DeepBlueFrog Posted June 11, 2014 Author Posted June 11, 2014 i kope you will change the "master follows slave" with your new System. if you fight in a camp of bandits, foresworn etc any one of them can become the master actually, if he is lucky and gets the last hit. in those camps the slave should be brought to the Boss and serve him and not just anyone. the Boss running after the slave is not reasonable. a master wouldnt do that. the slave should get a guard that follows her and punish her when she goes too far away, exactly as in the old Version where the slave was kicked back to the master. now she get kicked back to the guard. That guard may be a creature, sure. the master will have his fun with the slave, whenever the guard returns to him. so the slave has a limited time to walk away from the master, with her guard at her feet. Earning Money for the Boss as prostitute is the most likely reason why the master keeps slaves. i disagree on consensual quests. Gold for the wicked could be expanded instead. Does the Dance earn Money ? i didnt noticed that. Thanks for the idea. The problem here is that there is no way that I know of to scan for a boss relation to the NPC who enslaves you. Some level of relationships is there but it is not fully developed so there is no hierarchy between NPCs to speak of.
Guest Posted June 11, 2014 Posted June 11, 2014 i kope you will change the "master follows slave" with your new System. if you fight in a camp of bandits, foresworn etc any one of them can become the master actually, if he is lucky and gets the last hit. in those camps the slave should be brought to the Boss and serve him and not just anyone. the Boss running after the slave is not reasonable. a master wouldnt do that. the slave should get a guard that follows her and punish her when she goes too far away, exactly as in the old Version where the slave was kicked back to the master. now she get kicked back to the guard. That guard may be a creature, sure. the master will have his fun with the slave, whenever the guard returns to him. so the slave has a limited time to walk away from the master, with her guard at her feet. Earning Money for the Boss as prostitute is the most likely reason why the master keeps slaves. i disagree on consensual quests. Gold for the wicked could be expanded instead. Does the Dance earn Money ? i didnt noticed that. Thanks for the idea. The problem here is that there is no way that I know of to scan for a boss relation to the NPC who enslaves you. Some level of relationships is there but it is not fully developed so there is no hierarchy between NPCs to speak of. It's not so hard to choose bosses based on location though, and locations based on factions. If you really wanted to do something like this, you could set up an alias when the quest begins to point to a location related to the appropriate faction, which will eventually become your "permanent" home. Not sure if you can choose locations based on proximity to the player, so this might involve the master marching the PC.
shinji72 Posted June 11, 2014 Posted June 11, 2014 It's not so hard to choose bosses based on location though, and locations based on factions. If you really wanted to do something like this, you could set up an alias when the quest begins to point to a location related to the appropriate faction, which will eventually become your "permanent" home. Not sure if you can choose locations based on proximity to the player, so this might involve the master marching the PC. That would become repetitive after a while if every time you're enslaved by fornsworn you're are brought to the same place with the same master. The best think of SD+ (and the master-follows-theplayer features) is its extreme openess. A lot can happen if you roleplay a bit. You can explore all the dungeons you got into as a slave. And if there is a final boss, maybe it's the guy who captured me that brought me to him (after being a good slave maybe!) No modding skill or enhanced AI can substitute your imagination. Having you forced around the master or teleported to other place, may sounds good on paper but has many drawbacks. Like feeling railroaded... being forced into a repetitive scenario... find oneself in a dead end situation with nothing to do and no way to escape except using the console or loading a previous save. How immersive would be that? As it is now, SD+ can adapt to thousand of different situations and gamestyles.
Guest Posted June 11, 2014 Posted June 11, 2014 It's not so hard to choose bosses based on location though, and locations based on factions. If you really wanted to do something like this, you could set up an alias when the quest begins to point to a location related to the appropriate faction, which will eventually become your "permanent" home. Not sure if you can choose locations based on proximity to the player, so this might involve the master marching the PC. That would become repetitive after a while if every time you're enslaved by fornsworn you're are brought to the same place with the same master. The best think of SD+ (and the master-follows-theplayer features) is its extreme openess. A lot can happen if you roleplay a bit. You can explore all the dungeons you got into as a slave. And if there is a final boss, maybe it's the guy who captured me that brought me to him (after being a good slave maybe!) No modding skill or enhanced AI can substitute your imagination. Having you forced around the master or teleported to other place, may sounds good on paper but has many drawbacks. Like feeling railroaded... being forced into a repetitive scenario... find oneself in a dead end situation with nothing to do and no way to escape except using the console or loading a previous save. How immersive would be that? As it is now, SD+ can adapt to thousand of different situations and gamestyles. Is there only one Forsworn location with a boss? I mean that the location could be chosen radiantly, like in the bounty quests you get from the inn. Anyway I was only suggesting a possible technical solution, not advocating for it. However, since you brought it up... Using imagination is of course important to the enjoyment of this mod and many others. But there's clearly a point at which you need the game to take over from your imagination- otherwise we could just sit around and daydream. The problem with the current escape system is that there is essentially no game element- escape can almost always be achieved by running in one direction away from the master. I often escape accidentally while trying to bring the master to an interesting location. It is like using the Devious Device mods without any sort of locking system. Of course we could all use our imaginations and pretend that the devices can't be removed, but I think it's clearly more enjoyable when there's a restrictive element- finding keys or completing quests to remove the devices. Sitting around in caves and fortresses in old SD wasn't really boring, because there was something to do. I needed to find weapons to cut my bonds, try to steal the key, or creatively use traps to kill the owner. If I exhausted all such options, then I had a strong RP reason for my character to be submissive- it's her only hope of escape. I agree it could get repetitive, but sitting around in caves and fortresses is still repetitive. Added idles are a nice touch, but they're not that big a deal, and also not mutually exclusive with the old leash system. The current system is still unimmersive. If I want to lead the master somewhere, I basically have to use the console, because he likes to wander off and do his own thing, occasionally mining on the side of the road. And the most immersion breaking thing of all is that I have to voluntarily remain close by. There's no risk evaluation- "maybe now I could get away, while they're distracted" sort of thing. I play out some story and then decide when it ends, which is nice, but sometimes you run out of stories. Having more mechanical elements lets the game make the stories for you. Anyway none of it will matter once the Owner is made into a proper follower. Honestly if the current setup would change just so that the master always followed you, even if he never had different idles, I think that would be a big improvement.
DeepBlueFrog Posted June 11, 2014 Author Posted June 11, 2014 What I am currently working on:- porting some Zaz items into Devious Devices (iron collar, iron cuffs and shackles, blindfold and wooden bit gag)- that will allow me it get rid of my klunky housekeeping system and make use of DD new leash system- DDs leash and keys will make it harder to escape- exposure to enslavement will reduce your health, magicka and stamina over time to give an incentive to escape (these will be lifted - not restored - if you join your master and get him as a full follower later)- master will give you tasks with a goal, a deadline and a set of restrictions. Some tasks will let you wander away from the master. Missing your deadline will have consequences.- those tasks will be customizable based on factions eventually.
traveller_phi Posted June 11, 2014 Posted June 11, 2014 Whatever I am currently working on: [...] - exposure to enslavement will reduce your health, magicka and stamina over time to give an incentive to escape (these will be lifted - not restored - if you join your master and get him as a full follower later) [...] Question on this option. Once you do escape, your health, magica, and stamina go back to the original values? So basically the longer you wait the harder it will be to escape, but there isn't a permanent penalty for being enslaved for a while. Also joining your master, I assume the difference between lifted rather than restored means that if the master as full follower status changes (Master is killed and ownership transfers to the victor, or perhaps master wants a break from adventuring to concentrate on playing with you more) the health, magica, and stamina immediately drop back down to what they were, rather resetting the clock and starting the decay over again. That would definitely be incentive to keep your master alive when adventuring. Does this also apply when using the "I need a strong hand" option. Perhaps a more consensual relationship shouldn't have this downside?
xboronx Posted June 11, 2014 Posted June 11, 2014 Got a nice long enslavement in a mage fort, worked almost flawlessly. Liking the new "how am i doing" question . Just got two minor annoyances: -My master very often did tasks like alchemy, so getting him to follow me was difficult. The problem with this was that i needed to enter a fort building to be able to sleep, but it took quite a few tries till the master followed, instead of triggering an escape attempt. Could you add a dialogue line like the ones for "please give me something to eat/drink" to beg for sleep? -Is there an emergency way to briefly check menus or allow shouts? TDF prostitution has a new dance sex mechanic, which would be perfect as slave task, but to start dancing with TDF you need to do a shout. I forgot to equip the shout before, so an emergency toggle would be very handy. Your new worklist looks good, thanks in advance for all your amazing continued modding efforts
anomalic Posted June 11, 2014 Posted June 11, 2014 Hello, because of my other extra thread is not beeing regarded, i post his here, too: http://www.loverslab.com/topic/32486-sd-defeat-da-mod-conflict-or-setting-issue/ Hello all,First my apology to all, if i posted in the wrong forum and my maybe not always correct spelling Then, my thanks to all who are reading this and trying to help.I tried many combinations in the past, but could't get this running properlyInitial situation:i have various SexLab mods installed. with every update and time the amount increased.because of some issues like missing animations and triggers not working properly i decided to start a new character.(by the way - i deleted all my old ones, just to force me to go ahead with this.Now i am level 3 - and with the last update of SD+ with DeathAlternative i lost control somehow.in the following i posted now my mod-settings (sorry it is sometimes in german).i guess the clue is on the correct setup of the combination of SD+, DeathAlternative and Defeat.but i posted some more, maybe i overlooked something.Biggest Problem right now:1) when reaching 0% threshold from DeathAlternative, the second life-bar pops up2) when the second bar is empty, its filled up automatically. Character cannot enter bleed-out-mode or die3) only when i get slayed over and over again, it sometimes happen i die or trigger the DeathAlternative4) pressing "K" (surrender) it always shows to me "still have life in you, pray the gods, resist" - but all of them usually refill my life.The goal:sounds easy....1) i want knocked down by Defeat, when i fall below 30% life (always!!!)2) i want Death-Alternative happen, when i fall below 0% life (always!!!)2.1) Sanguines Debauchery shall be happen with a 80% probability3) i want the "K"-surrender key proper working and leading to point 24) what dont need, is the second DeathAlternative-life bar !If its necessary to start a new character, i will.I am very thankful for every hint you have !anomalicEnclosed now, my mod-config-screenshots.most important:Death Alternative Defeat Sanguines Debauchery Plus
Guest Posted June 11, 2014 Posted June 11, 2014 Got a nice long enslavement in a mage fort, worked almost flawlessly. Liking the new "how am i doing" question . Just got two minor annoyances: -My master very often did tasks like alchemy, so getting him to follow me was difficult. The problem with this was that i needed to enter a fort building to be able to sleep, but it took quite a few tries till the master followed, instead of triggering an escape attempt. Could you add a dialogue line like the ones for "please give me something to eat/drink" to beg for sleep? -Is there an emergency way to briefly check menus or allow shouts? TDF prostitution has a new dance sex mechanic, which would be perfect as slave task, but to start dancing with TDF you need to do a shout. I forgot to equip the shout before, so an emergency toggle would be very handy. Your new worklist looks good, thanks in advance for all your amazing continued modding efforts This mod has a dance sex mechanic too, what's different about TDF's?
DeepBlueFrog Posted June 11, 2014 Author Posted June 11, 2014 Got a nice long enslavement in a mage fort, worked almost flawlessly. Liking the new "how am i doing" question . Just got two minor annoyances: -My master very often did tasks like alchemy, so getting him to follow me was difficult. The problem with this was that i needed to enter a fort building to be able to sleep, but it took quite a few tries till the master followed, instead of triggering an escape attempt. Could you add a dialogue line like the ones for "please give me something to eat/drink" to beg for sleep? -Is there an emergency way to briefly check menus or allow shouts? TDF prostitution has a new dance sex mechanic, which would be perfect as slave task, but to start dancing with TDF you need to do a shout. I forgot to equip the shout before, so an emergency toggle would be very handy. Your new worklist looks good, thanks in advance for all your amazing continued modding efforts This mod has a dance sex mechanic too, what's different about TDF's? The dances in TDF are better I am working on a fix for that as well.
jfraser Posted June 11, 2014 Posted June 11, 2014 Hello, because of my other extra thread is not beeing regarded, i post his here, too: http://www.loverslab.com/topic/32486-sd-defeat-da-mod-conflict-or-setting-issue/ Hello all, First my apology to all, if i posted in the wrong forum and my maybe not always correct spelling Then, my thanks to all who are reading this and trying to help. I tried many combinations in the past, but could't get this running properly Initial situation: i have various SexLab mods installed. with every update and time the amount increased. because of some issues like missing animations and triggers not working properly i decided to start a new character. (by the way - i deleted all my old ones, just to force me to go ahead with this. Now i am level 3 - and with the last update of SD+ with DeathAlternative i lost control somehow. in the following i posted now my mod-settings (sorry it is sometimes in german). i guess the clue is on the correct setup of the combination of SD+, DeathAlternative and Defeat. but i posted some more, maybe i overlooked something. Biggest Problem right now: 1) when reaching 0% threshold from DeathAlternative, the second life-bar pops up 2) when the second bar is empty, its filled up automatically. Character cannot enter bleed-out-mode or die 3) only when i get slayed over and over again, it sometimes happen i die or trigger the DeathAlternative 4) pressing "K" (surrender) it always shows to me "still have life in you, pray the gods, resist" - but all of them usually refill my life. The goal: sounds easy.... 1) i want knocked down by Defeat, when i fall below 30% life (always!!!) 2) i want Death-Alternative happen, when i fall below 0% life (always!!!) 2.1) Sanguines Debauchery shall be happen with a 80% probability 3) i want the "K"-surrender key proper working and leading to point 2 4) what dont need, is the second DeathAlternative-life bar ! If its necessary to start a new character, i will. I am very thankful for every hint you have ! anomalic Enclosed now, my mod-config-screenshots. most important: Death Alternative Defeat Sanguines Debauchery Plus The second bar is part of DA. You can change its settings so it empties faster, but you can't get rid of it.
traveller_phi Posted June 11, 2014 Posted June 11, 2014 Hello, because of my other extra thread is not beeing regarded, i post his here, too: http://www.loverslab.com/topic/32486-sd-defeat-da-mod-conflict-or-setting-issue/ [...] The goal: sounds easy.... 1) i want knocked down by Defeat, when i fall below 30% life (always!!!) [...] Just a quick note on this goal. You will have to wait for at least the next release of Defeat. As currently coded when Defeat detects DA, it doesn't use its own knock down mechanic, but rather defaults to using DA. So you can only get knocked down at 0% health, as part of a DA scenario if I understand how it is supposed to work correctly. Goubo has said he will be looking into enabling mid-fight knockdowns when working with DA, so in the future it may be possible to get knockdowns at 30% while using DA and SD+. But currently that is not how the mod works.
anomalic Posted June 11, 2014 Posted June 11, 2014 The second bar is part of DA. You can change its settings so it empties faster, but you can't get rid of it. the second bar is DA i thought, no ? the Thing is - after the bar is empty, it is refilled automatically. whyy ?!? Just a quick note on this goal. You will have to wait for at least the next release of Defeat. As currently coded when Defeat detects DA, it doesn't use its own knock down mechanic, but rather defaults to using DA. So you can only get knocked down at 0% health, as part of a DA scenario if I understand how it is supposed to work correctly. Goubo has said he will be looking into enabling mid-fight knockdowns when working with DA, so in the future it may be possible to get knockdowns at 30% while using DA and SD+. But currently that is not how the mod works. so... there is no useful setup in the current combination of SD+ and Defeat and DA ?!?
DeepBlueFrog Posted June 11, 2014 Author Posted June 11, 2014 Whatever I am currently working on: [...] - exposure to enslavement will reduce your health, magicka and stamina over time to give an incentive to escape (these will be lifted - not restored - if you join your master and get him as a full follower later) [...] Question on this option. Once you do escape, your health, magica, and stamina go back to the original values? So basically the longer you wait the harder it will be to escape, but there isn't a permanent penalty for being enslaved for a while. That's still undefined. I would like to have some long term effects. Currently, I am leaning toward restoring only a portion of the original values after release. It would be unfair to lose the whole amount during enslavement but on the other hand, restoring everything would remove any incentive to escape. Also, the loss would happen only during the training phase of enslavement. Once you reject your master or join his faction, the loss would stop. Also joining your master, I assume the difference between lifted rather than restored means that if the master as full follower status changes (Master is killed and ownership transfers to the victor, or perhaps master wants a break from adventuring to concentrate on playing with you more) the health, magica, and stamina immediately drop back down to what they were, rather resetting the clock and starting the decay over again. That would definitely be incentive to keep your master alive when adventuring. See above. The loss would stop but the amount would not be fully restored. Only part of it. Does this also apply when using the "I need a strong hand" option. Perhaps a more consensual relationship shouldn't have this downside? Yes. Voluntary submission shouldn't have the same impact as being captured.
UnearnedRogue Posted June 11, 2014 Posted June 11, 2014 i'm getting ctd before the game even fully opens. straight after the bethesda logo. GameMode=SkyrimSkyrim.esm=1Update.esm=1Unofficial Skyrim Patch.esp=1Dawnguard.esm=1Unofficial Dawnguard Patch.esp=1HearthFires.esm=1Unofficial Hearthfire Patch.esp=1Dragonborn.esm=1Unofficial Dragonborn Patch.esp=1ApachiiHair.esm=1JSwords.esm=1Schlongs of Skyrim - Core.esm=1SexLab.esm=1SexLabAroused.esm=1HentaiPregnancy.esm=1daymoyl.esm=1SexLab Attraction.esm=0Devious Devices - Assets.esm=1Devious Devices - Integration.esm=1Weapons & Armor Fixes_Remade.esp=1Aldmeri Dominion Strengthened.esp=1Auto Unequip Ammo.esp=1MF_RadiantProstitution.esp=1SexLabZaZAnimations.esp=0SexLab Dangerously Nude.esp=1SexLabNudeCreatures.esp=1SexLabDefeat.esp=1Smelter_Riften & Solitude.esp=1RaceMenu.esp=1RaceMenuPlugin.esp=1SkyUI.esp=1exposeclothing_Exoticist.esp=1Hothtrooper44_Armor_Ecksstra.esp=1Hothtrooper44_ArmorCompilation.esp=1Immersive Weapons.esp=1NewmillerPiercings2.esp=1NewmillerPiercings3.esp=1SensibleDB.esp=1Smithing Perks Overhaul_Remade.esp=1Complete Crafting Overhaul_Remade.esp=1ArbitraryFA - Forsworn.esp=0BetterDarkBrotherhood.esp=1BetterJorrvaskr.esp=1Hunting in Skyrim.esp=1Run For Your Lives.esp=1Shadowmarks for Player Homes.esp=0Sweet&Sexy Lingerie.esp=1The Paarthurnax Dilemma.esp=1ESFCompanions.esp=1Headtracking.esp=1Schlongs of Skyrim.esp=1HPSoulGemBirth.esp=1SOS - VectorPlexus Regular Addon.esp=1dD - Enhanced Blood Main.esp=1Thieves Guild Requirements.esp=1campingkitnorthernranger.esp=1Mighty Beasts - Vampire Lord.esp=1Mighty Beasts - Werewolf.esp=1towRename.esp=1Upgrade Leveled Items Spell.esp=0FNISspells.esp=1BetterMagic_FULL.esp=1Better Stealth AI for Followers.esp=1Beards.esp=1hornsareforever.esp=1BS-TheHag_WarPaints.esp=1Alternate Start - Live Another Life.esp=1ethereal_elven_overhaul.esp=1KJ Tattoos 2K.esp=1SMIM-FarmhouseFlickeringFix.esp=1SMIM-DragonbornTernFix.esp=1SMIM-ShackRoofFixes.esp=1SMIM-ShackRoofFixesDragonborn.esp=1SMIM-FurnitureChestSnowFix.esp=1SMIM-DungeonsCliffsIceSkirts.esp=1SexLabDangerousNights.esp=1SexLab Approach.esp=0Radiant-SchlongsPatch.esp=1LovelyHairstylesCE.esp=1Apropos.esp=1CagesDiverse.esp=0CollegeDaysWinterhold.esp=0Sexlab Breeder.esp=1SexLab Trainers.esp=0SexLabNudeCreaturesDG.esp=1SexLabNudeCreaturesDB.esp=1animal_mansion.esp=1SSv2.esp=1ZazResources.esp=1Devious Deviants.esp=1sanguinesDebauchery.esp=1SDpatch - frostfall.esp=1SDpatch - dragonborn.esp=1SDpatch - dawnguard.esp=1dd-sd1-compatibility-patch.esp=1 All it says in my most recent papyrus is this: [06/12/2014 - 12:17:19AM] Papyrus log opened (PC)[06/12/2014 - 12:17:19AM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)[06/12/2014 - 12:17:19AM] Memory page: 128 (min) 512 (max) 76800 (max total) I really want to get this working, it's one of my favourite mods. ): Could it be defeat or something?
Vithiss Posted June 11, 2014 Posted June 11, 2014 I would like to toss an idea out for the future of master-follower development. If you get to a point where different potential master-followers are getting different "personalities," would you consider the possibility of having one or two who are Dom(me) but not sadists to allow for subs who aren't masochists? It's not a big deal, and, based on the stuff that you've done with this mod and others, I'd guess that once variety comes there'll be plenty of it. But, some days you just feel like you ought to say something about something and I guess today was my day for this. Thanks, as always, for your work.
Vithiss Posted June 11, 2014 Posted June 11, 2014 i'm getting ctd before the game even fully opens. straight after the bethesda logo. GameMode=Skyrim Skyrim.esm=1 Update.esm=1 Unofficial Skyrim Patch.esp=1 Dawnguard.esm=1 Unofficial Dawnguard Patch.esp=1 HearthFires.esm=1 Unofficial Hearthfire Patch.esp=1 Dragonborn.esm=1 Unofficial Dragonborn Patch.esp=1 ApachiiHair.esm=1 JSwords.esm=1 Schlongs of Skyrim - Core.esm=1 SexLab.esm=1 SexLabAroused.esm=1 HentaiPregnancy.esm=1 daymoyl.esm=1 SexLab Attraction.esm=0 Devious Devices - Assets.esm=1 Devious Devices - Integration.esm=1 Weapons & Armor Fixes_Remade.esp=1 Aldmeri Dominion Strengthened.esp=1 Auto Unequip Ammo.esp=1 MF_RadiantProstitution.esp=1 SexLabZaZAnimations.esp=0 SexLab Dangerously Nude.esp=1 SexLabNudeCreatures.esp=1 SexLabDefeat.esp=1 Smelter_Riften & Solitude.esp=1 RaceMenu.esp=1 RaceMenuPlugin.esp=1 SkyUI.esp=1 exposeclothing_Exoticist.esp=1 Hothtrooper44_Armor_Ecksstra.esp=1 Hothtrooper44_ArmorCompilation.esp=1 Immersive Weapons.esp=1 NewmillerPiercings2.esp=1 NewmillerPiercings3.esp=1 SensibleDB.esp=1 Smithing Perks Overhaul_Remade.esp=1 Complete Crafting Overhaul_Remade.esp=1 ArbitraryFA - Forsworn.esp=0 BetterDarkBrotherhood.esp=1 BetterJorrvaskr.esp=1 Hunting in Skyrim.esp=1 Run For Your Lives.esp=1 Shadowmarks for Player Homes.esp=0 Sweet&Sexy Lingerie.esp=1 The Paarthurnax Dilemma.esp=1 ESFCompanions.esp=1 Headtracking.esp=1 Schlongs of Skyrim.esp=1 HPSoulGemBirth.esp=1 SOS - VectorPlexus Regular Addon.esp=1 dD - Enhanced Blood Main.esp=1 Thieves Guild Requirements.esp=1 campingkitnorthernranger.esp=1 Mighty Beasts - Vampire Lord.esp=1 Mighty Beasts - Werewolf.esp=1 towRename.esp=1 Upgrade Leveled Items Spell.esp=0 FNISspells.esp=1 BetterMagic_FULL.esp=1 Better Stealth AI for Followers.esp=1 Beards.esp=1 hornsareforever.esp=1 BS-TheHag_WarPaints.esp=1 Alternate Start - Live Another Life.esp=1 ethereal_elven_overhaul.esp=1 KJ Tattoos 2K.esp=1 SMIM-FarmhouseFlickeringFix.esp=1 SMIM-DragonbornTernFix.esp=1 SMIM-ShackRoofFixes.esp=1 SMIM-ShackRoofFixesDragonborn.esp=1 SMIM-FurnitureChestSnowFix.esp=1 SMIM-DungeonsCliffsIceSkirts.esp=1 SexLabDangerousNights.esp=1 SexLab Approach.esp=0 Radiant-SchlongsPatch.esp=1 LovelyHairstylesCE.esp=1 Apropos.esp=1 CagesDiverse.esp=0 CollegeDaysWinterhold.esp=0 Sexlab Breeder.esp=1 SexLab Trainers.esp=0 SexLabNudeCreaturesDG.esp=1 SexLabNudeCreaturesDB.esp=1 animal_mansion.esp=1 SSv2.esp=1 ZazResources.esp=1 Devious Deviants.esp=1 sanguinesDebauchery.esp=1 SDpatch - frostfall.esp=1 SDpatch - dragonborn.esp=1 SDpatch - dawnguard.esp=1 dd-sd1-compatibility-patch.esp=1 All it says in my most recent papyrus is this: [06/12/2014 - 12:17:19AM] Papyrus log opened (PC) [06/12/2014 - 12:17:19AM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms) [06/12/2014 - 12:17:19AM] Memory page: 128 (min) 512 (max) 76800 (max total) I really want to get this working, it's one of my favourite mods. ): Could it be defeat or something? From what I've read here on LL, CTDs at that point are most often missing dependency-related. Did you check TESVEdit? I'm running Defeat myself (newest) so it shouldn't be that.
xboronx Posted June 12, 2014 Posted June 12, 2014 Got a nice long enslavement in a mage fort, worked almost flawlessly. Liking the new "how am i doing" question . Just got two minor annoyances: -My master very often did tasks like alchemy, so getting him to follow me was difficult. The problem with this was that i needed to enter a fort building to be able to sleep, but it took quite a few tries till the master followed, instead of triggering an escape attempt. Could you add a dialogue line like the ones for "please give me something to eat/drink" to beg for sleep? -Is there an emergency way to briefly check menus or allow shouts? TDF prostitution has a new dance sex mechanic, which would be perfect as slave task, but to start dancing with TDF you need to do a shout. I forgot to equip the shout before, so an emergency toggle would be very handy. Your new worklist looks good, thanks in advance for all your amazing continued modding efforts This mod has a dance sex mechanic too, what's different about TDF's? The dances in TDF are better I am working on a fix for that as well. The other advantage from TDF is that you can easily configure your gold gain. The original SD had a prostitution system with gold for the wicked, but afaik it never worked well enough. This way Skyrimll can work on other parts of SD, no need trying to fix the SD prostitution system imho if you can easily use TDF, radiant prostitution or working girl for this part Currently for slavery prostitution my favorite is TDF, because radiant prostitution needs an Innkeeper to activate and with working girl the money gain is too high for a slave imho. So i use TDF for slavery prostitution or playing madame for NPCs, radiant prostitution for voluntarily prostitution, but with very high madame cut percentage and thus use working girl alongside, roleplaying to peculate some money with the downside of the additional rape risk and mean guards. The slaverun mod is developing nicely imho, would be quite funny if it could be a soft dependency for SD+ dreamworld teleport locations, as well as your sexlab stories mod, so that occasionally Sanguine either teleports you back as milk cow or whiterun slave in case the user has those mods also installed.
DeepBlueFrog Posted June 12, 2014 Author Posted June 12, 2014 i'm getting ctd before the game even fully opens. straight after the bethesda logo. GameMode=Skyrim Skyrim.esm=1 Update.esm=1 Unofficial Skyrim Patch.esp=1 Dawnguard.esm=1 Unofficial Dawnguard Patch.esp=1 HearthFires.esm=1 Unofficial Hearthfire Patch.esp=1 Dragonborn.esm=1 Unofficial Dragonborn Patch.esp=1 ApachiiHair.esm=1 JSwords.esm=1 Schlongs of Skyrim - Core.esm=1 SexLab.esm=1 SexLabAroused.esm=1 HentaiPregnancy.esm=1 daymoyl.esm=1 SexLab Attraction.esm=0 Devious Devices - Assets.esm=1 Devious Devices - Integration.esm=1 Weapons & Armor Fixes_Remade.esp=1 Aldmeri Dominion Strengthened.esp=1 Auto Unequip Ammo.esp=1 MF_RadiantProstitution.esp=1 SexLabZaZAnimations.esp=0 SexLab Dangerously Nude.esp=1 SexLabNudeCreatures.esp=1 SexLabDefeat.esp=1 Smelter_Riften & Solitude.esp=1 RaceMenu.esp=1 RaceMenuPlugin.esp=1 SkyUI.esp=1 exposeclothing_Exoticist.esp=1 Hothtrooper44_Armor_Ecksstra.esp=1 Hothtrooper44_ArmorCompilation.esp=1 Immersive Weapons.esp=1 NewmillerPiercings2.esp=1 NewmillerPiercings3.esp=1 SensibleDB.esp=1 Smithing Perks Overhaul_Remade.esp=1 Complete Crafting Overhaul_Remade.esp=1 ArbitraryFA - Forsworn.esp=0 BetterDarkBrotherhood.esp=1 BetterJorrvaskr.esp=1 Hunting in Skyrim.esp=1 Run For Your Lives.esp=1 Shadowmarks for Player Homes.esp=0 Sweet&Sexy Lingerie.esp=1 The Paarthurnax Dilemma.esp=1 ESFCompanions.esp=1 Headtracking.esp=1 Schlongs of Skyrim.esp=1 HPSoulGemBirth.esp=1 SOS - VectorPlexus Regular Addon.esp=1 dD - Enhanced Blood Main.esp=1 Thieves Guild Requirements.esp=1 campingkitnorthernranger.esp=1 Mighty Beasts - Vampire Lord.esp=1 Mighty Beasts - Werewolf.esp=1 towRename.esp=1 Upgrade Leveled Items Spell.esp=0 FNISspells.esp=1 BetterMagic_FULL.esp=1 Better Stealth AI for Followers.esp=1 Beards.esp=1 hornsareforever.esp=1 BS-TheHag_WarPaints.esp=1 Alternate Start - Live Another Life.esp=1 ethereal_elven_overhaul.esp=1 KJ Tattoos 2K.esp=1 SMIM-FarmhouseFlickeringFix.esp=1 SMIM-DragonbornTernFix.esp=1 SMIM-ShackRoofFixes.esp=1 SMIM-ShackRoofFixesDragonborn.esp=1 SMIM-FurnitureChestSnowFix.esp=1 SMIM-DungeonsCliffsIceSkirts.esp=1 SexLabDangerousNights.esp=1 SexLab Approach.esp=0 Radiant-SchlongsPatch.esp=1 LovelyHairstylesCE.esp=1 Apropos.esp=1 CagesDiverse.esp=0 CollegeDaysWinterhold.esp=0 Sexlab Breeder.esp=1 SexLab Trainers.esp=0 SexLabNudeCreaturesDG.esp=1 SexLabNudeCreaturesDB.esp=1 animal_mansion.esp=1 SSv2.esp=1 ZazResources.esp=1 Devious Deviants.esp=1 sanguinesDebauchery.esp=1 SDpatch - frostfall.esp=1 SDpatch - dragonborn.esp=1 SDpatch - dawnguard.esp=1 dd-sd1-compatibility-patch.esp=1 All it says in my most recent papyrus is this: [06/12/2014 - 12:17:19AM] Papyrus log opened (PC) [06/12/2014 - 12:17:19AM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms) [06/12/2014 - 12:17:19AM] Memory page: 128 (min) 512 (max) 76800 (max total) I really want to get this working, it's one of my favourite mods. ): Could it be defeat or something? I don't see Frostfall in your load order - you should disable the Forstfall add-on for SD. That will give you crashes on menu as well.
pinky6225 Posted June 12, 2014 Posted June 12, 2014 Is there a way to have your follower enslaved with you with the configuration? The only follower options i can see are whether to dismiss/kill etc
The_Nerd_XXX Posted June 12, 2014 Posted June 12, 2014 Okay, So I'm obviously doing something wrong and I can't for the life of me figure out what it is. I always considered myself quite good with Modding skyrim. I've tried several times to get things working correctly. Last time I didn't even install Defeat, I just installed Sexlabs, Aroused, Deviant Devices and Sanguines Debauchery. Things still didn't work correctly. Mods I'm using:- Sexlab Framework 157 Zaz Animation Pack 0553 Aroused 20140124 SDPlus 203 Devious Assets Devious Expansion Devious Devices 2.8.0 Sanguine Debauchery Compatibility Patch -- Other Mods FNIS + Creatures + Spells All 4 Unofficial patches (Dragonborn, etc) CBBE, Using Bodyslide 2 Created a CalienteBodyAdvanced TBBP and exported it. Applied CBBE skin texture Brawl bug patch Apachii Hair Realistic Ragdolls and force Death Alternative Alternative Start Fus Rah Doh HDT + XML I then install the XP32 Maximum Skeleton Extended, picking female character, defaults for weapon placements, and I pick a HDT skeleton, I then overwrite everything when it asks. -- This was all installed on a fresh copy of Skyrim. And I've tried to keep my mods down to a minimum to avoid conflicts. I've installed no Feminine animation types for example. I've also ran FNIS as required, and used boss for load order. I also manually ordered my list to what I consider a optimal load order. I tried all of the above using Nexus to install the mods, aswell as going back old school and installing them all manually. Same outcome. I've altered MCM settings:- I selected to Install and Begin the Sanguines debauchery quests I changed the Bleedout+rag-doll setting to just Bleedout to avoid Rag-doll issues. I registered the Zazanimations with Sexlabs, which changes all the No's to Yes' I then checked Devious devices, Under device animation options I select Reregister animations. I've ticked Limited Removal + Female: Body CBBE. I'm out of ideas and the following things are still happening:- 1: When I am enslaved, The character only equips a collar and standard tied arms. - No armbinder, No gag, Nothing else. 2: When the player falls to her knees, when trying to move she floats on her knees instead of crawls. She will also stand and walk if you press for long enough. Any help would be appreciated
Morferous Posted June 12, 2014 Posted June 12, 2014 I'm out of ideas and the following things are still happening:- 1: When I am enslaved, The character only equips a collar and standard tied arms. - No armbinder, No gag, Nothing else. 2: When the player falls to her knees, when trying to move she floats on her knees instead of crawls. She will also stand and walk if you press for long enough. Any help would be appreciated If I am not mistaken, mod seems to be working properly for you. 1. SD+ is not using DD items, when character is initially slaved. DD items are recognizes properly, when worn. 2. It does not require a lot of lag for floating to happen. This is why I requested a short delay between animation when character stops walking and goes on her knees. The floating is most certain to happen, when character had just went donw, but is required to move again.
DeepBlueFrog Posted June 12, 2014 Author Posted June 12, 2014 I'm out of ideas and the following things are still happening:- 1: When I am enslaved, The character only equips a collar and standard tied arms. - No armbinder, No gag, Nothing else. 2: When the player falls to her knees, when trying to move she floats on her knees instead of crawls. She will also stand and walk if you press for long enough. Any help would be appreciated If I am not mistaken, mod seems to be working properly for you. 1. SD+ is not using DD items, when character is initially slaved. DD items are recognizes properly, when worn. The next version of SD+ will introduce Devious Devices for enslavement in certain conditions (I am in the middle of testing that feature actually ). Right now, SD will respect Devious Devices if you are wearing them when you are enslaved but it does not add them. 2. It does not require a lot of lag for floating to happen. This is why I requested a short delay between animation when character stops walking and goes on her knees. The floating is most certain to happen, when character had just went donw, but is required to move again. The kneeling procedure needs a complete overhaul, along with a lot of other things. By the way, you can drop the DD SD compatibility patch. It is no longer needed.
jfraser Posted June 12, 2014 Posted June 12, 2014 I'm out of ideas and the following things are still happening:- 1: When I am enslaved, The character only equips a collar and standard tied arms. - No armbinder, No gag, Nothing else. 2: When the player falls to her knees, when trying to move she floats on her knees instead of crawls. She will also stand and walk if you press for long enough. Any help would be appreciated If I am not mistaken, mod seems to be working properly for you. 1. SD+ is not using DD items, when character is initially slaved. DD items are recognizes properly, when worn. 2. It does not require a lot of lag for floating to happen. This is why I requested a short delay between animation when character stops walking and goes on her knees. The floating is most certain to happen, when character had just went donw, but is required to move again. I agree. SD is compatible with DD in that it knows when those items exist. It does not add them itself. And I don't recall any version of SD wherein the player crawled. You will go to your knees when not moving; you will stand and walk when you do move. That's how it's always been. Edit: oops, the man himself replied while I was typing. Ah welll.
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