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


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Posted

I've tried to run CD on SSE, and so far so good. I did have to run the meshes through the nifoptimizer, and upscaled 1 texture that wasn't a "multiple of 4" resolution, to get things working but that is a small effort.

Posted
5 hours ago, ceber said:

I've tried to run CD on SSE, and so far so good. I did have to run the meshes through the nifoptimizer, and upscaled 1 texture that wasn't a "multiple of 4" resolution, to get things working but that is a small effort.

I didn't think I used SKSE specific functions much and any I did use were basic and likely ported over. Good to hear that it works and isn't too difficult to set up.

Posted

@Veladarius; I seem to remember you saying that you use a different setup for modding than playing the game to make it easier to switch back and forth.  If it isn't too much trouble could you tell us how you did that?  I might make more progress on DDH if I didn't have to tear my game down to work on it.  I've seen a few things floating around but I'm not sure what is dependable.

 

Thanks

Posted
5 hours ago, TurboNerd said:

@Veladarius; I seem to remember you saying that you use a different setup for modding than playing the game to make it easier to switch back and forth.  If it isn't too much trouble could you tell us how you did that?  I might make more progress on DDH if I didn't have to tear my game down to work on it.  I've seen a few things floating around but I'm not sure what is dependable.

 

Thanks

No, actually I use my full load order when testing (240+ esp/esm's) and find it more useful as I can see how it operates in a regular game environment so I can see how it performs, any conflicts as well as performance issues and recommend others to do it as well. As for within the CK I only load my mod and its masters. I use an older version of NMM (0.56 I think) so I don't have profiles with it and I have over 400 mods active (some are resource mods, some are just texture replacers) so there is no way I am changing it especially since it has been in place since 2014 (half the mods have been in place since 2015).

 

I use the newer version of NMM for FO4 but don't do any modding with it and have not used the different profiles, no real reason to really.

Posted
13 hours ago, Veladarius said:

No, actually I use my full load order when testing (240+ esp/esm's) and find it more useful as I can see how it operates in a regular game environment so I can see how it performs, any conflicts as well as performance issues and recommend others to do it as well. As for within the CK I only load my mod and its masters. I use an older version of NMM (0.56 I think) so I don't have profiles with it and I have over 400 mods active (some are resource mods, some are just texture replacers) so there is no way I am changing it especially since it has been in place since 2014 (half the mods have been in place since 2015).

 

I use the newer version of NMM for FO4 but don't do any modding with it and have not used the different profiles, no real reason to really.

Thanks for the reply.  My instinct was to cut the load order down to the bare minimum in order to reduce the variables.  I will try it with my full load order and see whether my dialogue flow charts wind up in a pile (as happened when the last time I disturbed things).

Posted
1 hour ago, TurboNerd said:

Thanks for the reply.  My instinct was to cut the load order down to the bare minimum in order to reduce the variables.  I will try it with my full load order and see whether my dialogue flow charts wind up in a pile (as happened when the last time I disturbed things).

Having your full load order in place should only have an impact on what you see in the CK if you load it all. If you continue to have issues PM me and I will help you there and see if we can figure out what is happening and resolve it.

Posted
15 minutes ago, HytekDragn said:

I installed part 1 and 2 to run with special edition, I ran loot. The building is there in in the game, but once I try to enter the door it CTDs.

I myself have not done anything as far as testing or checking compatibility with SE, I don't use it. This post by Ceber (https://www.loverslab.com/topic/23844-devious-devices-captured-dreams-shop-v415/?do=findComment&comment=2383412) told of a few things he had to do to get it running in SE. Beyond that I would need to see a papyrus log from when you try to enter that also has several minutes of play beforehand, what version of DD you are using and if you are using my pre-generated meshes or not.

Posted
On 9/26/2018 at 10:26 AM, Veladarius said:

On the missing mod (Fus Ro D'oh) it is required by any mod that has dialogue.

And that one doesn't have a plugin, so I wouldn't know how to detect its absence (though possibly the script extender could.. but, lots of effort for little gain).

 

But, ... for interrupted scenes ... if you have a timer and when it goes off the expected step hasn't completed, it seems like you could either do something simple (skip that step and move on, pretending it happened), or informative (some descriptive text) or elaborate (teleport actors into position, or some other fallback implementation)? Or ... maybe skyrim breaks those approaches somehow?

Posted
9 hours ago, sen4mi said:

And that one doesn't have a plugin, so I wouldn't know how to detect its absence (though possibly the script extender could.. but, lots of effort for little gain).

 

But, ... for interrupted scenes ... if you have a timer and when it goes off the expected step hasn't completed, it seems like you could either do something simple (skip that step and move on, pretending it happened), or informative (some descriptive text) or elaborate (teleport actors into position, or some other fallback implementation)? Or ... maybe skyrim breaks those approaches somehow?

The problem is that there are some scenes that have scripts at various phases that have to be run and can't be skipped. Not having other mods running that can disrupt the scenes by doing something with an npc or the player (most all have a way to temporarily disable those features in their MCM menu) has been a rule from the start. Besides, Skyrim considers a scene with a force greet that moves into dialogue to still be running until that dialogue ends (which is why they end up repeating if the dialogue is interrupted or ends improperly) so setting a timer for it is not feasible.

 

If people are not willing to follow my simple rule then they can deal with the consequences and if modders don't make a way to disable whatever their mod does then I would consider it incompatible.

 

I have several hundred scenes in CD, I know what areas are problem areas and am working on making sure they work but Skyrim can be damn picky at times with scenes, especially so with ones with force greets and not end them properly (I just found one that should be ending as the ending script runs but it does not technically end and has no force greet).

Posted

I might be stupid for asking this but I've installed this mod about a 6 times now. I've read the description about a dozen times but I just can't seem to understand what to do apparently. What order do I need to install this? And which files should I install in what order?

 

I installed File 1 then File 2, then 3. I then installed the master file titled Captured Dreams. When that didn't work (lots of errors) I just installed 1 2 and 3 but got errors with the dialog "Outlook Failed" or whatever and the clothing was invisible despite me running the body slide tool through MO. I then just said screw it and merged 1 2 and 3 into 1 pack, threw in the "captured Dreams" for good measure , made sure that pack 1's ESP was the only CD ESP and now Master won't take off certain toys after delivering the package. Namely the Harness and Collar. I could spend another 6 or so attempts trying to install this but I figure I should just ask since I've spent a good couple of hours on this.

 

Basically I just want the install order spelled out for me. What order am I supposed to install these files in?

Posted

This is a breakdown of the files:

 

Required:

Parts 1 and 2 are the only parts required but if you are using v4 then you will also want the patch that is there.

 

Optional:

Part 3 is the bodyslide files for the catsuits but they should be included with DDx now as they are the same mesh.

 

Part 4 was removed

 

Part 5 has some minor files that are zipped as well, they include: ESP for all Embassy guards to be female, ESP to remove Catsuits from Shop employees and finally UNPB meshes for the chastity piercings. These are all optional and the Part 5 file will need unzipped before you can use these.

 

CD Device Removal DDv4 update is a patch for DDv4 users and should let armbinders, yokes and similar items be removed in most all cases (did not check every script, just major ones). This should work even with v3 as it checks the version of DD in use and adjusts as to which keyword it should use to remove those devices.

 

German version:

V4.05 and the update v4.051 is a legacy version and is the last version to have German language support. Do not use this with v4.15 as they are incompatible.

 

 

Posted
7 hours ago, Veladarius said:

This is a breakdown of the files:

 

Required:

Parts 1 and 2 are the only parts required but if you are using v4 then you will also want the patch that is there.

 

Optional:

Part 3 is the bodyslide files for the catsuits but they should be included with DDx now as they are the same mesh.

 

Part 4 was removed

 

Part 5 has some minor files that are zipped as well, they include: ESP for all Embassy guards to be female, ESP to remove Catsuits from Shop employees and finally UNPB meshes for the chastity piercings. These are all optional and the Part 5 file will need unzipped before you can use these.

 

CD Device Removal DDv4 update is a patch for DDv4 users and should let armbinders, yokes and similar items be removed in most all cases (did not check every script, just major ones). This should work even with v3 as it checks the version of DD in use and adjusts as to which keyword it should use to remove those devices.

 

German version:

V4.05 and the update v4.051 is a legacy version and is the last version to have German language support. Do not use this with v4.15 as they are incompatible.

 

 

So Part 3 can be ignored completely then? Alright that helps plenty since I've been installing it last thinking the esp in it was required over the one in CD part 1. So basically I just have to merge CD file 1 and 2 together and throw File 5 into it as well if I want to enable the changes.

 

I don't know what made me think "Captured_Dreams_V4-05.7Z" was a necessary file at first. Likely the filesize. In any case thanks for the break down. I wasn't aware CD file 3 wasn't required if you already had DDx. I was overwriting so many files it's no wonder I was getting so many issues.

Posted
18 minutes ago, Chroom22 said:

So Part 3 can be ignored completely then? Alright that helps plenty since I've been installing it last thinking the esp in it was required over the one in CD part 1. So basically I just have to merge CD file 1 and 2 together and throw File 5 into it as well if I want to enable the changes.

 

I don't know what made me think "Captured_Dreams_V4-05.7Z" was a necessary file at first. Likely the filesize. In any case thanks for the break down. I wasn't aware CD file 3 wasn't required if you already had DDx. I was overwriting so many files it's no wonder I was getting so many issues.

Just make sure to unzip file 5 and just use the portions you want as each of them is individually zipped within that zip file.

 

You may want to clean your save or, if it was a new game start again as v4.05 and v4.15 are incompatible as a number of properties and aliases have been changed.

Posted
On 9/27/2018 at 8:28 AM, ceber said:

I've tried to run CD on SSE, and so far so good. I did have to run the meshes through the nifoptimizer, and upscaled 1 texture that wasn't a "multiple of 4" resolution, to get things working but that is a small effort.

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.

Posted
On 9/30/2018 at 3:16 AM, Chroom22 said:

I might be stupid for asking this but I've installed this mod about a 6 times now. I've read the description about a dozen times but I just can't seem to understand what to do apparently. What order do I need to install this? And which files should I install in what order?

 

I installed File 1 then File 2, then 3. I then installed the master file titled Captured Dreams. When that didn't work (lots of errors) I just installed 1 2 and 3 but got errors with the dialog "Outlook Failed" or whatever and the clothing was invisible despite me running the body slide tool through MO. I then just said screw it and merged 1 2 and 3 into 1 pack, threw in the "captured Dreams" for good measure , made sure that pack 1's ESP was the only CD ESP and now Master won't take off certain toys after delivering the package. Namely the Harness and Collar. I could spend another 6 or so attempts trying to install this but I figure I should just ask since I've spent a good couple of hours on this.

 

Basically I just want the install order spelled out for me. What order am I supposed to install these files in?

For me 1 2 3 4 5 (just the order they are named).

If you're using MO you can try a bare bones run (just CD and requirements) to see if you maybe have another mod interfering. Also the device removal is a bit weird after DD4 Val put up a file somewhere in this forum a couple pages back which, at least for me, fixes 90% of those issues.

 

@Veladarius

I noticed that, even with the script fix for dd4, setting device preference to harness the delivery quest (not sure if other areas as well) seem unable to equip the harness and master just gives a "Hey!", Any ideas? I am using dd4 and am aware you are working on that, so if it's that, I'll patiently await the next update of cd ?

Posted
9 hours ago, 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.

If you are using the mesh sets I had (part 4) the CBBE meshes, specifically the ebonite corset w/ belt will cause a ctd all of the time due to an issue with the bodyslide files used to make it. If you are using them I suggest using the v4 bodyslide file and rebuilding them.

 

Try going to the original mesh set instead. While it does not look like much there are 2 layers to the walls as there is a panel placed over the normal wood walls so the game renders the invisible one first then the visible one.

 

Beyond that, upload a log with 5-10 minutes of play BEFORE trying to enter so I can see what all is going on in your game. Make sure logging is turned on for any mods you have.

Posted
18 hours ago, Veladarius said:

If you are using the mesh sets I had (part 4) the CBBE meshes, specifically the ebonite corset w/ belt will cause a ctd all of the time due to an issue with the bodyslide files used to make it. If you are using them I suggest using the v4 bodyslide file and rebuilding them.

 

Try going to the original mesh set instead. While it does not look like much there are 2 layers to the walls as there is a panel placed over the normal wood walls so the game renders the invisible one first then the visible one.

 

Beyond that, upload a log with 5-10 minutes of play BEFORE trying to enter so I can see what all is going on in your game. Make sure logging is turned on for any mods you have.

Yep, I was building them myself, and saw the same thing when using the original mesh set.  So here's a log of me loading a save immediately outside of the Helgen cave, and walking over to the Captured Dreams shop.  For the sake of eliminating variables and making logs less messy, I've removed all mods except the SSE versions of the requirements for CD, as well as Live Another Life SE and the Unofficial SSE patch.

Papyrus.0.log

Posted
4 hours ago, coyoteseattle said:

Yep, I was building them myself, and saw the same thing when using the original mesh set.  So here's a log of me loading a save immediately outside of the Helgen cave, and walking over to the Captured Dreams shop.  For the sake of eliminating variables and making logs less messy, I've removed all mods except the SSE versions of the requirements for CD, as well as Live Another Life SE and the Unofficial SSE patch.

Papyrus.0.log

The only error with CD is the property errors on the devices within the merchant containers which is typical since v3 and v4 belt scripts are different and use different animations. These showed up at the start of the log (which is generally the only time you see them in the original version of Skyrim) and then again it looks like when entering the shop (not sure why SSE load it again but that is typical of what I have seen of it). Because of this additional papyrus work when loading the shop interior I would suggest increasing this value in the ini file: 

'Load screen budget: 500.000000ms'   as this limits how much time papyrus has to run scripts when going between areas with a load screen.

I don't know much about SSE since I never used it but my original Skyrim papyrus entries are as follows:

Quote

fUpdateBudgetMS=1.2
fExtraTaskletBudgetMS=2.0
fPostLoadUpdateTimeMS=1000.0
iMinMemoryPageSize=128
iMaxMemoryPageSize=512
iMaxAllocatedMemoryBytes=76800

The top three have been increased by a good amount to allow scripts time to run during the transition. I do have increased load times between areas but then I also run at a UGrids of 9 so there is more for the game to load but load times between interiors is not affected much.

 

Just for comparison this is my Fallout 4 ini papyrus settings running a Ugrids of 7:

Quote

fPostLoadUpdateTimeMS=500.0
fUpdateBudgetMS=2.4
fExtraTaskletBudgetMS=2.4
iMinMemoryPageSize=128
iMaxMemoryPageSize=512
iMaxAllocatedMemoryBytes=307200

As a note, FO4 has a number of quests that start when an area is loaded where Skyrim has few (if any as I have not noticed any) so running any higher in FO4 is a hassle.

Posted

I have a problem of  Captured Dreams Shop v4.15.

When I was completing the quest (Quest – Go pick up a package: Travel to the lighthouse near Solitude and pick up a package. It turns out there is more to this package than you or Master knew and there are people looking for it and it is something you can’t hide. Can you evade the people looking for it? Note: Fast travel is disabled once the item is picked up.)

I had a bug in the cell that the master could not do anything to the slave.And i couldn't be freed from the animation.

Can you tell me why it happened and how to solve it?

Thank you very much.

 

Posted
8 hours ago, dayangvvv said:

I have a problem of  Captured Dreams Shop v4.15.

When I was completing the quest (Quest – Go pick up a package: Travel to the lighthouse near Solitude and pick up a package. It turns out there is more to this package than you or Master knew and there are people looking for it and it is something you can’t hide. Can you evade the people looking for it? Note: Fast travel is disabled once the item is picked up.)

I had a bug in the cell that the master could not do anything to the slave.And i couldn't be freed from the animation.

Can you tell me why it happened and how to solve it?

Thank you very much.

 

Dunno about the second question but you CAN evade them without an bug occurring. I just got back on my horse and ran away and came back when they couldn't catch up.

Posted

you dont even need to get on your horse, you can swim across the channel with the package following you., and seeing as how you will be taveling through the woods and forests of skyrim, the hunters will have a very hard time finding you. that is how i avoided the hunters myself, and never visited the tower. just had to kill spiders, wolves and the such.

Posted
6 hours ago, Chroom22 said:

Dunno about the second question but you CAN evade them without an bug occurring. I just got back on my horse and ran away and came back when they couldn't catch up.

THX

Posted

So... when I try equipping my slave with one of the devices I bought from Captured Dreams, they do not activate; such as cuffs, chasity, plugs, etc. Is my save file bugged or is it something to do with my load order? 

 

Attached is my load order. 

LoadOrder.txt

Posted
On 9/29/2018 at 11:15 AM, Veladarius said:

The problem is that there are some scenes that have scripts at various phases that have to be run and can't be skipped. Not having other mods running that can disrupt the scenes by doing something with an npc or the player (most all have a way to temporarily disable those features in their MCM menu) has been a rule from the start. Besides, Skyrim considers a scene with a force greet that moves into dialogue to still be running until that dialogue ends (which is why they end up repeating if the dialogue is interrupted or ends improperly) so setting a timer for it is not feasible.

 

If people are not willing to follow my simple rule then they can deal with the consequences and if modders don't make a way to disable whatever their mod does then I would consider it incompatible.

 

I have several hundred scenes in CD, I know what areas are problem areas and am working on making sure they work but Skyrim can be damn picky at times with scenes, especially so with ones with force greets and not end them properly (I just found one that should be ending as the ending script runs but it does not technically end and has no force greet).

The simplest fallback I can think of might be called "get a room":

 

Teleport the player and the conversation target to a dedicated small room, leave the screen black, wait until the conversation completes (have the end handler check for being in that room). Then teleport them back out.

 

A pain, for sure (you don't know if a room is garbaged by another npc when things are broken, so each such conversation needs its own place). I keep hoping that Elminster will give us something that can serialize a plugin to text and then deserialize it back to mod format, so rebuilding lots of conversations can be tackled... but ...

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