misunderstandings caused by this) it pretty much took what motivation I had built up to work on things and dropped it in a hole. I only blame one person for what happened though I don't think he expected this outcome, it isn't what I wanted either.

Posted
10 minutes ago, Veladarius said:

 

...

(the following is not meant to be a criticism just a suggestion)

I think that the original MCM menu could have been kept in place as well and a true/false flag added to the devices whether to the device should use the MCM menu values or to use the values set in the device properties. This would have allowed the behavior of standard devices to be controlled by the player and custom devices controlled by their creator. The difficulty sliders could still be used in this situation with players being able to turn it off/on for standard devices if they wanted to have a simple way of altering the behavior in the short term or long term and modders could decide whether or not to allow the sliders to affect their devices by another true/false flag.

...

..and this seems to be a real usefull suggestion to make  DD4.1xyz more flexible, not only for Captured Dreams, I guess.

 

Posted

Any modders interested in what I did in my scripts to determine the version of DD and what keyword to use this is the code:

 

Determining the version:

	; DD version check
	if libs.config.GetVersion() > 17
		DDVersion = 4
	else
		DDVersion = 3
	endif

This checks the MCM version, 17 looks to be the version of the menu in the last version in v3.

 

 

From my CDxFramework script to set the keyword used in removing or equipping the device:

		if DDVersion == 3
			debug.notification("v3 in use")
			if TARGETACTOR.wornhaskeyword(libs.zad_deviousArmbinder)
				RI_DevKeyword = libs.zad_deviousArmbinder
			elseif TARGETACTOR.wornhaskeyword(libs.zad_deviousYoke)
				RI_DevKeyword = libs.zad_deviousYoke
			endif
		else
			debug.notification("v4 in use")
			RI_DevKeyword = libs.zad_deviousheavybondage
		endif

The framework removal function was set to use strings in telling it what type of device to use, armbinders and yokes used the same string name so I was already grouping these together. The detection function in the 'Device Removal' quest to pay to remove devices is similar but has a lot more going on in it as it also detects if it is a standard, DCUR, CD or Non-CD quest item.

 

Posted
3 hours ago, Veladarius said:

(the following is not meant to be a criticism just a suggestion)

I think that the original MCM menu could have been kept in place as well and a true/false flag added to the devices whether to the device should use the MCM menu values or to use the values set in the device properties. This would have allowed the behavior of standard devices to be controlled by the player and custom devices controlled by their creator. The difficulty sliders could still be used in this situation with players being able to turn it off/on for standard devices if they wanted to have a simple way of altering the behavior in the short term or long term and modders could decide whether or not to allow the sliders to affect their devices by another true/false flag.

That....is exactly how it's working... :S

 

The four controls in MCM affect all standard devices. The user has full control over them. By default, custom and quest devices are not affected by the settings, but there is a flag in the device properties that lets a modder make that item get affected by user settings as well.

 

I have seriously no idea what you're still bashing me for. The system in place works exactly how you describe it here, the only difference being 4.x using somewhat different MCM controls that 3.x. Yes, there are fewer buttons and sliders in 4.x, but they affect MORE internal variables, meaning that the user has MORE control over device behavior than in 3.x. Not less. More.

The one thing I did was rolling related settings into one MCM control. Which I like to think results in a cleaner and easier to understand MCM. I realize that I missed the mark when I made just ONE difficulty control in 4.0. I am not perfect, you know? But once people stopped throwing spite and rotten tomatoes at me, and rather explained to me in a constructive fashion why the one control isn't good enough, I changed it the very same day. I also got rid of the cooldowns people didn't like. Constructive criticism goes a long way, you know? What I can't work with is "Min was great. Kimy sucks!!!" statements. *shrug*

 

3 hours ago, Veladarius said:

 

 

Min has not been involved in the development of DD since before the addition of the quest item keyword and device removal command so that would likely be since either late v2 or early v3 so it has been a number of years now.

Everything up to 2.x was still done by Min. 3.0 was the first version released after he passed on DD to me.

Posted
45 minutes ago, Kimy said:

That....is exactly how it's working... :S

 

The four controls in MCM affect all standard devices. The user has full control over them. By default, custom and quest devices are not affected by the settings, but there is a flag in the device properties that lets a modder make that item get affected by user settings as well.

 

I have seriously no idea what you're still bashing me for. The system in place works exactly how you describe it here, the only difference being 4.x using somewhat different MCM controls that 3.x. Yes, there are fewer buttons and sliders in 4.x, but they affect MORE internal variables, meaning that the user has MORE control over device behavior than in 3.x. Not less. More.

The one thing I did was rolling related settings into one MCM control. Which I like to think results in a cleaner and easier to understand MCM. I realize that I missed the mark when I made just ONE difficulty control in 4.0. I am not perfect, you know? But once people stopped throwing spite and rotten tomatoes at me, and rather explained to me in a constructive fashion why the one control isn't good enough, I changed it the very same day. I also got rid of the cooldowns people didn't like. Constructive criticism goes a long way, you know? What I can't work with is "Min was great. Kimy sucks!!!" statements. *shrug*

 

Everything up to 2.x was still done by Min. 3.0 was the first version released after he passed on DD to me.

Appreciate that there may be technical difference nuances and allied irritations in this discussion but, FWIW, Vel has apologised, more than once, for some of the misunderstanding that have arisen.   eg

 

'With what transpired (I don't blame Kimy or ZAZ as they had nothing to do with this and apologize again for any misunderstandings caused by this)'

 

Just popped this in, in case those may have got lost in the walls of comment ?

 

 

Posted
19 hours ago, Veladarius said:

I have my game set so taking of keys is rare (1% - 3%) but keybreak chance is 10% - 20% so while I usually end up with several keys I can still get stuck with items on if I have a full set of devices and end up breaking my keys. I have had times that I have gotten specific items off that hampered me the most but had to go and get others removed. I don't play with the goal of constantly being bound everywhere I go but for it to be more of somewhere between an annoyance to minor hindrance. The mods I use for adding items to the player only use generic items and have no quest items at all. I understand that some players want to be bound all of the time and tailor their game with mods to go with it but I use 3 DD based mods including CD, that's all, the rest were tossed.

While obviously a suggestion for a hopeful future where you find yourself in a better headspace, I would humbly suggest trying the newer version of DD 4 with its updated MCM menu at some point during your hiatus (on the assumption you haven't tried the current DD since 4.0).  Especially if you can approach it without prejudice you may find that the changes made in 4.1 allow you to somewhat match your preferences with DD 3.  This would obviously be extremely hard to do and most people wouldn't be able to (looking at you ever spiritual successor to a movie/game ever) but it may be worth the attempt.  I doubt you would prefer it to DD3 since you know what you like, and it is DD3 with specific set of values, but it might help with understanding the mod going forward and it is possible some of the advancements might prove fun enough to you to be worth the install time.  Plus there are some mods you can try in the meantime....

 

There are a few mods still being actively updated that I think would be excellent companion mods to Captured Dreams, but unfortunately I don't have CD installed anymore to try out due to using 4.1.  Specifically, the revamped SLUTS pony girl mod is excellent, and Devious Followers has become a cornerstone of my game's DD content.  Both I think would be amazing tie-in/soft dependency mods with Captured Dreams, but even without that I think you are missing out if you don't have a chance to try them.

 

I personally found 4.0 to be getting very tiresome over time with the mentioned required key failures/timeouts and long animations, but now I'm finding 4.1 to be refreshing with the options it allows.  I currently have keybreak and jam chance to be low, time locks standard (but are rarer because of keybreak/jam chance being low), and struggle difficulty medium-high.  The crux of the settings for me is the return of the consume keys option as now my game is set up to be heavily reliant on the Devious Followers mod, which has options for heavy device removal on demand and acquiring keys (at a risky price) - I can get the keys I need, but they are precious consumable commodities.  The bonus is that they rarely break or jam when used, but without them I struggle to get out of generic devices applied to my character.

Posted
4 hours ago, Veladarius said:

 

(the following is not meant to be a criticism just a suggestion)

I think that the original MCM menu could have been kept in place as well and a true/false flag added to the devices whether to the device should use the MCM menu values or to use the values set in the device properties. This would have allowed the behavior of standard devices to be controlled by the player and custom devices controlled by their creator. The difficulty sliders could still be used in this situation with players being able to turn it off/on for standard devices if they wanted to have a simple way of altering the behavior in the short term or long term and modders could decide whether or not to allow the sliders to affect their devices by another true/false flag.

 

1 hour ago, Kimy said:

That....is exactly how it's working... :S

 

The four controls in MCM affect all standard devices. The user has full control over them. By default, custom and quest devices are not affected by the settings, but there is a flag in the device properties that lets a modder make that item get affected by user settings as well.

 

I have seriously no idea what you're still bashing me for. The system in place works exactly how you describe it here, the only difference being 4.x using somewhat different MCM controls that 3.x. Yes, there are fewer buttons and sliders in 4.x, but they affect MORE internal variables, meaning that the user has MORE control over device behavior than in 3.x. Not less. More.

The one thing I did was rolling related settings into one MCM control. Which I like to think results in a cleaner and easier to understand MCM. I realize that I missed the mark when I made just ONE difficulty control in 4.0. I am not perfect, you know? But once people stopped throwing spite and rotten tomatoes at me, and rather explained to me in a constructive fashion why the one control isn't good enough, I changed it the very same day. I also got rid of the cooldowns people didn't like. Constructive criticism goes a long way, you know? What I can't work with is "Min was great. Kimy sucks!!!" statements. *shrug*

That was constructive criticism as I said nothing negative about the sliders or anything else other than how control of the specific attributes could have been implemented and the current system still be used. I'm sorry if you don't understand why I prefer control of each setting individually but I do.

 

But then anything I say, positive or negative will be seen as nothing but bashing on DD or you at this point.

 

 

1 hour ago, Kimy said:

Everything up to 2.x was still done by Min. 3.0 was the first version released after he passed on DD to me.

This was in reference to galgat's comment as it seemed that he had some belief that Min still had any say over DD or at what point it ended. As to when things were handed over I did not remember exactly when as it was some time ago. But then me trying to define when things changed hands (and nothing else) is probably seen as me bashing you as well.

Posted
2 minutes ago, Reesewow said:

While obviously a suggestion for a hopeful future where you find yourself in a better headspace, I would humbly suggest trying the newer version of DD 4 with its updated MCM menu at some point during your hiatus (on the assumption you haven't tried the current DD since 4.0).  Especially if you can approach it without prejudice you may find that the changes made in 4.1 allow you to somewhat match your preferences with DD 3.  This would obviously be extremely hard to do and most people wouldn't be able to (looking at you ever spiritual successor to a movie/game ever) but it may be worth the attempt.  I doubt you would prefer it to DD3 since you know what you like, and it is DD3 with specific set of values, but it might help with understanding the mod going forward and it is possible some of the advancements might prove fun enough to you to be worth the install time. 

I have tried it and downloaded the latest build not long ago.

 

 

2 minutes ago, Reesewow said:

There are a few mods still being actively updated that I think would be excellent companion mods to Captured Dreams, but unfortunately I don't have CD installed anymore to try out due to using 4.1.  Specifically, the revamped SLUTS pony girl mod is excellent, and Devious Followers has become a cornerstone of my game's DD content.  Both I think would be amazing tie-in/soft dependency mods with Captured Dreams, but even without that I think you are missing out if you don't have a chance to try them.

I have dropped almost all of the DD and SexLab mods I had been running. As far as DD mods go I am using:

Captured Dreams

DD Enhanced Chests

Devious Captures

 

That's it. Most of the DD mods either don't interest me or caused interference with my testing of CD as they were somewhat intrusive,

 

I have about the same number of SexLab mods as well.

 

2 minutes ago, Reesewow said:

I personally found 4.0 to be getting very tiresome over time with the mentioned required key failures/timeouts and long animations, but now I'm finding 4.1 to be refreshing with the options it allows.  I currently have keybreak and jam chance to be low, time locks standard (but are rarer because of keybreak/jam chance being low), and struggle difficulty medium-high.  The crux of the settings for me is the return of the consume keys option as now my game is set up to be heavily reliant on the Devious Followers mod, which has options for heavy device removal on demand and acquiring keys (at a risky price) - I can get the keys I need, but they are precious consumable commodities.  The bonus is that they rarely break or jam when used, but without them I struggle to get out of generic devices applied to my character.

I have my game set up so keys are somewhat plentiful (4% whether or not I have devices on or not) and are not stolen or taken. I do however have the keybreak chance set from 10% - 20% but lock jamming at 0% (along with pretty much everything else). Armbinders are set with a 20% chance to escape starting with the first try.

Posted
5 minutes ago, Veladarius said:

 

That was constructive criticism as I said nothing negative about the sliders or anything else other than how control of the specific attributes could have been implemented and the current system still be used. I'm sorry if you don't understand why I prefer control of each setting individually but I do.

 

But then anything I say, positive or negative will be seen as nothing but bashing on DD or you at this point.

You really never made a case for separating the settings. All you said was "I don't like how DD4 does it." That's honestly not very constructive. So, go ahead and try me! Tell me which exact settings should be separated from the three existing controls. And WHY you think they should be separate. Because I only grouped together what makes sense grouping together. So convince me that some of these should be separate and I will consider it. Here is the current setup:

 

EscapeDifficulty affects 3 internal settings (Escape chance, RepairJammedLock, LockAccessDifficulty)

CooldownDifficulty affects 7 internal settings (various cooldowns such as unlock, escape, repair, lock shield and timed lock)

KeyDifficulty affects 2 internal settings - key break and lock jam chances.

ConsumeKey is a separate toggle anyway.

 

I still believe that most users would set these groups to similar values anyway. If you don't like cooldowns, you're likely to dislike ALL of them, no? And the key break / lock jam values are basically two facets of the same feature anyway.

5 minutes ago, Veladarius said:

 

This was in reference to galgat's comment as it seemed that he had some belief that Min still had any say over DD or at what point it ended.

That's a common "misconception", apparently. I took over the DDX thread, but we agreed to keep Min's name on the DDI thread to reflect the role he had in creating it. Other than that he retained no say on DD in any shape or fashion. Don't ask me why people still try to involve Min whenever they feel they disagree with how I am running DD. Min hasn't spoken on DD's behalf in over two years, only I did. They know well enough, I suppose, just conveniently ignore it when it suits their agenda.

Posted

VELI,

maybe you can once please read my p.m.?

 

KIMY,

here is happening no attack against DD or yourself.

And I would be happy for VELI and you, if you could come to maybe a "sort of sollution", as far VELI is picking up that Integration for DD4 (again?!)

And a suggestion for DD4.x to become more better is surely constructive meant.

And all of that for sure,  without.......tomatoes....;-)

 

 

 

 

 

Posted

Ugh , what have i walked into here.

There are so many voices in between Vel and Kimi and anyone else that might be involved that it makes me feel like i'm spiraling down a hole.

There's an issue , something , i'm not a coder and i'm not here on a day by day basis , don't ask me what it is. (like i said , spiraling down a hole.)

I would like to suggest that whom ever is involved take this to a seperate space. Skype or something where its just the modders.

Where you can start over , bring it all up with a point by point system where you discuss each point fully and work out the issue(s) or solve your differences.

Collect your thoughts , push the things that are not involved aside , calm yourselves and begin again with less voices muddying up the intakes.

The forums , where it is under the scrutiny and the watchful eyes of the public , whom have or shape their opinions based on what is taking place , is not the place to solve something like this. (whatever it may be , spiraling down a hole , remember)

It usually tends to get out of control.

No blaming , no shade throwing , just calmly and respectfully work through it. Please? For yourselves , your fans , your sanity and for the friendship you might have.

 And if you can't find common ground after that , well , you don't have to like each other to work well together.

Look , i like Kimy and Kimy's work , i also like Vel and Vel's work (alphabethical not appreciation based), i appreciate you both. To the point where i hate seeing the two of you on opposite sides.

All i tried to do here is bring it down a bit and hopefully be a voice of some reason.

I'm not going to change my opinions on anyone , not now , not even if this blows up even further.

I just felt like i had to say something. How pointless it might sound.

 

Have a wonderful day , everyone.

Posted

@Kimy

The only reason I have are personal preference. I prefer to only use Key Break without Lock Jam (I was not a fan of it when Min introduced it and said so) and I prefer control of individual behaviors on the off chance that I want to actually use / try one as something to be a rare occurrence but only that one thing.

 

Most people's requests to the sliders and values have been either due to annoyance or personal preference for the most part and I understand why you have grouped them as you have.

 

Yes, I bitched about the quest item change but 60% was because I would have to change a lot of things in CD but the other 40% was that I was concerned that older mods that used it would end up having the blockgeneric keywords on their ques's items ignored.

 

The only thing I have complained about in v4 is the options. Changing the keywords on armbinders and yokes due to the addition of similar items and using HeavyBondage instead I have no issue with and support entirely as a modder.

 

Letting modders set the values for the various settings on devices was a good idea as it lets modders make items that may be removable but with effort.

 

When I said it would be difficult to convert all of CD's items I meant for me only as I am not a programmer and unable to automate the process. Also, since the main person I made anything in the mod for is myself updating meant using v4 because I use an older version of NMM that does not support different profiles and rebuilding my game would not be easy as I have 400+ mods installed (some are just texture sets, others are mods used for their resources) and I have over 1000 mods stored in NMM (so again personal preference on this). The last time I had to reinstall things was 2014 and over half of my mods are from or prior to 2015.

 

 

 

That's it, nothing else. If that isn't enough then that's fine, I accept whatever decision you make and won't complain.

Posted

So you want to separately disable lock jam, but keep the key break chance? Would a "Disable lock jam" toggle make you happy, then?

Posted
1 hour ago, Kimy said:

So you want to separately disable lock jam, but keep the key break chance? Would a "Disable lock jam" toggle make you happy, then?

I don't get why you wouldn't make this an option to start off with. As a third party, it was a shame when all the nitty gritty options were removed. I guess they're making their way back slowly.

 

Last I checked, forgive me if I'm wrong, but the time lock options were still not there. Are they going to come back too?

 

LL mods are hardly streamlined for the average user, with the bugs and installation and whatnot...I don't see why removing options would be a good idea in the first place. I don't think Grandma Dorothy will be here to appreciate the simple-to-use list of varying bondage related configurations.

Posted
6 minutes ago, politicpolice said:

Last I checked, forgive me if I'm wrong, but the time lock options were still not there. Are they going to come back too?

Time lock is under the cooldown setting, I think.

Posted

Sorry if this  has been asked before, I couldn't find it using the forums search bar. 

 

After doing a poor job in the mine, I was sent outside to provide my services to travelers. When a sex scene would start, the traveler would do animations properly, but my character would just stand there, not involved in the scene. Is this a known issue? Any easy fix?

Posted
2 hours ago, Kimy said:

So you want to separately disable lock jam, but keep the key break chance? Would a "Disable lock jam" toggle make you happy, then?

At this point, yes, that would satisfy me.

Posted
5 minutes ago, visoth said:

Sorry if this  has been asked before, I couldn't find it using the forums search bar. 

 

After doing a poor job in the mine, I was sent outside to provide my services to travelers. When a sex scene would start, the traveler would do animations properly, but my character would just stand there, not involved in the scene. Is this a known issue? Any easy fix?

I don't know why the player would not be animated as they are set directly as an actor and the scripts I use for sex scenes are pretty much the same across the entire mod (copy, paste then adjust). Only thing I can think of is that you should not have control of your character just before it starts BUT CD does return control of the character just before it starts so CD is not doing anything with the player when it starts the SexLab scene. I would suggest trying to enable the player controls and see if it kicks in then as something else may be trying to take over and interfering.

Posted
7 hours ago, Kimy said:

You really never made a case for separating the settings. All you said was "I don't like how DD4 does it." That's honestly not very constructive. So, go ahead and try me! Tell me which exact settings should be separated from the three existing controls. And WHY you think they should be separate. Because I only grouped together what makes sense grouping together. So convince me that some of these should be separate and I will consider it. Here is the current setup:

 

EscapeDifficulty affects 3 internal settings (Escape chance, RepairJammedLock, LockAccessDifficulty)

CooldownDifficulty affects 7 internal settings (various cooldowns such as unlock, escape, repair, lock shield and timed lock)

KeyDifficulty affects 2 internal settings - key break and lock jam chances.

ConsumeKey is a separate toggle anyway.

 

I still believe that most users would set these groups to similar values anyway. If you don't like cooldowns, you're likely to dislike ALL of them, no? And the key break / lock jam values are basically two facets of the same feature anyway.

That's a common "misconception", apparently. I took over the DDX thread, but we agreed to keep Min's name on the DDI thread to reflect the role he had in creating it. Other than that he retained no say on DD in any shape or fashion. Don't ask me why people still try to involve Min whenever they feel they disagree with how I am running DD. Min hasn't spoken on DD's behalf in over two years, only I did. They know well enough, I suppose, just conveniently ignore it when it suits their agenda.

 

4 hours ago, Kimy said:

So you want to separately disable lock jam, but keep the key break chance? Would a "Disable lock jam" toggle make you happy, then?

 I admit this isn't the proper place to be talking about this, but since the conversation is in this area, I think lock shield and timed lock should be separated from the cooldown group as the shield and timer are time you are stuck in the device because of the device itself, while the others are presented as "tiredness." I at least would generally want the standard cooldowns at zero, since they make almost no sense to me, but would like to have some for the shield/timer. I'm ok with the grouping up of things (I always want more refined control, but you can't please everybody and this is probably better for most) but those two are thematically different from the rest in the group and I think they should be a separate option. A disable lock jam option would also be good, though I probably wouldn't use it personally.

Posted

@Veladarius

 

on the belts used in the delivery quest and free trial, is there a script tied to the belt that is suppose to cause an animation? reason i am asking is when i was doing a delivery quest or wearing the free trial quest, when it would try to animate it would pop with dd asking if i wanted to remove the belt and would repeat it several times. i am using DD 4.1. if that is a possible cause, maybe a fix that was used in DEC might help here. DEC's Author added a feature to have DEC kinda prevent DD from trying to handle the animations and send them to SL instead. not sure if that would help with this or not

Posted
27 minutes ago, shadowwolf2k7 said:

@Veladarius

 

on the belts used in the delivery quest and free trial, is there a script tied to the belt that is suppose to cause an animation? reason i am asking is when i was doing a delivery quest or wearing the free trial quest, when it would try to animate it would pop with dd asking if i wanted to remove the belt and would repeat it several times. i am using DD 4.1. if that is a possible cause, maybe a fix that was used in DEC might help here. DEC's Author added a feature to have DEC kinda prevent DD from trying to handle the animations and send them to SL instead. not sure if that would help with this or not

They still use v3 scripts and the properties have changed between versions so any attempt to do an animation would result in nothing happening. If you look at the start of your log you should see a bunch of missing property errors for CD with a ZAP animation listed. I have not heard of this issue before from any of my testers using v4 or from anyone else for that matter.

Posted

those 2 belts that i listed are the only ones that i noticed were effected, the one used in property slave, and relationship slave didnt seem to be effected, but i didnt play long enough in either of those or the chaste life/spouse line to see if they were effected or not.

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