Jump to content

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


Recommended Posts

Posted
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.

Posted
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. :)

Posted

so whats new? there isnt anything new since the last one... or where is it written down ? maybe can u clean it a bit also the download files ?

Posted

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.

Posted
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. 

Posted

Man I really want this mod but conflicting with Legendary Cities is a deal-breaker for me.. is there hope for a patch ever? 

Posted

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!

Posted
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.

Posted

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. 

Posted
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.

Posted
52 minutes ago, Laura 'Lokomootje' said:

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

Ahhh, makes sense. Thank you! You're a wealth of knowledge and modding.?

Posted
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.

Posted

It's awesome to hear that more work is planned!

Meanwhile... is it a known issue for slaves to just kind of... skate around while chained up? This also happened to me when a whipping scene ended... it's like the game wants them to move but they are still chained so they just kinda skate around like that lol. I wondered if it was a known issue or something unique to using it with SSE?

Posted
1 hour ago, Veladarius said:

 

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.

No, she does remove the piercings. Anyway I'm glad that the mod designers are working together and not stepping on each other's toes. 

Posted
2 hours ago, blyss4226 said:

It's awesome to hear that more work is planned!

Meanwhile... is it a known issue for slaves to just kind of... skate around while chained up? This also happened to me when a whipping scene ended... it's like the game wants them to move but they are still chained so they just kinda skate around like that lol. I wondered if it was a known issue or something unique to using it with SSE?

Lots of work is planned, getting it done is another matter.

 

It is an issue, the don't drop out of their idle and back to the normal one as they should though some occasionally do. It is something that has been there from the start pretty much.

Posted
2 hours ago, Fenroo said:

No, she does remove the piercings. Anyway I'm glad that the mod designers are working together and not stepping on each other's toes. 

I do what I can but there are things that some others can do to make things better such as checking if an actor they are about to do something to is already in a scene or being animated before doing something, I have enough trouble getting things to go right in my own mod without other mods stepping in.

Posted
On 10/9/2018 at 12:49 PM, SKYRIMSEXISCOOL said:

Man I really want this mod but conflicting with Legendary Cities is a deal-breaker for me.. is there hope for a patch ever? 

No. I have spoken with the other mod's author and it would require one or both of us to drastically change what we have built there or move entirely. I believe you can disable the city that is there and still have the rest, others have done it.

Posted

"I call upon the powers within this tome

Send your power through me and into this amulet

So that it may recognize me and respond to my command"

Nice touch. When making the mod do you just have to type out normally and deadric is just the font?

Posted
50 minutes ago, LimitBreak said:

"I call upon the powers within this tome

Send your power through me and into this amulet

So that it may recognize me and respond to my command"

Nice touch. When making the mod do you just have to type out normally and deadric is just the font?

Yes, that is all that you have to do.

Posted
Spoiler
12 minutes ago, Shywhitepaw said:

Hiya, i'm having the some problem as blyss4226 is there any other work around instead of doing that? Mind someone upload the whole modded game for download lol... 

 

 

And, in fairness, it is not unique to this mod. I know of others that have the same issue.

Posted
21 hours ago, Shywhitepaw said:

Hiya, i'm having the some problem as blyss4226 is there any other work around instead of doing that? Mind someone upload the whole modded game for download lol... 

If you are referring to the issue of npc's moving around in the bound animation it is a matter of the npc not resetting to the standard idle / animations even though they are set to do so. I had tried a number of things some time ago to fix it including resetting their idle when done but that does not work with all of them or all of the time (some not at all). They use markers and AI packages with multiple animations possible but I am not sure why it won't release them from the bound idle. This has happened across most every version of ZAP (where I pull the idles from directly) so I know it isn't an issue with that. Since it is only a visual bug and does not affect game play it isn't high on my list of things to fix currently.

Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...