donttouchmethere Posted September 6, 2019 Posted September 6, 2019 32 minutes ago, DeepBlueFrog said: At this time, I am looking into why enslavement is aborted for certain masters. Thank you from me too. ? Some of my wanna be masters get really frustrated and it gets hard to hire followers, because they are scared to get enslaved and stripped for 1 hour if they are close to me. ? Also they hate my PC for triggering traps ?
DeepBlueFrog Posted September 7, 2019 Author Posted September 7, 2019 Update on the issue with aborted enslavement attempts. I came across a situation where the quest alias for Master is not filled for some owners. Still unsure why not. This affects enslavements that abort immediately, and not after one night. I still have to research that one. When that happens, the whole enslavement quest needs to be aborted to prevent incomplete scripts and errors in the logs. I added some safeguards to prevent followers to be half enslaved as well. 1
donttouchmethere Posted September 7, 2019 Posted September 7, 2019 Might be also if a quest is running on the NPC? For example Ysolda can enslave perfectly fine via DEC. But if simple knock quest modified by SLS is running on her => DEC triggers local enslavement => enslavement starts and gets aborted after the SDenslavement quest started (not before the whole stripping and restraining) An outcome of the SLS Simple Knock quest can be local SD enslavement via SD+ So it looks like SD+ does everything right, just should stop the enslavement procedure, if it will be stopped anyways shortly after enslavement scene. Â I don't know yet what other quests on NPCs can stop SD+ enslavement, but it happens often, just not so random as I thought first. Sometimes the same NPC that made SD+ stop the enslavement, works on a second try later without issue. Â Another example how quests running on NPCs can stop SD+ in its tracks: Immersive Wenches "Wenches scenes" (they are a bit like the regular vanilla tavern scenes): Spoiler If those "wenches scenes" are active => every NPC connected to Immersive Wenches will have that quest on it running (civil NPC, Guards, Bandits, even males can be wenchified) => SD aborts enslavement every time If "Disable wenches scenes" is chosen in MCM => all immersive wenches are able to enslave PC via DEC or SD+defeat hotkey (without SD+ aborting the enslavement shortly after) Â (in addition: immersive vampire wenches aren't real vampires, they just NPC with some of the spells and the look => SD+ doesn't stop the enslavement because of vampire faction) Â and one more (maybe even desired?): if PC gets bounty => SD+ enslavement aborts too (but not reliable)
DeepBlueFrog Posted September 7, 2019 Author Posted September 7, 2019 1 hour ago, donttouchmethere said: Might be also if a quest is running on the NPC? For example Ysolda can enslave perfectly fine via DEC. But if simple knock quest modified by SLS is running on her => DEC triggers local enslavement => enslavement starts and gets aborted after the SDenslavement quest started (not before the whole stripping and restraining) An outcome of the SLS Simple Knock quest can be local SD enslavement via SD+ So it looks like SD+ does everything right, just should stop the enslavement procedure, if it will be stopped anyways shortly after enslavement scene. Â I don't now yet what other quests on NPCs can stop SD+ enslavement, but it happens often, just not so random as I thought first. Sometimes the same NPC that made SD+ stop the enslavement, works on a second try later without issue. Â Another example how quests running on NPCs can stop SD+ in it's tracks: Immersive Wenches "Wenches scenes" (they are a bit like the regular vanilla tavern scenes): Â Reveal hidden contents If those "wenches scenes" are active => every NPC connected to Immersive Wenches will have that quest on it running (civil NPC, Guards, Bandits, even males can be wenchified) => SD aborts enslavement every time If "Disable wenches scenes" is chosen in MCM => all immersive wenches are able to enslave PC via DEC or SD+defeat hotkey (without SD+ aborting the enslavement shortly after) Â (in addition: immersive vampire wenches aren't real vampires, they just NPC with some of the spells and the look => SD+ doesn't stop the enslavement because of vampire faction) Â and one more (maybe even desired?): if PC gets bounty => SD+ enslavement aborts too (but not reliable) If those quests mark the NPCs as 'Reserved', that will likely prevent SD+ from adding them as masters. I ran into this issue when Dialogues was abusively marking NPCs as reserved and prevented them from being part of other mods quests.
donttouchmethere Posted September 7, 2019 Posted September 7, 2019 29 minutes ago, DeepBlueFrog said: I ran into this issue when Dialogues was abusively marking NPCs as reserved and prevented them from being part of other mods quests. Wouldn't that imply that every NPC approach/force greet triggering mod reserves NPCs for an event and only the fastest wins => shortest poll re-run time, highest %rate to try to catch an comment, and so on..? Means the more mods in LO try to run an event on NPCs, the lower the chance for SD+ to start and continue successfully an SD enslavement event? ?? Â
DeepBlueFrog Posted September 7, 2019 Author Posted September 7, 2019 22 minutes ago, donttouchmethere said: Wouldn't that imply that every NPC approach/force greet triggering mod reserves NPCs for an event and only the fastest wins => shortest poll re-run time, highest %rate to try to catch an comment, and so on..? Means the more mods in LO try to run an event on NPCs, the lower the chance for SD+ to start and continue successfully an SD enslavement event? ?? Â That is correct and that is the price of trying to be open to enslavement by anyone. Â One solution would be to do away with quest aliases for the master altogether, but checks against that alias are literally everywhere in the mod, so I can't seriously start that kind of surgery. Â I did try to blank those aliases and force them using a ForceRefTo() but that call fails since the alias are empty to begin with. Setting them to a dummy value first didn't help either.
RetroGray Posted September 7, 2019 Posted September 7, 2019 1 hour ago, DeepBlueFrog said: If those quests mark the NPCs as 'Reserved', that will likely prevent SD+ from adding them as masters. Â Is there a way to check via console whether an NPC has been 'reserved' by a quest (and if so, by which quest)? Or output to a log? That sounds like it may explain some of the problems I was having - there was definitely some kind of correlation between a character's "importance" and their likelihood of aborting enslavement attempts. Vanilla actors in particular; mod added NPCs were more likely to work even if they had quests associated. I run a fairly heavy load order and I wouldn't be at all surprised if a relatively innocent seeming mod somewhere was overstepping its bounds and blocking NPCs from being available for other mods.
donttouchmethere Posted September 7, 2019 Posted September 7, 2019 *reads your answer* ? *looks at his LO* ? uhmm... gush, why is it so hard to deinstall mods >.<  SD enslavement start isn't the fastest, I have so many mods that want a piece of my PC, that I'm sure one or two would try something while SD+ is in enslavement preparation mode. Not only that, NPCs get reserved for NPC-NPC action too. Normally it's enough (like you already suggested) to keep the SD+ message box open until the SD screen messages end. If I close the pop up message too early and a follower got enslaved, the follower will just come back before transferred to Mistwatch (takes a while).  90% of the time nothing happens or only a comment gets triggered (because the conditions for an event aren't meet), but if all those mods try to reserve every NPC around for something that might could happen, than I must say my Skyrim is totally busy. Those NPCs don't get payed enough ?  I thought already that it might be troublesome, if so many mods scan the area, just didn't see any harm done. But now that I know that they reserve NPCs for their devious intentions that explains some odd follower/NPC behavior.  I could also "test" (=> not true, just a regular game with intentionally high % settings) it with a few comment/approach triggering mods. If I set them all to 50% I rarely see any comments anymore from SLdialog, unless I reduce the poll rate/% The mix was (still is, and now worse): > Slaverun comments + SLSF => 5 sec poll and comment chance 50% about PC fame > Sexist Guards => comment chance 50% for any comment types by NPC and also PC > SLdialog + SD+ => comment chance 50% + 60% action (with collar on PC) > DEC => check all 30 sec for... everything =D follower and NPC approach > NDUN => check all 6 sec + 6% comment chance (6% is like 100% for NDUN) > Pet Collar => 60 sec poll for NPC-NPC action on hydragon slaves > SLAC => poll 8 sec for creature approach > SLS => guards check > STA => comments about the nice red areas on the PC > DW => drip check > RDO => regular comments > DT2 => check for all DD effects on PC/NPCs (> DF => not sure if they like to make comments too lol)  That's the obvious mods that check for NPCs and Creatures (damn, the longer I think about it, the longer the list gets)  At the end there are two mods that had issues (every time if my setup goes LL crazy), even if the PC is vulnerable and high SLA values all around: > SLdialog didn't show any comments at all, also the 60% action chance never happened (i know it get worse after Dreamworld, this setting is before Dreamworld) > NDUN makes failed NPC approaches (empty dialog or other mods took over)  only after reducing Sexist Guards comment chance to 20% and SLSF comment chance to 20% and NDUN to 1% and Pet collar to poll rate of 180 sec => SLdialoge showed its comments again  Surely not a professional test, but with your explanation it shows me that there is more happening than a missing comment. I don't get CTD or fps drops or freezes if all those mods run, just NDUN and SLdialog give up (lucky me ^^)  My next LO would be even worse, guess I have to change a few things. Also, even after a successful SD+ enslavement, SLdialog would have had rarely a chance to trigger anything, because the PC and the NPCs (inclive SD master) are already reserved for other mods. (?) How often do SD+ / SLdialog make polls?  Anti DEC + DT2 comments will be ignored ? Â
DeepBlueFrog Posted September 7, 2019 Author Posted September 7, 2019 I had to learn to kill my darlings and let go of several power hungry mods. I used to run at 254 mods in my load order and I got them down to 234 at the moment.  SD+ and Dialogues don't use the spell effect at all to poll for dialogues.... they only rely on Skyrim's own Hello system. Hello comments have their own priority setting with their own source of conflict. I will have to check but I think I set them at priority 90.
donttouchmethere Posted September 7, 2019 Posted September 7, 2019 8 hours ago, DeepBlueFrog said: I had to learn to kill my darlings and let go of several power hungry mods. I used to run at 254 mods in my load order and I got them down to 234 at the moment.  SD+ and Dialogues don't use the spell effect at all to poll for dialogues.... they only rely on Skyrim's own Hello system. Hello comments have their own priority setting with their own source of conflict. I will have to check but I think I set them at priority 90. Still learning and I'm still amazed what is possible (while ignoring what happens under the hood). Rethinking my next setup right now. Hurts every time to deinstall a mod I know that workes and is compatible with my setup. Must... resist...aahhh ?
Bane Master Posted September 7, 2019 Posted September 7, 2019 10 hours ago, DeepBlueFrog said: If those quests mark the NPCs as 'Reserved', that will likely prevent SD+ from adding them as masters. You could mark the master alias as "Allow Reserved" - I have had to do that with some of my mods because, as you have pointed out, so many authors reserve references unnecessarily.
DeepBlueFrog Posted September 7, 2019 Author Posted September 7, 2019 5 hours ago, Bane Master said: You could mark the master alias as "Allow Reserved" - I have had to do that with some of my mods because, as you have pointed out, so many authors reserve references unnecessarily. That did the trick... I can't believe I missed that that checkbox had been unchecked. Thanks! 1
DeepBlueFrog Posted September 7, 2019 Author Posted September 7, 2019 A new version of SD+ is out with these changes: RELEASE NOTES for milestone SD 2019-09-07 Enhancements: Adjusted enslavement effects on lockpick and carry weight Disable transfer of items out of Dreamworld chest Optimize checking for soft dependencies Add devious corset to blacksmith removal dialogue Bug Fixes: Enslavement quest aborted prematurely at beginning of enslavement Player no longer recognized as Victim in sexlab scenes during enslavement 2
RetroGray Posted September 7, 2019 Posted September 7, 2019 So far as I can tell, enslavement is now working perfectly with all masters. Thanks very much for the update!
donttouchmethere Posted September 8, 2019 Posted September 8, 2019 18 hours ago, DeepBlueFrog said: SD+ and Dialogues don't use the spell effect at all to poll for dialogues.... they only rely on Skyrim's own Hello system. Hello comments have their own priority setting with their own source of conflict. I will have to check but I think I set them at priority 90.  11 hours ago, Bane Master said: You could mark the master alias as "Allow Reserved" - I have had to do that with some of my mods because, as you have pointed out, so many authors reserve references unnecessarily.  5 hours ago, DeepBlueFrog said: That did the trick... I can't believe I missed that that checkbox had been unchecked. Thanks! ? Evolution by Support Topic! ?  (I might missed the point about the "hello comment" system here ^^)
Sam19823 Posted September 8, 2019 Posted September 8, 2019 About the new update i just need to unstall old ones and install new one ? Or i must unstalled from game frist ?! Sorry i asking this simple Q  i dont want to lose my save XDXD Â
DeepBlueFrog Posted September 8, 2019 Author Posted September 8, 2019 20 minutes ago, Sam19823 said: About the new update i just need to unstall old ones and install new one ? Or i must unstalled from game frist ?! Sorry i asking this simple Q  i dont want to lose my save XDXD  Uninstalling will cause more harm than good.  In most cases, my updates can be simply applied on top of your current game. Just make sure you restore your load order before playing.Â
sofzx Posted September 8, 2019 Posted September 8, 2019 Thanks for your time doing this mod. Sorry for bother you buuuuuuuut there is a way to disable the BDSM stuff from Devious Devices Expansion? I'm not into bdsm... sorry.Â
N.Gamma Posted September 8, 2019 Posted September 8, 2019 hi, first of all thanks for the new update. A question, is there also a UUNP Bodyslide version of the Slave outfit?
Sam19823 Posted September 8, 2019 Posted September 8, 2019 9 hours ago, DeepBlueFrog said: Uninstalling will cause more harm than good.  In most cases, my updates can be simply applied on top of your current game. Just make sure you restore your load order before playing. Im really sorry to say this i know im dum Im not gana aking this shits again sorry XD How can i restore load arder ?Â
donttouchmethere Posted September 8, 2019 Posted September 8, 2019 10 hours ago, Sam19823 said: Im really sorry to say this i know im dum Im not gana aking this shits again sorry XD How can i restore load arder ? I guess DBF means if you install new SD+ over the old SD+ the esp will move at the end of your load order and you have to pull it up to the place in LO where you had placed it after sorting your load order
shiagwen Posted September 8, 2019 Posted September 8, 2019 This mod was originally a defeat mod with zaz furnitures , a lot of whipping, devices etc, full of action.. skyrim LL made a boring dialogue mod out of it with long downtimes and no action. it would be great to bring the mod back to where it was in the beginning.
DeepBlueFrog Posted September 8, 2019 Author Posted September 8, 2019 48 minutes ago, shiagwen said: This mod was originally a defeat mod with zaz furnitures , a lot of whipping, devices etc, full of action.. skyrim LL made a boring dialogue mod out of it with long downtimes and no action. it would be great to bring the mod back to where it was in the beginning. Thanks for the feedback. My experience of the old SD was a lot waiting chained to masters with nothing to do except wait for the next beating... But I guess to each its own. Â If you have suggestions for better dialogues, by all means send them.. I will happily add them to the list of dialogues I have received and I am planning to add soon.
shiagwen Posted September 8, 2019 Posted September 8, 2019 11 minutes ago, DeepBlueFrog said: Thanks for the feedback. My experience of the old SD was a lot waiting chained to masters with nothing to do except wait for the next beating... But I guess to each its own.  If you have suggestions for better dialogues, by all means send them.. I will happily add them to the list of dialogues I have received and I am planning to add soon. english is not my home., but could you please tell me what the mod is about ?` not like the description page. i heard there ius no beating and no whipping at all, just dialogues, looking for food, etc, cant be more boring. Inte makes a sd patched too, why two differnt versions ?
Polonium Posted September 8, 2019 Posted September 8, 2019 Just wondering, where do people prefer to test this mod? Do you have a favorite place to get enslaved?
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