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


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16 hours ago, Demerots said:

Ok, thanks. Should I disable any other CD items if I'm using DD4?

Generic versions of the CD devices will not work properly but the quest versions (other than the armbinder) should work. The only CD armbinder is the inescapable one used in the Delivery quest when you fail after killing any bandits, the rest should be ones taken from DD itself.

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5 hours ago, Veladarius said:

Generic versions of the CD devices will not work properly but the quest versions (other than the armbinder) should work. The only CD armbinder is the inescapable one used in the Delivery quest when you fail after killing any bandits, the rest should be ones taken from DD itself.

Thanks so much. One more question - is there a way to fully disable the bound outside/whipping moderate punishment for deliveries? Every time I've activated it even if I change timescale nobody ever comes out to relieve me, I never get the load game button back, etc.

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Another day another bug. I'm dong the slave quests and I was told to get materials for the Ork colony for the second time. I say "hey there" or something, he says "you're back", and then nothing happens and the dialog window closes. I read this occurring on this thread before but it got no reply. Any help here?

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2 hours ago, Chroom22 said:

 

Another day another bug. I'm dong the slave quests and I was told to get materials for the Ork colony for the second time. I say "hey there" or something, he says "you're back", and then nothing happens and the dialog window closes. I read this occurring on this thread before but it got no reply. Any help here?

If you were referring to the problem I had Veladarius did respond to me. This was his solution.

 

Use   help   CDxSlavePropQ1Done

The value should be -1 or -2 for the dialogue, I believe that the script sets the incorrect value if you are to return.

 

I just loaded a early save and played it threw correctly so I didn’t have to go back a second time.

 

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does anybody know by chance what I find the black ebonite chastity harness under caliente tools?
I find here 2 harness, but no one is the right one. :classic_sad:

I'm looking for the harness with the collar already included which one gets dressed.

 

sorry and thank you, found it.

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Just FYI I spent the last 6 hours trying to to get this mod up and running. Somehow got the idea it was compatible with SSE in my brain and tried EVERYTHING. It appeared to be working except when I'd go to enter the shop it would always insta CTD. Finally after my BF suggested it might not be SSE compatible I had a look and googled a bit more specifically... only to find out it's kinda "Unknown." Well, I read the post above about using SSE NIF Optimizer but that wasn't enough. Basically I had to do a full conversion to SSE using CreationKit. So you open the Captured Dreams.esp in CK, save it out again(ignore warnings, this converts the ESP to Form 44). Then I had to run SSE NIF Optimizer against the meshes in the Part 2 archive and optimize them for SSE. Now I can FINALLY enter the shop. I don't know if it will be smooth sailing from here but... at least I got this far.

 

Just thought I'd post here so my 6 hour struggle seems a bit more worthwhile lol. I can post more detailed instructions tomorrow if anyone would like. Or I could provide the converted files to Veladarius if he or she'd like to make it available(since I'm not supposed to repost it). Thanks for all your hard work on this mod, looking forward to getting to properly check it out now!

 

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6 hours ago, blyss4226 said:

Just FYI I spent the last 6 hours trying to to get this mod up and running. Somehow got the idea it was compatible with SSE in my brain and tried EVERYTHING. It appeared to be working except when I'd go to enter the shop it would always insta CTD. Finally after my BF suggested it might not be SSE compatible I had a look and googled a bit more specifically... only to find out it's kinda "Unknown." Well, I read the post above about using SSE NIF Optimizer but that wasn't enough. Basically I had to do a full conversion to SSE using CreationKit. So you open the Captured Dreams.esp in CK, save it out again(ignore warnings, this converts the ESP to Form 44). Then I had to run SSE NIF Optimizer against the meshes in the Part 2 archive and optimize them for SSE. Now I can FINALLY enter the shop. I don't know if it will be smooth sailing from here but... at least I got this far.

 

Just thought I'd post here so my 6 hour struggle seems a bit more worthwhile lol. I can post more detailed instructions tomorrow if anyone would like. Or I could provide the converted files to Veladarius if he or she'd like to make it available(since I'm not supposed to repost it). Thanks for all your hard work on this mod, looking forward to getting to properly check it out now!

 

If you are willing to send them to me do so via pm and I will post them. You may have to break them up into groups.

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Well since I just got it working last night right before bed and have only really confirmed I can go in the shop I will PM it to you later this evening after I've at least done some basic testing to make sure I won't immediately run in to another issue. Before I did the full conversion most things seemed to be working - MCM menu, the courier came and brought me an ad... so I'm hopeful!

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5 hours ago, blyss4226 said:

Well since I just got it working last night right before bed and have only really confirmed I can go in the shop I will PM it to you later this evening after I've at least done some basic testing to make sure I won't immediately run in to another issue. Before I did the full conversion most things seemed to be working - MCM menu, the courier came and brought me an ad... so I'm hopeful!

Thank you for the work you have done and I am sure that many others do as well since I had not intended to do this myself. I didn't make much use of some of the complex commands from SKSE (if any at all), just simpler ones that likely made it into the SSE version so I would not expect much of an issue with this BUT it will still likely have some issues with DD v4 just as the regular version does.

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No problem, I'm glad the time I spent will help others out as well. So far so good for me, no issues since the conversion. I'll let you know if I find any! FWIW if anyone ever wonders I'm running things on Skyrim SE 1.5.50 on SKSE 2.08. Using DD Beta 2, ZaZ 8.0, SexLab 1.63 Beta 3, and the current version of SexLab Aroused for SE.

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On 10/1/2018 at 4:01 AM, coyoteseattle said:

Hey, so what versions of the dependencies are you using, ceber?  Also, I assume from the mention of upscaling that you're using CD Part 2 - Meshes and Textures - Orig V4.09.7z, not CD Part 2 - Meshes and Textures - 2048k V4.09.7z or one of the others?

 

I'm consistently running into the same crash HytekDragon mentioned, when I enter any of the CD indoor cells via door or coc, as well as when I teleport any CD NPC to me, and try to talk to them.  It doesn't seem to be logging any errors in the Papyrus log when it happens, so I suspect that it's either a texture that the game doesn't like for some reason, or some animation which is missing from some ported mod.

 

As for the dependencies

SKSE SE http://skse.silverlock.org/
Sexlab SE https://www.loverslab.com/topic/91861-sexlab-framework-se-163-beta-3-september-12-2018/
SexLab Aroused Redux SE https://www.loverslab.com/files/file/5482-sexlab-aroused-redux-sse-version-29/
FNIS SE https://www.nexusmods.com/skyrimspecialedition/mods/3038
Racemenu https://www.nexusmods.com/skyrimspecialedition/mods/19080
XP32 Maximum Skeleton Extended https://www.nexusmods.com/skyrimspecialedition/mods/1988
Bodyslide and Outfit Studio https://www.nexusmods.com/skyrimspecialedition/mods/201
Devious Devices SE https://www.loverslab.com/files/file/5878-devious-devices-se-beta/
ZAZ Animation Packs for SE (use 7 OR 8 ) https://www.loverslab.com/files/file/5957-zaz-animation-packs-for-se/
Fus Ro D’oh https://www.nexusmods.com/skyrimspecialedition/mods/15109
SkyUI https://www.nexusmods.com/skyrimspecialedition/mods/12604

Make VERY sure the mods with a skse plugin dll are for the correct SKSE and SSE version.

 

Then to fix captured dreams meshes and textures.
You need nifoptimizer https://www.nexusmods.com/skyrimspecialedition/mods/4089
And something to change a dds texture like https://www.getpaint.net/

 

Extract files from "CD Part 2 - Meshes and Textures - XXXX V4.09.7z"
Open the meshes folder from the extracted files and move the actors folder somewhere else, so that is wont be affected by the next step.
Run nifoptimizer with it's default settings on the meshes folder.
Run nifoptimizer with "head parts only" enabled on the actors folder.
Move the actors folder back into the meshes folder.
Run the "scan textures" funtion from nifoptimizer on the extracted textures folder, that will show 1 texture not being a multiple of 4.
Open that texture with pain.net (or what ever other image softwere you have that can edit dds files) and resize it so that both x and y are multiples of 4.
Then compress everything back into a zip file, and install with your mod manager.

Extract "CD Part 3 - Catsuit XXXX Mesh & Bodyslide Data.zip" and run nifoptimizer on the meshes folder.
Then compress everything back into a zip file, and install with your mod manager.
If you use bodyslide for those catsuit meshes, it would be a good idea to run nifoptimizer on the meshes it creates in your game (or MO) folder.

 

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1 hour ago, ceber said:

 

As for the dependencies

SKSE SE http://skse.silverlock.org/
Sexlab SE https://www.loverslab.com/topic/91861-sexlab-framework-se-163-beta-3-september-12-2018/
SexLab Aroused Redux SE https://www.loverslab.com/files/file/5482-sexlab-aroused-redux-sse-version-29/
FNIS SE https://www.nexusmods.com/skyrimspecialedition/mods/3038
Racemenu https://www.nexusmods.com/skyrimspecialedition/mods/19080
XP32 Maximum Skeleton Extended https://www.nexusmods.com/skyrimspecialedition/mods/1988
Bodyslide and Outfit Studio https://www.nexusmods.com/skyrimspecialedition/mods/201
Devious Devices SE https://www.loverslab.com/files/file/5878-devious-devices-se-beta/
ZAZ Animation Packs for SE (use 7 OR 8 ) https://www.loverslab.com/files/file/5957-zaz-animation-packs-for-se/
Fus Ro D’oh https://www.nexusmods.com/skyrimspecialedition/mods/15109
SkyUI https://www.nexusmods.com/skyrimspecialedition/mods/12604

Make VERY sure the mods with a skse plugin dll are for the correct SKSE and SSE version.

 

Then to fix captured dreams meshes and textures.
You need nifoptimizer https://www.nexusmods.com/skyrimspecialedition/mods/4089
And something to change a dds texture like https://www.getpaint.net/

 

Extract files from "CD Part 2 - Meshes and Textures - XXXX V4.09.7z"
Open the meshes folder from the extracted files and move the actors folder somewhere else, so that is wont be affected by the next step.
Run nifoptimizer with it's default settings on the meshes folder.
Run nifoptimizer with "head parts only" enabled on the actors folder.
Move the actors folder back into the meshes folder.
Run the "scan textures" funtion from nifoptimizer on the extracted textures folder, that will show 1 texture not being a multiple of 4.
Open that texture with pain.net (or what ever other image softwere you have that can edit dds files) and resize it so that both x and y are multiples of 4.
Then compress everything back into a zip file, and install with your mod manager.

Extract "CD Part 3 - Catsuit XXXX Mesh & Bodyslide Data.zip" and run nifoptimizer on the meshes folder.
Then compress everything back into a zip file, and install with your mod manager.
If you use bodyslide for those catsuit meshes, it would be a good idea to run nifoptimizer on the meshes it creates in your game (or MO) folder.

 

I will add this into the description under the SSE section. Thank you for the information.

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27 minutes ago, Stev333125 said:

It's great to see that you've started development on this mod again. Keep up the good work.

The work on the SSE version isn't my doing but has been kindly contributed by others (blyss4266 and ceber) but I am getting close to being in the proper frame of mind to start work again. My ability to work on things has been disrupted by the various drama between myself and others though they are not to blame for any of it, that lies solely with me and my inability to cope with it. All of that has been dealt with and now it is a matter of getting myself back on track mentally.

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18 minutes ago, Veladarius said:

The work on the SSE version isn't my doing but has been kindly contributed by others (blyss4266 and ceber) but I am getting close to being in the proper frame of mind to start work again. My ability to work on things has been disrupted by the various drama between myself and others though they are not to blame for any of it, that lies solely with me and my inability to cope with it. All of that has been dealt with and now it is a matter of getting myself back on track mentally.

Glad to hear that you're doing better. :)

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hello Vel. got a few suggestions that i hope are not to hard to add.  for property slave while in the mine and smithy, the plug used is the mage plug. which with DD can be activated. i think that the primitive plug would be a better choice for this. the reason i feel this is, those working in the mine and smithy don't need a vibrating plug. they are suppose to be working.

 

the second suggestion is for relationship, master gives you a set of plugs  of your choice which is nice, along with a ring to remove the belt. the suggestion i have is, that while with the ring in your inventory, master would have a new dialog option, allowing you to have her hold the ring, by doing so, it would allow her to control when the player gets relief similar to chaste life. there would be 2 differences. 1 she would offer a second set of plugs like the teaser and exciter, and you would also besides the 3 slaves in the shop you would get the option to have rayani or arisha give the player relief.

 

if you had these in mind or they would be to hard to implement, then dont worry about it, if they are not hard to implement, then i hope you will consider it.

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9 minutes ago, shadowwolf2k7 said:

 you would also besides the 3 slaves in the shop you would get the option to have rayani or arisha give the player relief.

 

 

Or decide if the player even deserves relief. ...

 

I like where this could go. 

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The only non multiple of 4 texture I found in any of the Part 2s was textures/devious/store/cdad.dds in the original res pack. It was 921x1024 and being so close I just replaced it with the 1024x1024 version from the 1024k pack in the one I provided to Veladarius. Also I did convert the part 5 meshes and esp last night but as I told Veladarius I didn't personally test it yet. I have been testing the main mod and the 2048k textures though and so far everything is peachy!

If anyone ever needs to know, this is the guide I followed to do the conversion - https://bethesda.net/community/topic/164350/converting-mods-from-oldrim-to-sse It has info for just about every kind of mod including stuff with BSA files and the like. It can be a little hard to follow but you just kinda gotta glean from it what you need! Note that PC mods do not have to be packaged with Archive if you don't want to. As ceber mentioned you do need to process head parts separately from body parts in SSE NIF optimizer - this is important! For converting ESPs that have multiple masters you will need to add "bAllowMultipleMasterLoads=1" to the General section of CreationKit.ini which will be in your SSE directory after installing Creation Kit. CK might throw a LOT of errors when you open stuff in it, but from what I've read you can safely ignore most of them.

 

Anyway I really hope the conversion proves useful to someone! From what I've seen so far this mod is really excellent!

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4 hours ago, shadowwolf2k7 said:

hello Vel. got a few suggestions that i hope are not to hard to add.  for property slave while in the mine and smithy, the plug used is the mage plug. which with DD can be activated. i think that the primitive plug would be a better choice for this. the reason i feel this is, those working in the mine and smithy don't need a vibrating plug. they are suppose to be working.

 

the second suggestion is for relationship, master gives you a set of plugs  of your choice which is nice, along with a ring to remove the belt. the suggestion i have is, that while with the ring in your inventory, master would have a new dialog option, allowing you to have her hold the ring, by doing so, it would allow her to control when the player gets relief similar to chaste life. there would be 2 differences. 1 she would offer a second set of plugs like the teaser and exciter, and you would also besides the 3 slaves in the shop you would get the option to have rayani or arisha give the player relief.

 

if you had these in mind or they would be to hard to implement, then dont worry about it, if they are not hard to implement, then i hope you will consider it.

The use of the mage plug was an error, should generally be the typical tormentor plug. I intend to change what plugs are used (if any) during the Property Slave portion to appropriate plugs depending on performance and what your job is. I intend to change the system that adds and removes devices and currently there are some issues with the plug part of the current one. I am hoping to improve device removal speed as well as integrating the new devices from v4 once updated to using it.

 

I already intend to have Master be able to revoke your ability to remove the belt if you displease her (any failure would trigger it for a varied length of time). Rayani and Ariasha will be getting use of the player quite a bit more in the next version whether they are a Relationship Slave, Property Slave or even a chance if not one at all. The (rather broken) encounters with Rayani and Ariasha during Manor Slave are being turned into independent quest to run them and their added functions. I was not satisfied with what I did with them but it was rushed as a number of things were.

 

Overall there are a lot of changes and upgrades to existing quests and features planned it's just a matter of getting myself to do it.

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16 minutes ago, Fenroo said:

Are there any non-quest items the Master can't unlock? I've noticed she doesn't seem to be able to remove the slave chastity belt (it does require 5 keys at once, after all!) although she does remove any piercings underneath it. 

The slave chastity belt is from DCL right? She isn't supposed the remove the quest items from other mods.

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4 hours ago, Fenroo said:

Are there any non-quest items the Master can't unlock? I've noticed she doesn't seem to be able to remove the slave chastity belt (it does require 5 keys at once, after all!) although she does remove any piercings underneath it. 

 

4 hours ago, Laura 'Lokomootje' said:

The slave chastity belt is from DCL right? She isn't supposed the remove the quest items from other mods.

Kimy has a listing of items in DCL that she says is OK to remove and asks not to remove anything else. CD refers to this list when checking to see if something is removable. For the record, any items with the 'QuestItem' or 'BlockGeneric' keywords on them other than items from CD or on DCL's OK to remove list will NOT be removed. I could easily remove every quest item but I respect other mod authors and won't remove devices they deem important enough to add that keyword to and don't want removed.

 

As for not removing the piercings it may be something with v4 that makes belts block their removal via script (would not think so) or they are also quest items (don't know without specifics). In v3 I can remove piercings and plugs out from under quest belts with no issues.

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